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when do you set up electroylyzers?


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I built my usual bank of 16 terrariums early and ignored the electrolizer for a long time. I currently have exactly one electrolizer that I built around cycle 150 to take over filling exosuits from a pump in my base when I went from 8 to 12 dupes.

Am now cycle 320 or so and still using the terrariums for my base oxygen. Might need to build a second one when I bump up to 16 dupes in exosuits. 

I build them when i got my nat gas gens running and an ice biome with an AETN ready. I feed the hydrogen to the AETN and pump cold oxygen to the base. I don`t like building electrolizers when i`m still relying on coal. Based on the seed it might be 100 or 300 cycles in. Sometimes the nat gas geysers just spawn at the edges of the map making my life harder.

2 hours ago, Saturnus said:

Between cycle 40 and 60 usually. Atmo-suits for all dupes right out of bed before cycle 100 usually.

Current game full map as it was on cycle 104

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@Saturnus do you need any special shift requirements to keep dupes in suites that long? I assume they are only out of them for sleeping?

Minimal life support, finish research cycle 50-100, then plumbing base, exploring and finding wheezies which I use to isolate dormant cool steam geyser around 100-150, then build a spom around 150-200. The spom supplies all the oxygen and power needs for a perma-suit setup.

3 hours ago, Cypher-7 said:

@Saturnus do you need any special shift requirements to keep dupes in suites that long? I assume they are only out of them for sleeping?

Nope. Nothing special required. They're fine going to the bathroom, showering, and eating in suits.

As fast as possible?  I usually get there around cycle 120-160...

General task list:

1. Secure primary water storage

2. Insulate main base

3. Excavate primary industrial cavern.

 A. Build gas storage facility 

 B. Build PH2O treatment facility - multi-floor. Boiler on top, NatGas gen middle, PH2O storage bottom.

4. Convert to plumbing. 

5. Expand industrial support facilities

 A. Build hot water storage facility

 B. Build Water chiller. 

6. Locate AETN, build electrolyzer facility around it. 

 I don't usually bother with terrariums. All gasses get shunted and filtered into storage.  Eventually the CO2 either gets fed into scrubbers or force-pumped onto the lava biome to feed wild slicksters. 

2 hours ago, storm6436 said:

I don't usually bother with terrariums. All gasses get shunted and filtered into storage.  Eventually the CO2 either gets fed into scrubbers or force-pumped onto the lava biome to feed wild slicksters. 

Just in case, Terrariums are for using small amounts of algae to convert water to bottles of polluted water and forcing them to offgas faster with deodorizers. In this style of O2 farm, they are not for generating oxygen directly nor eliminating CO2. 

On 6/15/2019 at 12:46 AM, metallichydra said:

when do you set up eleyctrolyzers for oxygen production?

Sometimes I don't set them up at all until I've started working on hydrogen rockets.  Sometimes I set them up as soon as I can unlock the research.  It depends on a LOT of factors, but most importantly....

It depends on what I want to do with my base.  There is no right or wrong time to get a particular building going, or devise a particular system.  It all really depends on what you want to accomplish in your base.

I'd say get them as soon as possible.  The reason being, algae becomes extremely important late game, at least to me.  Why?  Steel production.

If you're confused how algae affects steel, remember that steel requires lime.  Lime can only be received from three sources:

  • Fossils.  Once you've mined out the entire map of them, they're gone.
  • Printed from the printer.  That's if you're lucky and it appears, and even then it's extremely time gated. (Steel can also be printed but only 100Kg at a time!)
  • Egg shells.  This is the only renewable source that doesn't depend on RNG & isn't time gated.

The best way I've found to get egg shells is Pacu farms, as they seem to reproduce faster than any other animal (that I've found, anyway), and require less space per animal than most (I think).  They reproduce so quickly that once their population becomes big enough that egg shells start to drop quickly, keeping their population in check with only 4 dupes can become an issue, along with the game lag from so many of them swimming around.

The problem is that to get them to lay eggs quickly, they need to eat, and all they eat is algae.  In my current game I screwed up and used Oxygen Diffusers for too long, which hurt my algae count.  Even though I distilled every bit of slime I got, and fed all the algae I had to the Pacus, its taken me until cycle ~2000 to get enough steel to "open" up space.  That is, I usually wall it off with bunker tiles early on and only remove them after I have a way to deal with comets and the regolith they drop (89600 Kg of steel, with 25600 Kg refunded after removing the bunker tiles).

Usually as soon as I've gotten a cool steam vent or water geyser insulated and isolated. I've kind of lost interest in SPOMs though, so this time around I got natural gas going before kicking off the electrolyzers. I use a lot of high-pressure hydrogen cooling solutions so I prefer not to burn the hydrogen for power I don't need.

I personally find I get Electrolizers (and cooling system) setup in the C30-50 range, typically about C40.  This is primarily because the idea of only having 7 dupes at 200 cycles is an astoundingly slow approach to the game for me.  16 dupes minimum, as fast as they can get catapulted out of the printer.  Unlike @Saturnus however I only use exosuits where it's absolutely required or where atmospheric problems can't be easily solved and it's longer for the dupes to run for air then to work the area.  I assume this will affect me more when/if the immunity/disease system is more than a simple annoyance.

50 minutes ago, WanderingKid said:

Unlike @Saturnus however I only use exosuits where it's absolutely required or where atmospheric problems can't be easily solved and it's longer for the dupes to run for air then to work the area.  I assume this will affect me more when/if the immunity/disease system is more than a simple annoyance.

I was sceptical as well. But probably one of the most game changing strategies I've tried.

48 minutes ago, Saturnus said:

I was sceptical as well. But probably one of the most game changing strategies I've tried.

Gonna have to try this sometime. Quick off topic question. Do you just go straight to the always on exosuits or to you step into it with a temporary exosuit bank out of the base to get the infrastructure (cool steam vent and oxygen factory) built before building the alway on? 

1 hour ago, beowulf2010 said:

Do you just go straight to the always on exosuits or to you step into it with a temporary exosuit bank out of the base to get the infrastructure (cool steam vent and oxygen factory) built before building the alway on?

I go straight to "always on exosuits", though depending on fiber access, I might have to move them over to this in groups (one bedroom at a time over a few cycles). I start by getting my rancher in an exosuit. Then I block of base exits to just the few with exosuits and rapidly round up some wild drekkos. Getting 12-16 wild drekkos rounded up is quick (wrangle them and move them close to base). Have the rancher shearing them, once, and you get all the fiber you need to suit up everyone. Mine sleep in a shared suit at night, so I have 4 suits for every 3 dupes.

I used to skip ranching and just go the vegan route. This meant waiting patiently for fibers to grow. However, drekkos are the super fast way to exosuits.  @JohnFrancis may have found another follower to the church of ranching.  Those shove voles are quite the meat fest as well. 

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