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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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# ¿ Jun 5, 2017 03:43 |
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# ¿ May 15, 2024 23:03 |
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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.
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# ¿ Jun 7, 2017 02:42 |
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Tenebrais posted:If you uncheck that item on the original bin's list all of that item will be dumped out. That works, thanks!
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# ¿ Jun 8, 2017 15:05 |
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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?
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# ¿ Jun 8, 2017 23:41 |
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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.
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# ¿ Jun 9, 2017 15:42 |
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I've played this game for 119 hours and just realized you can rotate doors
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# ¿ Jun 13, 2017 22:53 |
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I love this
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# ¿ Jun 20, 2017 18:31 |
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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.
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# ¿ Jun 22, 2017 03:39 |
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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.
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# ¿ Jun 24, 2017 16:44 |
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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 |
# ¿ Jun 24, 2017 20:26 |
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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.
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# ¿ Jun 26, 2017 12:39 |
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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.
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# ¿ Jun 27, 2017 04:08 |
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The content update looked cool. I would have posted notes if not for others. I like the water bottler but its seems too big.
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# ¿ Jul 1, 2017 02:35 |
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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.
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# ¿ Jul 7, 2017 04:29 |
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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 |
# ¿ Jul 11, 2017 22:28 |
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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.
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# ¿ Jul 11, 2017 22:28 |
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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 |
# ¿ Jul 14, 2017 23:51 |
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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
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# ¿ Jul 15, 2017 00:25 |
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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 |
# ¿ Jul 15, 2017 01:01 |
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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.
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# ¿ Jul 15, 2017 13:29 |
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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 |
# ¿ Jul 15, 2017 23:16 |
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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.
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# ¿ Jul 16, 2017 03:47 |
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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 |
# ¿ Jul 16, 2017 15:08 |
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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.
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# ¿ Jul 16, 2017 23:17 |
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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 |
# ¿ Jul 17, 2017 01:07 |
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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 |
# ¿ Jul 17, 2017 06:12 |
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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 |
# ¿ Jul 17, 2017 13:08 |
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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? 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.
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# ¿ Jul 17, 2017 18:00 |
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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:
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# ¿ Jul 17, 2017 18:46 |
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d3c0y2 posted:Don't hydroponic tiles effectively destroy water? 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!
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# ¿ Jul 17, 2017 22:35 |
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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? Currently, I've filled a seal off farm with oxygen, CO2, and hydrogen. And the plants grow and all lower pressure with time.
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# ¿ Jul 17, 2017 23:04 |
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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 |
# ¿ Jul 18, 2017 07:31 |
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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. 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 |
# ¿ Jul 18, 2017 14:43 |
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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 temple fucked around with this message at 09:31 on Jul 19, 2017 |
# ¿ Jul 19, 2017 09:24 |
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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. 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.
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# ¿ Jul 19, 2017 22:38 |
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Dogen posted:They are getting rid of plant yields, so enjoy going for excellent yields while it lasts 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 |
# ¿ Jul 20, 2017 13:52 |
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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".
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# ¿ Jul 20, 2017 14:22 |
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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
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# ¿ Jul 21, 2017 03:34 |
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Dogen posted:Where’s all that polluted water coming from? Polluted ice melting. It melts sooner than regular ice.
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# ¿ Jul 21, 2017 04:22 |
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# ¿ May 15, 2024 23:03 |
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The polluted water became an ice tile at the bottom of my biome.
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# ¿ Jul 23, 2017 23:23 |