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Slickster 100% Consumed Mass to Crude Oil


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Slicksters & Molten Slicksters both convert Consumed Mass by 50% but Molten Slicksters convert the CO2 into Petroleum which is much more useful in the mid to late game.

To allow regular Slicksters to still have some use post mid-game, if they instead converted consumed mass by 100% instead, it would make them more appealing.
Or 100% if groomed.

 

7 hours ago, VampireMonkey said:

To allow regular Slicksters to still have some use post mid-game

molten slicksters live in high-temperature area, which is much more difficult to sustain. For an example, I have no iron or copper ore after 500 cycles, so I destroy hot box, and build AT+tepetizer pair to keep temperature close to their comfortable range. However, it's around 2kw of power. In same time, if you keep slicksters, most probably you can stay without it.

2 hours ago, degr said:

 

molten slicksters live in high-temperature area, which is much more difficult to sustain. For an example, I have no iron or copper ore after 500 cycles, so I destroy hot box, and build AT+tepetizer pair to keep temperature close to their comfortable range. However, it's around 2kw of power. In same time, if you keep slicksters, most probably you can stay without it.

You can pump CO2 from the hotbox and it'll sustain them, even better when you get a petroleum boiler up.

5 hours ago, degr said:

 

molten slicksters live in high-temperature area, which is much more difficult to sustain.

not if you map have CO2 Vent with 500c,  my ugly looking farm is build-ed near off that. temperature is not issue

 

it does not really matter if you use fully automated refineries based on aqua tuner or volcano or rocket. It will be 1 to 1 conversion. No 50% loss.

I usually end up with more oil than I really need (I do not use even wells, as you can see one is built but not connected/not working).

I used to have a colony of melt slicksters but once in a while you may get a low temp one (with low probability ) and even decorative one which dies at high temp. So if you have high temp it is harder to maintain wild population at high temp (it will go down).

If you have domesticated slicksters, you can have molten ones but it is a dupe time to groom and more complex farm to avoid overcrowded debuff. The problem with domesticated ones they need more CO2 (better metabolism) or you have this annoying message all the time that your animals are hungry.

A very simple slickster farm (in the spoiler) without any dupe time needed just to bring eggs from a printer. I did not bother with automation to pick up meat but obviously it is easy to do. And as you can see I got one decorative at temperature about 100C. His max is 90C and it is likely to die. I had a farm with 170C constantly and obviously I had more molten ones; still there was a chance for decorative or standard ones.

frankly speaking oil is not a limiting factor in the game at all. If you need more CO2 and hence oil; put a jet suit station and let dupes to fly in the slickster room, you will generate so much hot CO2 out of small amount of oil. And temperature would be just right for molten.

Spoiler

image.thumb.png.94f7e0db0d5c15e5be94878e10a7e69b.png

 

 

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