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  #601  
Old 09-14-2019, 12:10 AM
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Originally Posted by Dr. Strangelove View Post
Nice! That should be more than enough for a starter rocket and silo. You'll need a few thousand for the rocket (2000 for the basic steam engine is the big one), and then maybe 1500 for the silo roof (at least 2 bunker doors, plus some surrounding bits).

It sounds like you're going for a more "luxurious" space area than I usually go for--my dupes stay in their suits when they're up there. But I should really consider making it more comfortable up there.
Like you, I enjoy roleplaying to some degree. The <redacted> is up there so it seems like it is the logical place to build a permanent modern base.

I did some math on my two natural gas geysers and figured out how many reservoirs I need to hold all the natural gas they release during their active period. It is a lot more than I would have thought. My intention was to build enough reservoirs to hold it all, but I ended up building about half the required amount. I then upped the priority for burning natural gas on my smart batteries so I burn some while it is being produced. It works out fairly well, I had some wasted gas last cycle so I've build a few more reservoirs and I should be able to capture every erg of energy from the geysers. I've done the same for my hydrogen geyser. Oh how I wish I had another hydrogen geyser, but unless it is tucked away somewhere it seems like I do not.

Last edited by BeepKillBeep; 09-14-2019 at 12:14 AM.
  #602  
Old 09-14-2019, 12:52 AM
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I completely screwed up my sleep schedule in the last week by getting back into ONI. Almost 700 hours in the game since just before early access.
  #603  
Old 09-14-2019, 09:13 AM
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I completely screwed up my sleep schedule in the last week by getting back into ONI. Almost 700 hours in the game since just before early access.
Its originality and open-ended problem solving really is like Kerbal Space Program. I had an idea to do Fallout Shelter in a more complex form using basic chemistry and biology but it's pointless to attempt it now that it's been done so superbly. Oh well, there's always networked electronic warfare FPS/RTS to try.
  #604  
Old 09-14-2019, 10:01 AM
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The only think I don't like in ONI is the difficulty in the mid (late?) game in tracking everything that needs to be tracked. You simply do not get good information on when something is becoming a problem. Rather you're told when something is at critical levels (and sometimes not even that). For example, the game won't warn you that your food isn't growing because of heat without you going to your farms and checking. But it will very gladly inform you when you're dupes are about to starve to death. Similarly, algae levels for diffusers. Heat levels. Etc. It is a great game, but from a UX perspective later on I find it becomes increasingly frustrating to play. Or maybe I'm just bad at the game.
  #605  
Old 09-14-2019, 10:32 AM
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When I finally launch this spaceship, I'm definitely play this song.

https://www.youtube.com/watch?v=TBcXXfzrqco
  #606  
Old 09-14-2019, 05:24 PM
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I built a steam turbine/aquatuner cooler. Holy Jebus, it took me forever to get it at least somewhat properly working, but I eventually got a version working. That thing is amazing. Everything around it is so very very cold.

The ship assembly area is almost complete. A couple more gantries to go.

Last edited by BeepKillBeep; 09-14-2019 at 05:25 PM.
  #607  
Old 09-14-2019, 10:34 PM
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The rocket is built! Now, I need only to fuel her! I've already done have the prep work for generating the steam. I piped 15 tonnes of boiling oil to the surface. Yes, overkill for certain, but whatever. Currently the pool is surrounded by insulated tile. Above the oil pool is a pool for water. I just need replace the insulated tile with metal/obsidian, and then fill the pool. Boom! Steam. Vent that into the ship and to the stars!

Last edited by BeepKillBeep; 09-14-2019 at 10:35 PM.
  #608  
Old 09-15-2019, 11:43 AM
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Dum de dum. Like 100 cycles later (granted I had some other critical issues to chase down during this time), I still have not managed to fuel my rocket. But I *FINALLY* have it actually working. Steam is flying into the engine. We should have lift off shortly!
  #609  
Old 09-15-2019, 01:23 PM
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Rocket launched and returned safely. But I didn't seem to get my research points. Strange.
  #610  
Old 09-15-2019, 02:51 PM
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Did they change the way sandbox mode works with the launch version? I notice in many videos, people are able to do things in sandbox mode I'm not able to do. For example, in this video, the girl can just click to turn off a switch without waiting for a dupe to come along and do it. Also I've noticed people are able to click and drag objects/critters/dupes to move them. Is there still a way to do all these things and I'm just not aware of it? I'd like to try out builds in sandbox mode, but it's still kind of cumbersome because you need to have a dupe come along and do all the loading/unloading/operating.
  #611  
Old 09-15-2019, 03:46 PM
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No - what you're seeing is the debug mode, which has even more cheats than sandbox.

However, if you want a switch that you can toggle, instead of waiting for a dupe, use a hydrosensor - you can just toggle the above/below setting.
  #612  
Old 09-15-2019, 06:23 PM
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Rocket launched and returned safely. But I didn't seem to get my research points. Strange.
You have to install research modules--you'll get 50 "data bank" resources for each one from a completed mission to a new area (plus I think an extra 50 just for visiting). Each destination has 5 areas to unlock, and the basic steam rocket can get to the 10k destinations with 5 modules. That should allow you to unlock solid boosters and the cargo module. You can visit the 20k destinations by adding a booster or by reducing the number of modules (you'll have to make more visits to unlock everything then).
  #613  
Old 09-15-2019, 06:34 PM
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You have to install research modules--you'll get 50 "data bank" resources for each one from a completed mission to a new area (plus I think an extra 50 just for visiting). Each destination has 5 areas to unlock, and the basic steam rocket can get to the 10k destinations with 5 modules. That should allow you to unlock solid boosters and the cargo module. You can visit the 20k destinations by adding a booster or by reducing the number of modules (you'll have to make more visits to unlock everything then).
I actually did get the data, I just didn't see it. I didn't make another post because I had already posted a lot in a row.

I'm now sending out my fourth mission which should get the solid cargo tech. Then I'll get the better engines since the nearby asteroids contain little of interest (well, diamonds would be nice).

With the ability to build coolers most of my base is now a pretty hue of green. There's a few hot spots left (glass forge, a volcano, steam vents, etc.) I just built a cooler near the glass forge so that will take care of that. The steam vents of course I want to remain nice and hot for my steam turbines.
  #614  
Old 09-15-2019, 06:34 PM
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Cycle 600 on Oassise

Things are close to a normal base at this point. I wouldn't be depending on ice biomes by this point anyway, and my cooling systems are pretty effective.

I've got rockets launching pretty regularly now, with the next step requiring liquid oxygen. But I've got supercoolant so that shouldn't be an issue.

Power isn't really a problem either, with a nat gas geyser and 3 hydrogen geysers. Have lots of storage for both, which turned out to be crucial since all four turned off at once! Luckily, I prepare for the worst...

The dupes are still surviving on fairly nasty food. I should add some peppernut production at the least.

Sleet wheat will have to wait--since there are no ice biomes, I have to go on missions to harvest seeds. So that means researching biological sample modules and going on some missions that are farther out that I can do right now. Also have to build the farm, which is not trivial due to the narrow temperature range.

I added one more dupe, for a total of five. I like to keep things small, but I needed one more to be the astronaut. I waited a while before getting one with the right set of characteristics (wanted bonuses on supply and research, since I need both skill chains for the astronaut).
  #615  
Old 09-15-2019, 06:39 PM
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I actually did get the data, I just didn't see it. I didn't make another post because I had already posted a lot in a row.
Good to hear. Yeah, the data banks can hide behind other cruft or get buried or whatever.

Your call what to search next, but I'd recommend getting solid boosters at least; otherwise it's going to be annoying to do further research once you visit all the close planets. You can always glean a few more points from places you've visited, but it'll be 10 pts per module instead of 50.
  #616  
Old 09-15-2019, 07:03 PM
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I'm an idiot. My oil pump was surrounded by steam, which condensed into water. So I had a liquid filter to separate the oil from the water. The water was vented to space.

I literally just realized I could send that water back into the oil pump to make new oil!

ARGH!!! So many tonnes of water wasted.

Last edited by BeepKillBeep; 09-15-2019 at 07:03 PM.
  #617  
Old 09-16-2019, 01:04 AM
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I did a bit of experimentation in sandbox mode--and I've been overbuilding my cooling setups.

Two unnecessary bits: the tempshift plates and the petroleum bath. The tempshift plates spread the heat out a bit, but really there's not much point to them. As for the petroleum bath, "common knowledge" was that gases aren't sufficient cooling for aquatuners, but it turns out that high pressure steam is just fine. It has the same heat capacity as water and a decent thermal conductivity. The aquatuner stays just a degree or two hotter than the steam.

I did run into one curiosity. I tried making my steambox smaller, to 5x2 tiles. This meant the aquatuner was right under the turbine inputs. It worked fine, in the sense that the aquatuner ran at full speed. But somehow the steam never got very hot and the turbine never went full blast. At the same time, the aquatuner was going full blast, so it was constantly taking 900-1000 W, even though it should have been more like 100 W net.

Somehow, the geometry caused it to permanently delete heat, without even going generating power. I suppose this is good for cooling purposes, but it kinda sucked because it turned into such a power hog.

So, I think I'll stick with a 5x3 setup, even though it doesn't seem like it should be necessary.

One other finding--pumping down to vacuum is in fact a good idea. Sufficiently large traces of O2 do interfere with the turbine. So the gas pump is necessary; fortunately, it's also cheap.
So you just stick your aquatuner in a small amount of water?

If one does use something else, any reason to use petroleum as opposed to crude oil?
  #618  
Old 09-16-2019, 01:28 AM
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So you just stick your aquatuner in a small amount of water?
Yep--I do now. When it's running, it's almost entirely steam, except for the few drops that haven't evaporated yet as they comes from the turbine. The aquatuner stays within a few degrees of the steam, so it has good thermal contact. I try to arrange it so that I have around 10-20 kg of steam once vaporized. Since I put it in a 5x3 chamber, that means I go for around 50 kg water per tile initially.

I used to put petroleum in there first as a heatspreader, but it isn't necessary. I tend to go for petroleum over crude by default since the properties are better all around (better temperature range and heat capacity), but it's a minor difference so it doesn't matter much.

One thing of note--don't run petroleum/crude through your aquatuner if you can help it. The aquatuner takes 1200 W when it's running, and always cools the fluid by 14 C. Which means that you're getting much better cooling efficiency with high heat capacity fluids. Supercoolant is the best; water is the second best, but it's already a 2x loss; petroleum/crude is twice again as bad. So stick with water as the coolant initially, then switch to supercoolant once you've got some space missions going.
  #619  
Old 09-16-2019, 05:13 AM
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Here's a cute little automation device. I use it to fuel my rockets.

The rocket takes exactly 2700 kg of fuel, but I don't want to just leave the pipes full because they're near the exhaust, and will likely overheat and explode. This isn't too big a deal with petroleum but is an issue with liquid oxygen and hydrogen since they're so cold.

The pipes transfer 10 kg/s, so I need a timer for exactly 270 s. The buffer gate is almost what I want--once on, it'll stay on for the selected time period. Two problems:
- It has a max length of 200 s
- I want the shortest possible input trigger. I don't want to depend on flicking a sensor on and off quickly.

The first problem can be solved by just putting multiple gates in serial. So here, I have a 200 s gate and a 70 s gate before it. Once one runs out, the other starts counting down. You can stack as many as you want for longer intervals.

The second part is trickier. I used an XOR gate, which is on if only one input is on. Both off or both on, and the output is off. The hydro sensor I used for the input drives both signals, but importantly, one of the paths goes through two NOT gates.

The NOT gates give just enough of a delay on that input that for a short period, one of the inputs is high and the other low. That's enough to send the XOR output high for a moment and trigger the buffer gate countdown.

So all I do to refuel my rocket is toggle the hydro sensor. It tickles the buffer gate, which runs for 270 s total, driving a valve that puts exactly 2700 kg of propellant in the rocket. Yay for laziness!
  #620  
Old 09-16-2019, 08:22 AM
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Here's a cute little automation device. I use it to fuel my rockets.

The rocket takes exactly 2700 kg of fuel, but I don't want to just leave the pipes full because they're near the exhaust, and will likely overheat and explode. This isn't too big a deal with petroleum but is an issue with liquid oxygen and hydrogen since they're so cold.

The pipes transfer 10 kg/s, so I need a timer for exactly 270 s. The buffer gate is almost what I want--once on, it'll stay on for the selected time period. Two problems:
- It has a max length of 200 s
- I want the shortest possible input trigger. I don't want to depend on flicking a sensor on and off quickly.

The first problem can be solved by just putting multiple gates in serial. So here, I have a 200 s gate and a 70 s gate before it. Once one runs out, the other starts counting down. You can stack as many as you want for longer intervals.

The second part is trickier. I used an XOR gate, which is on if only one input is on. Both off or both on, and the output is off. The hydro sensor I used for the input drives both signals, but importantly, one of the paths goes through two NOT gates.

The NOT gates give just enough of a delay on that input that for a short period, one of the inputs is high and the other low. That's enough to send the XOR output high for a moment and trigger the buffer gate countdown.

So all I do to refuel my rocket is toggle the hydro sensor. It tickles the buffer gate, which runs for 270 s total, driving a valve that puts exactly 2700 kg of propellant in the rocket. Yay for laziness!
Very nice!

I starting building something like that for a launch door timer. The idea is the astronaught gets in the vehicle. Either I've already selected a target or I go select one. At this point, their checklist is complete. This triggers all of the launch mechanisms needed, opening doors, removing gantry, turning on power, etc. It also activates a first timer. The timer is set to the amount of time needed to open the bay doors. When it finishes it sends a signal to the rocket to launch. And starts another timer, that then closes the bay doors.

I've been chasing too many problems to spare a build team to make something so "optional". But I *really* want to build it.

I replaced my powered steam fuelling system with a mainly energy free one using regolith to make the steam. I still need a liquid cutoff and the liquid pump, but I need the pump anyway, so really the net difference is the liquid cut off.

I *almost* (but I won't) feel like starting over. I've made so many mistakes in the space biome. Plus, now that I've mastered the aquatuner based cooling, I would design everything so differently.

ONI has taken the #2 spot on my Steam played list. Only Stellaris remains, but Stellaris is over 800 hours while my previous #2 (The Division) had 400. 400 hours is a lot. Can ONI take it?

I'm starting to think it really can. Everytime I learn something new, I want to optimize my base for the new technique.
  #621  
Old 09-16-2019, 04:20 PM
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Me: So game, why is my steam refuelling cell not working?
Game: A vole ate your regolith
Me: So you're telling me all those times I wanted a vole to eat regolith they didn't but the one time I don't want them to eat it they do?
Game: Welcome to Klei Entertainment, baby.
  #622  
Old 09-16-2019, 05:30 PM
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Generally, though, I use steam turbines. A turbine sits in an insulated box above another insulated box, each 5x3 units. The lower box contains a steel aquatuner sitting in a layer of petroleum, and then some water. The aquatuner cools water or supercoolant from a separate reservoir controlled by a thermostat. The coolant passes by the turbine on its way back to the reservoir to keep it cool, since it will overheat after a while otherwise. A separate thermostat disables the aquatuner if it gets above 230 C. The output from the turbine pours right back into the steam box to reheat. You can see a few examples in my screenshots in post #546.
I forgot to ask, why the 230 C limit? (Sorry for all the little questions, but there's so much to learn about this game and you clearly know a lot.)
  #623  
Old 09-16-2019, 05:59 PM
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Holy shit! The voles are out to get me. One of them excreted regolith on my power transformer that closes my bunker doors. JUST as a meteor swarm was detected!
  #624  
Old 09-16-2019, 06:15 PM
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Holy shit! The voles are out to get me. One of them excreted regolith on my power transformer that closes my bunker doors. JUST as a meteor swarm was detected!
Itís a Conspiracy of Voles led by their shadowy leader, Vole Du Mort.
  #625  
Old 09-16-2019, 06:17 PM
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Finished a few pieces of automation. I've set my bunker doors to stay open until the last moment. My detection quality is 80s, and it takes 45s seconds for the doors to close, so after a meteor shower is detected the doors can stay open for 35s. I've marked it down to 30s just to add a safety margin. I can increase it as my network quality improves. This lets my solar panels operate as long as possible (ignoring those few seconds). What I don't understand is why one of my scanners is only 67% quality. There's nothing any remotely close to it. Oh well.

I've also finished my mission control timer setup. So now it all happens automatically. The launch prep is completed. This turns on main power to the launch facility, opens the bay doors and retracts the gantry. It also initiates a timer. 45s seconds later the bay doors are open and a launch command is sent to the rocket. This initiates two other timers. The first closes the bay doors after 10 seconds. The second timer is a mission timer and it a series of buffers that amount to 2.6 cycles. At that time, the bay doors are opened for the returning rocket. At some point I'm going to make the mission timer configurable by using switches. But for now it is fine.

Automated launching and recovery of rockets! Yay!
  #626  
Old 09-16-2019, 06:28 PM
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Itís a Conspiracy of Voles led by their shadowy leader, Vole Du Mort.
No! Not Vole Du Mort!

Well, this game is over. I better restart. Damn.

  #627  
Old 09-16-2019, 07:00 PM
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I forgot to ask, why the 230 C limit? (Sorry for all the little questions, but there's so much to learn about this game and you clearly know a lot.)
I'm happy to answer! Good questions help me refine my own ways of thinking.

The 230 C limit is actually for efficiency. When I first started building these, I thought I needed some overheat protection, so I put in a thermostat for that reason. However, I later realized that the turbine can remove almost an arbitrary amount of heat: no matter what the input temperature, the output water is 95 C. So the steam can get very hot indeed before overheating. The steel aquatuner does have to stay below 325 C, but it'll never get that hot even when running full blast with supercoolant.

This wastes heat, though. The turbine has a max of 850 W output power, which it reaches with only 200 C input (if all 5 ports are unblocked). I bumped this to 230 C for a little extra cooling, but I could have kept it at 200 C exactly. Putting in the limit does mean the aquatuner isn't running 100% of the time, so it won't cool as quickly, but it's so powerful that I really don't mind.

So if you're looking for maximum power efficiency, set the steam thermostat to 200 C. For maximum cooling capacity, you can leave it off and it should never overheat (assuming just one aquatuner). Of course, at a certain point you should just add a second turbine.
  #628  
Old 09-16-2019, 08:09 PM
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Is there anyway to automate getting all the oxylite dropped by my dense pufts??? It evaporates away if I'm not looking.
  #629  
Old 09-16-2019, 08:11 PM
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Nevermind. Sweepers. Duh.
  #630  
Old 09-16-2019, 11:19 PM
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I fear what will happen as soon as I say this, but I think I'm becoming not entirely awful at this game.
  #631  
Old 09-16-2019, 11:27 PM
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Nevermind. Sweepers. Duh.
Having water on the bottom of their ranch works too.
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Old 09-16-2019, 11:40 PM
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Having water on the bottom of their ranch works too.
Good idea! There's no danger of them drowning?
  #633  
Old 09-17-2019, 05:44 AM
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I think I've finally perfected my oxygen liquifier.

As usual, the simpler the better. No heat conduction tiles or anything. I just run the supercoolant through radiant pipes directly in the LOX chamber. I can pump the oxygen in at full speed and it liquifies immediately. I wonder if it'll keep up with two full pipes of oxygen... but that's really overkill.

Visco-gel has really helped out here. I didn't use it before for some reason. It's super helpful in isolating the atmospheres in two areas; in particular, maintaining a vacuum on one side with a normal atmosphere on the other. I have to be careful putting the supercoolant chamber in a vacuum since it gets really cold--if it liquifies the surrounding gases, it'll try to pump that instead of the supercoolant and break the pipes. But I also wanted to keep the chamber small; too small for a gas pump. So I pumped down the surroundings and used visco-gel to be the door. It's great stuff!
  #634  
Old 09-17-2019, 10:30 AM
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Congratulations! I almost have the petroleum rocket researched along with liquid fuel and solid oxidizer. Still some ways to go before I need LOX.
  #635  
Old 09-17-2019, 11:03 AM
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I just learnt something new. Puft Princes increase the chances of getting the high quality Dense and Squeaky Pufts. So while a bunch of these guys are awful (due to the poor conversion rates) having one in your Puft ranch is invaluable.
  #636  
Old 09-17-2019, 12:03 PM
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This is how I feel when my Dupes do something incredibly dumb.

https://www.youtube.com/watch?v=KezvwARhBIc&t=1m21s
  #637  
Old 09-17-2019, 10:37 PM
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I'm having some bizarre issues with my meteor shower detector. It closes the bunker doors, then as soon as they close it flips signals and reopens then, then closes them and keeps them closed.

But it had been worked for a couple of hundred cycles and I haven't changed anything except moving the bunker doors higher. It is very strange. And very annoying because meteors are getting through during the cycling and damaging the base. Grrr!
  #638  
Old 09-17-2019, 11:56 PM
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It appears that if the meteor shower arrived while the buffer was still counting down then the logic got messed up. I'm still not quite sure how or why, but one of the scanner would suddenly change signals and open the gates. After tweaking the buffer time (I had lost some network quality) it was back to working. It could be a bug because the logic itself is correct.
  #639  
Old 09-18-2019, 08:22 AM
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It happened again that my doors opened on me. It is definitely caused by the doors closing and one of the scanners losing track of the shower for just a split second. So I added buffers to all of my scanners. Problem solved (so far).
  #640  
Old 09-18-2019, 09:37 PM
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It happened again that my doors opened on me. It is definitely caused by the doors closing and one of the scanners losing track of the shower for just a split second. So I added buffers to all of my scanners. Problem solved (so far).
Interesting--good find. To be honest, I don't use the scanners at all. I still haven't figured out a bulletproof method of dealing with regolith, so mainly I still handle all the bunker door stuff by hand.

Maybe I should give it another shot, though--I have better ideas now about how to deal with the heat, and I'd like to try out solar power.

One bug I've run across a few times is that sometimes regolith will turn into a weird indestructible tile. Neither my dupes nor robo-miners can mine it. So far it's fixed itself when I reload, but it's kinda annoying and will interfere with an automated solar/scanner setup.
  #641  
Old 09-18-2019, 10:42 PM
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Interesting--good find. To be honest, I don't use the scanners at all. I still haven't figured out a bulletproof method of dealing with regolith, so mainly I still handle all the bunker door stuff by hand.

Maybe I should give it another shot, though--I have better ideas now about how to deal with the heat, and I'd like to try out solar power.

One bug I've run across a few times is that sometimes regolith will turn into a weird indestructible tile. Neither my dupes nor robo-miners can mine it. So far it's fixed itself when I reload, but it's kinda annoying and will interfere with an automated solar/scanner setup.
That happens to me as well. If I cancel the dig on it, and reorder a dig it usually solves it. But very annoying when I don't notice and they're digging on it forever.

I think I have automated bunkers and rocket launch/recovery nailed. I've not had a glitch in over 75 cycles.

My problem now (there's *always* something in this game, love it!) is making enough oxylite. I'm burning through gold at an incredible rate! Pufts can make it but my dense pufts died without having additional dense puft children, so I'm left with ugh Prince Pufts. They're conversion rate is so awful.

So I'm thinking I should get the hydrogen engine as soon as possible. Hydrogen is plentiful!
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Old 09-18-2019, 10:44 PM
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Also, I went on a massive priority deinflation throughout the base. So many 9s. Everything got a 5 and then I went through and upgrade some things to 6 and 7.

Also, I want to build robo-miners to clear the regolith. Easy enough except they need to be cooled, which is not so easy in the vacuum of space. Of course, I can build a small environment for them, but this takes up space that I'll rather use exclusively for solar power.

I'm tempted to try venting ultra cold CO2 gas onto them since I'm venting CO2 anyway. The gas will evaporate into space of course, but for a short period of time it should cool them down. Again, one of the things I love about this game is experimenting to find a solution within the rules of the game.

Last edited by BeepKillBeep; 09-18-2019 at 10:46 PM.
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Old 09-18-2019, 11:06 PM
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Worked like a champ. A bit of drywall makes the gas stick around long enough to cool the robo-miner. Sweet! No more digging out regolith!!!
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Old 09-19-2019, 01:01 PM
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Well, I wrote a long post on scanners, but the internet ate it.

Setup: Scanner > Buffer 1 > AND gates (with other scanners) > NOT Gate > Buffer 2 > Bunker doors

Long story short. If you want to use scanners to to open/close doors take your lower detection time and subtract 45 seconds for the time to close the doors. That's what you set the buffer to.

I.e. if your lower detection threshold is 75 seconds, set Buffer 2 to 75 - 45 = 30 seconds

Note, that until you reach 155 seconds there is some probability that you'll get unlucky and the doors will close, and then reopen because your scanners lose the signal. The purpose of Buffer 1 is to minimize that chance, but you cannot eliminate and be efficient without reaching 200 seconds minimum detection time. At that point, Buffer 1 is not needed, and Buffer 2 is set to 155 seconds. The higher the value of Buffer 1 the less the chance of having impacts, but the less time the gates will be open.
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Old 09-19-2019, 03:54 PM
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I definitely need to try ONI. It's on my wishlist, but you know...have been putting it off because so focused on other games at the moment.

Has anyone here tried Stationeers? That's a base building game, first person 3D type, where you build complex systems involving metal refining, fabrication, electrical power, electronics, programming, handling of gases, heating, cooling...very complex.

I figured I probably wasn't missing that much in ONI having bought and played with Stationeers.

However, from browsing this thread, it appears there is an endpoint to ONI, that of building a rocket and exploring (or maybe going home)? that Stationeers does not have... ?
  #646  
Old 09-19-2019, 03:59 PM
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I definitely need to try ONI. It's on my wishlist, but you know...have been putting it off because so focused on other games at the moment.

Has anyone here tried Stationeers? That's a base building game, first person 3D type, where you build complex systems involving metal refining, fabrication, electrical power, electronics, programming, handling of gases, heating, cooling...very complex.

I figured I probably wasn't missing that much in ONI having bought and played with Stationeers.

However, from browsing this thread, it appears there is an endpoint to ONI, that of building a rocket and exploring (or maybe going home)? that Stationeers does not have... ?
I've not played Staioneers. It looks a lot like Space Engineers. ONI can hypothetically go forever, but there's is a bit of an endpoint where you've done pretty much everything. You could continue to tinker with your base at that point to get maximum efficiency, i.e. there's no "You win! Game Over!" screen. But to some degree, to have a new experience you would want to start over under different circumstances. A different world.

Personally, I think ONI is going to go down as a genre defining game. This is the game people are going to compare colony builders to for some time. I rarely play any game for more than 40-60 hours. I'm approaching 500 with ONI.

Last edited by BeepKillBeep; 09-19-2019 at 04:01 PM.
  #647  
Old 09-19-2019, 04:44 PM
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ONI can hypothetically go forever, but there's is a bit of an endpoint where you've done pretty much everything. You could continue to tinker with your base at that point to get maximum efficiency, i.e. there's no "You win! Game Over!" screen.
Is that still the case? In the release, they changed the opening text and some of the lore screens to refer to "escaping" the colony. I read that as there was an endgame win condition. Not so?

Last edited by TimeWinder; 09-19-2019 at 04:45 PM.
  #648  
Old 09-19-2019, 05:04 PM
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Is that still the case? In the release, they changed the opening text and some of the lore screens to refer to "escaping" the colony. I read that as there was an endgame win condition. Not so?
I could be wrong, but I don't think you're ever forced to take satisfy that condition. You can hypothetically just keep playing long after you could escape.
  #649  
Old 09-19-2019, 05:27 PM
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Is that still the case? In the release, they changed the opening text and some of the lore screens to refer to "escaping" the colony. I read that as there was an endgame win condition. Not so?
It's a win in the sense that you get a cutscene and stuff, but you can keep playing afterward. You can even get both endings if you like (Home Sweet Home and The Great Escape).
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Old 09-19-2019, 05:27 PM
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How do you guys deal with overheating in the space biome? Periodically deconstruct and reconstruct or do you try to cool things down? For example, my bunker doors just overheated from rocket exhaust. Should I try to cool them down and replace them every dozen launches?

I could cool things down the same was as I cool down the robo-miners, but with rocket exhaust... yikes! That's a lot of gas, and drywall, etc.

Last edited by BeepKillBeep; 09-19-2019 at 05:29 PM.
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