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How should we handle Dura Banks expiration?


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Ive yet to use them but It seems impossible to track them automatically? I don't think there are straightforward ways to count for 150 cycles, and even if there is, youd need to count them for each individual durabank. 

I feel like there should be some kind of way to notice that one is about to expire. Maybe there could be a direct or indirect notification, such as its radiation output increases and you may be able to track it with rad sensor? Though, I don't think there are ways of injecting dura banks out of buildings automatically, so you still need to manually remove and relocate them. 

I do agree that its hard to track them. You have to click on them directly to find their lifetime left and if i have a bank of 20 of them... or 100.... it's going to be very tedious.

But that being said. I like to work around/with mechanics and idiosyncrasies rather than brute force them or mod/change them.

For the Dura banks i'm likely going to not use them in dupes or flydos, just because their radiation is too high for my liking. I'll use them for my power grid, and i'll assemble discharge banks of 33 dura banks behind an outgoing power transformer. I can then monitor the number of banks still remaining using a watt meter and even automate the automatic production of more.

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The power transformer acts like a diode and pushes the power outward into the grid so with 33 power banks I can generate 1980 watts of power and provide consistent baseload generation.

 

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The wattage meter and automation wire automatically turn on the molecular forge (which is set to produce dura banks forever) to build more when the power drops below 1979, meaning a dura bank died somewhere. 

 

This why i don't really need to keep track of dura bank lifetime. I just let them expire and let the automation deal with it for me. This now becomes a nuclear power plant that consumes enriched uranium with a little dupe labor now and then.

I might add radbolt equipment in the future to take advantage of the high radiation. but i'm still thinking about it.

1 hour ago, speckle21 said:

I do agree that its hard to track them. You have to click on them directly to find their lifetime left and if i have a bank of 20 of them... or 100.... it's going to be very tedious.

But that being said. I like to work around/with mechanics and idiosyncrasies rather than brute force them or mod/change them.

For the Dura banks i'm likely going to not use them in dupes or flydos, just because their radiation is too high for my liking. I'll use them for my power grid, and i'll assemble discharge banks of 33 dura banks behind an outgoing power transformer. I can then monitor the number of banks still remaining using a watt meter and even automate the automatic production of more.

 

Exactly what I thought with the dura banks expiration, use the wattage sensor to detect when 1 dure bank is expired cause they should be running indefinitely until they expire. Im planning to try this soon my beetas should have enough uranium by now XD cycle 135 badlands moonlet, already teleport over to Radioactive Ocean by cycle 70 revealed 2 beta hives.

3 hours ago, Gurgel said:

Personally, I always go for "fully automated" in the end. Guess I will not be using dura banks then. 

I don't know if by "fully automated" you mean "without player input". If that's the case, then for me that is the ultimate goal, when you can say "I won". Poor Olivia/printing pod can rest now. That doesn't mean that something that can't be fully automated cannot be useful while trying to achieve that goal. Sometimes it's a shortcut, sometimes it's necessary.

3 hours ago, speckle21 said:

I do agree that its hard to track them. You have to click on them directly to find their lifetime left and if i have a bank of 20 of them... or 100.... it's going to be very tedious.

But that being said. I like to work around/with mechanics and idiosyncrasies rather than brute force them or mod/change them.

 

Im more talking about controlling their explosions , so they dont damage stuff. Currently they are not exploding in a hot nuclear waste though it seems from the code that they should have a way more higher explosion temperature (?)

To do that you would need some kind of signal that a bank is about to expire beforehand so you can move it out to some chamber 

4 minutes ago, mitboy said:

Im more talking about controlling their explosions , so they dont damage stuff. Currently they are not exploding in a hot nuclear waste though it seems from the code that they should have a way more higher explosion temperature (?)

To do that you would need some kind of signal that a bank is about to expire beforehand so you can move it out to some chamber 

Wait Dura Banks explode after they expire? didnt know that lol. Thought they only explode when expose to water too long.

2 hours ago, 6Havok9 said:

I don't know if by "fully automated" you mean "without player input". If that's the case, then for me that is the ultimate goal, when you can say "I won". Poor Olivia/printing pod can rest now. That doesn't mean that something that can't be fully automated cannot be useful while trying to achieve that goal. Sometimes it's a shortcut, sometimes it's necessary.

True. But I regard this as only temporary then. 

On 12/9/2024 at 5:18 AM, mitboy said:

Ive yet to use them but It seems impossible to track them automatically? I don't think there are straightforward ways to count for 150 cycles, and even if there is, youd need to count them for each individual durabank. 

I feel like there should be some kind of way to notice that one is about to expire. Maybe there could be a direct or indirect notification, such as its radiation output increases and you may be able to track it with rad sensor? Though, I don't think there are ways of injecting dura banks out of buildings automatically, so you still need to manually remove and relocate them. 

Just control a molecular forge with a smart storage?

On 12/9/2024 at 10:38 AM, mitboy said:

Im more talking about controlling their explosions , so they dont damage stuff. Currently they are not exploding in a hot nuclear waste though it seems from the code that they should have a way more higher explosion temperature (?)

To do that you would need some kind of signal that a bank is about to expire beforehand so you can move it out to some chamber 

Oh! Thats terrifying. I keep restarting so i havent gotten to late game 

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