Jump to content

sustainable base


Recommended Posts

very nice design, i really like the simplicity and it's easy to  understand. It is awesome to see sustainable bases, @Ketmol is currently making a series in which he tries to build a large sustainable base, that's the thread if you are interested ^

@Bubby4940 yes I do have a few tips for this design 1)optimize temp take the wheezewart and put it in a sealed hydrogen room fill the base with shift plates and then have metal tiles on the side facing the base.make sure you’re wheezewart is on a door so you can have it temp controlled 2)use a steam geyser for bathrooms with abyss pipes.3)for the algae get rid of the pump and wall and have a liquid lock to the base.

Good luck building this in a real game; Pufts and Morbs will be frustrating. Also, I see a lot of potential problems and I wouldn't call it "sustainable" without the use of geysers.

Could modularize each compartments so they're easier to build in-game.  You'll want atmosuits for the slime biome which comes with it's own problems. And if you want plastic that also comes with it's own problems.

 

Have fun. Much more work to be done. :D

You can make a sustainable base without using geysers.  With slicksters, you can generate oil which you can boil in to natural gas which results in a positive feedback where the amount of oil you get is only dependent on the number of slicksters you can find.  There is never really a need for water in a fully developed colony and morbs are pretty easy to herd.  

I would try to move away from sand if I were you, unless you create it yourself.  I don't mean you use a rock granulator.  I mean you generate it completely in house, like by burning polluted dirt you made by rotting meal lice in a furnace.  You shouldn't use magma unless you can keep it hot, as the magma will cool over time.

If you do not want to create sand, I would recommend boiling water and liquefying oxygen.

On 1/9/2018 at 1:15 PM, BT_20 said:

@Bubby4940 yes I do have a few tips for this design 1)optimize temp take the wheezewart and put it in a sealed hydrogen room fill the base with shift plates and then have metal tiles on the side facing the base.make sure you’re wheezewart is on a door so you can have it temp controlled 2)use a steam geyser for bathrooms with abyss pipes.3)for the algae get rid of the pump and wall and have a liquid lock to the base.

BT_20 the wheeze wort works just fine it keeps it cool so it kills slimelung germs

On 1/9/2018 at 2:43 PM, Zarquan said:

You can make a sustainable base without using geysers.  With slicksters, you can generate oil which you can boil in to natural gas which results in a positive feedback where the amount of oil you get is only dependent on the number of slicksters you can find.  There is never really a need for water in a fully developed colony and morbs are pretty easy to herd.  

I would try to move away from sand if I were you, unless you create it yourself.  I don't mean you use a rock granulator.  I mean you generate it completely in house, like by burning polluted dirt you made by rotting meal lice in a furnace.  You shouldn't use magma unless you can keep it hot, as the magma will cool over time.

If you do not want to create sand, I would recommend boiling water and liquefying oxygen.

With the rock granulator you can get so much sand it basically is a permanent source.

On 1/9/2018 at 1:18 PM, MidnightSteam said:

Good luck building this in a real game; Pufts and Morbs will be frustrating. Also, I see a lot of potential problems and I wouldn't call it "sustainable" without the use of geysers.

Could modularize each compartments so they're easier to build in-game.  You'll want atmosuits for the slime biome which comes with it's own problems. And if you want plastic that also comes with it's own problems.

 

Have fun. Much more work to be done. :D

And my base doesn't use geysers and i could modularlize it if you want the save just tell me

Yes, grinding rocks for sand would last your base several thousand cycles.  It is more than enough for any person who is casually playing the game, and is a decent strategic choice.  However, if your base is truly sustainable, you should be able to seal off an area and go to high speed and leave (maybe after setting up a few scripts to do predictable jobs, like dig sand), then come back 10 years (real time) later and the colony is still alive with all the dupes doing their things with either the same or net gain on all resources (ignoring minor fluctuations where the amount goes down then back up regularly).  To do that, you would need to burn dirt to get sand.  Or, find a way to create igneous rock or some other material that can be turned in to sand in a granulator.

Another thing to note is that I have noticed that burning dirt to sand often results in a solid block of sand (filling the tile) rather than as small clumps that your dupes can just pick up, hence the script I mentioned before.

1 hour ago, Zarquan said:

what is Morb abuse?  Herding them?  Penning them all together?  Are you going to call the ASPCA on us?  Please don't.  I'm a hatch and morb hoarder and they won't understand that they are all actually happy...

It's considered critter abuse to keep hatches or morbs in liquids. Just because they don't have a stress meter and can't vomit doesn't mean they don't have feelings.

I don't think I said I would keep them in water (in this thread at least).  You can reasonably use automation to force the polluted oxygen out of a morb chamber faster than they can create it.  You would just need more than one morb chamber.

EDIT lol I mixed up the threads I've been posting in.  Sorry about that.  HE'S keeping them in the water.  How dare you.

Nice design. But I wouldn't accept any solution that uses Wheezewort. Using Wheezewort makes game so easy and shallow, that this is big "No" for me.

I really wonder if it would be possible at some moment to create "ecological" self-sustained base, without use of any "magical" sources - geysers(resources) and Wheezewort(heat destroying).

If you can produce enough slime, you can try grilled mushrooms (which takes about 11 kg of slime per cycle for one dupe).  I believe the most efficient renewable food other than that is gristle berries, which takes 30 kg/cycle/dupe of water. I don't think even a dupe with food poisoning produces that much, though you may be able to use the water from an algae distiller.   That produces 120 kg of polluted water/cycle.   This is all unless you keep the plants alive in the wild, which means the only issue is the number of plants.

I personally consider the animals more magical than the geysers.  Taking CO2 and making crude oil, or just producing oxygen out of thin air (hahaha puns) feels more magical than geysers, which actually exist in the real world.  Wheezeworts are definitely witchcraft though.  The issue is that the game is a closed system.  That means that without wheezeworts, the world will eventually boil until your machines break unless you use other exploits that destroy heat.

2 hours ago, Zarquan said:

If you can produce enough slime, you can try grilled mushrooms (which takes about 11 kg of slime per cycle for one dupe).  I believe the most efficient renewable food other than that is gristle berries, which takes 30 kg/cycle/dupe of water. I don't think even a dupe with food poisoning produces that much, though you may be able to use the water from an algae distiller.   That produces 120 kg of polluted water/cycle.   This is all unless you keep the plants alive in the wild, which means the only issue is the number of plants.

 

This base was meant before the occupational upgrade so it probably wont work because the mealwood didn't used to take dirt

5 hours ago, Maciej75 said:

Nice design. But I wouldn't accept any solution that uses Wheezewort. Using Wheezewort makes game so easy and shallow, that this is big "No" for me.

I really wonder if it would be possible at some moment to create "ecological" self-sustained base, without use of any "magical" sources - geysers(resources) and Wheezewort(heat destroying).

even though it doesn't use geysers if i made it bigger i probably would need geysers

11 minutes ago, Zarquan said:

I thought I said at the beginning that I was talking about converting your design to occupational at the beginning, but I guess I didn't.  Sorry about any confusion.

Yeah occupational upgrade will be harder to crack I guess. I don t have the preview installed so I will see it firsthand in a few weeks I guess when it goes full release. Two major things have changed that will make it harder. No free meelwood and no boiling oil to NG with tepedizer. Poluted water is probably the solution but without using de-bug mode it will be a though one. Spam morbs will still work. Just a huge amount. Then pray for enough pufts on the map.. and all the hassle of course to lead them all to one room. Use Polluted air -(free from morbs) to pufts to slime to polluted water -> polluted water to NG.

Other sollution, probably simpler is a mix of the above and polluted water -> fertilizers, hatch .> coal energy...

Probably u could throw in a petrolium plant in the mix and slicksters, but then you would have to refine petroleum too, all in all it won't be as "clean" of a solution as pre patch... but doable...

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...