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Since the introduction of the Banquette Hall, my 7 dupe +12 morale rocket no longer gives +12 morale. 

It now gives +10 morale, but I feel there is probably a superior +10 morale rocket than a great hall+nature reserve.  So, I have a new design, built in survival: 

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Spoiler

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The rooms are a wash room, a mess hall, and a nature reserve.  The wash room's wash station is a partially buried hand sanitizer.

When the rocket is in flight, I replace the mini-gas pump with a canister drainer to add oxygen.   When landed, I pipe in oxygen from the outside. 

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I include a liquid cargo tank to provide water for the bathroom.  The polluted water is drained when the rocket lands.

The valves exist to dispense liquids for liquid locks and aerogel on the new asteroids.  I also packed an extra molten glass and molten steel 1 kg packet to drop off on the asteroid before leaving.

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I have a vacuum storage area in the washroom which, for this steam rocket, contains extra canisters of steam and food.  However, I see no reason it can't contain bottles of extra liquid hydrogen (other than the fact that it is very touchy and might explode on the way to the storage) or petroleum and liquid oxygen as oxidizer for other rocket types.  It feels weird to store 175 C steam alongside -40 C barbecue, but it works.  I suppose if you replace the ethanol with over 2000 g of naphtha, you could also pack oxylite as an oxidizer, but I didn't do that.

In this version, I have my deep-frozen barbecue as my food source stored in the vacuum chamber.  However, it would be more optimal to have a non-perishable food stored in the nature reserve to force the dupes to enter it once a day, but I did not have access to either tallow or sleetwheat on my home asteroid. 

All natural tiles are either 100 mg glass or steel aerogel. 

Edited by Zarquan
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I should know by now I should always expect some funky aerogel abuse in your builds :D Is there a list of buildings that work entombed?

Also:

  • Two gas vents? Can you post automation overlay?
  • What are the petrol/crude/naphtha pipe packets for?

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These are buildings that have their entombable flag set to false. There may be more where they are entombable, but it doesn't disrupt their operation. (i.e. liquid valve) These cases you'll have to deal with the ugly "Entombed" status though.

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Posted (edited)
1 hour ago, myxal said:

Is there a list of buildings that work entombed?

Generally, it is buildings that just need to be present, but not functional.  Though I found that the middle tile of the hand sanitizer be needed to work for a washroom.  I think  that a pedestal needs to be on the ground and functional for a banquet hall to be valid.

Valves work, meter valves work, rocket ports work, and a lot of sensors work.  I don't have any kind of complete list. 

But on a related note, the Duplicant Motion Sensor needs to be built on a tile, but it doesn't actually need the tile to work.

1 hour ago, myxal said:

Two gas vents? Can you post automation overlay?

The two gas vents are to distribute gases a little better without letting the room go to 2000 g/tile, which caused popped eardrums in some cases when a dupe exhaled on a previous version of the design.  7 dupes breathe a lot and it can be hard for the air to move enough in a compact space like this.  Actually, I just thought of a fix to this that would run the mini-gas pump in such a way that it won't pump oxygen out.  I'll implement it in a few hours and create a new comment or edit the original post.

The automation isn't great at the moment, so I don't really want to advertise it.  Basically, I don't have space for a CO2 atmosensor, so I tried to run the pump based on a timer sensor, but that didn't work very well.  I think I will update it when I have time to make the lower chamber all CO2, which would be stable assuming no polluted dirt can appear, but that is a long ways off.

The atmosensor is set to 1400 with a filter gate to prevent random floating CO2 packets from triggering the vents.

The switch exists to disable the suit docks, which allows me to turn off the suits for if I want to do a resupply.

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1 hour ago, myxal said:

What are the petrol/crude/naphtha pipe packets for?

Those are for the creation of low-mass liquid locks.  Basically, I dispense 10 grams of (for example) ethanol by plumbing it, then I carry the bottle where I want a liquid lock and empty it.  I also use the 3 tile liquid locks with a hop.  That way, I can create safe areas for my dupes in space quickly.

 

13 minutes ago, Tigin said:

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These are buildings that have their entombable flag set to false. There may be more where they are entombable, but it doesn't disrupt their operation. (i.e. liquid valve) These cases you'll have to deal with the ugly "Entombed" status though.

That's why I have the Suppress Notifications mod!

Edited by Zarquan
Posted (edited)

So I fixed the automation for the mini-gas pump, so now I can take care of CO2, and it start draining when the CO2 levels get high and then it will drain it until the pump can't take out 50 g of carbon dioxide.

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The idea is that if the CO2 gets high up the rocket, it will trigger the gas element sensor for 10 seconds straight.  That turns on the mini gas pump, which will start sending up 50 g/s of CO2 up to the gas valve.  Then, the gas valve lets 49.9 g/s through, leaving 100 mg/s going through the other pipe, which triggers the gas pipe element sensor set to CO2.  I want to shut down the mini gas pump when it stops consistently getting 50 g/s, so I put a filter gate on it set for 5 seconds.  So, the lower part of the rocket fills with CO2, then the mini gas pump will pump until it can't pump packets of 50 g/s of CO2 consistently.  So, if it stops getting enough CO2 or starts picking up other gases, the pump will turn off until the gas element sensor triggers it again.

I might add a buffer gate to after the gas element sensor's filter gate (the one that detects the CO2 being high in the rocket) to make the pump start and keep running for a bit, as if that sensor+filter gets triggered, the CO2 is very likely to be high in the rocket and it is safe to run for a while.

I think the automation on the vents is redundant and I could put another sensor or a notifier where that atmosensor is.

Also, I took off with this rocket, so this is what it looks like when I need to supply oxygen from the inside.  For extended flights, I will probably put in a notifier to tell me if the pump automation goes off while in flight to let me know to replace the canister drainer with a mini gas pump.  I set it up so I wouldn't have to mess with the pipes between settings changes by having the top pipe be the CO2 pipe that the mini gas pump connects to and the lower pipe be the oxygen pipe the canister drainer connects to.

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Edited by Zarquan

In case you're interested and haven't stumbled upon the thread, the auto-suit-delivery mod causes docks at a checkpoint set to clearance:always to automatically request suit delivery after a configurable delay (also configurable to 0). I reckon you could free up several docks worth of space in the rocket that way. ;)

(I just tested in sandbox, haven't actually played with it. I'd put a sweeper in the rocket to load the suit ASAP so it's charged up by the time the next dupe wants to leave.)

6 hours ago, myxal said:

In case you're interested and haven't stumbled upon the thread, the auto-suit-delivery mod causes docks at a checkpoint set to clearance:always to automatically request suit delivery after a configurable delay (also configurable to 0). I reckon you could free up several docks worth of space in the rocket that way. ;)

(I just tested in sandbox, haven't actually played with it. I'd put a sweeper in the rocket to load the suit ASAP so it's charged up by the time the next dupe wants to leave.)

With a mod like that, colonization rockets would be limited only by how much oxygen you could provide to the rocket and suits, as well as having a banquet hall in the lower level and a nature reserve in the upper level for +12 morale.  I think you could likely support at least 20 dupes for the trip if you had a small gas cargo canister and multiple gas ports, then have oxygen sorted out upon landing.  The hard limit is 25, as then you can't keep up with the CO2 with a mini gas pump and a full sized gas pump takes too much room to have both rooms.

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