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Faldoncow posted:I still find it weird how they added a bunch of new medical buildings and medicines and whatnot, while simultaneously nerfing slimelung and disease so hard that none of the new stuff is remotely required. I think if you change the settings on sickness for your dupes before you generate the map it will be more of a life/death issue, but I haven't tried doing that because it is annoying enough when they hack up a lung because of the slime on normal.
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# ? Oct 3, 2019 00:30 |
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# ? May 28, 2024 05:59 |
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Does compressed gas damage walls at a lower density than compressed liquid does? I saw a few cracks on my steam boiler, but honestly they could have come from anywhere so I’m not sure they’re related to the steam have there.
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# ? Oct 3, 2019 03:46 |
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I don't think so. I've shoved 100kg average of natural gas in the space of 10 tiles without issue.
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# ? Oct 3, 2019 16:33 |
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I have borderlands 3 and ghost recon breakpoint to finish, but I can’t stop building bases in ONI. Finally got a solid setup for steel production and now I’m thinking of building a sour gas boiler or a petroleum boiler. My bases always died in the past because I didn’t get steel and my water and oxygen cooling wasn’t there. Now I can actually control that stuff and it provides so many options.
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# ? Oct 3, 2019 20:48 |
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I got 2 AETNs in one ice biome, almost horizontally level with each other, about 20 tiles apart. Are there any practical / useless and gimmick applications for 2 AETNs in close proximity that one can't do? Last time I played this game I remember finding my first one and accidentally liquefying CO2 once I got it hooked up.
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# ? Oct 3, 2019 23:00 |
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They can liqueify sour gas, for a crude (and slow) gas boiler. Maybe pre-chill with an ethanol cooling loop, heat-exchange liquid methane with hot sour gas. You could probably get pretty decent midgame/lategame boiling performance, short of the thermium aquatuners & supercoolant.
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# ? Oct 3, 2019 23:06 |
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Alright this is a big topic, but how do you guys choose dupes? This my first "long game", I'm a thousand cycles in though playing pretty slow. I have 3 or 4 dupes with yokel, because research was done, and that....was a bad idea. Had no idea about learning skills, missed that tooltip entirely. Divers' lungs seem like a priority, 3 specialties in branches with 3 skills each also seems really good, but what else do I not know? Everyone gets atmo suits in my base, as they leave their bedroom. Do I really gotta throw this one back? Suit wearing is somewhat wasted but I have plenty of rocket navigator candidates, but I'll at least get the first point.
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# ? Oct 3, 2019 23:38 |
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Piggy backing on your post, but is it better to have a +1, +1, +1 dupe, or a +7 dupe?
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# ? Oct 3, 2019 23:51 |
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Overdrift posted:Piggy backing on your post, but is it better to have a +1, +1, +1 dupe, or a +7 dupe? +7 at start to ramp up, then +1 because you want to spread out the skill bonuses. Most of the upgrade tree is just +2 to a stat which you get from doing said task anyway. It's the other job unlocks that you care about. So get +1 in an area where you want them to go, which unlocks say grilling or something like that, and they gain a bonus for learning it.
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# ? Oct 4, 2019 00:15 |
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Overdrift posted:Piggy backing on your post, but is it better to have a +1, +1, +1 dupe, or a +7 dupe? The +7 is more valuable in the early game (enormously so on a researcher) when skill levels are scarce, while the +1 x3 is more about keeping morale high when you're stacking up lots of skills, which only becomes relevant in the mid and late game. Personally I'd say that your starting dupes should be a +7 researcher without question, and then some kind of mix of +7s or +3/+3s in digging, construction, and supply, since those are going to be what you're sinking almost all of your time into early on. Then look for at least a +3 in cooking and farming on your first couple of printed dupes, and transition from there into +1/+1/+1s in generally useful skills so you can keep morale under control.
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# ? Oct 4, 2019 00:17 |
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Also I wish I noticed that level 3 operating is strictly better than level 3 construction earlier, I definitely have dupes who got the former before the latter while having level 2 operating.
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# ? Oct 4, 2019 00:17 |
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That one's more than fine. The learning downside isn't major with specialized dupes. Research skills are a trade-off between morale and skill learning speed but skills also lose importance after a point. So if you want multipurpose dupes or to level them in rarely used skills, Yokel's bad, but not as bad as Slow Learner. Supplying is a pretty huge boost as far as "good overall" skills go, and yeah I'd go for 3 skills over 1 with anything but the starting researcher.
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# ? Oct 4, 2019 00:18 |
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How I usually do it is one specialist that does research, +7 learning. The next does digging and doctoring/cooking/art. The third dupe is a farming/operating. The rest doesn't matter and you specialize your dupes how you want. I avoid things like farter, narcolepsy and mouth breather because those are really annoying to handle.
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# ? Oct 4, 2019 00:20 |
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A +7 quick learner researcher is a must. Two skills I level first are digging (to get through obsidian) and mechatronics which guides the layout for the other two dupes. I often make the digger a +7/mole hands as the digging skill bonus is quite large, but many other configurations work. The mechatronics guy is operate, build, and either supply or research. Early pickups I'm looking for are usually supply/tidy errand dupes, as well as a farmer so I can shunt all the agricultural work off of the other duplicants. Ranching can be nice, but all my ranch designs require mechatronics anyways so I end up waiting on that one. Doctoring and art art late pickups, decorating being a tertiary concern and medicine being somewhere between rarely and never relevant. I tend to coast on mealwood for quite some time, so cooking is a late pickup for me as well. Astronauts are obviously not an early choice.
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# ? Oct 4, 2019 00:56 |
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My starting dupes are usually +7 researching, +7 digging, and +7 ranching. Digging out space takes so freaking long if you don't have a digger early on and going all in on hatch ranching can produce crap tons of food for not all that much effort, especially on sand-heavy maps.
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# ? Oct 4, 2019 01:10 |
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Yeah I have yokels and slow learners, but it's okay, they'll learn eventually.
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# ? Oct 4, 2019 01:20 |
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ToxicSlurpee posted:My starting dupes are usually +7 researching, +7 digging, and +7 ranching. Digging out space takes so freaking long if you don't have a digger early on and going all in on hatch ranching can produce crap tons of food for not all that much effort, especially on sand-heavy maps. I usually go this way if I plan to do ranching early game, ranching is the most important skill to pickup a +7 because ranchers never skill up other than lullabying eggs. The researcher +7 in the early game is important as well since I like to speed through the research tree. On harder maps if you are going farming then make sure to pick up a +7 farmer because seed drops can be very important in surviving the early game as you can be screwed out of early game mealwood seeds. In general +7 dupes are the way to go as the morale system is easy to manipulate to your benefit. Early game specialize your dupes, you can hold back from spending skill points and keep them below your current morale cap. Midgame you can generalize once you get the morale bonuses from decor and better food. Getting to 20+ morale isn't too hard with a great hall + barbecue or mushroom wraps and that will carry you straight into late game when you can start generalizing everyone if you want. All that being said once you have enough specialized dupes you can start picking up anyone you want, like a +1+1+1 that allows you to save morale making an astronaut.
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# ? Oct 4, 2019 03:10 |
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I generally play for the long game so I go with dupes with 2-3 relevant interests so they get ~9 free morale, a decent positive trait like quick learning or diver's lungs, and probably most importantly no negative traits I'll care about. I completely avoid yokel, nonconstructive or trypophobia because I dislke dupes that can't do those things. Slow learning and anemic are also out; slow learning is obvious but anemic because I'm pretty sure it lowers the total skill cap down, not just starts lower. Getting to the athletics cap on most dupes is actually pretty easy. I'll generally aim to get gastrophobia or the no-caregiving as the negative traits. I build pretty much everyone as a generalist in the end with a little bit of specialization based on interests. The starting 3 will usually be a strong researcher (5+ points of learning), a digger, and the first dupe that shows up with like suit wearing/researching/building interests and good traits. Mazz fucked around with this message at 03:53 on Oct 4, 2019 |
# ? Oct 4, 2019 03:46 |
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Overdrift posted:Piggy backing on your post, but is it better to have a +1, +1, +1 dupe, or a +7 dupe? Dupes gain 50% increased skill points when doing something they're interested in. +7 if you only intend them to do a narrow career path (ranching 24/7), +1x3 otherwise. I really like build, dig, supply dupes for early game. That, and research, supply, operate.
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# ? Oct 4, 2019 06:10 |
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+3/+3 where the other +3 is supply or research
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# ? Oct 4, 2019 08:37 |
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I exclusively pick dupes with +research after the very early game so they learn skills faster. This might not be totally optimal but I think it’s probably okay.
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# ? Oct 4, 2019 13:48 |
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nrook posted:I exclusively pick dupes with +research after the very early game so they learn skills faster. This might not be totally optimal but I think it’s probably okay. My only comment is that late game the 3 interest does have benefits in that each interested skill tier is +1 morale. If you have a guy with suit wearing/research/digging or whatever he’s going to have 10 free morale, 7 more than a pure researcher. That makes rocket training and navigation effectively free. Skills cap at ~22 without points in that tree already, and it’s pretty hard to get anything but digging, machinery, althetics and (dedicated) cooking even close, so learning does kind of cap out usefulness at a point. Not to say it isn’t still the best single investment per point, but the fact you can get 6 from skills means starting with 1 or 3 is generally totally fine IMO. Mazz fucked around with this message at 14:00 on Oct 4, 2019 |
# ? Oct 4, 2019 13:51 |
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nrook posted:I exclusively pick dupes with +research after the very early game so they learn skills faster. This might not be totally optimal but I think it’s probably okay. That's a good plan for easier maps for sure. I did that for a while until I started trying for carnivore, actually. Not only does a rancher help you for that achievement but surviving on Oasisse can be pretty nasty early on. That map is hot so it can be a pain to get farms set up but you have a gently caress ton of sand and a lot of easy to dig out hatches. It also seems to me that you absolutely always, no matter what map, have a hatch close to the pod. Is this right? It always seems to be there and it isn't difficult to bee line for a rancher while you still have muck roots available, tame it, and have it start barfing eggs. Digging out a maximum sized ranch early then manually dumping the eggs out of it has the hatches cranking out eggs like crazy. That you can turn into omelettes or meat.
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# ? Oct 5, 2019 00:40 |
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Mazz posted:My only comment is that late game the 3 interest does have benefits in that each interested skill tier is +1 morale. If you have a guy with suit wearing/research/digging or whatever he’s going to have 10 free morale, 7 more than a pure researcher. That makes rocket training and navigation effectively free. Pure pointless pedantry, but isn't suit wearing/research/digging only going to be +7 free morale for non-astronauts? and no combination of interests can exceed +9 free morale? If everyone gets exosuit training then supply is a flat +2 morale and suit wearing +1 for non astronauts. Ranching, cooking, and tidying all cap at +2, the rest at +3. Smiling Demon fucked around with this message at 05:23 on Oct 5, 2019 |
# ? Oct 5, 2019 05:20 |
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ToxicSlurpee posted:That's a good plan for easier maps for sure. Yep, it pays off in the long term, which means it's only a good idea if you're not worried about your base dying in the short or medium term. Has anybody had any luck with automated storage systems? That is, having dupes store materials with an easy entryway but a larger "storage area" they don't have direct access to. I made one recently and it makes me feel like a genius watching the rocks slide around, but I'm not confident there's actually anything to recommend it over just having a billion storage compactors in a row. I imagine the best designs store everything in the form of loose items with automation vents, rather than using compactors. I'll try that next, but... it does make it feel more industrial to have big rows of isolated storage compactors in the back of my base.
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# ? Oct 5, 2019 15:07 |
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Smiling Demon posted:Pure pointless pedantry, but isn't suit wearing/research/digging only going to be +7 free morale for non-astronauts? and no combination of interests can exceed +9 free morale? Yep, sorry, I thought suit wearing extended into supply like it used to. It's just 3 tiers as well. If they aren't going to be astronauts you are correct, although I'd argue anyone with suit wearing as an interest should probably be a candidate.
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# ? Oct 5, 2019 16:14 |
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Trying out ranching hatches for food instead of farming at the start of the game, and drat this is stressful. On the edge of starvation all the time. I should have more then enough hatches, but I am in constant food shortage. One thing that is probably good right now but I need to fix is that any time there is a new egg it goes straight to the egg cracker instead of topping up the incubator to keep replenishing my population. Incubator is priority 8 and egg cracker is priority 6, so I'm not sure what else I can do other then maybe add another rancher so they can get to the eggs before a supply dupe does? What kind of task is moving a wrangled critter? I'm trying to move a hatch and my rancher comes and wrangles it immediately, then it just sits long enough that it comes unwrangled.
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# ? Oct 8, 2019 15:42 |
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Well, this isn't exactly what you were talking about but I just manually sweep eggs when they go over their limit into a dispenser that shits the egg out into a 3 block deep CO2 pit. It hatches on it's own, and the hatch dies later, but I get meat for bbq instead of egg.
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# ? Oct 8, 2019 15:49 |
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Demon_Corsair posted:Trying out ranching hatches for food instead of farming at the start of the game, and drat this is stressful. On the edge of starvation all the time. I should have more then enough hatches, but I am in constant food shortage. People tend to setup drowning pits where they place the eggs. So when they hatch they die. You can also setup incubators where they will get eggs from the pit when an incubator is free. That way you always have new hatches but also a source of bbq. I'm raising wild hatches at the moment with about 15 or so producing coal which I then automatically move to storage by my coal generators. It's working out pretty well. Almost have 5 full bins of coal. haven't moved on to farming them for food directly yet. I'll probably do that once I have my steel production up and running as I'm playing on a volcanic map and it's 100+ degrees all along the bottom of the map. Even with atmos suits I'm having to dump water to cool it down below 900 degrees Celsius to even dig it out properly.
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# ? Oct 8, 2019 18:15 |
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I suddenly want to try a liquid CO2 critter pit.
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# ? Oct 8, 2019 19:35 |
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Radio posted:I suddenly want to try a liquid CO2 critter pit. does liquid co2 stop rot the same way gaseous co2 does?
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# ? Oct 8, 2019 20:09 |
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My oil reserves are beside a magma pit, and the heat is destroying my liquid pumps. I've never really gotten far enough to worry about temperature. How do I cool off this oil pit?
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# ? Oct 8, 2019 22:00 |
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My Spirit Otter posted:My oil reserves are beside a magma pit, and the heat is destroying my liquid pumps. I've never really gotten far enough to worry about temperature. How do I cool off this oil pit? I'm pretty new at this game myself, but I found that building pumps out of gold amalgam made them heat-resistant enough to survive pumping oil.
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# ? Oct 8, 2019 22:39 |
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My Spirit Otter posted:My oil reserves are beside a magma pit, and the heat is destroying my liquid pumps. I've never really gotten far enough to worry about temperature. How do I cool off this oil pit?
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# ? Oct 8, 2019 22:53 |
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My oil is at 168. Guess I'm going with steel
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# ? Oct 8, 2019 23:13 |
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Oof that's hot. Refining it into petroleum will delete some of that heat, you can burn the natural gas and get only half the volume in petroleum at the same temperature. (I think this is how it works, not sure, I just know my petroleum ended up the same temperature as my oil.) You could build your refinery out of steel, as well, or ship the oil through a wheezewort room, an aetn, or some sort of turbine-based heat-sink. (Mine is like, a crude oil chamber sealed with metal tiles between it and a steam chamber with a turbine on top. I use it to dump aquatuner heat into but you could use it for your crude if you wanted to. I don't think you can avoid the steel pump though, I think generally a solution is going to involve moving the oil somewhere. You could build ice tempshift plates in hopes of leeching enough heat to make it sane, but then you have an awful mix of oil and water that you'll have to spend time/power to separate it later.
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# ? Oct 8, 2019 23:28 |
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Do note that even if a pump is taking damage from being too hot, it can still pump for roughly a cycle or so before being broken (assuming it doesn't just melt instead), and it uses the same quantity of repair material whether it's taken one tick or completely broken. You can use this trick to fill liquid reservoirs with magma using a steel pump and only need to use 40kg/w/e of steel per full reservoir.
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# ? Oct 8, 2019 23:40 |
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Jeffrey of YOSPOS posted:Oof that's hot. Refining it into petroleum will delete some of that heat, you can burn the natural gas and get only half the volume in petroleum at the same temperature. (I think this is how it works, not sure, I just know my petroleum ended up the same temperature as my oil.) You could build your refinery out of steel, as well, or ship the oil through a wheezewort room, an aetn, or some sort of turbine-based heat-sink. (Mine is like, a crude oil chamber sealed with metal tiles between it and a steam chamber with a turbine on top. I use it to dump aquatuner heat into but you could use it for your crude if you wanted to. I don't think you can avoid the steel pump though, I think generally a solution is going to involve moving the oil somewhere. You could build ice tempshift plates in hopes of leeching enough heat to make it sane, but then you have an awful mix of oil and water that you'll have to spend time/power to separate it later. Ambaire posted:Do note that even if a pump is taking damage from being too hot, it can still pump for roughly a cycle or so before being broken (assuming it doesn't just melt instead), and it uses the same quantity of repair material whether it's taken one tick or completely broken. You can use this trick to fill liquid reservoirs with magma using a steel pump and only need to use 40kg/w/e of steel per full reservoir. Thanks for the info guys, I think the most feasible plan is to build a steel pump then deconstruct it when not needed. Here's the oil, for a better idea.
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# ? Oct 9, 2019 01:29 |
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Ooh, err you might want to consider isolating where that magma is exposed outside of the Abyssalite shell from the rest of your asteroid with a couple layers of insulated tile. That's going to be steadily heating your oil biome and why it's already 168C.
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# ? Oct 9, 2019 01:52 |
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# ? May 28, 2024 05:59 |
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It's in the works. Edit: oil is up to 199 degrees now. And how do I get food poisoning out of my terlets? My Spirit Otter fucked around with this message at 02:38 on Oct 9, 2019 |
# ? Oct 9, 2019 02:33 |