Jump to content

We need a bio reactor


Recommended Posts

A bionic colony has 0 use for any food, so it would be nice if we could get a bio reactor that uses food as input and produces energy for our colony. This would allow us to use those useless muckroots and meat from critters to fuel our colony. Obviously it would produce CO2. Maybe rework the wood burner into such a building.

Link to comment
https://forums.kleientertainment.com/forums/topic/161829-we-need-a-bio-reactor/
Share on other sites

1 hour ago, suicide commando said:

A bionic colony has 0 use for any food, so it would be nice if we could get a bio reactor that uses food as input and produces energy for our colony. This would allow us to use those useless muckroots and meat from critters to fuel our colony. Obviously it would produce CO2. Maybe rework the wood burner into such a building.

I mean... bio ethanol IS a thing... now that you mention it, it would make so much sens.
But bio ethanol isn't made out of meat (but oil is)

On the other hand having extra way to make ethanol wouldn't hurt. The convertion doesn't have to be exceptional but it would be better than nothing.

However I fear that this would just gives us 0 reason to use biodupe. Ideally both bionic and bio should be desirable.

We already have a bioreactor... Hatches and coal power plants. Sage hatches if you want better efficiency. Best of all the food is converted to a non-perishable form... coal. So it can be stored forever until needed.

I think a multicomponent system like that is better than single direct building. ONI is all about building intricate systems. 

 

9 minutes ago, speckle21 said:

We already have a bioreactor... Hatches and coal power plants. Sage hatches if you want better efficiency. Best of all the food is converted to a non-perishable form... coal. So it can be stored forever until needed.

I think a multicomponent system like that is better than single direct building. ONI is all about building intricate systems. 

 

Food is converted to its equivalent mass in coal, which is nothing to write home about. The most effective system right now would probably be glossy dreckos which consumes mealwood plants, which is very limited in scope. There's a few other critters/organic systems that are mediocre to decent for power (arbor trees/gassy moos/oakshells/hatches/floxes/spigot seals) but nothing in the space of "recycling food". Your best bet would be to print duplicants and have them operate a manual generator/craft power banks/tune ups

 

1 hour ago, Tigin said:

Food is converted to its equivalent mass in coal, which is nothing to write home about. 

 

I see no problem with that. The OP wanted a way to get rid of their food, hatches are great for that. 

We already have a LOT of power production systems. And i think they're fairly well balanced already in terms of early game potential, cost, complexity and power. If you're willing to put in the work you can make truly monstrous sour gas boiler power plants spitting out 200kw. We are NOT lacking for power options.

In fact the DLC already gave us a new one, the nuclear battery. Convert uranium directly into power, This competes with coal generator and the wood burner for early game power. I love it as it allows us to easily power off-world infrastructure. Stuff that is too small to require a dedicated power plant, but too big to just run off a manual generator. 

If you're still hellbent on "growing" power then plant arbor trees, and burn in wood burner or convert to ethanol.

I'm leaning toward NOT adding yet another power plant option until we have some more massive power sinks.

If you ya want to use up existing food, maybe something other than power. We got the tree that makes resin, maybe we can make something else that consumes food.

 

7 minutes ago, speckle21 said:

 

 

I see no problem with that. The OP wanted a way to get rid of their food, hatches are great for that. 

We already have a LOT of power production systems. And i think they're fairly well balanced already in terms of early game potential, cost, complexity and power. If you're willing to put in the work you can make truly monstrous sour gas boiler power plants spitting out 200kw. We are NOT lacking for power options.

In fact the DLC already gave us a new one, the nuclear battery. Convert uranium directly into power, This competes with coal generator and the wood burner for early game power. I love it as it allows us to easily power off-world infrastructure. Stuff that is too small to require a dedicated power plant, but too big to just run off a manual generator. 

I'm leaning toward NOT adding yet another power plant option until we have some more massive power sinks.

If you ya want to use up food, maybe something other than power. We got the tree that makes resin, maybe we can make something else that consumes food.

 

I also agree that we don't need a way to convert food into power, but it's a bit disingenuous to claim hatches fulfill that role currently

15 minutes ago, Tigin said:

I also agree that we don't need a way to convert food into power, but it's a bit disingenuous to claim hatches fulfill that role currently

Sorry if i came off sounding like that, I meant that hatches are a way to get rid of food, and also make power. But i didn't want to imply they are an efficient power-plant based on food.

 

11 hours ago, speckle21 said:

We already have a bioreactor... Hatches and coal power plants. Sage hatches if you want better efficiency. Best of all the food is converted to a non-perishable form... coal. So it can be stored forever until needed.

I think a multicomponent system like that is better than single direct building. ONI is all about building intricate systems. 

 

Drecko meat + sage hatches = infinite free energy

9 minutes ago, Charletrom said:

Drecko meat + sage hatches = infinite free energy

Sage hatch consume 700Kcal/cycle and converts 100% of the mass to coal. 700Kcal of meat weights 437,5 GRAMS. You wont run a single generator for a single second for each hatch you feed per cycle. At that rate, you are far better of making your dupes run on a manual generator for the time they will spend grooming your dreckos. You may make the setup laborless using critter condo and wild planted crops that you let self harvest but, event then, you'd be getting scraps. The thing is that, food being nearly weightless, feeding it to hatches makes zero sense because you will always get nearly zero coal out of it. As I see it, their ability to eat food is just meant to incentivise  the proper use of the ration-box early game.

Sounds like an opportunity to expand the shine bugs seeing how they eat prepared foods. Maybe in the same vein as how sun nymph eggs are used for Serum Vial, maybe more advanced eggs could be used to create bio batteries. I might be too similar to plug slugs, but happy shine bugs could play in the Dischargers to provide some power.

They could go wild and let the Radiant Bugs take over an unpowered Flydo, providing a duplicant free way to keep them powered (as it takes a duplicant to replace the battery). I really like the idea of a curious Shine Bug piloting the Flydo and providing it power with its glow and radiation.

8 hours ago, gigamoi said:

Sage hatch consume 700Kcal/cycle and converts 100% of the mass to coal. 700Kcal of meat weights 437,5 GRAMS. You wont run a single generator for a single second for each hatch you feed per cycle. At that rate, you are far better of making your dupes run on a manual generator for the time they will spend grooming your dreckos. You may make the setup laborless using critter condo and wild planted crops that you let self harvest but, event then, you'd be getting scraps. The thing is that, food being nearly weightless, feeding it to hatches makes zero sense because you will always get nearly zero coal out of it. As I see it, their ability to eat food is just meant to incentivise  the proper use of the ration-box early game.

Hmm it’s true that the math is a bit crazy. Would be way more efficient to let the meat turn to pdirt first but still probably unrealistic. Maybe an old school vole starvation ranch would have worked.

10 hours ago, Charletrom said:

Hmm it’s true that the math is a bit crazy. Would be way more efficient to let the meat turn to pdirt first but still probably unrealistic. Maybe an old school vole starvation ranch would have worked.

Even then, you'd need more that 200000Kcal/cycle to fully feed a single hatch. With all the labor you'd put into vole grooming, you'd be better of having you dupes run on hamster wheels.

15 minutes ago, ALCRD said:

I never touched that plant before. It can generate power somehow?

They emit quite a bit of hydrogen once fed critters. Its synergy with beetinies (which are free and found in the same subworld) makes feeding other critters an unappealing alternative.


I’d wager  the critter that gets fed to the critter trap the second-most would be pips, and not intentionally.

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...