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A slef sustainable base in atuomation upgrade?


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And what exactly makes automation update different in a self-sustaining aspect? It's pretty much just optional expansions. There's nothing fundamentally different in automation update that makes making a self-sustaining base any harder to do. In fact, it in many ways makes it easier.

Self-sustainable eh? Here's my base with 16 Duplicants(Warning: picture is large; 57.9 MB):

No automation needed

  • 2 Electrolyzers going(enough for 16 Duplicants)
  • 1 Steam geyser found
  • 2 Natural gas geysers found(using 1 at the moment)
  • 4 Mealwood plants per Duplicant(64 plants total)
Spoiler

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Spent about 100 cycles digging everything out; Hamster wheels and Algae deoxydizers for power and oxygen. Then switched to Natural gas generators and Electrolyzers around cycle 146. Yes, took me about 46 cycles to build everything to the left of the bedrooms(power and all). I don't have fancy bathrooms or exo-suits working yet.

 

Basically find a steam and natural gas geyser and you're guaranteed sustainability. Oh, and dig like a mad man for Algae. :) Focus on Algae and everything else comes. You want to time your algae use accordingly so you can finish building all the power needed for electrolyzers. I got down to about 3,500 Kg of algae right when my power system started(which is right on time).

 

For some reason this Upgrade made stress easier? Or it might have just been me. I didn't have to build a single Massage table so that cuts down on power use tremendously. Massage tables are a big No-No so avoid them at all costs. That means making sure you have lots of Decor.

 

You have a Hydrogen problem? Dig higher. Chlorine and Carbon dioxide problem? Dig deeper. Let ONI deal with those problems. If you have any further questions let me know.

I've got a self-sustaining base that is coming up on cycle 400.  A mushroom garden feeds the dupes.  Pufts make slime that is used to fertilize the mushrooms.  The Co2 from Nat. Gas generators keeps the 'shrooms healthy and a geyser feeding 2 electrolyzers keeps the dupes breathing.  My initial reserve of water hasn't been touched since the geyser came online.

Heat is managed by aquatuners in oil.  Contaminated oxygen from the runoff contaminated water from the natural gas generators is piped in to the pufts room.  Hatches eat fertilizer from the fertilizer synthesizers to make coal for my backup generators -- Hey, when all 5 aquatuners and the metal refinery kick in, dupes on hamster wheels just isn't enough.

Since I built things as I went while also keeping my dupes in pure air (they've never been in contaminated oxygen, for example, without an exo suit), there's a lot of inefficiencies.. but it works. 

 

Here's some tips for sustainability: 

1) Build slowly.  Until you get a garden of any sort going, don't have more than a handful of dupes.  I had 4 until I researched farm tiles.   Avoid the microbe musher like the plague.  You may have to use it at first until you get your garden going, but as soon as you're growing enough for your dupes, destroy the musher.  First, it uses water. A LOT of water. You'll run yourself out of water very quickly if you're not careful.  Second, it'll make your dupes sick which makes everything more difficult.

1.5) Start with mealwood.  Its basically "free" food.  Everything else uses something.  Do NOT start with blossoms.  

2) Research food, art, then electrolyzers.  Its hard to maintain sustainability with grumpy dupes -- Oh no! Bahni just went on a binge and ate ALL your food! -- and you'll run out of algae if you don't get an elecrolyzer up soon.

3) Algae Deoxydizers work well in small areas.  Don't put them in large open spaces -- you'll burn up all your algae.  Get electrolyzers up quickly, they're much more efficient.

4) To avoid "heat death" put your heat generating buildings all on the same side and as high up as you can to start.  Heat travels mostly straight up, but does drift out a little to the sides, so you'll want things like your garden and beds to be below and to the side from your heat sources.  Once you get Wheezeworts, put them above or directly beside your heat source.  Cold travels down.  Use abyssalite pipes for hot fluids and gasses.  You can run 80c water to your showers with abyssalite and you won't add any heat to your base.

5) Insulating tiles are "ok", but when you really need to wall off a heat source, use abyssalite.  Word of warning: If you use abyssalite to fence off a geyser (of any sort) you'll need a method of cooling things down or you'll run into problems. Melted gold amalgam pumps, water not condensing out of steam, etc.  On another note, insulated pipes are NOT ok.  They will eventually heat up and become a problem.

6) Find set-ups that work for you.  I've done a dozen different electrolyzer setups before I found one I really like, and now i use it almost exclusively.

7) Manage wastes in a useful way.  For example, polluted water can be used to make fertilizer and natural gas and a long pool of it will produce polluted oxygen, which you can feed to pufts to turn into slime, which you can then feed to your 'shroom garden.  Get the idea?  Feed your carbon dioxide to Slicksters instead of using carbon skimmers -- in my sustainable base, the only carbon skimmer is at the top of my 'shroom garden to handle the excess.

8) As soon as you have access to any other type of metal, stop using copper.  Its a limited resource and Exo Suits can ONLY be made using copper. I can't count the number of times I've had to go back and destroy and rebuild stuff just to get the copper to make another suit.

9) Your biome may be heavy in algae. Maybe its light on algae and heavy on sand. Maybe you've got a huge number of hatches.  If it looks like you're low on algae, prioritize the elecrolyzer.  If you're short on water and heavy on algae, then get your base to the point where you can explore and hunt down that geyser.  The point is, each base is different and you'll need to pay attention in order to reach self-sustainability.

10) Experiment.  Make a save of where you're at and try that really weird idea you had. If it works, great! If not, then you learned something and you can go back to your starting point and try something different.

 

Hope that helped!

 

this helped a lot thank you and no eloy2030 automation didn't end up there by mistake, i was having trouble with some parts of my current build (which coincidentally were all from the automation tab,) and because of these problems i could not do anything to fix them. like i have some parts with dupe checkpoints if there's to much Co2 in there it'll stop dupes from going in that room, same as polluted o2 and other harmful gasses that will cause suffocation and stress. And thank you kittenisageek cuz that helped out the most.

i also found this seed on the unnoficial ONI discord 12345678, sorry i don't have the ability to post the link here but its on the forums somewhere.

"Self sustaining" when we're talking about ONI is relative really - depends at what point you want to sit back and watch your dupes go through their paces.

If your goal, for example, is simply just food and a breathable atmosphere - you can probably be fully self sustaining by cycle 35-40 - that is to say once research and a couple of farms/basic systems are complete, with a minimal number of dupes.

I find a lot of people worry about being self sustaining throughout their playthrough, without first just building the things they want to build, or experimenting with different builds than the normal cookie-cutter crap we see constantly.

What i'm trying to say is, don't let silly things like food and oxygen impede your playing of the game. They're trivial concerns. Low on oxygen? Slap down a few deoxydizers or a quick and easy electrolyzer build. Low on food? Slap down a bank of mealwoods/mushrooms/even microbe mushers - and very quickly you'll be fine ;)

Sometimes the best way to learn is to fly by the seat of your pants :D 

 

13 minutes ago, Lifegrow said:

"Self sustaining" when we're talking about ONI is relative really - depends at what point you want to sit back and watch your dupes go through their paces.

If your goal, for example, is simply just food and a breathable atmosphere - you can probably be fully self sustaining by cycle 35-40 - that is to say once research and a couple of farms/basic systems are complete, with a minimal number of dupes.

I find a lot of people worry about being self sustaining throughout their playthrough, without first just building the things they want to build, or experimenting with different builds than the normal cookie-cutter crap we see constantly.

What i'm trying to say is, don't let silly things like food and oxygen impede your playing of the game. They're trivial concerns. Low on oxygen? Slap down a few deoxydizers or a quick and easy electrolyzer build. Low on food? Slap down a bank of mealwoods/mushrooms/even microbe mushers - and very quickly you'll be fine ;)

Sometimes the best way to learn is to fly by the seat of your pants :D 

 

This is exactly how you play in a nutshell.... For me I make the farms at the beggining to solve my food issues, then begin to build my permanent systems which are hooked up to temporary supplies and eventually I hook everything up to make it self sustaining. 

Like Life has said, its better to play it and go through the mud, Everytime something goes wrong or is going wrong, think of a solution, it can be temporary or permanent, or a messy hell. But doing this gives you time and experience on newer designs.

I agree with this.  Right at the beginning I don't care about sustainability.  I just want to keep my dupes alive.  Once I'm not worried about them dying on me, I start working on some long-term systems.  Like, "how many pufts do I need to sustain my mushroom farm?"  Or.. "How many more dupes do I need to maximize my hydrogen production before I need to bring a second electrolyzer online?"  

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