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Automating Algae Terrariums


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9 minutes ago, Yunru said:

And you need a terrarium for that because...?

Becase I don't want my dupes' little, sweet, non-existing feet to get wet or too tired.

And also this topic is about automatic algae terrariums, not mopping floors or running and dropping polluted water bottles.

2 minutes ago, Yunru said:

And you need a terrarium for that because...?

Terrariums creates germ free polluted water bottles. You should have doors to access the terrariums though as it would allow automation to stop access once you have enough bottles. I'm not certain how to make the sensor for that, but a switch could be enough. A switch, which can be overruled by low air pressure or something like that.

Just now, Angpaur said:

This is not true. Look at my screenshot. All food poisoning is in the air. But this is ok - it can protect from slimelung.

Supplying germ free alge and germ free water will produce germ free polluted water bottles. If you take slime with slimelung, convert it to alge with slimelung in it and use that alge on alge terrariums, then the slimelung will end up in the bottles.

You can use some chlorine to get rid of the slimelung in the alge/slime. If the room has more than 2 kg/cell of chlorine, then it will not make polluted oxygen in the chlorine room.

1 minute ago, Nightinggale said:

Supplying germ free alge and germ free water will produce germ free polluted water bottles.

What you wrote previously sounded like terrariums will always produce germ free polluted water.

Just now, Neotuck said:

How did you get food poisoning in your terrariums?

Sieved pwater from a geyser.

5 minutes ago, Angpaur said:

What you wrote previously sounded like terrariums will always produce germ free polluted water.

Normally they do, not everyone uses sieved germy water from infected PW geysers

1 minute ago, Angpaur said:

Why? Food poisoning in the air is still harmless :)

That's not the problem

11 minutes ago, Angpaur said:

What you wrote previously sounded like terrariums will always produce germ free polluted water.

I admit I wasn't clear, but that was because I usually take for granted that germy stuff doesn't make it into the base. If you use germ free polluted water to a sieve, it will not have germs in any of the outputs. This means you should clean your polluted water while it's in pipes, which is actually very easy to do. Just put the water in a reservoir for one cycle and if the air in the room is chlorine, the water becomes germ free. There are threads on different ways to set that up. It's not hard and doesn't demand any hard to get resources to build.

1 minute ago, Nightinggale said:

I admit I wasn't clear, but that was because I usually take for granted that germy stuff doesn't make it into the base. If you use germ free polluted water to a sieve, it will not have germs in any of the outputs. This means you should clean your polluted water while it's in pipes, which is actually very easy to do. Just put the water in a reservoir for one cycle and if the air in the room is chlorine, the water becomes germ free. There are threads on different ways to set that up. It's not hard and doesn't demand any hard to get resources to build.

So much unnecessary typing ;) I know ways to sterilize water.

I want my air to have food poisoning or floral scents.

1 hour ago, Angpaur said:

Here is a smaller version of my oxygen farm. It has pretty decent production rate so 2 pumps are running constantly.

Why did you decide to make the door pulse like that? Is there some benefit from not feeding them water continuously?

Looking at the source code, a terrarium will gain 1.2 kg/s of water when submerged. They consume 0.3 kg/s meaning they should be submerged at least 1/4 of the time. My testing indicates it would run stable when submerged 26% of the cycle, but not 25%. I see no indication that it matters if they are submerged in one long stretch or in pulses.

Another interesting number to add is that it takes 300 seconds to completely fill an empty terrarium. Once full, a terrarium will run for 960 seconds before requesting manual refilling and it will run another 200 seconds before running out if you fail to provide water.

38 minutes ago, Nightinggale said:

Why did you decide to make the door pulse like that? Is there some benefit from not feeding them water continuously?

To create vacuum to speed up polluted water offgasing. It creates most of the O2, not the terrariums. Terrariums are there only to create polluted water and meanwhile also create some O2.

33 minutes ago, Angpaur said:

To create vacuum to speed up polluted water offgasing. It creates most of the O2, not the terrariums. Terrariums are there only to create polluted water and meanwhile also create some O2.

That's actually a good idea and one I didn't think of. It opens up a new question though: how to create the pulses to make the offgassing work the fastest? I suspect faster pulses would be more efficient.

Since we want to optimize the p water bottles rather than the terrariums, we probably should let dupes access for say 40% of a cycle, wait 5% to get dupes out without getting wet and then pulse for 55%. During pulsing the terrariums are under water for half the time and they get the water they need. The sideeffect is that there will be 60% of a cycle where dupes won't remove the p water, but that's not a major concern when the terrariums aren't the main source of oxygen anyway.

 

EDIT: update

I just ran a test and the weight sensor is really useful here. Place it under a door, set it to above 10 kg (default) and connect it to the doors. Open doors will make the sensor turn off, which closes the doors, which turns the sensor on, which opens etc. This creates pulsing without using gates. You can then add a clock sensor to the same wire and when the clock is on, the doors are forced open regardless of the weight sensor.

It looks like terrariums no longer use CO2. I used to use them sparingly, to clear CO2 from an area.

Question is, how do I get remove (or better yet: sequester) extra CO2 in the early-mid game? (currently cycle 100 or so, moving fairly slowly).

Is carbon skimmer +H2O basically the only way? I'd like to be able to feed it to slicksters at some point in the future but I simply have too much.

8 hours ago, angela29 said:

It looks like terrariums no longer use CO2. I used to use them sparingly, to clear CO2 from an area.

It`s a bug. They use it until you have to empty one. Reloading the game fixes them. Most likely it will get fixed for release.

14 hours ago, Sasza22 said:

It`s a bug. They use it until you have to empty one. Reloading the game fixes them. Most likely it will get fixed for release.

Not bug. Perhaps bad arithmetic. One terrarium consume 1/3 g CO2 in sec. One dupe create 2 g in sec. Plus other CO2 source. Removing CO2 is option not function.

23 hours ago, angela29 said:

Question is, how do I get remove (or better yet: sequester) extra CO2 in the early-mid game? (currently cycle 100 or so, moving fairly slowly).

I make a room with a one-way vent.  This topic comes up a lot, for a variety of different gasses.  Here's a reply where I show how to make a room to store whatever gas you need.

And here's a SS of my current base:

Spoiler

 image.thumb.png.31e1a011f79dfb1ab0bdd751121538a9.png

The hydrogen is inside insulated tiles because its coming off electrolyzers without being cooled.  I'm only cooling the oxygen that goes into the base.

 

6 hours ago, fiziologus said:

Not bug. Perhaps bad arithmetic. One terrarium consume 1/3 g CO2 in sec. One dupe create 2 g in sec. Plus other CO2 source. Removing CO2 is option not function.

I`m refering to the bug that makes them stop consuming CO2 after geting emptied. It was introduced in QoL3. To avoid confusion angela29 assumed they don`t consume CO2 at all. That`s not true, but there is a bug that makes them stop doing it. If it`s an effective way of handling CO2 is a different story.

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