ChocoParrot

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About ChocoParrot

  1. Have you ever tried rationing the calories consumed by your duplicants at the start? I think you'll be able to allow the food to last a bit longer if you don't bring in any new duplicants. Also, having a microbe musher should solve your food shortage for the first 20 days or so - have the musher fabricate mush bars - though remember to turn it off when you have sufficient food from your crops or you'll watch your water supply drain faster than a gaping hole in your reservoirs. From my experience mealwood is not the best option for food in the long term. As you said, there are only 3 harvests per plant, and the seeds are non-renewable, which makes using mealwood as a permanent and primary source of food in the long term absurd. This is why I introduce to you the long-term solution to food: the Bristle Blossom plant. To quote from the wiki: it may be harvested up to 5 times before it requires re-planting. Initial grow: 10 cycles, 2 cycle after harvest, 1000 calories each. Very sensitive to heat/low pressure. The fruit that it produces also comes with seeds, meaning that once your duplicants consume the fruit, the seed can easily be replanted. The downside though, is that this plant is sensitive to low pressure and heat, and stated above. This is why a good ventilation system in your base would significantly help (more on this later). Also, I do recommend that you start off with at least 10-20 planter boxes - as your base grows, the more the merrier. When you first get the planter boxes, have 90% of them grow mealwood - this is for the short-term. Have the remainder grow Bristle Blossoms. When you have a more sustainable source of food, slowly replace the mealwood with Bristle Blossoms. Eventually you should have more than enough food for your colony. As for refrigeration, I recommend 1 refrigerator for every 2-3 duplicants. If you have excess food that is refrigerated (like I do), just let it rot and you'll end up with contaminated dirt, which is also pretty useful. Indeed, oxygen is one of the major problems in this game. After all, isn't this game called "Oxygen Not Included"? There are currently multiple ways to produce oxygen - I've experimented with a couple of them, and to be frank, the best way to produce oxygen currently is via electrolysis. Of course, you wouldn't be able to have electrolysers set up right from the start. So, I recommend starting off using algae deoxidisers, not the terrariums as they use far too much water. When you have the resources and the research knowledge to build an electrolyser, you should. @CrypticFox (I hope that's you on here) made an amazing tutorial showcasting an impeccable electrolyser ventilation system. Do watch it here, as I found this video insanely helpful: As CrypticFox did, he vented the oxygen into different parts of his base and had the hydrogen removed by pumping it through a hydrogen generator. The generator is pretty important here, as it removes both the hydrogen and allows for more power conversation on your electrolyser grid. His system maintains both ideal levels of oxygen and pressure in his base. As for the pestering carbon dioxide situation, have a few gas permeable tiles built on the floors of your building. Carbon dioxide is generally a denser gas - and hence it sinks to the bottom. Have a few carbon dioxide scrubbers at the bottom scrub up the carbon dioxide to remove it. Pressure is a rather persistent problem too. You see, when pressure in your base gets too low, the carbon dioxide and other potentially unwanted gases would have more room and would be able to diffuse into the core of your base, making it real annoying. On the other hand, if you have an ideal pressure in your base, the carbon dioxide would be 'squeezed' to the bottom, where your scrubber would be able to remove them effectively. This is why getting sufficient oxygen produced to maintain an ideal pressure to prevent the gas from diffusing to the centre is vital - not to mention the fact that your sensitive Bristle Blossoms would stifle if the pressure gets too low. Overall, I do completely understand your frustration. When I first started with this game, I was in the same position as you are. I certainly hope these tips would help you. Thanks for reading!
  2. 1. Granted, designing one's own plant would definitely be more fun - but as of the current moment, getting a water distiller going on is practically impossible (i.e. using magma to distill water). Again, would like to reinforce that I totally agree with you on construction of one's own distillation plant and it would be nice if the developers added something which allowed us to heat water to above the boiling point of polluted water without the machinery breaking itself. 2. Ceramics would be interesting, and yes, more practical a material to use than thimble thread. The thing is, though, I don't think people usually use reverse osmosis to clean polluted water in real life - usually it's used on water filled with ionic contaminants, such as the salt that you mentioned. I believe polluted water is usually filtered first before it's placed into the reverse osmosis plant to remove the dissolved contaminants instead of right into the latter. I hope I'm not mistaken on this part, but please correct me if I am. Apologies for the vagueness. Also, it would be nice if thimble thread could be used for some other purposes such as filtration. (Changed reverse osmosis section in OP)
  3. Yeah but I think the wires overlap if you do so? I've seen this happening to pipes before, where there could be 2 pipes in the same tile.
  4. I like this idea - this way you can plan out the sleeping intervals of your duplicants and constantly have some duplicants up and on the manual generators (hamster wheels). Definitely hope this is added! This would for sure allow for better management of the duplicants in the colony. It would also be nice to have the duplicants scheduled to do things at a certain time, such as eat, medicine, etc.
  5. Steam geysers are far too overpowered in my opinion - however admittedly it does make the game a lot more sustainable; it would still be nice to have some alternatives to making a sustainable colony though. I suggested rusting mainly because currently most of the problems you have to resolve to make a sustainable colony are life-threatening to the colonists as of now - it would definitely be nice to have problems with lower magnitude which still require to be fixed but do not immediately demand attention from the player right from the start of the game (such as how oxygen and water do). Another suggestion that I have though, is that the air scrubber produces carbonic acid (H2CO3) instead of polluted water - it would definitely make this game more scientifically accurate though I totally understand that this game couldn't be 100% accurate scientifically as it would make the game even more challenging than it already is [such as hydrogen generator using oxygen and hydrogen to release energy and producing water in real life (see fuel cell)].
  6. I've been playing this game for a while now, with a colony that's probably going to last to round 300 before I run out of filtration media. Since running out of sand now is literally a definitive game-ender, unless you somehow or rather harvest thermal energy from the environment, I've come up with a couple of suggestions which I hope the developers would consider. (I) Water purification 1. Water distillation plants Given the current need of filtration media to obtain clean water from polluted water - I think it'd be nice to provide an alternative - water distillation plants. Such plants would run on more joules of energy as compared to the current water filters and not require any filtration media; the rate of which the clean water would be produced would also be about half the rate of the current water filter. Since distillation requires water to be boiled, heat should be generated around the plant, and the plant should have an overheat temperature exceeding the boiling point of polluted water. Dirt should also be produced as a by-product. 2. Reverse osmosis plants The reverse osmosis plant would provide another alternative to purifying water. Again, this system would run power - since reverse osmosis is a process where water is moved from an area with lower water potential to an area of higher water potential, which needs energy. This system can be used to treat brine (or salt water, if that's implemented in the future). The reverse osmosis plants would run on ceramics - which could be made from hardening clay. The salt could then be removed as a by-product. The reverse osmosis system could be used to treat polluted water but it should be noted that this should be more wasteful than using it to treat brine only. (II) Humidity and rusting 1. Humidity I feel that humidity should be something that should be added as it would add a new level of difficulty to the game but at the same time not overdo the difficulty. The warmer an area is, the higher its capacity to carry water vapour (relative humidity). High humidity levels could increase stress levels in duplicants and very high relative humidity levels would cause fogging and reduced visibility. Humidity is something the player should worry about late-game rather than early game, when rusting starts becoming an issue. 2. Dehumidifier Dehumidifiers would be an option to deal with humidity. They consume little energy and reduce the humidity levels around them. 3. Rusting Buildings made of primarily iron should rust when there is oxygen and water. Specifically, high levels of humidity, oxygen and high temperatures should increase the rate of which buildings rust. Hence, corrosion can generally be slowed down by using dehumidifier. Alternatively, buildings can be made out of materials that do not corrode as easily - such as gold, copper, tungsten, wolframite and silver. It should also be possible to create alloys such as stainless steel using steel (which I believe is currently being added), chromium and manganese (extracted from wolframite). 4Fe(s) + 3O2 (g) -> 2Fe2O3(s) [in presence of water] (III) Electricity 1. Wires with higher capacity Currently, for my colony anyway, it's impossible to create a completely connected power grid without the circuits overloading. I think there should be an even better wire than the high-capacity wire available currently - that should at least make a single, central power grid system work properly without wires breaking all the time. 2. Thermal generators and steam dynamos I believe it would be auxiliary to have these generators as there's a presence of magma on the asteroid the duplicants are stuck on. It should be noted though, that the steam dynamos be more effective than the thermal generators. (IV) General 1. Easier replacement of wires, pipes, etc. Say, there should be an option to allow wires and pipes be replaced. That would make redoing power grids so much easier as instead of having wires deconstructed and then building better wires, a single replacement function would be much more convenient. This has been a long thread of suggestions that I've got - I'm not doing a TL;DR on this one as I think I've summarised the points above as much as I could without digressing. Hopefully the developers would consider some of these suggestions and maybe, just maybe, implement them into the game. Thanks for reading!
  7. True - but most of magma is like literally completely surrounded with neutronium - which makes it impossible to harvest the heat from any magma pockets - sad! Tepidisers and space heaters are practically useless too since they can't get beyond the boiling point of polluted water. I wish they add distillers soon or something.
  8. Yeah sadly I realised that the heat capacity of neutronium is indeed 0. Heck, this means that it can't conduct heat and would stay at Absolute Zero temperatures perennially. Pretty sad though, it means that distillation isn't as viable anymore as opposed to before the Thermal Update. Well, anyways, I guess that's necessary - or literally lava biomes would scald through ice biomes nearby and release a heck ton of water. Though it would definitely be nice if the developers increased the thermal conductivity of neutronium or came up with other (more viable) ways of water purification.
  9. Update: Same issue as one posted above - best to reconcile threads together to prevent confusion.
  10. I think this is more of a bug than an issue, hence I decided to post this here. To start this off with, I'm using Development Build CL#TU-210489. I was digging along this area with a large body of magma enclosed in neutronium and I wanted to convert some polluted water into steam as a purification method. Originally there was abyssalite surrounding some parts of the magma body. The hole as shown below was filled with abyssalite before it was dug - the temperature of the abyssalite directly on top of the neutronium was around 30 degrees centigrade or so; however, once I removed the abyssalite, the air in contact with the neutronium started heating up immediately and very quickly - within a few seconds it had risen to the high-250 degrees C range. (Alleged bug #1) Subsequently, I then decided to open up a small pocket of polluted water nearby and have it spill onto the neutronium. The polluted water was around 20 degrees C before it was transferred into the heating system. As expected, the water started to vaporise, forming dirt and steam. However, the volumes of steam that came out were pathetically minuscule and the water quickly cooled down below it's original temperature as more water flowed in. (as illustrated above) (Alleged bug #2)