jeneah Posted April 27, 2017 Share Posted April 27, 2017 I never thought the colony would last this long! It was only my fourth attempt after the first three were swallowed by the Thermal update! I played the game straight, only taking advantage of storing food in a vacuum. I didn't do any "drop of water on an electrolyzer" shenanigans or anything. (Not for lack of trying, lest I come off as sounding like I'm above exploits.) Lessons learned: - Vomiters need not apply. I think over the course of the entire 1000 cycles I only had one or two vomiters in the colony. They are simply too much of a liability. Also not welcome: loud sleepers, and those afflicted with flatulence. - Careful with your food supply. I was not fully prepared for when the mealwood plants wore out, and the Famine of the 320s was the deadly result. - Learning (from you all) that dupes will breathe any oxygen was a revelation. Once I hit Peak Sand around the 600s I stopped caring about air quality, deconstructing all of my air scrubbers. While visits to the one-and-only Rejuvenator did go up it has remained manageable. - My colony was downright elitist about art, only allowing 7+ creativity dupes to paint or sculpt. Draconian? Perhaps, but my colony is looking GOOD. (Actually, it looks terrible, with the identical painting plastered everywhere, but the dupes seem to like it.) - Build your water tank in an ice biome. It helps manage geyser heat, and using cold water may explain why my colony never got overheated. - Hydrogen and carbon dioxide have strong biases that can be taken advantage of: put hydrogen pumps in the top left of a space and algae terrariums or air scrubbers in the lower right of a space for maximum effect. Things I could have done better: - Energy management. I think my colony could have done more if I didn't solve every problem with another pump and filter. I lose a lot of dupe-hours to running on the hamster wheel. - Mechanical filters. I couldn't get these to work, which is a shame because I think it could have helped with the energy management. - Geyser heat management. If I have the patience to stick it out with this colony I think this issue could be the one that does everyone in. - Steam-cleaning water. I wasted many cycles (and not a small number of dupes) trying to get a steam system going for turning polluted water into clean water. Between the broken pipes due to frozen water and the melted tiles due to steam heat I just couldn't get it working. Meanwhile I developed a bad habit of sending polluted water into the void with the expectation that I would steam it out eventually. Another environmental disaster waiting to happen. Changes I'm looking forward to: - Improved clothes. Assigning them currently is awkward and not particularly helpful, and either the entire system is bugged or communication about suits is poor. My dupes keep showing up without their suits, and I think its because they wore out but the game doesn't communicate this. - Improved storage management. It's super annoying to decide hundreds of cycles in that you want to make a change to all 20 of your compactors. - More logic! More sensors and switches so all you creative people can invent amazing machines none of us ever anticipated. - Better thermodynamics (or at least for me a better understanding of how they work). My intuitions built in the real world don't seem to help me in-game as I try to manage heat. - More energy sources. Hydroelectric generators! Thermoelectric generators! - Air pressure! The fluid dynamics of gases in this game perplex me. The best I ever came up with was to use pumps to create a local low-pressure area around the electrolyzers. Link to comment Share on other sites More sharing options...
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