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Aloe vera are far worse than oxyferns and easily lead to a labor oxygen death spirale


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On 6/25/2024 at 5:54 PM, imazined said:

conveyor rails are far down the tech tree. 

Actually they're not that far down. You can have a rail system up and running around cycle 50. The research doesn't require anything other than a super computer, and you only need a little bit of refined metal for the autosweepers and the loaders, nothing a rock crusher can't handle. Power wise it's also not that intensive, a little bit once in a while to sweep the oxyline and then load it onto the rail, which then sends it to a circular rail throughout your base.

You will have to skillscrub your builder/digger to build the system once they have 5 skillpoints and back again once it's made, but that's hardly a big issue really.

Personally my biggest gripe is that sublimating oxylite on a rail is rather slow, i'd rather ship it to a sublimator and have that turn it into O2 rapidly.

On 6/25/2024 at 5:41 PM, Gurgel said:

I have to say I do not see the problem. This works fine IMO and it has the added advantage that you can transport Oxylite into other places. Early-game, that seems like a huge advantage to me. 

Not my observation. Domesticated consumes 4x the CO2 and drops 36kg Oxylite in 2 cycles instead of in 8 cycles. 

@GurgelI would be interested in seeing how you handle oxygen production in the early game on ceres if you don't mind. :eagerness:
To me the CO2 deletion lead to a slow decrease in gas pressure in my base (because no CO2 meant no O2 either).
Cheers

2 hours ago, Hokaeru said:

To me the CO2 deletion lead to a slow decrease in gas pressure in my base (because no CO2 meant no O2 either).

It is necessary to inject new CO2. Besides the little trickle which comes from Wood Heaters (in principle enough to feed 8 Alveo Vera) , this is quite trivially done using the Wood Burner or burning ethanol from the pools in the Petroleum Generator. You may also be lucky enough to get a CO2 geyser. Bulk CO2 can also be used to pressurize for plants.

13 hours ago, Hokaeru said:

@GurgelI would be interested in seeing how you handle oxygen production in the early game on ceres if you don't mind. :eagerness:
To me the CO2 deletion lead to a slow decrease in gas pressure in my base (because no CO2 meant no O2 either).
Cheers

Sure. Currently (Cycle 450, 4 Dupes - two of which breath 50%, still somewhat "early" game), as below. This seems to be very reliable and stable.

1. Alveo Vera: 12 in a "sinkhole" below the base

2. ca. 25 Oxylite Scones, most at prio 8 some at prio 9 to get the Oxylite pulled out fast of that sinkhole

3. A Petroleum generator that runs 5% per cycle "pump time" (i.e. 50kg Ethanol = 25 sec uptime) to replenish CO2, with the CO2 going over all collected cold debris to cool it down. I just ran that overnight and found that reducing that to 4% pump time may or may not be enough. 
Update at cycle 600: Looks like 4%, i.e. 40kg of Ethanol burned per cycle is (just barely) enough at 3 full-time breathing dupes. 

4. (optional) A stable with 4 wild Bonbon trees and 2 spigot seals and all my Lumen Quarz to replenish that Ethanol fuel. Looks like I have enough for one non-wild Plume Squash in addition. I am going to try that out next.

Picture below. Just as a remark, my style is to go slow and with low dupe numbers. Due to the light-requirement I will very likely go to non-wild Bonbon Trees at some point, but not yet. So, yes, you need extra CO2 because dupes breath out too little of it, at around 25% of what the Alveo Vera consume.

On the deletion side, as a rough estimate, I am putting in 15kg/cycle of CO2 via the generator, the dupes breath out about 3.5kG, the Alveo Vera consume about 14.5kg./cycle. That is less around 25% deletion max. Should I actually be able to go down to 4% pump time (40kg) of Ethanol, this goes down to to less than 10% deletion. Not too bad.  

Note: This ignores the off-gassing from the pwater. It is probably not  major factor anyways.  

At this rate, I can basically go forever on Oyxgen, disregarding cooling for the moment. 

co2.png.42643af85cf03505e384b15ec487d8ab.png

Thank you  for sharing ! This will bring inspiration to my colony

4 hours ago, Gurgel said:

Just as a remark, my style is to go slow and with low dupe numbers. Due to the light-requirement I will very likely go to non-wild Bonbon Trees at some point, but not yet. So, yes, you need extra CO2 because dupes breath out too little of it, at around 25% of what the Alveo Vera consume.

I just remembered a post you made about your playstyle a few years (ouch) ago ! I have to adapt this to a more aggressive playstyle then.

4 hours ago, Gurgel said:

At this rate, I can basically go forever on Oyxgen, disregarding cooling for the moment. 

Where does the cooling come from ? Over time, your generator will heat up the place ? Or am I missing something ? 

7 hours ago, Hokaeru said:

I just remembered a post you made about your playstyle a few years (ouch) ago ! I have to adapt this to a more aggressive playstyle then.

It has been a while :mrgreen::mrgreen::mrgreen:

But isn't it nice that not all of the digital world is fast and short lived?

7 hours ago, Hokaeru said:

Where does the cooling come from ? Over time, your generator will heat up the place ? Or am I missing something ? 

Pretty much, yes. The need for cooling (long-term) comes form the generator heating things up and also dupes and critters will heat things up as well. Still no issue at all at cycle 600, but I go for eternal stability.  Might have something to do with my age :mrgreen: 
I think you can probably go until cycle 2000....10'000 without any power-driven cooling on the classic start I am currently running. Of course, that also depends on dupe numbers. 

On 7/20/2024 at 2:21 AM, Hokaeru said:

@GurgelI would be interested in seeing how you handle oxygen production in the early game on ceres if you don't mind. :eagerness:
To me the CO2 deletion lead to a slow decrease in gas pressure in my base (because no CO2 meant no O2 either).
Cheers

I'm not Gurgel, but the Alveo Vera plants are great for early-game.  I've had no problems at all with CO2 deletion, nor with excessive dupe labor -- at least, not for oxygen.  The issue I've run into on Ceres is that you really need good farmer/rancher dupes. Farms for food and oxygen, ranches for fuel and building materials...
image.png.08cf8247349d075ab24c1647f318f7be.png

9 exuberant 

36 kg oxylite each one, every 0,5 cycle but... it's faster because of the farm station making it 0.25 cycle. My farmers are trained so 1 can take all plant's in a row under that time, the oxylite it's auto moved. The farm in the past was a bit warmer and I got Grubgrub enhancing even further

20240830130455_1.jpg

For what it's worth, if you use the "Better Farming Effects and Tweaks" or the "Stock Bug Fix" mod's "Fix Plants" setting, it stops fertilizers from being consumed while a plant is fully grown, meaning Alveo Veras generate 540 kg Oxylite per cycles if you have 1 Carbon Dioxide Geyser on average, with 0 dupe labour, at the price of 600 kg Water (Ice) per cycle, which is arguably better than an Oxylite Refinery or a Dense Puft stable.

And yes, the dupe labour is insane if you harvest them manually.

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