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      Oxygen Not Included - Early Access Coming May 18   05/03/2017

      Oxygen Not Included Entering Early Access First off, we would like to extend a major thanks for the amazing community response to the Oxygen Not Included Alpha. When we released the game on the forums we'd hoped for a few dozen people to try it out and give feedback, but instead over a hundred thousand of you played the game. This was the best surprise we could have received. We're now excited to announce that Oxygen Not Included will be entering Steam Early Access on May 18th. It will cost $24.99, and anyone who owns an existing Klei game on Steam will receive a 20% loyalty discount. Players who purchased Oxygen Not Included in Alpha will not need to purchase the game again. Upcoming Agricultural Upgrade Additionally, we have been working with a handful of dedicated members of the community over the last few weeks to test an experimental build branch in preparation for Early Access. These players have been working with us to provide feedback on the new Agricultural Update content, and we're happy to say it's now in a place where we are ready to share with you all. It will be released on May 18th along with Early Access. Join us on the livestream!
      We'll be showing off the Agricultural Upgrade today at 3:30PDT! Come check us out on Twitch: http://twitch.tv/kleientertainment
        Check out the official post for more details!

Vilda

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Everything posted by Vilda

  1. I actually don't mind them doing a bit more running, when the up is that they will get the clean water from small puddles without destroying it. And they even effectively separate it from polluted one in mixed caverns.
  2. I the water might spawn hot but it cools in the mass. the main plus is probably that the really hot steam does not because it has no space. That's the weird thing, it should drain from a tile 1 up from the geyser so the geyser tiles should be full.
  3. well, the mass of water for one thing, that's clever. Not sure why the geyser continues to provide water, it should be overpressurized - maybe that "bubble" made by gas tile? And really not sure what is cooling it so much that it could freeze.
  4. Yeah sure, that's exactly what I do. I never said that. I stated, that a filter group with one output blocked stops working. That's a fact. Then offered hydrogen as a concrete example. If you want to discuss hydrogen concretely, you will either have a backup and a stable energy, or generator shutting down. There is no stable between. Because: Pumps are not always working at full capacity (simulation slowdown and micro vacuums) Electrolyser does not work all the time because Max pressure Electrolyser puts 120g/s, Generator consumes 100g/s Gas travel time. Pipe crossroads. If you think, that 5 electrolysers can feed 6 generators to work nonstop, I encourage you to build it and prove me wrong.
  5. The important stuff? And the topic of the thread as stated? Food. While it not affects mealwood on first harvest (+10 buffer, with all 4 effects), it slashes potential yield of PP by 1/3, because excellent is possible only on last harvest. And that is with all 4 effects going. That awfully rises plant numbers for the good foods. Like 9! plants per duplicant if you wanna make stuffed berry.
  6. Hmm, normal and heavy should not connect like that but the description accept the wheels... Try to see this how to connect that "legally", might help.
  7. So you burn it all in multiple generators and waste it on full batteries? I'd rather have a stable energy source, thank you very much.
  8. Don't really wanna calculate the fertilizer right now I just ask - why bother wasting fertilizer on mealwood? Seeds are everywhere, and you get the double "yield" just by doubling the plant number. And you should turn all meal lice to liceloaf and then it's only 2,1 plant per duplicant on the lowest yield.
  9. No, it's not. You are getting 0.38 per effect so max 1.52 per cycle. So max 38 by first harvest and 68.4 for the second.
  10. It is a know issue that Empty building doesn't work there.
  11. ? What have seeds to do with anything? We are talking about food yields. And who cares about mealwood seeds, other than 1 sustainable? There is a ton of them in the biome. That's just delivery, the consumption is 2 and 4 kg/cycle respectively.
  12. Not really the only case, you can simply have a backlog or open a cavern. And the most common one - the pump works faster than the generator consumes it, so it will fill the pipe with hydrogen if it is available. And the shorter the distance from filter the faster it backs up. And hotter, because the hydrogen is spawned at circa 75 degrees C. It dissipates quickly to air but it builds up.
  13. I am not saying it's not. But as it is now, you can have the Excellent yield only on the last harvest, not a sooner one. Except 4th harvest of BB, but that does not affect it in any way.
  14. Hmm, so it's the other way around... I thought the problem is in the numbers and not the UI. That seems like a weird choice. I mean, what is the point of having better yields, when you can't get them on every harvest? Especially with a plant like PP, and it's low yield/long lifecycle. Sure, let it be hard, but it should be doable. ... and easier on theorycrafting, really don't wanna calculate scenarios for various yields over lifecycle...
  15. Except it stop's working entirely when one of the outputs is backed up - hydrogen to generator being my culprit. :-/ I was thinking of setting such filter farm with the overpressured storage, but that's just abusing the mechanic Hmm, maybe having dedicated filters on things that rarely have something else (hydrogen pump at top, CO2 at bottom,...) and dump the "refuse" in a vent that feeds a pump that leads to such filter setup. That should decrease the filter load. With clear oxygen at the end and feeding it to base.
  16. Your process is fine, but there is a problem with getting harvest rating - they forgot to update a part of in when they changed the mechanic before EA release. Fix hopefully comes after the weekend. The effect gain is lower than it should be (you can see it in planter description and then check the plant itself) Only Sleet Wheet is not affected, due to it's having only 1 harvest. The system was tweaked to needing all 4 effects at least for a while to get Excellent yield on first harvest of all plants. Multiple harvest plants continue to gain points til last harvest so they can get excellent on subsequent ones with less effects if not on first.
  17. You have to build them upside down for PP, it is a hanging plant. I scrapped the BB farm for now to post a screen, but they worked perfectly well there either.
  18. Updated 19/05/2017, valid for the latest build. TL;DR: Liceloaf at the beginning, mass produce Frost bun then Pepper Bread later. Calories. The fuel that makes your Duplicants work. Measured in kilo calories (kcal), each Duplicant stores 4000 kcal, burns 1000 kcal per Cycle and eats when his Fullness falls to 50% You can check this in Vitals tab. This resource aims to provide a list of where and how you can get some, the most accurate it can be at the time of an update. Consumables The Agricultural Update introduced a lot of new foods items, Quality expectations and the Consumables tab. Each food item has a set quality, presented both as a word and a number, ranging from Grisly (-3) to Great (+2). As the duplicants level up, their food expectation grows, similar to decor. Eating food of lower quality then expected rises stress. Consumable tab allows you to set permissions as to who can eat what food and prohibit certain consummations entirely. Even allows to define default permission set for new duplicants. Beginning The game will provide you 20 000 kcal in Field rations (Grisly (-3), enjoy the tasty chalk) at start. This means you have at least 6 cycles of food for your whole starting crew to find more. Hunting Meat is the name of the game and there... is not much of it. Currently only a Hatch will drop 2 units upon a death. One unit weights 1 kg and is worth 1000 kcal with Terrible (-2) quality. Can be turned to BBQ in cooking station. Unused assets suggest a reproducing Pacu fish and automatic fishing station. Gathering You can live of the land... ehm asteroid and it is a good boost at the beginning, but plants in natural soil grow much slower than their planted counterparts and are easily affected by the temperature of surrounding biomes. Wild growing plants can't be provided with fertilizer or irrigation. If a seed is left on a natural tile, it will plant itself after several cycles. Muckroot A single harvest plant you can find in your starting biome or as a buried object. It produces a single fruit worth of 1 000 kcal - Grisly (-3). Since Thermal Update a Hatch no longer drops Muckroot from eating Abyssalite. Farming Bring out the straw hat and a banjo, it's time to set up fields. Or pots to be precise. Farming pots should be one of your first research and are constructed from either Dirt or Clay. Farther down you can research Farming and Hydroponic tile, that serve as a floor and can provide the plant with fertilizer and irrigation. Careful about the temperature of the material, too hot and in can be while before it cools down and can stifle surrounding plants in between. ╔═════════════════╦═══════╦════════════╦════════════╗ ║ Building ║ Plant ║ Fertilizer ║ Irrigation ║ ╠═════════════════╬═══════╬════════════╬════════════╣ ║ Planter Box ║ X ║ ║ ║ ╠═════════════════╬═══════╬════════════╬════════════╣ ║ Farm Tile ║ X ║ X ║ ║ ╠═════════════════╬═══════╬════════════╬════════════╣ ║ Hydroponic Farm ║ X ║ X ║ X ║ ╚═════════════════╩═══════╩════════════╩════════════╝ Speaking of heat, different plants thrive in different temperatures and going out of their comfort zone will stifle them. Their growth is stopped but otherwise they are fine. Going too much farther will outright kill them, revert to a seed and sometimes get your Duplicants into an infinite cycle where they will put a new seed in for it to be dropped out immediately and ask for new seed. If troubled by heat, you should thing about setting your farm in an insulated area and perhaps even a cooling system. Or heating in case of a Pincha Peppernut. Agricultural Update also introduced an autoharvest of plants so you don't have to constantly check your farm. Seeds to start your farm are found either as buried objects in soil, by digging up the whole plant in nature or by getting better yields. Seeds do remember the amount of remaining harvests, so cheesing by digging up a plant with 1 harvest left is pointless. Farming mechanics and terms: Growth progress: Ranges 0 to 100%, indicates how old the plant is. Upon reaching 100 with last harvest, the plant dies. Harvest rating: Ranges 0.0 to 100.0, consolidation of plant affecting effects, determines a tier of harvest. It is additive over the whole Lifecycle Effect: There are 4 effects affecting a plant growth - air pressure, temperature, fertilization and irrigation. Having a Standard pressure and temperature allows for growth. Having some of it Ideal raises harvest rating. Fertilization and irrigation with correct substance always does. Harvest tier: Based on Harvest rating can be Standard (0-39.9), Good (40-79.9) or Excellent (80+). Higher tiers provide more food items and/or seeds. ╔═════════════════════════════════════════════════════════════════════════════════════════════════════════════════╦═════════════╦═══════════════════════════════════╗ ║ ║ ║ Harvest ║ ╠════════════════════╦══════════╦═══════════════╦═════════════╦══════════════╦════════════════╦═══════════════════╬═════════════╬══════════╦═══════════╦════════════╣ ║ Plant ║ Harvests ║ Lifecycle (1) ║ Temperature ║ Ideal Temp. ║ Irrigation (2) ║ Fertilization (3) ║ kcal / unit ║ Standard ║ Good ║ Excelent ║ ╠════════════════════╬══════════╬═══════════════╬═════════════╬══════════════╬════════════════╬═══════════════════╬═════════════╬══════════╬═══════════╬════════════╣ ║ Mealwood ║ 3 ║ 5 / 2.5 ║ 10-30°C ║ 18-22 °C ║ 40 kg PW ║ 2 kg F ║ 100 ║ 8 ║ 16 ║ 16+2 seeds ║ ╠════════════════════╬══════════╬═══════════════╬═════════════╬══════════════╬════════════════╬═══════════════════╬═════════════╬══════════╬═══════════╬════════════╣ ║ Bristle Blossom ║ 5 ║ 10 / 2 ║ -23-23°C ║ -3-3 °C ║ 20 kg W ║ 4 kg F ║ 1600 ║ 1+seed ║ 1+seed(6) ║1+2 seeds(6)║ ╠════════════════════╬══════════╬═══════════════╬═════════════╬══════════════╬════════════════╬═══════════════════╬═════════════╬══════════╬═══════════╬════════════╣ ║ Sleet Wheet ║ 1 ║ 20 ║ -55-5 °C ║ -40 - -35 °C ║ 20 kg W ║ 4 kg F ║ (4) ║ 25 ║ 50 ║ 75 ║ ╠════════════════════╬══════════╬═══════════════╬═════════════╬══════════════╬════════════════╬═══════════════════╬═════════════╬══════════╬═══════════╬════════════╣ ║ Pincha Pepperplant ║ 3 ║ 25 / 20 ║ 35-85 °C ║ 55-60 °C ║ 35 kg PW ║ 1 kg P ║ (5) ║ 4 ║ 4+2 seeds ║ 8+2 seeds ║ ╚════════════════════╩══════════╩═══════════════╩═════════════╩══════════════╩════════════════╩═══════════════════╩═════════════╩══════════╩═══════════╩════════════╝ For all plants, Standard air pressure is 150+ grams and Ideal 750+ grams. (1) First number indicates number of cycles to the first harvest, second regrowth time to subsequent harvest (2) Irrigation per cycle, PW - Polluted Water, W - Water (3) Fertilization per cycle, F - Fertilizer, P - Phosphorus (4) Sleet Wheat produces only seeds. These can be made into a food in cooking station. (5) Nuts from PP are not edible alone, rather used as a spice in several recipes (6) BB provides seeds on last harvest only Mealwood A sturdy plant/animal that thrives in wide temperature range 10.0 °C - 30.0 °C. Produces Meal Lice, each providing 100 kcal and can be farther cooked. Worst case scenario 240 kcal/cycle and best 480 kcal/cycle, Grisly (-3) quality. It is a decent starting choice but rather than consuming it directly, I would advice further refining it in Microbe Musher. Requires 4.2 to 2.1 plants to feed a duplicant, depending on the harvest rating. Bristle Blossom After some patches the, pardon the pun, "Brittle Blossom" went from a rather finicky fruit plant, that lived only in temperature range 12.5 °C - 22.5 °C and ridiculous fertilizer needs to a staple of a farm with a temperature range -23 °C - 23 °C and fulfilling fruit. Produces Bristle Berries worth of 1 600 kcal, Poor (-1) quality. Harvest rating affects only seed, so it provides a stable 444.5 kcal/cycle. 2.3 plants will feed a single duplicant. Sleet Wheet A cold loving plant, that does not produces something edible directly, rather a lot of seeds that can be converted to food. In nature it grows in cold biomes, in a temperature range -55 °C - 5 °C. Provides a single harvest of 25/50/75 grain depending on your rating. Because the Grain is both edible and a Seed, it can be store in both compactors and food storage and it can rot. Be mindful where you keep it. Given the amount of seed available, it is, in my opinion, not necessary to plant them in better than basic planters, rather just substitute quality with quantity. It will grow and won't increase delivery jobs by fertilizing. In that scenario, and converting to Frost bun (3 grains per 1), you need 2.5 plants per duplicant. 1 leftover grain to replant included. Pincha Pepperplant Pincha Pepperplant (aka PP) is a hanging, nut producing plant, that serve as a spice rather than food. It is used in various quantities in the best foods currently available. In nature, it is found in purple biomes and with it's long lifecycle it can be worth it to check, how long till next harvest, before digging it up. This is also a reason, why I recommend bot fertilization and irrigation, to maximize your yield. It has to be planted downwards (rotate planter by O) and it's the only plant fertilized by Phosphorus. One plant can produce 0.2 nut/cycle on Standard and Good harvest or 0.4 nut/cycle on Excellent. Note: If you don't want to harvest plants manually, a grown up plant will drop the fruit and restart it's cycle itself after a time. It seems to vary during it's lifespan but worst case is 2 cycles before entering "old" stage and another 2 cycles to drop the fruit. This significantly rises the plant/Duplicant ratio. Fertilized plants continue to consume fertilizer and water in the old or stifled stage. Cooking It's a barbie time! Run microbes or lice through a press, flip them on a grill and serve with a cold Bristle Blossom juice. Ah to live the life of a Duplicant. Microbe Musher Your basic tool for making food out of nothing. Or rather lots of something, water to be precise. Currently has 2 recipes: Mush bar - 1000 kcal made out of 75 kg of Dirt and Water each, carries a risk of Diarrhea, Grisly (-3) Liceloaf - 1000 kcal made out of 5 Meal lice (500 kcal) and 50 kg of Water, Terrible (-2) With the addition of Geysers and fixes to water loss, cooking is a viable choice. Mush bar is a good fallback option should you take your time with farming or faced a catastrophe. Liceloaf effectively doubles a yield of a single Mealwood plant and increases the food quallity by 1. With enough water I encourage you to use this recipe. If any Lice is still moving, just hit it over the edge of the table or something. Oh? You were not provided with a mess table? Well use your imagination, you are sitting on something, right? Cooking Station An advanced station with many recipes, this is where you produce food for you increasingly demanding duplicants. ╔═══════════════╦══════╦═══════════════╦═════════════════════════╦═════════════════════════════╗ ║ Food ║ Kcal ║ Quality ║ Ingredients ║ Special ║ ╠═══════════════╬══════╬═══════════════╬═════════════════════════╬═════════════════════════════╣ ║ Pickled Meal ║ 100 ║ Grisly (-3) ║ 3x Meal Lice (300) ║ Rots very slowly ║ ╠═══════════════╬══════╬═══════════════╬═════════════════════════╬═════════════════════════════╣ ║ Mush Fry ║ 1000 ║ Terrible (-2) ║ 2x Mush Bar (2000) ║ Removes a risk of Diarrhea ║ ╠═══════════════╬══════╬═══════════════╬═════════════════════════╬═════════════════════════════╣ ║ Frost Bun ║ 1000 ║ Poor (-1) ║ 3x Sleet Wheet Grain ║ ║ ╠═══════════════╬══════╬═══════════════╬═════════════════════════╬═════════════════════════════╣ ║ Gristle Berry ║ 1000 ║ Standard (0) ║ 1x Bristle Berry (1600) ║ ║ ╠═══════════════╬══════╬═══════════════╬═════════════════════════╬═════════════════════════════╣ ║ Pepper Bread ║ 1000 ║ Good (+1) ║ 5x Sleet Wheet Grain ║ ║ ║ ║ ║ ║ 1x Pincha Peppernut ║ ║ ╠═══════════════╬══════╬═══════════════╬═════════════════════════╬═════════════════════════════╣ ║ BBQ ║ 1000 ║ Good(+1) ║ 1x Meat (1000) ║ Soul Food ║ ║ ║ ║ ║ 1x Pincha Peppernut ║ (-2 Athletics, -15% stress) ║ ╠═══════════════╬══════╬═══════════════╬═════════════════════════╬═════════════════════════════╣ ║ Stuffed Berry ║ 1000 ║ Great (+2) ║ 2x Bristle Berry (3200) ║ ║ ║ ║ ║ ║ 2x Pincha Peppernut ║ ║ ╚═══════════════╩══════╩═══════════════╩═════════════════════════╩═════════════════════════════╝ Of these, Frost bun can quickly become your go to food, thanks to a large number of grain available. Gristle berry lovers kcal of BB but upgrades the quality by 1, therefore you need 3.6 plant/duplicant. Pepper bread is a first recipe needing PP - you need between 2.5 to 5 plants of PP per duplicant, depending on your harvest rating. BBQ is available in small numbers only, because no meat source. Stuffed Berry is, in my opinion, not a viable food right now, thanks to it's huge resource need - 7.2 BB plants and 5 PP plants per duplicant in the best case scenario. Storage, Spoilage and Surroundings Following is included how it is in current situation but it is prone to change because of bugs, exploits and balancing. Food Storage Can't leave the food lying around, Dupe, that just invites germs. And not those juicy ones your mama puts into Mushbars. Food tab provides two storage solutions for your food supply Ration box - basic accessory taking 2x2 space with a capacity of 150 kg. A storage locker for edibles. Fridge - requires unlocking by research. Capacity 100 kg, takes 1x2 space a requires 120W energy. Keeps food inside refrigerated when powered. Can still store food when not powered. Note: Preferred methods of storage used to be build in Vacuum and access diagonally. That is no longer possible in the Agricultural update. Food Spoiling I told you not to leave the food around. Under normal circumstances, an edible item will rot after 8 cycles. That will turn it into a rotted item, the conversion ration is 1:1 in kg. After another cycle Rot will turn into a Polluted dirt 1:1. But the real number is slightly lower, because the polluted dirt will immediately start emitting polluted oxygen and lose mass. Rotting process can be stopped by: Refrigeration - food kept under 4 °C is considered to be refrigerated Sterility - keeping food in sterile atmosphere (hydrogen, CO2, chlorine) Either of these stops the spoiling rate of food. Spoiling is accelerated by surrounding item in polluted atmosphere (polluted oxygen). Note: If lacking other means of producing fertilizer, Meal lice is an effective item to rot, because you are losing only 100 kcal per kg. Food Surroundings Various food related items have an impact on decor so this is included here for the sake of completion. ╔═══════════════════╦═══════╦════════╗ ║ Item ║ Decor ║ Radius ║ ╠═══════════════════╬═══════╬════════╣ ║ Ration Box ║ +5 ║ 1 ║ ╠═══════════════════╬═══════╬════════╣ ║ Refrigerator ║ +10 ║ 2 ║ ╠═══════════════════╬═══════╬════════╣ ║ Microbe Musher ║ -15 ║ 3 ║ ╠═══════════════════╬═══════╬════════╣ ║ Planter Box ║ -10 ║ 2 ║ ╠═══════════════════╬═══════╬════════╣ ║ Hydroponic Farm ║ -5 ║ 1 ║ ╠═══════════════════╬═══════╬════════╣ ║ Mealwood plant ║ -10 ║ 2 ║ ╠═══════════════════╬═══════╬════════╣ ║ B. Blossom plant ║ +15 ║ 2 ║ ╠═══════════════════╬═══════╬════════╣ ║ Sleet Wheat plant ║ +15 ║ 2 ║ ╠═══════════════════╬═══════╬════════╣ ║ P. Pepperplant ║ +15 ║ 2 ║ ╠═══════════════════╬═══════╬════════╣ ║ Hatch ║ +10 ║ 1 ║ ╚═══════════════════╩═══════╩════════╝ Fertilizer production Coming Soon TM. Found some errors? Have questions? Let me know.
  19. I don't think that physics in game support something, that would feel "rapid" . Especially dealing with 90 °C water from a geyser. The cool hydrogen in pipes worked fairly well to cool my big tank to 30ish (until it broke). You can check the save in this thread
  20. It's not a minimum per se, rather the pipe mechanic. Basically what is at "fault" is the crossroad. It merges (or splits) in such a way that it takes one by one from each entrance (exit) a repeats the cycle. So with only one pipe segment, it can easily back up while it waits it's turn. I had really spaghetti pipes in natural generators and it ended up with this problem so I rebuilt it to this:
  21. No, I am saying that you have only 1 pipe segment before bridge and after between it and valve and that I "think" that is too short for a proper merge and generator output at the same time. Get rid of the valve so it does not slow income, and lengthen the 1 pipe segments. By going sideways and back, that's what I meant by a curve. Not saying it will solve it for sure, but it could.
  22. I think, that 1 pipe is too short for it to be merging before bridge AND putting out the CO2. Try making a little curve to lengthen it, see if that helps.
  23. I can only conclude with his findings, because I observed it yesterday. You can try following save - let the hydrogen in pipes in water warm up, then turn on the cooler - the temperature will shot down to condensation immediately. Termo Behaviour.sav
  24. I've tried cooling yesterday, it immediately shot up it's temperature and started to break. Then I remembered how I used to cool coal generators, worked after that. But needs and immediate stop, to check for the gas temperature. Once it cooled hydrogen so much, that the pipes burst, it went to a weird loop. When I let the hydrogen in pipes warm and turned cooler on again, i immediately went to it's previous -250 temperature. Compiling stuff to make a report of it.
  25. As the hint says - The power flows from LEFT to RIGHT. The primary usage is having a central generator area on heavy wire (reeeealy bad decor, can not go through walls) with transformers each providing 1 kw on regular wire. But you can also connect such generator circuit on the right side and bring power over normal wire from outside - see the white power line. This way you can setup manual generators in a way that duplicants don't suffer from the heavy wire low decor.