geniusthemaster Posted October 23, 2017 Share Posted October 23, 2017 bio distilleries dont produce algae fast enough or large enough to make up for the time it takes to farm slime same goes for puffs Link to comment https://forums.kleientertainment.com/forums/topic/83228-bio-distilleries-ineffecient/ Share on other sites More sharing options...
BlueLance Posted October 24, 2017 Share Posted October 24, 2017 They are an early-mid tier technology to help with algae deoxidisers, I don't think they are really meant to be efficient. Link to comment https://forums.kleientertainment.com/forums/topic/83228-bio-distilleries-ineffecient/#findComment-966241 Share on other sites More sharing options...
Coolthulhu Posted October 24, 2017 Share Posted October 24, 2017 The problem is, you won't run out of algae before you research electrolyzers, unless you're doing something wrong. Link to comment https://forums.kleientertainment.com/forums/topic/83228-bio-distilleries-ineffecient/#findComment-966266 Share on other sites More sharing options...
Swat__Raptor Posted October 24, 2017 Share Posted October 24, 2017 Yea I wonder if they will make a way to Grow Algae in ponds in future updates, so then you could have pools of water to grow Algae to make Oxygen, or you can use those pools of water to make oxygen. But your statement that the bio-distillers are inefficient, whats your breaking line between efficient and inefficient. can you run a whole base on one bio distiller, no but that's also why you can build multiple of them. I'll admit it is a challenge to make a good system of mining and storing and distilling slime to algae but you can supply air to a small base of less than 10 dupes on Algae but you gotta be smart about it. I would say that they are efficient enough. You can't distill a whole slime biome with one distillers in a reasonable amount of time but so what. They are efficient enough to run a small base so that you can build up your reservoirs of water and do your research and take care of other building projects so I would say that they are useful enough. Bio distiller are useful because they make Slime a otherwise useless and hazardous material into polluted water and algae 2 things which are very useful. so I would content that Bio-distillers are good with their current stats. Link to comment https://forums.kleientertainment.com/forums/topic/83228-bio-distilleries-ineffecient/#findComment-966301 Share on other sites More sharing options...
Whispershade Posted October 24, 2017 Share Posted October 24, 2017 25 minutes ago, Swat__Raptor said: Bio distiller are useful because they make Slime a otherwise useless and hazardous material into polluted water and algae 2 things which are very useful. so I would content that Bio-distillers are good with their current stats. Well, slime is also fertilizer for mushrooms. Link to comment https://forums.kleientertainment.com/forums/topic/83228-bio-distilleries-ineffecient/#findComment-966305 Share on other sites More sharing options...
Technoincubus Posted October 24, 2017 Share Posted October 24, 2017 They are not worth it. Shrooms now at the top of food hierarchy and thus, wasting slime to get aglae is very inefficient. Link to comment https://forums.kleientertainment.com/forums/topic/83228-bio-distilleries-ineffecient/#findComment-966350 Share on other sites More sharing options...
Coolthulhu Posted October 24, 2017 Share Posted October 24, 2017 3 hours ago, Swat__Raptor said: But your statement that the bio-distillers are inefficient, whats your breaking line between efficient and inefficient. When it's so inefficient that you're better off never building even a single one and just skipping to electrolyzer, that's obviously inefficient. And they are this inefficient. Link to comment https://forums.kleientertainment.com/forums/topic/83228-bio-distilleries-ineffecient/#findComment-966358 Share on other sites More sharing options...
geniusthemaster Posted October 25, 2017 Author Share Posted October 25, 2017 so long story short is i play games the way they are meant to be played, not forced down a single pipeline of forced events, build this build this build this delete that build this game over?? i dont think so. i want to build a asteroid wide colony. in order to do that more resources need to be more sustainable or garaunteed. Link to comment https://forums.kleientertainment.com/forums/topic/83228-bio-distilleries-ineffecient/#findComment-966559 Share on other sites More sharing options...
LeadfootSlim Posted October 25, 2017 Share Posted October 25, 2017 I think the big issue is that research is so fast that Algae is not a choice, but a temporary early-game fixture before Electrolysis. This is because Research is so fast that you can get Electrolysis long before you're ever at risk for running out of Algae. Also, the availability Mushrooms so early as a food option means that you never consider it an option, either - it's the optimal crop to work towards immediately to supplement your Meal Lice. That means not stockpiling slime for fertilization, and no other purpose, is the only winning play. To resolve the conflict of interest here, one of the following must happen; -Mushrooms require one-time Slime fertilization, leaving surplus for Distiller. Unsure how to replace Slime requirement, however. Rot? -Alternative mid-game crops. Maybe a crop that requires Algae to fertilize? -Slow research (or at least Electrolyzer) so that Algae mass-production is worth considering. -Methods of generating Slime, just as we have methods of generating Fertilizer. Could be as simple as more reliable Puft trapping. Link to comment https://forums.kleientertainment.com/forums/topic/83228-bio-distilleries-ineffecient/#findComment-966615 Share on other sites More sharing options...
brummbar7 Posted October 27, 2017 Share Posted October 27, 2017 On 10/24/2017 at 11:05 PM, LeadfootSlim said: To resolve the conflict of interest here, one of the following must happen; The thing is, we don't know what else is coming. All it takes is another machine or crop or whatever to totally unbalance the equation again. I like to think that Klei has a master plan that they're working towards in terms of the disconnectedness of resources and machines, but sometimes I wonder. I find it rather hard to tell exactly what they're working towards in terms of difficulty and tech flow. There's way too much germ-free algae available in hot biomes to make lengthening the tech tree a good way to make distillers useful. You'd have to prolong the tech tree by hundreds of cycles, and people threw a fit when they tried to double it a little while back. I think the main answer is to reduce the amount of algae available in hot biomes, or maybe down the road have so many biome types that hot biomes aren't as common. Even then, there's tons of straight algae in slime biomes, and it's not that hard to decontaminate it. They may just need to incorporate algae into more things - medicine, fertilizer, food, animal fodder, etc. Possibly even a biofuel (algae diesel) Link to comment https://forums.kleientertainment.com/forums/topic/83228-bio-distilleries-ineffecient/#findComment-967668 Share on other sites More sharing options...
eloy2030 Posted October 28, 2017 Share Posted October 28, 2017 On 10/25/2017 at 1:05 AM, LeadfootSlim said: -Methods of generating Slime, just as we have methods of generating Fertilizer. Could be as simple as more reliable Puft trapping. as simple as that. Link to comment https://forums.kleientertainment.com/forums/topic/83228-bio-distilleries-ineffecient/#findComment-967874 Share on other sites More sharing options...
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