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Outpost designs for geysers


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I'm really interested to see what kind of designs people are using for outposts. For the sake of this post, I'm assuming you will use a central/starting asteroid for food and material production. 
I'm mainly interested in seeing how you guys manage interplanetary shipping and travel.

What system do you guys use for harvesting radbolts for the interplantary launcher (IPL)
How many Interplanetary launchers do you use per asteroid?
How do you supply enough power for your various systems? Is solar +batteries enough?
Do you bother with cooling loops or use passive cooling from geysers (ignoring volcanoes obviously)?
Do you bother with any life support systems (oxygen or water production/filter) on outposts or just load up a cargo bay?

I just wanted to see how people set theirs up to see if I'm doing anything janky or could do things better.
 

For me I do each planet differently depending upon the circumstances, but the general strategy is to create tamers for each of the geysers or volcanos I want to tap, create enough automated power options to handle the power requirements, temperature regulate the materials I want to transport, setup launchers and radbolt generation, and once complete never return to the planetoid unless I have to.

For refined metal I make a cooling area comprised of 2x3 metal tiles encased in insulated tile that I run my steam turbine cooling loop and conveyor lines out of the volcano tamer area through. I then put the shipping line on a conveyor shutoff and cycle it based on the production of the volcano so that it never empties the chamber entirely and only lets through the average per second amount that's being generated. I run that shipping line to the top of the planetoid directly under the launcher and drop it. There I have an auto sweeper load it into the launcher (can be cut out and feed in directly but I use the materials on the planet to construct my tamers so I don't have to haul a lot of materials).

The biggest issue is power requirements for radbolt generation, but with the changes that result in radbolts shutting off and not consuming power based on automation it ensures that radbolt generation stops when not necessary it's much easier to manage now. I have it setup so the launcher turns off the radbolt generators when it's full of radbolts. To generate the radbolts I use crashed satelites or 2 wheezeworts and I store any mined phosphorite next to the auto sweeper so that it can sustain while away. Then I setup whatever power storage I need based on intermittent usage and actively cool it using the tamer cooling loops.

I setup the launchers in sequence with the most important materials being transported first and then excess materials being transported by overflow rads that reach a second launcher. This nets me extra stuff like polluted water that's nice to have but not necessarily why I wanted to tame that particular planetoid from any extra radbolts that would have been wasted otherwise.

On the bulk of planetoids it's solar in combination with the volcano tamers that generate sufficient power, but if it's not I can always tap into heat sources to generate extra power with steam turbines. During my most recent playthrough on the tungsten planetoid with the Experiment 52B tree I use a portable pod to drop a bunch of paku into the water to max out the wild ones then I setup autosweepers to feed the paku fillets to the tree when they die of old age and use a pump to push the resin to the launcher. It results in enough for my needs but I use viscogel and isoresin very sparingly and also collected egg shells to ship back for lime production. To account for the additional power needed I tapped into the planet core with geothermal using steam turbines (plus I had tungsten volcanos in the magma core that I needed to clear to over time anyways).

Generally I setup a small safe area to work from initially with oxygen, living quarters, food storage, stress management, and I build a radiation barrier with the newest update increasing surface rads resulting in a lot of planetoids needing it to keep dupes on task, otherwise they get sick too much. Just the bare minimum necessary to maximize my dupes performance while on planet. I skill scrub them before each taming mission and then increase skills as I get better facilities up and running to boost morale. I do try to get oxygen generation going in some capacity because that's often the limiting factor on how many trips I need to make to a particular planetoid to get everything functioning the way I want. I take advantage of any planetoid specific sources as long as possible and supplement with launchers as needed. If I absolutely have to I will take multiple missions to complete taming a planetoid (like the niobium volcano planet).

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