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Iirc, iron ore has something like twice the heat capacity and thermal conductivity of gold amalgam. Not sure where that would come into play, though.
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# ? Sep 12, 2020 18:53 |
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# ? May 29, 2024 14:55 |
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Aethernet posted:Because you don't have a place for the rejected liquid to go that's close enough - that's the difference. Stick a bridge just after the filter for rejected liquids and it will work. insta posted:Fluid will preferentially pass white->green, but if it can't it will continue right along. Your output pipe seems backed up.
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# ? Sep 12, 2020 19:24 |
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You want iron for steel production. I believe also you can get an iron volcano but not sure how much it puts out.
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# ? Sep 12, 2020 20:00 |
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Heffer posted:You want iron for steel production. I believe also you can get an iron volcano but not sure how much it puts out. According to oni-db.com, they max out at an average of 400 g/s, so you could probably make enough steel for a bunker door every couple cycles.
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# ? Sep 12, 2020 21:28 |
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Arsenic Lupin posted:Anything ore is non-renewable, right? Once you refine it, it's refined forever. It literally falls out of the sky. Ciaphas posted:If Iron Ore is exhaustible, is it in any way precious? Seemed like the most boring of metals from what I've seen so far - in fact besides availability I'm not too sure why I wouldn't just use gold amalgam on everything The only way to get more iron ore is to refine rust, and the only way to get infinite rust is from oxidized planetoids. Iron volcanoes produce refined iron. Iron ore isn't tremendously useful if you have refined iron. The only use I can think of is if you used iron ore to build a big system and want it all to be uniform. I used iron ore to build my conveyor rails because I had a lot of it, but then ran out. Probably not the typical player's concern though.
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# ? Sep 13, 2020 03:00 |
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Not a concern for me, for sure. In fact I find picking the "right" material for builds - be it geographically right for the sake of my dupes, or physically right for temp control or whatever - to be kind of a pain in the rear end that I don't like doing, even though I understand why it exists
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# ? Sep 13, 2020 03:03 |
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If I plant sleet wheat but it stifles, will that prevent it from spoiling?
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# ? Sep 13, 2020 03:16 |
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Two new questions today- - When's an appropriate time to set up a wheel training area for athletics, if ever? I saw the idea in one of Francis' videos and it seems like a good idea - I've got stone hatchlings on the way, at last - cycle 45. Not terribly sure what my next goal or project 'should' be - maybe make a beeline for oil? Farm some other animal? Something Else? How do you decide, I don't want to keep turning to that guy's videos when I'm decision-paralyzed?
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# ? Sep 14, 2020 00:50 |
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I would reduce some of your mechanical redundancy (your carbon skimmer is way higher than it needs to be now) and I don't see water electrolysis. Work on bottling up that cool steam vent to turn it into renewable oxygen (assuming it's ~1kg/s - less than that and your electrolyzer will eventually outrun it). I also see what appears to be mesh tiles in your bathroom directly over your clean water tank, which is a fast track to very much not clean water.
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# ? Sep 14, 2020 02:55 |
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I like this advice on mid-game goals.nrook posted:Random midgame goals: Also consider insulating your base, take a look at the nearby temps and see if any heat sources are leaching into your base. Sokani fucked around with this message at 03:12 on Sep 14, 2020 |
# ? Sep 14, 2020 03:08 |
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Ciaphas posted:Two new questions today- The athletics room is to turbo-level new dupes up to 3 skill points to get into atmosuits. Don't set them up before your entire population is using atmosuits outside the base (and you want to add another dupe).
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# ? Sep 14, 2020 03:11 |
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I just setup rust deoxidizers for the first time today on aridio: I couldn't find any designs anywhere so just kinda winged it in survival with no testing. The design works and separates the oxygen from chlorine, and the two sweepers grab everything. I think it infinite stores chlorine too because I'm not pumping the bottom at all and it's at ~14kg per tile. When it backs up it stays separate with no pumps running which is nice, because I was just using 2 pumps at first. Not sure if the design will be totally efficient with all pumps going because there's no pumps above the middle deoxidizers, but it might be fine anyway. it looks like my dupes live in a trashcan in that screenshot. Up above is where I am going to cool the oxygen (& also use it to cool/warm other stuff probably) but I got lazy and still have some algae so I am just using the oxygen that comes out to fill up atmo suits for now. also, you don't really need an elaborate build for them because the amount of chlorine that comes out is real small. I had 3 running in my base for a while with no issue. I just wanted something that would tear through the 500t of rust I have and also solve oxygen for a while without making yet another spom. One issue with it is it uses quite a bit of power and I am going to run out of lumber very soon & natural oil in around 100 cycles. The map I'm on has a few small oil biomes that have obsidian/magma spikes running between them. I might play with magma for the first time and see how that goes. I'm trying to avoid slicksters and oil wells so I also might end up with a massive arbor tree farm. Khorne fucked around with this message at 03:39 on Sep 14, 2020 |
# ? Sep 14, 2020 03:15 |
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insta posted:The athletics room is to turbo-level new dupes up to 3 skill points to get into atmosuits. Don't set them up before your entire population is using atmosuits outside the base (and you want to add another dupe). Yep, this. Also worth noting that cooks, ranchers, and other dupes that stay inside can skip the athletics training if you just want them to hang around the base. You just really don't want untrained dupes in suits except as a last resort; they take massive athletics penalties.
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# ? Sep 14, 2020 07:38 |
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DreadCthulhu posted:The only thing that is not renewable is hatch food, but I suspect I could stretch things longer by eating mushrooms as well, although that sucks for morale. What else am I missing? Hatch food is renewable, just breed stone hatches instead of regular ones - feed the regulars sedimentary rock and they'll mutate. Stone hatches expand their diet to other rocks aside from sandstone/sedimentary, most importantly igneous rock, which is spewed by every volcano as magma. Just harness the volcanoes for steam power in a way that lets you eject the cooled igneous rock, like this system used in petroleum boiler for example - https://www.youtube.com/watch?v=YddtS8ZKbIE just with steam power, petroleum boilers consume heat way too slowly to have any practical rock output.
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# ? Sep 14, 2020 09:30 |
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Volcanoes produce enough magma to feed 3-5 stone hatches, if you can get the magma to turn into chunks instead of blocks. You will need several volcanoes to base your food economy on it, but that's handy in its own way for constant sustainable baseline power.
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# ? Sep 14, 2020 14:13 |
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Here's a short tale I'm oddly proud of I got around to setting up my first SPOM over a temporary pool yesterday - partly for the actual O2, partly because I figured I could use the H2 and get dreckos going. Didn't think they could be set up without plastic and steam engines. Works great, but as you can see by how nearby it is to the mealwood that I'm not good at planning when I loaded the save it was 33C in there and slowly rising. But thanks to posts yesterday I DID have the foresight to run the oxygen pipe alllll the way out to a cold biome, then back, and radiated the pipes through the farm. I actually saved the farm Problem: The dreckos in there aren't eating, and my dupes are harvesting all the mealwood. I guess these two are related but I'm not sure how to fix it. halp I need plastic (e) Another question. Getting into exosuits: how do I arrange things so the dupes hop in and out? Surround the starting biome with insulation, make one exit, put em there and make the dupes go around the wall if they have to? Multiple exits? Ciaphas fucked around with this message at 14:27 on Sep 14, 2020 |
# ? Sep 14, 2020 14:16 |
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You can disable autoharvest on each plant, or via the icon in the bottom right. That will leave the mealwood untouched.
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# ? Sep 14, 2020 14:56 |
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son of a how did i not see that New question about another problem I keep having: food spoilage Over 10-20 cycles the amount of CO2 in that pit goes down just enough to keep flipping between sterile and not. Besides the popping Unrefrigerated Food message, it really does make stuff spoil slowly. Why does the CO2 keep getting out when there's nothing else there but O2? Ciaphas fucked around with this message at 15:10 on Sep 14, 2020 |
# ? Sep 14, 2020 14:57 |
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I’ve only had success with suit docks when the “outside” only has one entrance, which is the suit checkpoint.
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# ? Sep 14, 2020 15:02 |
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One exit is the most foolproof but you can set up others with vacancy only or set the entrance behind a door and only let an equal number of dupes through that door via the dupe controls when you click on the door.
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# ? Sep 14, 2020 15:07 |
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Ciaphas posted:Over 10-20 cycles the amount of CO2 in that pit goes down just enough to keep flipping between sterile and not. Besides the popping Unrefrigerated Food message, it really does make stuff spoil slowly. Why does the CO2 keep getting out when there's nothing else there but O2? This is probably due to fluctuation in the overall pressure level of the area. In your shot there is 1kg/tile and has 12 tiles CO2, 12kg total. When you make more O2 and pressure in the area goes up to ~2k, it will push that CO2 down into just 6 squares at 2k/tile. It will eventually fill back up with CO2 at 2k/tile since its a pit, but if your O2 production is spotty, and local pressure falls, CO2 will overflow back out, and the process repeats. So the long term fix to to have more constant pressure in the area, but a short term fix is a gas pump down in the CO2 at the bottom of the base to a vent above your storage, and tie a CO2 sensor below one of the ladders to open/close the vent.
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# ? Sep 14, 2020 15:45 |
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Good idea, I left the bed that way because I thought vents weren't automatable and really didn't want to try to squeeze in a gas shutoff. (ed) And you're also correct that my O2 is iffy - I only just got the SPOM going within the last 20 cycles or so; and my basic base is unfinished; I haven't sealed it yet, or even finished coring it out. ( compels me to think I'm moving too slow here, and the creeping heat or running out of water or something i've missed is gonna catch me up soon ) Ciaphas fucked around with this message at 17:07 on Sep 14, 2020 |
# ? Sep 14, 2020 16:37 |
I keep telling myself that this time, I'll be more organized. Then I end up going with the flow and being reactive and sticking things whereever there's space and before you know it, spaghetti once more. I'm also a chicken poo poo and still just play Rime.
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# ? Sep 14, 2020 17:32 |
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Ciaphas posted:Good idea, I left the bed that way because I thought vents weren't automatable and really didn't want to try to squeeze in a gas shutoff. The beautiful thing about ranching is that most critters are perfectly happy at the same temps that dupes are, which means you're pretty much able to ignore heat for a lot longer than you would if you're running plants. If you can get a sustainable ranching setup, you've got fantastic food and few temperature worries until such a time as you set up a cooling loop in the base.
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# ? Sep 14, 2020 19:41 |
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skooma512 posted:I keep telling myself that this time, I'll be more organized. Same with Rime. I have kids and poo poo I just want to make fun contraptions and chill.
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# ? Sep 14, 2020 20:33 |
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Rime was fun because a tepidizer actually gave life to a base instead of taking it away. Kilns just weren't fast enough to heat crops. Plus I got a great map with lots of metals. I can't bring myself to start a new base until the expansion. Is there an ETA?
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# ? Sep 14, 2020 20:42 |
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Dirk the Average posted:The beautiful thing about ranching is that most critters are perfectly happy at the same temps that dupes are, which means you're pretty much able to ignore heat for a lot longer than you would if you're running plants. If you can get a sustainable ranching setup, you've got fantastic food and few temperature worries until such a time as you set up a cooling loop in the base. Not when those animals need to eat the friggin Mealwood I'm having a lot of trouble coming up with a room design that lets them stay in hydrogen, eat mealwood, and be groomed while making sure the mealwood can actually grow. I'll fix it eventually but I don't exactly have a lot of fine temperature and gas volume control currently (probably some game mechanic detail I'm ignoring by mistake, too) Ciaphas fucked around with this message at 21:07 on Sep 14, 2020 |
# ? Sep 14, 2020 20:45 |
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Ciaphas posted:Not when those animals need to eat the friggin Mealwood I'm having a lot of trouble coming up with a room design that lets them stay in hydrogen, eat mealwood, and be groomed while making sure the mealwood can actually grow. Hydrogen is lighter than oxygen so will always move above it. If you create a sealed room of oxygen and use dupes in atmo suits, you can just pump in hydrogen until the oxygen is pushed to the bottom, where you plant your mealwood. Create a platform above with a space to one side (so it still counts as the same room) for your grooming etc stations.
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# ? Sep 14, 2020 21:22 |
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So the dreckos being in oxygen half the time while they nosh isn't a problem? I'd thought they had to eat from plants while breathing H2
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# ? Sep 14, 2020 21:24 |
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Ciaphas posted:So the dreckos being in oxygen half the time while they nosh isn't a problem? I'd thought they had to eat from plants while breathing H2 No, the H2 only promotes scale growth, so while you want them to be in H2 most of the time, it doesn't matter if they're eating in oxygen.
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# ? Sep 14, 2020 21:27 |
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It's been a bit since I did the glossy farm, but mine was like 9x9 with the ranching and shearing on a upper level in the hydrogen. The upper level was just above the mealwood, and I left single gaps in the tile to let the dreckos through. I didn't use suits, but I did leave a notch on the bottom next to the door to trap the carbon dioxide. I manually ran the gasses to start, but it stabilized pretty well with 3 vents on a line at the top and one vent on the plant level at the end, as I recall. I just ran it up to over pressure the vents. It's not infinitely sustainable, but it did fine for a early push into plastics.
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# ? Sep 14, 2020 22:34 |
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Here’s my old drecko farm: Hydrogen is topped off from a bridge overflow from the SPOMs, oxygen as well just in case. Doors open for 0.4% of a cycle to drop all the phosphorus down so the sweepers can’t ship it all to my shinebug ranches. You need ~2 mealwood per Drecko to keep them from starving to death. The spend only ~50% of the time in hydrogen but once you have 8-16 glossy dreckos and your bulk items done (beds, etc) it really doesn’t matter much. There’s also the breeder setups where you mass produce dreckos to be shipped into a hydrogen filled sheer room, they’ll live long enough to be sheered before dying and starving/glum doesn’t affect hair growth. Same deal as the mass production food rooms that work on the same principle; Keep one ranch happy for breeding and ship all the eggs away. Those are likely the best results for least dupe effort and what I’ll probably do next base. Mazz fucked around with this message at 23:06 on Sep 14, 2020 |
# ? Sep 14, 2020 23:02 |
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Ciaphas posted:Not when those animals need to eat the friggin Mealwood I'm having a lot of trouble coming up with a room design that lets them stay in hydrogen, eat mealwood, and be groomed while making sure the mealwood can actually grow. You can also starvation ranch dreckos for their scales. Keeping some breeding dreckos in an area that is actively cooled to keep the mealwood alive (you can keep this area in full oxygen) and then dumping all excess eggs into a hydrogen-filled chamber with shearing stations will let you have your starving population of dreckos be sheared regularly while the breeding dreckos keep the population up. It's a bit, uh, morbid, but it does work. One thing to keep in mind is that dreckos are born fairly hot and will slowly leech heat into the mealwood area, so it will need to be cooled on a regular basis.
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# ? Sep 14, 2020 23:20 |
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I find that buy the time I get enough parts and tech in place to gather enough H2, ranch drekos, set up automation, etc to keep a breeder / starvation setup its just a minor skip to just make an atmosuit dock and grab from the oil biome. Bonus I can get a ton of lead i would use for the refined metal i would use anyway. I find i skip a lot of the game mechanics. i dont bother with any crops after my hatches are sustainable, and its almost not worth the effort to spin up gristle berries after mealwood, just go right to mushrooms. I started to ignore a gas grill since BBQ keeps me good.
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# ? Sep 14, 2020 23:59 |
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Roundboy posted:I find that buy the time I get enough parts and tech in place to gather enough H2, ranch drekos, set up automation, etc to keep a breeder / starvation setup its just a minor skip to just make an atmosuit dock and grab from the oil biome. The one time I tried to do drecko ranching for plastic, I realized I had screwed it up and the room was too hot to grow mealwood in. I just said gently caress it and drilled for oil. I've also never ranched hatches for whatever reason.
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# ? Sep 15, 2020 00:03 |
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I mean i really only play on the default (easy?) map which means i dont need to worry about most things. I would rather figure out all the mechanics that work well for me and figure out how i like my builds. I used to follow the (francas john?) method of making a great hall, with my cooking stuff right past it. using my inital coal power to make my co2 pit. Lately if been enjoying making my grill wherever i drat well please, and keeping a series of powered fridges that hold only the final food product right outside the entrance. Im trying to optimize the bathroom / food / storage space. I used to keep powered fridges in a CO2 pit, to keep overflow food sterile until there was fridge room, but even though the food won't spoil, it still becomes 'unfresh' when in an open pit. Playing with some automation to figure it all out.
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# ? Sep 15, 2020 00:10 |
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Roundboy posted:I find that buy the time I get enough parts and tech in place to gather enough H2, ranch drekos, set up automation, etc to keep a breeder / starvation setup its just a minor skip to just make an atmosuit dock and grab from the oil biome. Yeah I'm just going to evolve the dreckos and go exploring for oil when I load the game tonight; I've got eight dupes and seven exosuits for them (rancher gets to stay home ), I've got no reason not to just go
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# ? Sep 15, 2020 00:39 |
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Roundboy posted:I find that buy the time I get enough parts and tech in place to gather enough H2, ranch drekos, set up automation, etc to keep a breeder / starvation setup its just a minor skip to just make an atmosuit dock and grab from the oil biome.
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# ? Sep 15, 2020 00:51 |
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Ciaphas posted:Yeah I'm just going to evolve the dreckos and go exploring for oil when I load the game tonight; I've got eight dupes and seven exosuits for them (rancher gets to stay home ), I've got no reason not to just go The drecko starvation ranch works 700 tons of plastic well. It is stupid once it gets going.
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# ? Sep 15, 2020 02:39 |
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# ? May 29, 2024 14:55 |
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I'm not sure how useful it will be to you, but I want to plug the guide I've been working on. It's in the OP. Setting up and taking those screenshots take a while you know! There's probably some useful info in there. I hope to get back to it soon; I feel a sense of incompleteness in my life while it's still a WIP, haha. Add comments to it for any sections you think I should add.
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# ? Sep 15, 2020 06:10 |