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Anyone know of a way to produce a crapload of slime, or PH2O in general?


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So I have plenty of polluted water for now. I know later on I'm going to toy around with lumber and ethanol because the color of ethanol makes me want to do something with it. 

Down the line I'm also hoping to get working on creating a big sleet wheat farm for my food needs. 

Problem is, these need polluted water. 

I have only a cool slush geyser and polluted water vent on my map, but those of course are not constant sources of the stuff. 

I was thinking of ranching pufts for slime and using the algae distiller to get me polluted water. Problem is I couldn't get the hang of ranching pufts in my last 1000+ cycle base. 

Anyone got any pointers? 

You can use pips to plant wild trees instead

I have only a cool slush geyser and polluted water vent on my map, but those of course are not constant sources of the stuff. 

Buffer enough to last you through the down time.

Otherwise, petroleum generators produce lots of polluted water. If you have a clean water source you could also scrub the CO2 (instead of looping the water through a sieve).

58 minutes ago, Lilscratchy said:

Down the line I'm also hoping to get working on creating a big sleet wheat farm for my food needs. 

Problem is, these need polluted water. 

Sleet wheat takes fresh water, not polluted.  Pinchapepper takes polluted water but it produces a lot of peppers so it shouldn't need much.  If you need polluted water, pumping fresh water through toilets and showers can dirty quite a bit.  You can also just feed everyone BBQ from ranching a few shove voles for no water.

1 hour ago, Lilscratchy said:

I have only a cool slush geyser and polluted water vent on my map, but those of course are not constant sources of the stuff. 

Then you should have plenty of water.  On my last map I had a pwater vent and it provided more than enough water for everything.  I had 3 salt water vents that I never used and 2 cool steam vents, only one of which I barely used just because it was there.  I just built a basin around the pwater vent and pumped it from there into a series of 4 liquid tanks in a chlorine room to disinfect it and between that 20 tons and what the basin stored,  the basin never got lower than about 80% when the vent was dormant.

1 hour ago, Lilscratchy said:

I was thinking of ranching pufts for slime and using the algae distiller to get me polluted water. Problem is I couldn't get the hang of ranching pufts in my last 1000+ cycle base. 

The problem with this is that you have to produce po2 to feed the pufts.  If you have some toxic po2 vents then that can provide some, but it doesn't go very far.  Otherwise you're looking at using stuffed outhouses to spawn tons and tons of morbs to produce po2 and that can cause some lag. You are much better off using that slime to grow mushrooms for food instead of feeding it to an algae distiller.  Mushrooms take very little slime to grow and if you add a few waterweed and a gas grill to make mushroom wraps, that is rather excellent food that is very cheap to grow.

Algae terrarium can convert clean water to polluted at a decent rate.(about 175 kg/cycle per terrarium).

Of course, you will need a sustainable source of algae, which in turn will require a sustainable source of PO2 (unless you plan to use space...), and since  the best sustainable source of PO2 is probably PW, that's going to slightly reduce the output. (We're looking at a net production of roughly155 KG/cycle per terrarium).

As for the puft, you need about 1.15 per terrarium.

1 hour ago, Lilscratchy said:

I have only a cool slush geyser and polluted water vent on my map, but those of course are not constant sources of the stuff. 

Over their activity cycle, they are constant.  All you need is a buffer to absorb the irregularity of their production.

2 hours ago, Lilscratchy said:

Problem is, these need polluted water. 

II was thinking of ranching pufts for slime and using the algae distiller to get me polluted water. Problem is I couldn't get the hang of ranching pufts in my last 1000+ cycle base. 

Anyone got any pointers? 

There really isn't a way of getting slime that is reasonable for anything more than mushroom farming.  I mean, you can dig out the slime biomes, and you can send a rocket to a slimeball planet, but neither of these a really viable for creating PH20.  Pufts, also, will not breathe in enough polluted oxygen to make enough slime.

The best way to produce a lot of polluted water is some massive industrialization.  Build a sour gas boiler to turn crude into natural gas without using the oil refinery, then burn the nat gas in generators.  This will produce more polluted water than it takes to pump more crude out of an oil well.

You can also pip-plant the sleet wheat farm(s), depending on how many dupes you run. 10 wild sleet wheat feed a dupe infinitely, so planning out an ice biome and filling it to capacity with 'wild' sleet wheat can give you a decent chunk of sleet wheat with the only costs being setting up the farms, and making sure heat doesn't seep into that farm and start melting your ice.

Yeah I figured so, I just was hoping not to have to employ like large swathes of petroleum generators. I don't have space materials as of now. So I'll have to set up more petroleum boilers I guess since sour Gass boilers are pretty much out of the question as of now

 

 

 

1 hour ago, Lilscratchy said:

Yeah I figured so, I just was hoping not to have to employ like large swathes of petroleum generators. I don't have space materials as of now. So I'll have to set up more petroleum boilers I guess since sour Gass boilers are pretty much out of the question as of now

 

 

 

I've never really understood the need to do the whole petrol or sour gas boiler thing unless you are trying to sustain a colony of 80 dupes.  How many are you planning on going for?  I only got up to a max of 16 in my last world and that's the most I've ever done.

9 hours ago, psusi said:

 

 

16 hours ago, psusi said:

Sleet wheat takes fresh water, not polluted.

Whoops how did I mix those up

 

9 hours ago, psusi said:

I've never really understood the need to do the whole petrol or sour gas boiler thing unless you are trying to sustain a colony of 80 dupes.  How many are you planning on going for?  I only got up to a max of 16 in my last world and that's the most I've ever done.

Going big on power just takes away a lot of headaches with managing it in the future. 

It's not necessarily related to dupe count, if you have big builds or want to do big builds that guzzle power a sour Gass boiler is a good way to go. It's time Consuming and resource intensive, but the return is not having to consider power consumption for a long time. Plus it is water positive once you burn the natural gas, or you could even gain dirt out of it. 

Petroleum boilers also take away all of the dupe labor required to make petroleum. As long as you're pumping in oil, you'll have a steady stream of 10 kg/'s of petroleum or more maybe depending on the design. It's gonna be incredibly intensive on dupe labor to create that much petroleum manually. So it's just efficient. The only downside being maybe that you won't get any natural Gass out of petroleum boiling like you would with oil refineries. 

1 hour ago, Lilscratchy said:

It's not necessarily related to dupe count, if you have big builds or want to do big builds that guzzle power a sour Gass boiler is a good way to go. It's time Consuming and resource intensive, but the return is not having to consider power consumption for a long time.

What sort of power guzzling builds?  I spent a lot of time in my last world looking for ways to use more power but couldn't really find any.

1 hour ago, Lilscratchy said:

Plus it is water positive once you burn the natural gas, or you could even gain dirt out of it. 

Yes, but unless you are trying to run with a huge number of dupes, you don't need more water.

1 hour ago, Lilscratchy said:

Petroleum boilers also take away all of the dupe labor required to make petroleum. As long as you're pumping in oil, you'll have a steady stream of 10 kg/'s of petroleum or more maybe depending on the design. It's gonna be incredibly intensive on dupe labor to create that much petroleum manually. So it's just efficient. The only downside being maybe that you won't get any natural Gass out of petroleum boiling like you would with oil refineries. 

Yes, but what do you need that much oil for?  The only thing I used it for was coolant, making visco-gel and supercoolant, and fueling rockets.  And that just involved someone cranking the wheel for a few seconds maybe once every 3 to 10 cycles.

The kinds of power guzzling builds depends on the player. 

On a previous map for example I basically automated regolith mining and transport for a large swathe of the map. This requires A Lot of autominers, sweepers and bunker doors. Do the math, on say 20 autominers and sweepers running all at the same time at time. Not to mention the bunker doors. These can cause huge spikes in power consumption, albeit briefly. 

Once you try removing dupe labor costs lots of little things start requiring power. My previous map had a peak power consumption of a little over 50 KW at times. So offsetting that with a single build is where the added value of sour Gass boilers or lots of petroleum generators come in. Which is why lots of oil or petroleum are never a bad thing to have. Those also come with the potential for huge amounts of cooling needed, for which petroleum is useful as well (unless you have supercoolant.) 

I get your points. But valuing nothing more than breaking even risks you running out of things like power or resources at moments you dont need that hassle or can afford to. In my opinion at least. It's always better to have reserves. 

Also when my dupes are transported all over the map to work on things, the last thing I Need is for them to absolutely have to travel somewhere else to just crank a wheel for a little petrol to fuel a rocket or whatever. It's just not that time efficient. Having oil or petrol at your disposal and automatically delivered where it is possible to do this is more time efficient. Why have them cranking a wheel when they could be doing something else useful. If it can be done without dupes, I don't see any value in letting the dupes do it. 

17 hours ago, KittenIsAGeek said:

There really isn't a way of getting slime that is reasonable for anything more than mushroom farming.  I mean, you can dig out the slime biomes, and you can send a rocket to a slimeball planet, but neither of these a really viable for creating PH20.  Pufts, also, will not breathe in enough polluted oxygen to make enough slime.

The best way to produce a lot of polluted water is some massive industrialization.  Build a sour gas boiler to turn crude into natural gas without using the oil refinery, then burn the nat gas in generators.  This will produce more polluted water than it takes to pump more crude out of an oil well.

I'm only at around cycle 250 for now, space and large scale sour Gass boilers are so far pretty much out of the question unfortunately. 

4 hours ago, Lilscratchy said:

On a previous map for example I basically automated regolith mining and transport for a large swathe of the map. This requires A Lot of autominers, sweepers and bunker doors. Do the math, on say 20 autominers and sweepers running all at the same time at time. Not to mention the bunker doors. These can cause huge spikes in power consumption, albeit briefly. 

Ahh, I went with the door crushing method instead of miners/sweepers.  I can see those making for a high but short spike in power after a meteor shower, but shouldn't really be that much power on average right?

4 hours ago, Lilscratchy said:

Once you try removing dupe labor costs lots of little things start requiring power. My previous map had a peak power consumption of a little over 50 KW at times.

Wow.  I think the most I could generate was 2 kW from steam ( when both hydrogen vents were going and collecting heat from rocket exhaust ), 2 kW from ethanol gen, 2 kW from solar, and 3.2 kW from hydrogen.  That's only 9.2 kW maximum theoretical burst production.  And I was never wanting for power.

 

3 hours ago, psusi said:

Ahh, I went with the door crushing method instead of miners/sweepers.  I can see those making for a high but short spike in power after a meteor shower, but shouldn't really be that much power on average right?

 

That's true, however in my case I didn't have exceptionally large battery banks, didn't want to allocate a ridiculous amount of space just for those. So those short but large spikes could in some cases result in brown outs. With future expansion and more load on my grid, these brown outs would only be more likely to happen during spikes.

So making sure that I could produce enough power to offset a decent chunk of my entire potential load was important for me. 

3 hours ago, psusi said:

 

Wow.  I think the most I could generate was 2 kW from steam ( when both hydrogen vents were going and collecting heat from rocket exhaust ), 2 kW from ethanol gen, 2 kW from solar, and 3.2 kW from hydrogen.  That's only 9.2 kW maximum theoretical burst production.  And I was never wanting for power.

 

 

True, I feel like I left a lot of room for improvement with terms of using my power efficiently. I employed excessive amounts of cooling loops. Before dropping the map I think I had 36 or 37 Aquatuners running almost non stop providing cooling to areas. I made it my mission to turn volcanea into an ice popsicle basically

Now a small amount of power is returned through steamturbines of course, and my main mode of transportation for 28 dupes was a large transit tube network with a lot of access points. I was basically tossing machinery at everything. 

The instances where it reached 50Kw were rare, usually only about a third of my machinery ran simultaneously. 

 

20 hours ago, psusi said:

I've never really understood the need to do the whole petrol or sour gas boiler thing unless you are trying to sustain a colony of 80 dupes.

I'm in the same boat. Sometime, I wonder how "efficient" the extra power generation is. I once saw someone using Fertilizer Synthesizer to produce nat gas to produce more power.... *facepalm*

 

Just now, Mastermindx said:

I once saw someone using Fertilizer Synthesizer to produce nat gas to produce more power.... *facepalm*

that must have been a long time ago, fert synths have had their nat gas output nerfed like crazy making them useless for power generation

1 minute ago, Mastermindx said:

I'm in the same boat. Sometime, I wonder how "efficient" the extra power generation is. I once saw someone using Fertilizer Synthesizer to produce nat gas to produce more power.... *facepalm*

 

At one point, this worked extremely well and made a lot of excess energy. There are still builds floating around from that time that newer player might not realize are now obsolete...

5 minutes ago, beowulf2010 said:

At one point, this worked extremely well and made a lot of excess energy

I still remember my old self sustaining base design that used over a hundred morbs making PO2 that I was able to convert to any resource I needed

21 hours ago, psusi said:

I've never really understood the need to do the whole petrol or sour gas boiler thing unless you are trying to sustain a colony of 80 dupes. 

Generally I use an oil refinery.  The ONLY reason to do the sour gas boiler is to become water positive.  If you just want to produce power, use an oil refinery and make petroleum.  It'll save you a lot of headaches.  However, if you're trying to produce prolific amounts of polluted water, then go with a sour gas boiler.

3 minutes ago, Neotuck said:

I still remember my old self sustaining base design that used over a hundred morbs making PO2 that I was able to convert to any resource I needed

Was that using Mathematicians' matter converter or brute force? Good times either way. 

Just now, beowulf2010 said:

Was that using Mathematicians' matter converter or brute force? Good times either way. 

PO2 > puft slime > distillery > PHO2 > Fert Synth Nat Gas > power

excess slime fed mushrooms and algae made oxygen

the whole colony was self contained  

 

1 minute ago, Neotuck said:

that must have been a long time ago, fert synths have had their nat gas output nerfed like crazy making them useless for power generation

Oh, that explains it I guess. I probably played at that time... Just never paid enough attention at the nat gaz production.

16 hours ago, Lilscratchy said:

True, I feel like I left a lot of room for improvement with terms of using my power efficiently. I employed excessive amounts of cooling loops. Before dropping the map I think I had 36 or 37 Aquatuners running almost non stop providing cooling to areas. I made it my mission to turn volcanea into an ice popsicle basically

Wow, that's a lot of ATs.  I had two in each of my two mini coolrod spoms.  One for cooling the oxygen, and another for doing some cooling of specific hot zones around the base and the po2 vents.  Of each pair, only one was allowed to run at a time both to be able to power them on a single conductive wire circuit, and to keep them from overheating.  Neither one ran very much of the time.  Once I hit space I set up 3 more ATs: one to cool the turbines, one to liquefy oxygen, and one to liquefy hydrogen.  Again, only one of the three was allowed to run at a time to avoid heavy watt wire.

16 hours ago, Lilscratchy said:

Now a small amount of power is returned through steamturbines of course, and my main mode of transportation for 28 dupes was a large transit tube network with a lot of access points. I was basically tossing machinery at everything. 

I see... I only had 16 dupes ( 2 of which were locked in rockets ) and one transit tube to get up to space.

15 hours ago, Neotuck said:

that must have been a long time ago, fert synths have had their nat gas output nerfed like crazy making them useless for power generation

Someone was trying to do this just a week or two ago.

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