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I just never dig out those tiles until I'm ready to. same with slimelung. I'll constantly be checking new areas for what germs made made their way into an area. In most cases with slimelung if you never dig up a slime block, they won't emit slimelung at all. There are rare occurrences where slimelung will spread to a pocket you haven't interacted with at all. I don't know why that is the case, I think it might just be during world generation that adds slimelung in the atmosphere to some places.

  • Like 1

I've learned not to fear slimelung anymore.  A big part of it is deodorizers.  They are OP.  But the other half is potted buddy buds.  When I want to dig out any area.  I set up a few buddy buds to produce Floral Scent.  That way, when the slime gets dug up, it has nowhere to off-gas germs to.  I can't do that with zombie spores, obviously, because buddy buds can't survive down there in all that heat.

Most of zombies spores CO2 are contained and only get out when you dig out the air pocket, but you can simply remove them by build tiles over them diagonally without burst open the area. You can't do the same thing for oil however if they are in large quantity, in this case you can only remove germs from the oil with chlorine.

7 hours ago, MinhPham said:

Most of zombies spores CO2 are contained and only get out when you dig out the air pocket, but you can simply remove them by build tiles over them diagonally without burst open the area. You can't do the same thing for oil however if they are in large quantity, in this case you can only remove germs from the oil with chlorine.

Can't you build diagonally with air flow tiles or manual doors to prevent pressure damage or are you talking about something else not being able to build over oil?

I think that's still a thing right, no pressure damage with airflow and manual doors?

1 hour ago, Frustrated said:

The spores won't survive in either O2 or Cl2, right?  That's my plan.

I've found that while playing, even if it would kill them in o2 and cl2, if they have an atmosphere to breed from at all they will usually create a barrier of germs that when your dupes cross into will get sick by hanging around that area. You have to venture into the source to clear it out usually.

23 hours ago, MinhPham said:

I haven't tested but they should be able to, if you condense oil into one tile the zombie spore germs might just die because of low population.

I don't know a whole lot about how germs multiply or die off in this game, I've usually just avoided them altogether. I don't know what "low population" means here. I tried to read the wiki, but it was kind of vague on the whole scale to mass ratio of germs. Does this mean they will die of low population when you increase the mass to a large number? It says they die of overpopulation as well so if you decrease mass, does the same apply and they die off to a manageable number?

Edited by BLACKBERREST3
  • Like 1

Tests in sandbox with zombie spore and crude oil :

  • Under 0.4 germs per kg will trigger low population die-off.
  • Over 1000 germs per kg will trigger over populate die-off, but they will stop at 1000 germs per kg so it doesn't help at all :D
  • No change between 0.4 - 1000

The threshold is much higher on gas (carbon dioxide/sour gas) - 250/10000, but they never seems to die to low population despite of what the info panel said.

Different material seems to have different "capacity" for the germs, but in the end if you only have like 10.000 germs in crude oil in a single tile, low population die-off will trigger at 25t mass.

Edited by MinhPham
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