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The reason why I ask is that my hydra has been fully functional for at least seven cycles and my "Oxygen produced last cycle" has been dropping like a stone ever since then.  I removed the diffusers, which was sorely needed by my poor stressed electrical circuits, and have enough vents around my main area that the amount of O2 venting from them is overpressuring them.  So why was this the most recent  report I got?

 

image.png.aff6523d34e9583a62ead1fd5511b810.png

Update: Interesting thing has happened that I totally hadn't planned for.  My Hydrogen reservoir is absolutely bloated with gas.  Over 20kg in each cell and the gas line to my generators is also blocked up.  My guess is that that's preventing the electrolyzers from operating, which is blocking oxygen production.

 

Yeah, that's what it was.  After working to drain the H2 reservoir a bit, the electrolyzers started working again and I got this.

 

image.png.0dea4b6e17116c8969f577de430f0be1.png

 

I also made a mistake with my automation and set the sensor to the Buffer gate to *Above* 5kg instead of *Below* 5kg.

Edited by Frustrated
23 minutes ago, asurendra said:

Look. Your lyzers switched off. Probably because there is too high pressure in hydrogen room. Thats your problem. Remove that pressure sensor, it isnt necessary

image.png.97d6c7a1843bdee877933822a07db9eb.png

Well...as I said here

5 hours ago, Frustrated said:

No.  Only thing it did was fill the area with hot H2 gas.  Buffer switch went haywire for awhile, then it shut off completely.

...I had to break down the walls to reach that sensor, and all deconning the sensor got me was a cloud of hot H2 and a flickering buffer switch.  But, I could try to increase the limit on the existing buffer circuit and see what that does.

Ohhh.  I've never looked there before.  Okay, I'll keep it in mind, but this is working very well so far.  I'm adding piping through a snow zone to another pair of tanks to contain H2 gas that I'm planning on using in the main part of my colony to replace coal generators with more H2 generators.  I've also disabled one of the pumps in the O2 chamber to relieve the power circuit so it doesn't keep shorting out.  Now, my biggest concern is water to supply the electrolyzers.  While the nearby reservoir is being replenished by a cool steam vent, that can't last.  So I'm going back to building my drecko ranch and exploring for more water.

Why the heck is this showing up as red?

image.png.c03430bce73a1d181f09c6f34204fe2c.png

I've checked and double-checked pathing, That comes *after* the dupes put on atmo suits, so it's not a safety issue, all of the relocate requests show up as white at location...what is it?

 

Eh, cancel that, I guess.  Checked each relocate task and re-relocated them to a different tile and they were all fine.  Whatever.

Edited by Frustrated
16 hours ago, Frustrated said:

Why the heck is this showing up as red?

image.png.c03430bce73a1d181f09c6f34204fe2c.png

I've checked and double-checked pathing, That comes *after* the dupes put on atmo suits, so it's not a safety issue, all of the relocate requests show up as white at location...what is it?

 

Eh, cancel that, I guess.  Checked each relocate task and re-relocated them to a different tile and they were all fine.  Whatever.

That can happen if relocate command was unavailable temporary.  Like no atmosuits ready or relocated critter go far away to the ceiling... Game check once, mark it red and never check again. You may send bug report if you want

They were all balls of ice and snow I was relocating to fill the vent reservoir.  As I said, I canceled the relocates and relocated them a second time onto the actual pathable neutronium tile and it was fine.  Just a weird, transient thing that I'm not sure is worth a ticket.

I know your issue has been discussed and resolved, but I'd like to give an answer to the original question:  is there a way to make the game give you the relative concentrations of, say, O2 produced/consumed in each tile?

Not exactly, no.  You can't get production/consumption numbers directly from mousing over a spot of gas on the grid, even with the gas overlay.  However, the overlay will show you a general availability of breathable gasses in a region.  For example, here's the gas overlay of my early game oxygen production system.  I'm using this as example because it has all three regions in a small area.

image.png.1d76d63bddc7f5522fb5e14bfcccfb58.png

The top is red, because that's hydrogen and dupes can't breath it.  The middle is teal, because the oxygen is dense enough that dupes aren't going to have a problem.  The bottom is dark blue bordering on purple because while it is breathable, its getting kinda thin and could be a problem.  So if my dupes are spending a lot of time in an area that is dark blue or red, I probably need to figure out how to get more oxygen into that area.  If my producers can keep up with my dupes, then I don't necessarily need to build more oxygen production so much as figure out how to get the oxygen to where my dupes are.

The system above, for example, can produce a steady 1000g/s (full gas pipe) of oxygen.  An average dupe in normal conditions consumes 100g/s.  So the system above will provide enough air for 10 average dupes, provided I don't run out of water. 

If I know my producers are producing more than my dupes need, then I use the F1 overlay to figure out if dupes are spending too much time in low oxygen areas of the base, and if they are I can either route some air pipes there or set up some other oxygen producer OR set them up with atmo suits or air masks.

You can check the "status" tab of your producers to see what the maximum rate is by looking at the "effects" area.

image.png.e11beee62d442c97c0ad97d5292701ee.pngimage.png.f0f4dab3d0f211c381af50cb1f837a8a.png

The "status" area of the "status" tab shows the current production:

image.png.ef4e0e4026df92828202445440a696ac.png

 

 

 

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Yeah, I got that.  I understand the idea of the colored regions and that you can get gross values of the atmosphere in each tile.  My issue had been why was practically my entire colony teal but I was still getting "insufficient production" alerts every cycle.  It didn't make sense.  The reason was my electrolyzers had stopped working because the not gates were set to halt production when a gas had reached a certain volume in one of the regions they build up in the hydra.  I simply removed those limits and let it go "infinite" and everything started working perfectly.

  • Like 1
6 hours ago, Frustrated said:

my entire colony teal but I was still getting "insufficient production" alerts every cycle.

OK, so this is an actual issue I've encountered.  There's a number of different causes, but most frequently I run into it when my dupes are breathing air somewhere that wasn't produced by anything I've done.  For example, lets say you dig out an area with a lot of unreachable oxylite.  Your dupes can't touch it, but it sublimates into oxygen as they breathe it, so it does not count as "produced oxygen" but it does count as "consumed oxygen."  Or if there's a pool of polluted water or slime that is off-gassing, or naturally planted oxyferns.  Farm plot oxyferns will count as producing oxygen, but natural ones don't.

The last way that I've had this particular warning pop up is when I've produced a lot of extra oxygen, and then I stop production for a bit.  For example, lets say I'm using electrolyzers to make oxygen and hydrogen.  I'm short other fuel sources for a bit, so I store up the extra oxygen just to make sure I've got enough hydrogen.  Then, I get some other generators built that use a different fuel source, or I come up with a better way of producing hydrogen, and I no longer need to split water for fuel.  Then I stop running the electrolyzers and use up the excess oxygen I've stored up.  Since it didn't get produced that cycle, it doesn't get counted and my colony gives the "you need to produce more!" warning.

Edited by KittenIsAGeek

Yeah.  I don't have a better way of producing hydrogen yet.  Haven't found any hydrogen vents.  This map has not one, not two, but three hot pO2 vents (one of which is of the infested variety), two cool steam vents (one of which is kinda awful in terms of production), two chlorine vents, an Iron volcano right next to a snow biome, and the revealed nat gas vent that I still haven't broken into yet.  That's just in the nearby area.  I probably have a good 5 or 6 more that I haven't found yet.  Who knows?  Maybe I'll even find a water geyser.

4 minutes ago, Frustrated said:

not one, not two, but three hot pO2 vents

Well, that sounds like fun.  You can get some really cheap air and LOTS of clay for ceramics.  Something like this:

Spoiler

image.png.cfe27d15032b0545ec2e305f4e25bc24.png

Though, to be fair, this is _really_ overbuilt.  I didn't take a look at the actual production from the vent.  It only produces 360g/s of polluted oxygen when erupting, so I really only need 3 deoderizers and one gas pump, but.. whatever.

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