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temple
Jul 29, 2006

I have actual skeletons in my closet
I started playing this a couple of weeks ago. Really engrossing. My biggest thrill is watching everything come together for a few cycles, especially getting water flow done well. Biggest grip is the lack of a priority system for skills because it takes a lot of watching and clicking to pull people off jobs if a snag occurs. I tend to find CO2 being my biggest threat by far.

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temple
Jul 29, 2006

I have actual skeletons in my closet
Is there a way to move items from one storage bin to another? The only idea I have is to put specific item in a bin, make the destination bin, and deconstruct the original bin.

temple
Jul 29, 2006

I have actual skeletons in my closet

Tenebrais posted:

If you uncheck that item on the original bin's list all of that item will be dumped out.

That works, thanks!

temple
Jul 29, 2006

I have actual skeletons in my closet
How do you manage water pockets early game and water in general late game?

I'm thinking of making cisterns. Does granite hold water with 1 block depth? Which are the best water materials?

temple
Jul 29, 2006

I have actual skeletons in my closet
My biggest shitstorm was the first term I dug into slime. One piece funked my colony to high hell. I learned to build trash rooms after that.

temple
Jul 29, 2006

I have actual skeletons in my closet
I've played this game for 119 hours and just realized you can rotate doors

temple
Jul 29, 2006

I have actual skeletons in my closet
I love this

temple
Jul 29, 2006

I have actual skeletons in my closet

Dogen posted:

Also for cooking water I build a sink in the kitchen. Put the outlet in the bottom and make the wall two tiles high so it doesn't splash out.
That's pretty smart. Would the vent just get filled and stop emitting water? I was using a liquid value but I had to adjust it every couple of cycles when it was too much or too little.

temple
Jul 29, 2006

I have actual skeletons in my closet
Algae isn't important once you setup an electrolyzer -> hydrogen generator. I use algae to make portable air supply when exploring.
Don't ask how, just know this works. It produces wasted energy up to about 4 batteries.



I'm curious to see people's O2 setups.

temple
Jul 29, 2006

I have actual skeletons in my closet
2 pumps 1 electrolyzer is more efficient. I figured out what was going on.

Here is a better example with just 2 pumps.



You have to prime the generator.
1) Turn off the generator
2) Let the O2 room fill so that the pumps and the electrolyzer stops working
3) Let the batteries charge (since nothing is drawing from them any more)
4) Turn on the generator

The generator will run the system with energy to spare. 2 pumps, electrolyzer, and filter is 720w and the generator produces 800w. The batteries even out the system. That's why a 3 pump system works as well. Either way, you get O2 without algae or electricity. Just add water.

You might be able to include the liquid pump but that might be pushing it. It probably works considering the pump doesn't have to run constantly to supply 1000g/s to the electrolyzer.

temple fucked around with this message at 20:30 on Jun 24, 2017

temple
Jul 29, 2006

I have actual skeletons in my closet
You have the right idea. The pressure is needed to keep the O2 at a useful quantity and so it creates a boundary between you and other gasses.
Steam geysers are in the slime biome.

temple
Jul 29, 2006

I have actual skeletons in my closet
I never let my dupes get stressed. Ever. Getting dupes wet increases their stress generation. Running out of air pisses them off. Debris stresses them. I research Interior Decor first, then Farming. I make portraits over beds and outhouses, flanked by statues. Then I put same decor over the manual generator and research stations. I've never seen an explanation of what causes interrupted sleep but it increases their stress factor also. Lavatories, warmth , and fullness tend to stop them from waking up. I spend cycles 7-9 (ish) just doing decor. The micro musher has a large decor penalty too. I tile up their work/living areas, sweep them, and pump oxygen into them. You should lose around ~8-10% stress each night if done well. Reconfiguring the massage table to an upper limit of 35 to 0 or something like 15 or 10 on the lower end helps a bunch. They don't need and rarely reach 0% stress on the tables anyway. Its entirely doable to stay at 0% stress for a long time. Its usually water and getting wet that spikes stress gain.

temple
Jul 29, 2006

I have actual skeletons in my closet
The content update looked cool. I would have posted notes if not for others. I like the water bottler but its seems too big.

temple
Jul 29, 2006

I have actual skeletons in my closet
Video July 6th, 2017 content preview: World generation

No new content was shown in game. Someone in the thread about the stream showed a new creature type and structure. Its called a volgus and they move in and out of the den structure.


New debugging tools
An area with structures can be saved and pasted. Players may be able to share them with each other. The starting area (printing pod, ration box, and patch of oxylite) is pasted into the world on generation.
World seeds will be shareable in the next update.

World gen explanation
This was mainly code talk. Simply, the world is hot on the bottom and cooler on the top (but not always cold). The world is generated as a map, then the map is sectioned off into polygon shapes.
The starting biome, they called it sedimentary, is intended to be more horizontal than other areas.
Each section are usually biomes but biomes are just collections of noise. Noise determines where elements/tiles should be approximately. The noise is stretched to the shape of the section and the elements/tiles are determined by the biome.
The world gen algorithm can break and those sections appear as voids in game.
Diseases are randomly placed in the world also. We know there will be food poisoning and they showed that trench stench will be back.

Points of interest
Pre-generated buildings with tiles and structures will be placed in the map. Works like the saved rooms described above.
They showed a house point of interest. The other points of interest were only shown in a world view and not in game. They want it to be a secret but they looked vaguely ship like (triangles like a ship's head, cylinders like its fuselage or tail. There was a disk kinda UFO shaped area too).

Random stuff
They are using the Unity engine and editor. The new build crashes a lot in debug mode.
Plushies are being considered like a puft.

temple
Jul 29, 2006

I have actual skeletons in my closet

RazNation posted:

When you open the jobs dialog box, click on those right facing triangles, they do things.

They are on or off. Priorities are all or nothing, so they apply for the whole colony. Like if I prioritize sweep, everyone sweeps. I can set one dupe to sweep, but then that's just one person. I can manually turn it on and off in the jobs menu for multiple dupes but that a lot of clicks. Simply, I want to take a dupe and say, you sweep first then do everything else.

A good example is delivery, its applied to many things, filling machines with materials, fertilizing, its too broad. The next patch will allow dupes to do job stealing, so it should better. Otherwise, you have to dupes running from one end of the colony to another just to pick up a piece of slime.

temple fucked around with this message at 22:33 on Jul 11, 2017

temple
Jul 29, 2006

I have actual skeletons in my closet

RazNation posted:

big wire through doors is kind of a bug which will probably be fixed soon. Try using a large wire bridge to get through doors and walls.
Big wire isn't supposed to go through doors afaik. I just make wire bridges around them.

temple
Jul 29, 2006

I have actual skeletons in my closet
That's a nice small setup. Using the farm tile as a floor is smart. Nice to you see use the lights. Putting the H generator by the pump is good too. I've noticed and others have confirmed that the shorter the line between the gas filter and the generator, the better.

A small improvement would be putting the ration box in the CO2 trap so it will preserve the food. You could also put the farm tiles in the CO2 trap as well because plants don't care what kind of gas is around them, as long as the pressure is above 150g. You can have food and food storage together.

temple fucked around with this message at 00:03 on Jul 15, 2017

temple
Jul 29, 2006

I have actual skeletons in my closet
Here is my current map
For some reason the bottom half of the starting biome was largely open, most of that wasn't dug out.
I plant the initial sleet wheat crop in waves so they mature gradually. The 2nd row is planted at 30% growth of the 1st. The 3rd row is planted at 60% of the 1st.


Close up of the colony
I said my dupes never get stressed but they ran out of food and coal at the same time. 42% stress is irregular.
Usually, there is better air pressure but the generators ran out of power (see above) so the CO2 came back up when the electrolyzers stopped. The colony can go without an air scrubber.
The outhouses are replaced with a shower/lavatory combo.
You can see the miracle patch of coal being mined. It was inside the colony the whole time!


Here's a different map where I searched high and low for geysers(steam is on the top, natural on the bottom).


Random "comedy" picture I found

temple
Jul 29, 2006

I have actual skeletons in my closet

The Cheshire Cat posted:

The coal generators probably weren't being refuelled because of priority settings - if you have everything at priority 5 (the default), then Dupes will do them in a more or less random order (I think they actually do have a kind of internal prioritization for tasks at the same level - they seem to prefer certain ones a lot of the time).

Roughly, default priorities are:
Deconstruct
Harvest
Mop
Deliver
Dig
Cook
Build
Sweep

I've read conflicting things but this is the best combination of research and my own experience.

temple fucked around with this message at 03:03 on Jul 15, 2017

temple
Jul 29, 2006

I have actual skeletons in my closet

Omi no Kami posted:

Thanks! Out of curiosity, what's the rationale for keeping the gas line short? I've found myself using massive pipelines for natural gas, simply to minimize the chance of gas getting near my airlocks once it's wired up and functioning.

Electrolyzers produce oxygen and hydrogen in a 8:1 ratio. So, there is less hydrogen made per second than oxygen. Keeping the line from the gas filter to the generator short helps keep it fed. Another way to keep the generator fed is to disable until it is full and turn it on. Hopefully the flow of hydrogen will catch up to the generator's potential.

temple
Jul 29, 2006

I have actual skeletons in my closet

Omi no Kami posted:

How do you handle the massive CO2 buildup? Do you just plant an air scrubber (and, for natural gas, a pump that sucks up any gas which leaks past the generator into your base) right next to the generator, and count the filtration medium you'll need to get your water back as a sunk cost?

Short answer: Make a pit in the bottom right of your base for CO2 to settle. Then maintain high O2 to push the CO2 into the pit.

Air scrubber short answer: Sit it near the bottom right of your base.
Slight longer answer: After the past hotfixes, air scrubbers now only turn on when CO2 is present (tiles are touching CO2). Attach a atmo switch to the wire leading to the air scrubber (preferably with the switch on the ground near it) and set it to activate when pressure is above 300g. This will only turn on the air scrubber when the max amount of CO2 can be processed, making it more energy and water efficient.

Long and torturous answer: Gases push against each other. The gas with the most pressure will expand and the lower pressure gas will compress. Gas will still maintain their position relative to atomic weight. So hydrogen will always rise above oxygen, CO2 will be below oxygen. But, the space they occupy will grow based which has higher pressure. Gas vents and I *think* algae deoxifiers will maintain around 1900gs of pressure. This means that they can compress CO2 at a slightly lower amount. Since you cannot force more O2 pressure, you can expand the area where CO2 expands. If CO2 pressure is higher than 1900gs, dig lower and to the right of the CO2 pit to expand the area the gas is contained to lower its pressure.

In the wild, like the slime biome, gas pressure is much higher. Polluted oxygen can be as high as 4000g. This is due to polluted water and slime emitted polluted oxygen constantly. I'm having some problems with this atm in regards to venting output gas from a gas filter connected to the natural gas generator. The only way to make a mineral inert (stop producing gas) is to submerge under water. Water has effectively infinity gas pressure, so slime or polluted dirt in water of any form will not emit gas. A trick I use is building a storage container 1 tile under water and storing slime in it. You could do the same with polluted dirt created from outhouses, but I'd rather make fertilizer with it.

temple fucked around with this message at 23:25 on Jul 15, 2017

temple
Jul 29, 2006

I have actual skeletons in my closet
Disabled buildings don't draw power. Pumps only draw power when they pump. A gas pump in a vacuum or with a blocked pipe doesn't draw power.

You can put as many machines as you want on a regular wire but as long as total draw at any given moment is below 1kw, the circuit won't overload.

temple
Jul 29, 2006

I have actual skeletons in my closet
If you look at the nat gas generator, you can see a little pipe on the bottom right (under the green indicator) where the water drips out.

I usually make transformers and heavy watt wire on the top of my buildings. Then I run regular wire to a battery and inside the buildings.


I try to make a vertical ladder area where dupes travel between biomes. Then I make a a wall, heavy watt wire/ladder combo, and another wall outside of the vertical area. Here is a diagram of how it work, I don't have a screenshot of it. The left ladder is where heavy watt wires runs, the right ladder is where dupes travel. Then use a wire brige to run through the walls at whatever level I need heavy watt power. The crossover is rare because I only need 1 generator level so far.


Here a very rough attempt at a max efficiency nat gas setup


Its embarrassing because you can see little flaws and one big mistake. The CO2 scrubbers has 4 doors because I had made the room smaller at first then expanded. The big problem is the generator on the far right drips into a different pool than the one with the fertilizer makers. All you have to do is what I did on the left side of the generators. Put some tile under the mesh tiles, with a stopper tile on the same height as the mesh, to channel the polluted water into fertilizer area. You can power 7 generators like this once they (the fertilizer makers) get rolling. The atmo switches are important to keep the power from being wasted. The bottom gas pump runs up the same gas filter as the pump in the geyser area.

temple fucked around with this message at 15:11 on Jul 16, 2017

temple
Jul 29, 2006

I have actual skeletons in my closet

Dogen posted:

They cross one heavi watt on the way to the power plant which is basically already hell anyway. I haven’t seen anything in the updates I’ve read about them changing how heavi watt works... it needs to cross barriers somehow.
Use a wire bridge through tile.

temple
Jul 29, 2006

I have actual skeletons in my closet
People overstate issues with sand. Its in all biomes and comes in dense patches. The most pressing resource for me is often power.

temple fucked around with this message at 01:35 on Jul 17, 2017

temple
Jul 29, 2006

I have actual skeletons in my closet
I really can't say what is mid game since there are no goals to the game. I'd say getting a natural gas and steam geyser tapped resolves sustainability issues. Make abyssalite pipes in your base and plug in your machines to a steam geyser. No more water issues. A natural gas geyser with 7 generators and 16 fertilizer makers provides over 2.7kw of power, which is enough for me.

5 dupes is what I can handle until the electrolyzers are set up. 12 dupes is my mid game and then the race to uncover the geysers. Its the most tense part because the geysers can be anywhere. My water and coal reserves are the deadline.

edit:
Here's how I cross heavy watt wire from one side to another. 2 wire bridges with one strip of wire exposed. Its around -40 ish with the statue. I try to keep heavy watt wire behind a wall.


Here's tapping geysers so I can build around them at leasure. One layer of granite is all you need



I'll post the vertical heavy watt wire setup when I build it. Don't need it yet.

temple fucked around with this message at 06:40 on Jul 17, 2017

temple
Jul 29, 2006

I have actual skeletons in my closet

Q8ee posted:

How would you be able to access that geyser in the future? Trying to add a door / piping / anything would cause the wall to be deconstructed and spew steam all over your dupe doing the work, no?

Dupes are tough, hatches do more damage than geysers. Dupes lose like 1-2 hit points when they get scalded. Once a geyser is over pressure, it doesn't emit. So dupes can deconstruct the wall without everything spraying out. But you have to be quick or lucky to get whatever work done before the geyser goes into an emitting cycle. They don't emit all the time even when they are open. There is only a couple of seconds of hot stuff coming out every cycle.

temple fucked around with this message at 13:12 on Jul 17, 2017

temple
Jul 29, 2006

I have actual skeletons in my closet

d3c0y2 posted:

Do most people keep the oxygen/hydrogen producing things separate from the main base and then just pump oxygen into the main base?
I like pumping because I can direct it to other places, especially when I hit max pressure. Works really well! Here's my set-up for O2. I use 2 of these, I think 1 set-up feeds 4 dupes and with pressure, I can supply 12 dupes.

Hydrogen is good for transferring heat. So, it will cool if it is cold. It will heat if it is hot. Someone on the main forum said that natural gas (with CO2 as a cheaper alternative) is best for insulating, it makes air retain its temperature. Air temp is more important than material temp. So, flooding an area with CO2 and running piping with cold hydrogen is optimal.

temple
Jul 29, 2006

I have actual skeletons in my closet

enraged_camel posted:

Man, the content patch better come out this week. 2 months is way too long for early access content updates.

Its coming out in a month. Somehow I missed this stream last week.

Latest update video https://www.twitch.tv/videos/158922858

quote:

Summary:

Farming:
New harvest system: plants have a requirement for air pressure, *body temperature* (not air temperature as before), illumination, atmosphere (set of allowed gases), and presence of liquid. If any of these are not met, plants won't grow. Seeds are produced with a % chance on each harvest.
Farming research has been split into 3-- Basic Farming (Tier 1) as before, Meal Prep (T2, Cooking Station, Refrigerator, Farm Tile), and Agriculture (T3, Fertilizer Maker, Hydroponic Farm, ?Seed Splicer?). It looks like Aquatic Farm Tiles are gone.
Mushrooms are now called Dusk Caps and look pretty and purple.
Swamp Lilies are now called Balm Lilies and show up in the Caustic/purple biome. They produce flowers with "medicinal properties".

Liquids:
We saw the Liquid Bottler before, which is built over a liquid and allows dupes to bottle the liquid.
We also have a Bottle Emptier now, to which dupes can deliver bottles to release the liquid. You can set which liquid the Emptier accepts. It empties bottles at a certain rate (seems to be somewhere in 1-10 kg/s)
Bottled polluted water will evaporate, making polluted oxygen.
Mopping makes bottled liquids.

Diseases:
As before we saw the overlay, with germs being shown on cells, dupes, and having sources like outhouses.
Current diseases: Food Poisoning, Trench Stench, The Spores, and Slimelung (seems to be in the Caustic/purple and Swamp/green biomes).
Things like hypothermia that aren't germ-based are separate and still exist, may get called "Ailments".
Duplicants have an "immunity meter" that can be monitored in the vitals panel, and contact with germs depletes immunity. When it hits zero, they get the disease. They appear to innately replenish 10 per cycle. The Immunity stat gives them extra immunity meter.
Germs die faster when the area is heated up.
New Wash Basin building. Duplicants use it if they walk by it (in a particular configurable direction), allowing you to control when they use it by controlling duplicant pathing. Water is delivered to wash basins, and when used they produce bottles of polluted water (with the germs in the bottle).
The hand sanitizer uses the same walk-by system, but destroys the germs instead of moving them.
Polluted Water and Oxygen aren't sources of disease anymore, but they allow germs to spread very quickly.
Slimelung seems to reduce breath capacity and causes them to produce slime.

Miscellaneous:
New Trait, Caregiver, appears to increase Medicine
New negative traits, Squeamish and Trypophobia. Presumably affect stress generation in some way.
Storage Compactors now have a slider for how much you want to store in them (can request less than the full 20 tons).
Plumbing and Ventilation now have separate building tabs.
Priority overlay has been removed from the overlay strip, but using the priority tool still shows it.
New creature, Shine Bug, emits light and has +10 Decor like other creatures.
Daily report now breaks down travel time, and time spent doing different tasks. Helps figure out what duplicants are spending time on (like delivering)

temple
Jul 29, 2006

I have actual skeletons in my closet

d3c0y2 posted:

Don't hydroponic tiles effectively destroy water?

Unless I've been setting them up wrong they only seem to intake water that the plant consumes - but the plant just turns into food that your dupes eat and effectively turn into nothing?

Plants also lower air pressure as they grow, destroying the gas. LOL I just came up with a solution to a problem I've been having. Thanks!

temple
Jul 29, 2006

I have actual skeletons in my closet

d3c0y2 posted:

Wait what Gases? Do they absorb oxygen, or just co2? Or do they absorb all gases as long as its a mixture they're able to grow in? So could you filter chlorine gas into a room alongside the required gases and slowly destroy it using plants?

I don't know why but I just assumed they consumed they consumed co2 and omitted negligible oxygen.

EDIT: Checking the wiki states that plants require an optimal temperature and optimal air pressure; but doesn't mention an optimal air mixture? Does this mean plants can grow in any gas of sufficient pressure or is air pressure assumed to be oxygen pressure?

Currently, I've filled a seal off farm with oxygen, CO2, and hydrogen. And the plants grow and all lower pressure with time.

temple
Jul 29, 2006

I have actual skeletons in my closet
Finally got a natural gas set-up. Had limited space due to the vertical shaft and a 2nd geyser being close.

power
gas
liquid

REALLLY need to have separate pipes as much as possible. I needed to make 2 output lines for the air scrubbers because I was getting a lot of CO2. So 2 CO2 lines from the generators and 2 lines for the polluted water coming out of the scrubbers. I use a line for natural gas with individual branches for each generator and then a line for CO2 with branches for each. I tried to hide heavy watt wire as much as possible. The transformers at the bottom is so the heavy watt lines are just for producers. Dripping polluted water on the generators and fertilizer makers helps keep the machines around 40 degrees. Hot but not too hot. Everything is made of gold anyway.


game_changer.jpg


This loving guy. He consumes any polluted oxygen coming for the output line on the gas filter. Just a swell dude all round. I killed one on a previous map and lost 2, so I made sure to have a puft locked away for this purpose. I have another one to the left of the set-up.

Heavy watt wire runs

The ladder on the right runs heavy watt wire from my coal/hydrogen set-up to the the natural gas area. The wall keeps the wire hidden.


This is how I join them again for people curious. I can make a door on the right if I need to get into that section

temple fucked around with this message at 07:36 on Jul 18, 2017

temple
Jul 29, 2006

I have actual skeletons in my closet

Fat Samurai posted:

I've been reading the thread for a bit because I like base builders and now I'm scared with all the talking about pressure an chemical reactions.

Do you have to be an engineer to enjoy the game or is it like Factorio which looks like a unwieldy mess, but it's simple because it's your unwieldy mess.
You don't need to know science. Its a simulation with toy physics so its fun to play around with fake chemical properties. There are no chemical reactions. At most states of matter will change. So if you understand gas, solid, liquid; you are mostly there.

The game is probably the best at slowly introducing you into the challenges. It really comes so easily. There are a lot of nerds that go out of there way to crunch numbers and run experiments, so the fun is trying to integrate new information into a base.

temple fucked around with this message at 17:11 on Jul 18, 2017

temple
Jul 29, 2006

I have actual skeletons in my closet


Dupes can jump over this.


And the game looks complex in retrospec. Different overlays seem technical but its pieced together little by little. Most people go for simple because it tends to be better and easier for dupes to build. The game gives so much information that can be ignored unless you want be :science:

temple fucked around with this message at 09:31 on Jul 19, 2017

temple
Jul 29, 2006

I have actual skeletons in my closet

enraged_camel posted:

The biggest issue right now is there are no external threats. No monster attacks, no natural disasters, no fires caused by short-circuiting wires, nothin'. So you can casually build stuff and as long as you get the basics down you're good. Doesn't exactly make for an exciting, challenging game.
That stuff would be quantum shift in gameplay. No more 15 cycle research for one. No more small populations. I like the game as is. I would love it with periodic events to deal with. The cool thing about ONI isn't that you plop down buildings and make stuff. Its in the design of how you layout a base and how you deal with environmental problems. I hope they don't make buildings or mechanics too on/off. There is no one right way to do things and even if there was, each map is unique so you can't do it the same.

My bristle blossom farm. I want to try the reverse of cooling a hot area by heating a cold area. The cool challenge with bb is that you don't get many seeds so you have achieve excellent yields.

temple
Jul 29, 2006

I have actual skeletons in my closet

Dogen posted:

They are getting rid of plant yields, so enjoy going for excellent yields while it lasts
Yeah but they aren't getting rid of temperature requirements. I like yields because it rewards interacting with all game mechanics.

Finished bristle blossom farm. Had to add cooling instead of heat. Replanting seeds as the excellent yields come in. Wheezeworts+hydrogen help with cooling the thermo regularator because it will overheat. Its pretty cool now.

water
power (temp switch for above -3.5)
cooling

temple fucked around with this message at 13:55 on Jul 20, 2017

temple
Jul 29, 2006

I have actual skeletons in my closet

Dogen posted:

Right, you're just going to have to have all 4 reqs to get any yield. It is fun though, I spent a lot of time tinkering with my stupid mealwood farm to always get excellent yields. Pointless to try with sleet wheat because you get so drat much and it's both food product and seed in one.

Someone said "the best way to get excellent yield with sleet wheat is to make 2 more planter boxes".

temple
Jul 29, 2006

I have actual skeletons in my closet
Been meaning to get a shot of this. Pro-tip: let water or polluted water drip in the cold biome and it will freeze on the way down. This avoid the issue of having polluted water dripping everywhere and giving dupes hypothermia. Mesh tiles are your friend A few people like to build at the top of the cold biome to avoid polluted water from melting on top of them. There are a lot of reasons to build on the top of a cold biome.



Bristle blossom farm was a success



I tried a steam purification system that kinda worked but it wasn't consistent. Going for pincha pepper farm next

temple
Jul 29, 2006

I have actual skeletons in my closet

Dogen posted:

Where’s all that polluted water coming from?

Polluted ice melting. It melts sooner than regular ice.

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temple
Jul 29, 2006

I have actual skeletons in my closet
The polluted water became an ice tile at the bottom of my biome.

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