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  #251  
Old 07-23-2018, 02:49 PM
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I like the way you think, but I suspect the buildup of corpses would increase your actual worker stress. I didn't notice that one of my dupes had gotten her head encased in a tile and died except that there was a big jump in stress and everyone had a "mourning" status.
Did you bury her with a tasteful memorial? You could combine prison with catacombs by putting all the graves with the stress cryers and vomiters to make them produce more.

Last edited by MichaelEmouse; 07-23-2018 at 02:51 PM.
  #252  
Old 07-24-2018, 08:00 AM
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Hmmmm....apparently "heat" is also a thing I must contend with.
  #253  
Old 07-24-2018, 08:34 AM
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Hmmmm....apparently "heat" is also a thing I must contend with.
Oh my, yes...heat can be a major issue. I've had more than one base that folded when the farms got to be over 30 degrees and all the plants stopped producing. One thing I've found is to build your farms in the core of your facility near your main water tanks (colder there), with plenty of vent tiles and away from your generators and batteries (I usually build my coal fired generators in a place carved out in the hot zone and just pipe the power back now). You can also use those cold cactus thingies you find in the cold zone. If you plant one near your farms it will help keep the heat down if you insulate the floors. My latest base (I'm on cycle 186) I've got 6 of the things planted strategically to keep the cold down. My biggest issue is water this game...that will be the thing that kills me. I haven't figured out how to use the ice in the cold zones to replenish water. I've been having my artist make ice sculptures, but it doesn't help enough. I have access to a cold steam geyser but that doesn't keep up either. Nor does filtering the polluted water, getting the germs out and pumping that back into the base. Slowly the water levels are dropping and when they go it will be all over. I figure if I can hang on until cycle 200 it will be a new record before all my little dupes finally die off.
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Last edited by XT; 07-24-2018 at 08:35 AM.
  #254  
Old 07-24-2018, 08:41 AM
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I haven't figured out how to use the ice in the cold zones to replenish water. I've been having my artist make ice sculptures, but it doesn't help enough.
Are you building the ice blocks directly in your reservoir, like, underwater? Each one built there instantly adds 400 kg of ice-cold water to the reservoir, which both replenishes your supply and lowers its temperature. And that ice-cold water, when pumped through hydroponic tiles, keeps your bristle berries nice and cool, too.

When my water supplies get dire, I'll build a dozen or two ice blocks in the reservoir, and it keeps me in business.
  #255  
Old 07-24-2018, 08:47 AM
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Are you building the ice blocks directly in your reservoir, like, underwater? Each one built there instantly adds 400 kg of ice-cold water to the reservoir, which both replenishes your supply and lowers its temperature. And that ice-cold water, when pumped through hydroponic tiles, keeps your bristle berries nice and cool, too.

When my water supplies get dire, I'll build a dozen or two ice blocks in the reservoir, and it keeps me in business.
I was building them 3 at a time over the water with mesh tile so it drips down in. It doesn't seem to be helping a lot...I wasn't sure it was doing anything at all. I took everyone's advice and cut back on the number of dupes so it's pretty slow building them.
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  #256  
Old 07-24-2018, 09:42 AM
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I was building them 3 at a time over the water with mesh tile so it drips down in. It doesn't seem to be helping a lot...I wasn't sure it was doing anything at all. I took everyone's advice and cut back on the number of dupes so it's pretty slow building them.
Seriously, build directly in the water. The dripping takes way too long, but build them directly in the water, and you gain the benefit as soon as the building is finished.

I wonder if you can build a storage compartment in water, store ice in there, then unstore it so the ice falls into the water? Will the ice melt instantly, removing the need to build the ice block? I'm gonna try it out, will report back!
  #257  
Old 07-24-2018, 09:50 AM
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I wonder if you can build a storage compartment in water, store ice in there, then unstore it so the ice falls into the water? Will the ice melt instantly, removing the need to build the ice block? I'm gonna try it out, will report back!
Just tried it. The ice dropped underwater is gaining temp pretty quickly, but not instantaneously. I think that might be fast enough to make it worthwhile to not build the ice sculptures, since it takes so much less time.
  #258  
Old 07-24-2018, 09:52 AM
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You could take hot gases/liquids from another part of your base that need to be cooled down and pipe them through ice blocks sitting above your water tank, it might cool both the piped fluids and the water tank.

Can't help but think that ice blocks as cooling is fairly labor-intensive and a little exploit-y. I guess it's a roundabout way to take ice from the ice biome and chuck it in your reservoir.

Actually, could you pick up ice in the ice biome and just dump it in the reservoir? Maybe put a container underwater, put all the ice in it then empty the container? Could the container itself get colder if you put ice in it? That would make things simpler.
  #259  
Old 07-24-2018, 09:54 AM
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I'll give it a try. I have to figure something out as the colony is slowly dying for lack of water and I have a lot of 2 of the ice zones dug out or at least mined into. But I've had to shut down all non-essential things like smelting the ore as I don't have the water for it.
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  #260  
Old 07-24-2018, 10:51 AM
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Did you bury her with a tasteful memorial? You could combine prison with catacombs by putting all the graves with the stress cryers and vomiters to make them produce more.
I generally turn the area around the dupe printer into a sort of Hall of Heroes atrium for new dupes.
  #261  
Old 07-24-2018, 03:03 PM
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Did you bury her with a tasteful memorial? You could combine prison with catacombs by putting all the graves with the stress cryers and vomiters to make them produce more.
Eventually, yeah. She actually died in a really remote area and it was hard getting anyone to prioritize getting to her, mostly because they were all stressed out and spending all their time on the massage tables while normal priority tasks (like putting algae in the deoxyidizers and terrariums multiplied around them.

I managed to get through a lack of water crisis that led to a lack of food crisis that led to everyone almost starving. Now I too am running into heat issues, partly due to the tepidizer I was using to kill all the germs in the recycled water.

I'm actually really close to finishing research on everything in this base. The race is on to see if I can do it before dupes start dropping from heatstroke.
  #262  
Old 07-26-2018, 04:32 PM
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The expressive update is available.
  #263  
Old 07-26-2018, 04:49 PM
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The expressive update is available.
I've been playing it off and on with Metal Gear V (MGV is more polished and less lovely, more story and assloads more frustrating). My new base has everyone named after someone in my family, which means I watch my nine-year-old's health decline from slimelung, and my five-year-old start to suffocate in the ice mines. Yikes!

In the past couple of days, the groovy unpowered jukebox that got all my dupes to an evening dance party was unceremoniously changed into an enormous boombox with a 960V pull .

On the other hand, a bunch of new rooms got added, which is fun. I especially like the addition of the Great Hall and the Plumbed Bathroom.

Does anyone know if showers are actually worth it at this point?
  #264  
Old 07-27-2018, 03:48 AM
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Welp, my dupes are pretty happy. 0% stress levels across the board. I'm glad I spent some time before the update creating individual bedrooms, a dining hall, etc.

Still got some loose ends to fill out--I'm getting a start on a gas management system, with big storage chambers to smooth out creation and demand. I'm currently trying to figure out how to move all the CO2 into storage so I can feed my slicksters. I can pump it from various places but not really in a unified way.

My farms work fine though I feel like I should automate them. Lazy dupes are happy dupes. Also, they aren't even considered greenhouses at the moment.

The various hints of a backstory are a nice touch. I'm generally a fan of the "read journal entries to fill out the universe" approach.
  #265  
Old 07-27-2018, 04:54 PM
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I'm clearly doing something wrong. No matter how fast or slowly I accumulate dupes, I can't seem to get all the critical systems to keep pace. Like all it takes is a single clogged toilet or sick dupe and every goes into this downward spiral of vomit.
  #266  
Old 07-27-2018, 05:13 PM
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I ran into sickness issues a few times, and each time it seemed unrecoverable and so I loaded up an older save. I'd say to keep a very close eye on the dupe's health, feed them vitamins if it seems like you're moving in the wrong direction, and be careful when they're exploring the slime zones. Ideally you have atmo suits, but if not then at least rotate their access to the outdoors (via door policies) to keep their germ load in check.
  #267  
Old 07-27-2018, 05:40 PM
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I generally turn the area around the dupe printer into a sort of Hall of Heroes atrium for new dupes.

IIRC the memorials have a very, very negative decor impact. For some reason dupes don't like to be reminded that Johnny drowned in his own piss, I 'unno.
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  #268  
Old 07-29-2018, 07:41 AM
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IIRC the memorials have a very, very negative decor impact. For some reason dupes don't like to be reminded that Johnny drowned in his own piss, I 'unno.
We aren't sure it was his.

I wasn't aware of the negative effect. That the first thing new Dupes see after stepping out of the printer is two dozen graves is...unfortunate
  #269  
Old 08-31-2018, 07:30 PM
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I haven't played in awhile, but there's a new update in alpha:
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Since breaking through the surface of the asteroid our Duplicants have developed a curiosity for the endless cosmos that exists outside their little space rock. That’s right, the Duplicants have begun developing their very own space program!

Soon they’ll be able to build massive rockets, train as astronauts, and journey on missions into space to bring back the resources they find to the colony.
Has anyone been messing around with this?
  #270  
Old 09-04-2018, 05:09 AM
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I haven't played in awhile, but there's a new update in alpha:

Has anyone been messing around with this?
No, I'm still stuck in the "dupes die slowly cooking/starving in a stew of their own vomit" stage.
  #271  
Old 09-07-2018, 02:36 PM
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Haven't played since before the expression update. Now there's a game mode option when you start the game - one talks about the glorious universe and being easy, the other more about survival being hard. Which one is the old normal game mode? The hard one?
  #272  
Old 09-10-2018, 03:42 AM
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Did they do anything in the expression update to change the strategy of just cramming paintings and statues everywhere to make people happy?

Last edited by SenorBeef; 09-10-2018 at 03:42 AM.
  #273  
Old 09-10-2018, 05:17 AM
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Did they do anything in the expression update to change the strategy of just cramming paintings and statues everywhere to make people happy?

Sort of. I mean the strategy itself is still there (and you should also look into making actual rooms - dupes now like having their private little cubicles to sleep in) but the decor expectations of individual dupes got jacked way up especially as they trudge along their career path(s) - and those expectations are cumulative with each mastered job.

Don't expect a top dog engineer/post-doc/suit specialist to work 24h without a break on the strength of "hey, it's that statue I like" alone any more.
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  #274  
Old 09-10-2018, 12:23 PM
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How does battery recharge threshold work on manual generators and batteries? I have batteries set at 90% thresholding, but they're at 100% and they're still running on the hamster wheel. I know with automatic generators you need circuit equipment, but I think manual ones work differently. I think I remember before the peeps obeying a simple threshold correctly. I have 2 generators hooked up to 2 batteries, all in one circuit.

Do mechanized airlocks protect significantly against temperature change? I'm trying to be more mindful of internal temperature this runthrough so at the border of any zone that's hot I've got an airlock and (soon) insulated wall. But it seems like the area near the airlock is 10 degrees hotter than the area a few spaces away - does it not provide good temperature protection? If not, how do you keep the outside heat out?

Last edited by SenorBeef; 09-10-2018 at 12:25 PM.
  #275  
Old 09-11-2018, 05:17 AM
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I've actually done fairly well this last round. I'm around 170 cycles in with a mostly self contained colony of 6-7 dupes and only lost a couple to slimelung and mostly construction accidents. The base is surrounded by toxic slime biomes, so expansion is a bit challenging, even with suits.

It feels "buggy" though. Like I have a big farm and can see the appropriately jobbed and prioritized dupes working it and cooking, but the base is on the verge of starvation.
  #276  
Old 09-11-2018, 11:41 AM
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If you have slimelung on ore, is there some way to get it clean without an ore scrubber? Maybe storing it outside your base for a while will eventually clean it? How much risk does using ore with like 1500 slimelung on it have?
  #277  
Old 09-11-2018, 01:37 PM
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If you have slimelung on ore, is there some way to get it clean without an ore scrubber? Maybe storing it outside your base for a while will eventually clean it? How much risk does using ore with like 1500 slimelung on it have?
You can put a storage compactor in an area with chlorine gas. That will kill pretty much anything put in to it. It does use a bit of the chlorine though so long term you need to find a chlorine geyser.
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  #278  
Old 09-13-2018, 03:15 PM
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Are all food decay timers in a refrigerator tracked together? I had a calorie surplus of 100,000, then suddenly it said that some of my food had expired, and it was down to 10k. It seems like my entire stock of meal lice, which had been built up gradually over many cycles, suddenly expired at once and now I'm facing starvation.

Also have another weird problem. I accidentally put a power transformer on the same automation grid as my smart battery->power plant line. So when the power plants stopped, that transformer stopped too. Okay, makes sense. So then I delete the automation grid to that transformer and route it around it. But now that power transformer, which is not connected to any grid, is perpetually stuck in "disabled by automation grid" - I manually disabled and enabled it, and then even deconstructed and rebuilt it, and it has the same effect.

I guess I'll try reconnecting it, wait for the "on" signal from the automation grid, then disconnect it, but that seems silly to have to do that.

Last edited by SenorBeef; 09-13-2018 at 03:18 PM.
  #279  
Old 09-13-2018, 04:10 PM
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I have not played enough to try it but I recall someone saying if you store food where there is a lot of CO2 it never rots. Not sure if that is true of chlorine as well. Might be worth a try though.
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  #280  
Old 09-13-2018, 10:56 PM
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I accidentally trapped some of those light bugs in my stable, and they've reproduced and now I have 4 of them. Is there some way I can make them go fly around on my bristle farm?
  #281  
Old 09-14-2018, 07:12 PM
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Also have another weird problem. I accidentally put a power transformer on the same automation grid as my smart battery->power plant line. So when the power plants stopped, that transformer stopped too. Okay, makes sense. So then I delete the automation grid to that transformer and route it around it. But now that power transformer, which is not connected to any grid, is perpetually stuck in "disabled by automation grid" - I manually disabled and enabled it, and then even deconstructed and rebuilt it, and it has the same effect.
Maybe there are still some automation wire segments connected from the transformer. You could press the button to delete all automation then click & drag over and around the transformer.
  #282  
Old 09-16-2018, 09:18 AM
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Reconnecting it to the automation grid and waiting for it to be on, and then deconstructing the automation wire again turned out to be the solution.

How do you shear dreckos? I have a shearing station in their stable but I don't have a button on the drecko to shear (like I do to kill) - how do you actually initiate the shearing?
  #283  
Old 09-16-2018, 08:35 PM
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I've actually now made it to over 300 cycles with the same base. Fortunately, I'm in close proximity to a natural gas geyser, hydrogen geyser, and a cold steam geyser. So for all intents and purposes, I have unlimited water and power. Still got a lot of slimelung around me though. Made the mistake of trying to expand too fast caused a slimelung outbreak that killed over 20 dupes before I could get in under control (mostly by sealing up all the slime and popping open a big chlorine pocket).

Also had a bit of a rough spot when the natural gas and hydrogen geysers shut down at the same time. Fortunately I was able to keep critical base functions going with my coal backup generators until they started.

Water is starting to become a problem though. As in I'm having trouble figuring out where to put all the water.
  #284  
Old 09-17-2018, 02:14 AM
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As in I'm having trouble figuring out where to put all the water.
Just pump it into a giant cistern. I just surrounded by geysers with a large volume for them to pump into. It's good to have a buffer for when the geysers go idle.

I've started building a rocket, though I still have to finish some research and make lots more steel. It's coming along.

It looks like my oil -> natural gas production produces "sour gas". It's not a problem so far but I wonder what I'll do with it eventually.
  #285  
Old 09-18-2018, 11:45 AM
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I'm at day 108 in my new base. Things just get unwieldy and slow once your base is big enough, I've come to realize. The newish downtime and preparation time in the daily schedule helps - you don't send people to mine some far off place only to have them go back to eat as soon as they get there - but it does seem like there's still inefficient behavior. Too many times the dups will go to some far corner of the map, do one thing (say, build one ladder segment when you need 10) and then wander off and do something else. The end result is that it takes a really long time for anything to get done. Even normal routine stuff gets neglected and I'm not quite sure why - for instance, I've had an algae oxygen generator, priority 8, just sitting there for several cycles with no algae in it even though algae is available because everyone is too busy to get around to it. I'm actually not even sure why, sure, 2 people are spending all day farming, one is spending all day cooking, but that leaves 8 more people to take care of it at some point. I even have 2-3 people working supply jobs.
  #286  
Old 09-19-2018, 04:04 AM
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Managed to launch a rocket. It just went to the nearest carbon asteroid and didn't seem to return with anything. I've tried again with a distant asteroid, and potentially some unique organisms to pick up. We'll see how it goes; it'll take 12 cycles to get back. Looks like some of the intermediate asteroids have wheezewort to pick up; those could come in handy since they're in limited supply.

The rocket really cooks everything downstream of it (not too unexpected...). Need a better way of getting rid of that heat.
  #287  
Old 09-19-2018, 04:45 AM
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The rocket really cooks everything downstream of it (not too unexpected...). Need a better way of getting rid of that heat.
An insulated boiler in which you place oil or water to transform them?
  #288  
Old 09-19-2018, 10:40 AM
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How many dups do you guys top out at? I've had 11 and I'm not sure I want to get any more. I can cover every major job and adding more at this point worries me that it'll just consume more oxygen, but maybe I'd be more productive with a few more. What do you think?

Speaking of which, I'm running into an oxygen crisis. I've been using algae because I feel like I haven't had enough water to do electrolyzation, but I've already cleared most of the algae available to me. I have 4 distillers going, but they can't keep up with the demand. I have a steam geyser - I gotta rig up a cooling setup to use that water so I don't overheat my crops. What do you guys do? I guess I'll run the water to an ice biome and use a thermal nullifier there to cool the water. Any tips?

Last edited by SenorBeef; 09-19-2018 at 10:44 AM.
  #289  
Old 09-20-2018, 03:46 AM
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An insulated boiler in which you place oil or water to transform them?
Maybe. Worth trying out. Unfortunately, the flame kinda envelops everything in its way--I would need quite a big pool of water to make it work.

My rocket came back--I now have a Gassy Moo and some Gas Grass. Unfortunately, the Gas Grass needs liquid chlorine to grow! I don't have a chlorine geyser and only some small pockets of the stuff. The Gassy Moo produces natural gas, but I already have plenty of that, so it's probably not worth going for more.

Cooling is really becoming a problem again with the rocket launches. I can reconfigure my Thermo-Nullfiers a bit but I think I will need to pick up a bunch more wheezeworts.

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How many dups do you guys top out at? I've had 11 and I'm not sure I want to get any more.
I'm on day 930 and never had more than 12 dupes. No deaths, either. It's plenty for my purposes and think it would be hard to manage more.

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but I've already cleared most of the algae available to me. I have 4 distillers going, but they can't keep up with the demand. I have a steam geyser - I gotta rig up a cooling setup to use that water so I don't overheat my crops. What do you guys do? I guess I'll run the water to an ice biome and use a thermal nullifier there to cool the water. Any tips?
Yeah, algae is definitely a limited resource. The solution is pretty much what you have; hook into steam/slush geysers for more water, then use electrolyzers to generate oxygen. Use a gas filter to siphon off the hydrogen and send that to the thermo nullifier--both as "fuel" and as a cooling fluid. In the short term an ice biome is fine, but those run out as well. Nullifiers are the way to go long-term.
  #290  
Old 09-21-2018, 09:31 PM
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I'm not sure if this got tweaked in the last upgrade or if it was something I did, but the Nullifiers don't seem to be nearly as effective as they used to be.

The text now claims they have a cooling rate of "-80 kDTU/s". Presumably, a DTU is something like a BTU. Wheezeworts have a cooling rate of -12 kDTU/s, which means that 7 of them are better than one Nullifier. I don't feel like this used to be the case.

I've got a bunch of Wheezeworts but they're distributed in ad-hoc fashion. Time, I think, to hook up a real hydrogen cooling loop to maximize their potential. And also send rockets for more of them (I've gathered every single one in my current asteroid).

I have some surface structures that I used for research (the observatory in particular). It's eating up a lot of my cooling potential--the regolith is hot! Guess I should just disassemble it, though I vaguely worry that the next update will add more things that require observatory research and I'll have to rebuild it.
  #291  
Old 09-22-2018, 12:13 AM
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I'm at day 108 in my new base. Things just get unwieldy and slow once your base is big enough, I've come to realize.
I'm seeing that as well. There's some sort of check box to force them to work on stuff locally. Maybe you have to create multiple bases scattered across the map?
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Old 09-22-2018, 03:29 AM
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Originally Posted by Dr. Strangelove View Post
It looks like my oil -> natural gas production produces "sour gas". It's not a problem so far but I wonder what I'll do with it eventually.
Ok, this is actually a serious problem. At first I thought the sour gas was a partial byproduct of the natural gas production, and that I could just dump it to space or whatever, but it turns out to be the only product. There is a way to deal with it: condense the sour gas into liquid methane. Then heat it up again into natural gas. But I have to get it to -160 C first.

There's one small upside to this--the methane has a way higher heat capacity than the sour gas, so I can build a heat exchanger that keeps it running indefinitely. But I first have to get it to -160 C, which is a bit of a problem.

A Thermo-Nullifier can get down to -173 C, so at least I can use that to prime it. Gonna be tricky, though.
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Old 09-23-2018, 11:50 AM
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I just realized that the water I've been pumping into my base is germy. What are the vectors for that to get people sick?

Does food farmed with germy water get you sick?

Using restrooms/sinks/showers?

Direct consumption like a water cooler?

Being used as a food ingredient like in meal loaf?

What should I do, pump some chlorine into it?
  #294  
Old 09-23-2018, 02:47 PM
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Quote:
Originally Posted by SenorBeef View Post
I just realized that the water I've been pumping into my base is germy. What are the vectors for that to get people sick?

Does food farmed with germy water get you sick?

Using restrooms/sinks/showers?

Direct consumption like a water cooler?

Being used as a food ingredient like in meal loaf?

What should I do, pump some chlorine into it?
Did you build your base in Flint, Michigan?
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Old 09-26-2018, 04:41 AM
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Quote:
Originally Posted by SenorBeef View Post
I just realized that the water I've been pumping into my base is germy. What are the vectors for that to get people sick?
I think yes to everything except bathrooms. One thing I know: even electrolyzed water turns to germy oxygen.

Food poisoning germs (yellow) die when cold; slimelung dies when hot. Chlorine helps, and I think will remove germs from food, though I don't know about water.
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Old 09-26-2018, 04:48 AM
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Man, this sour gas change is killing me. I have what I think is a solution, but it's not coming online in time. I had maybe 20 cycles to build a condensation system and my first attempt isn't quite there and I think I'm going to run out of reserves.

The basic approach is to use a few Thermo Regulators in sequence to chill hydrogen in an insulated room. I use wire bridges as heatpipes to transfer the cold to another room that contains sour gas. I cool the regulators with some polluted water that I drip on top.

Most of the setup is working pretty well, and I can chill the hydrogen room to -200 C or so, but the sour gas is really dense and it's only barely hitting -80 C. It needs to get down to -160. I also need to raise the temperature back up, though that should be relatively straightforward with a heating unit.

I did back up my save when I first realized there would be a problem... so I think I'll try again from scratch. I have a few ideas for making it work a little better.
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Old 09-27-2018, 04:55 AM
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I think I just made it. Whew.

Here's the condenser design.

Just above the big insulated block, there is a sequence of Thermo Regulators with water drip cooling. They circulate hydrogen through the upper room in the insulated block. There's a thermostat that keeps it at -200 C and two pumps to get max efficiency from the regulators (1 kg/tick).

The cold is transferred to the bottom insulated room via wolframite wire bridges (they work as an excellent heat pipe). I pump in sour gas and it condenses into sulfur and liquid methane/natural gas. Natural gas has a higher heat capacity than sour gas, so it's mostly self-sustaining, though I need some more reserve before I get to that point. Not sure yet how to deal with the sulfur, but I think it's fine for the time being.

When I have a sufficient quantity of liquid methane, it gets pumped to the bottom room, where a liquid tepidizer heats it back up again into a gas. The gas pumped up and sent to the generators.

Hopefully I haven't overlooked something, but it's working so far.
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Old 10-01-2018, 05:04 AM
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I think I'm finally at a comfortable place again--with my previous condenser design, I was right on the edge of sustainability. I tweaked the design a bit, prechilling the gas, and it's working better. I don't even need my gas geysers anymore (though they do help).

I also ran into problems having to repair the gas pumps continually--the sour gas is still super hot when it's created. I repurposed some wheezeworts to chill the gas before it gets to the pumps and they seem to be doing the trick.

Speaking of which, I've sent out a few more rockets to gather wheezeworts. Looks like I can gather about 9 per trip. They're by far the most useful import at this point, since there's no other way to get more. And fundamentally, cooling has always been the bottleneck. I could put dozens more to good use.

I'm producing sulfur at a prodigious rate but it doesn't seem to be even gatherable, let alone useful for anything. I put an autosweeper in the condenser to gather it up when it becomes useful (can't send dupes in since they warm it up too much every time they enter).

I would say I hope the next update doesn't cause as much chaos as this one, but really, that's all the fun...
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Old 10-09-2018, 01:46 PM
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Anyone know of any good tutorials for using the conveyor/sweeper/etc system? When I look on youtube, they're either part of like 9 hour streaming sessions from when the patch originally came out, or super elaborate megamachines that someone has spent weeks perfecting, but I was having trouble finding a simple guide explaining how they work at the basic level.
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Old 10-09-2018, 05:43 PM
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I never really got a conveyor system working usefully. My only real hint is that the game uses priorities to decide where to send stuff--items in low-priority containers/receptacles/etc. will get moved to higher priority ones.

Is there any particular thing you want to implement? Their basic function is pretty simple: you tell them what to load at one end, and they send the goods to the other end where they wait to be unloaded. The sweepers can automatically load (suck stuff off the ground and put it in the loader) and unload (either move from the receptacle to other storage units, or into machines that need material). They just have to be within range of all devices (<=4 blocks).
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