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.
Oxygen Not Included: The Kerbal Space Program of base building & what Fallout Shelter should've been
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?
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.
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.
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.
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.
An insulated boiler in which you place oil or water to transform them?
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?
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.
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.
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.
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.
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?
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.
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?
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.
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.
I think I just made it. Whew.
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.
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…
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.
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).