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Solar + Oxylite harvesting build


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Hi all. Thought I'd share my oxylite meteor harvesting setup combined with solar array, and experience with running the build for ~50 cycles.

The planetoid this is on get only oxylite showers (ie. nothing damaging to unprotected panels), and 30k lux of light, close to perfect for non-cascading solar arrangements. This a perfectly repeatable build - sweepers collect only from an into the loader/dispenser within it.

The tiles below the panels are not part of the build per se, they're there to reduce space radiation.

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Currently I keep the oxylite at the end of the line of solar panels (before the gap for rockets), as this is on a planetoid without permanently-residing colony, ie. the oxylite would be used to restock rockets, perhaps eventually exported via IPL.

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Details and overlays:

Spoiler

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Miners submerged in water, sweepers cooled with conduction panels forming a loop with granite piping. Heat is dumped into the meteor material, hence the drywall should also be made of granite, though I used igneous rock. Temps after ~70 cycles are 35-38°C, up from 33°C.

When setting up, don't place the conveyor loader - Instead, put in a bottle drainer, liquid vent, and liquid pressure sensor controlling the vent to prepare the water both in the pool and in the cooling loop. I eyeballed it to 10kgs and the level is staying put.

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Autosweepers are in vacuum, where the held oxylite will sublimate away before it can be put into loader, resulting in the weeper running endlessly until all the oxylite is gone. Timer sensor prevents wasting power and oxylite this way - red duration would depend on how many loaders are behind the current loader, here I was just lazy and used 10/50 for all.

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Conveyor bridge zip-merges incoming packets from the left, to avoid any single loader from hogging the rail. Weird fact: solar panel is considered vacuum, and sublimators will sublimate when railed through.

Storage settings: sweep-only disabled (all), priority of loader higher than that of dispensers.

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Water attenuates the light reaching the bottom panel only slightly. Mass of liquid makes a difference, hence the low mass.

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The miners' reach is calculated from cell (8;8), resulting in asymmetrical coverage. Am looking for a better design that could be used with slime meteors, that don't sublimate away if they end up in the double-blind spot above the right sweeper.

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A couple of perhaps notable observations:

  • Liquids on solar panel's base do not affect its power output. I guess the generated power is based on light reaching the building's top row, even though light stops at the base.
  • Oxylite meteor showers also come with dust fluffs, which yield small amounts of freezing-temperature regolith. Not a concern in terms of thermals or meteor damage, but I've had one knock out the stash of oxylite before I installed the airlock.
  • Another mishap - one oxylite meteor managed to strike at the naphtha-covered stash, displacing the naphtha. I'll definitely be changing the position of the naphtha-covered stash in the future. A quick check with sandbox mode shows me directly below the panel is still not safe from dust fluffs though, so the airlock is staying, one way or another.
  • This module can be built against the map's edge - even in space biome, the map has a wall all around, and liquid won't be lost.

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