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Oxygen Production w/ the Worst AETN


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This thread is sort of a successor to the original SPOM Mk II.

 

So, there are good thermal nullifier POI's, like the one with only 4 tiles. There are bad thermal nullifier POI's, like the two-floor one.

 

And then there's The Worst Anti-Entropy Thermal Nullifier.

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This thing is awful, so I designed a SPOM to make the most out of it. This horrid mess clever device should be able to supply 16 dupes with clean, temperate oxygen with only minimal temperature leakage.

 

That damage to the AETN was from when I started it up and pumped ambient oxygen into it. It's been running a fair few cycles without taking any additional damage.

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All in all, I think I managed to make decent use of the space, even if the result kiiiiinda looks like a mess.

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Essential materials: all insulated tiles must be abyssalite (though they don't have to be insulated). Hydrogen generators and pumps have to be gold. Metal tiles and tempshift plates should be metal, but granite works okay as well from everything I've seen.

 

If you want the oxygen to come out a bit cooler than temperate, put a pair of wheezeworts in the 2x3 space to the right of the AETN.

I have a quick question, wont the temperature eventually escape through the ruins tiles on the top left? Also the heavy watt wall thingy whose name I forget will also transfer heat (Obviously not massive amounts)

Also that is by far the most horrible AETN i have seen for ruins spawn geez

Highlighted where you're losing heat in case you wanted to refine it slightly - but agreed - the shape of this ruin is awful :D 

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White squares = abyssalite tiles

Blue rings = tile heat loss (ruins are normally made of obsidian if i remember rightly)

White rings = heat loss due to metal joint plates. These can be fixed with a simple vacuum joint :

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Build from left to right - build it as a solid structure, then diagonally remove the centre two tiles and replace with wire. This will create a vacuum which prevents heat change to the outside of your builds. Great for super hot/cold builds.

57 minutes ago, Grimgaw said:

Or use conductive wire, seeing as the whole thing draws at most 1680W.

Producers now count towards it, so both hydrogen gens could push it to 1600 on their own. So the grid is 3280

Seems it was either a glitch or my imagination

So unless they reverted this he would either need two seperated systems or heavi watt

1 minute ago, BlueLance said:

Producers now count towards it, so both hydrogen gens could push it to 1600 on their own.

Not in my version of game. Are you saying that if you have wheel and coal gen in your game on the same normal wire you can't connect any consumers? 

Just now, Grimgaw said:

Not in my version of game. Are you saying that if you have wheel and coal gen in your game on the same normal wire you can't connect any consumers? 

If the wheel and coal gen were running at the same time as the consumer yes. (But like I said unless they reverted it) 

I connected my coal gens to my grid using conductive cables and they were always shorting and they were the only thing using them without a transformer.

So now I am curious if that has changed or not

Wait, what?  When did it change?  I've certainly never seen power lines do that before.  I don't even see how they could count the producers as part of the circuit.  2 coal generators would overload the wire before you even connect them to anything. 

10 minutes ago, Soulwind said:

Wait, what?  When did it change?  I've certainly never seen power lines do that before.  I don't even see how they could count the producers as part of the circuit.  2 coal generators would overload the wire before you even connect them to anything. 

I only noticed it happen when the new wires came out, might have just been a glitch at the time? I changed how I built my electrical grid was so I have not seen it happen since.

I edited my previous post so I don't cause confusion, if that's the case then yeah normal Conductive wire will work

I'm missing the temperature regulation bit on this design. It depends just on how much oxygen you draw from it.

I also think conductive wire should work well in this design, unless you try to steal some of its power for other purposes. Then you may get into a trouble.

A change I noticed recently related to grid overloading was that transformers (drawing energy out of the grid) appear to act as consumers and add up to the grid's consumption. I had a hamster wheel, a battery, and a transformer on standard wire (1000 W) and a battery and a metal refinery (1200 W) on heavy wire behind that transformer. The refinery was overloading the standard wire before the transformer and breaking it.

8 hours ago, Lutzkhie said:

that is the worst AETN possible, i really hope they (the devs) make it deconstructable, i dont care if i get nothing from deconstructing it as long as it can be removed

I wouldn't want it to go away completely. Having to workaround an issue rather than just bulldoze it can channel people to play, think about things differently.

It can be a useful option for creative or custom content.  That will hopefully be more robust with new features in the future.

56 minutes ago, Olimar said:

I wouldn't want it to go away completely. Having to workaround an issue rather than just bulldoze it can channel people to play, think about things differently.

It can be a useful option for creative or custom content.  That will hopefully be more robust with new features in the future.

Not sure if this is true with ruins - it just forces you to incorporate an ugly, entirely useless piece of "eye candy" into your perfectly constructed build.

Like putting a turd inside of your gaming rig and calling it a "feature"...

6 hours ago, Denisetwin said:

well dang.  At least I have an idea of what to do with this in my base, felt a little jinxed when I saw it.

if anyone has any ideas of another way to utilize this mess please send the idea my way.  thanks.

I refined the design a little to incorporate everyone's comments, but there's a lot of room for people to come up with their own adjustments to this mess.

* Utilized Lifegrows suggestion of simple vaccum joints on the left and right. Ended up deciding that while they're possible to build, they're annoyingly finicky, especially on the left hand side. There's also a bug that occasionally results in the heavy watt joint plate not working to connect the two circuit, which is irritating to deal with when it pops up.

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* Removed the insultated tiles from the top left room and instead pumped out all the gas to create a vaccum. It's not a perfect temperature  seal (the ruin tiles are still conductive), but it's a lot more elegant solution. Opening the inner security door also prevents heat from travelling through those two tiles.

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* Added simple temperature regulation in the form of a gas shutoff valve and a mechanized door beneath the two wheezeworts I added to the cooling room. Had to completely revise the hydrogen gas pipes to support this.

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4 hours ago, Lifegrow said:

Not sure if this is true with ruins - it just forces you to incorporate an ugly, entirely useless piece of "eye candy" into your perfectly constructed build.

Like putting a turd inside of your gaming rig and calling it a "feature"...

Hey you might be right.  But about the ruins, they aren't specifically what interests me.  And what does interest me isn't an important consideration until the game is finished and the plan/direction of the game is shown.

I see potential for having an "aesthetically pleasing" tile (meaning not neutronium) that can not be deconstructed.  As I've said this doesn't mean very much now,  but more so a small idea, a small piece that hopefully bears fruit when the game is released.    

 

The big picture I'm imagining is,  a creative option/mode giving players the ability to create custom scenarios, one-off adventures where you can set objectives.   You can play the survival/sandbox that is the current game and also have scenarios which are a smaller slice of the game.

 I can't think of a lot of examples right now.  But if anyone is familiar with Impressions Games' city builders, Caesar, Zeus, Pharaoh,  it would take aspects of that.  You can have small adventures that restrict or limit resources, tech or buildings that will challenge you in different ways.  Or make it more accessible to players with custom maps using pre-built structures, machines.  It lessens the multitasking or complexity that a player has to manage in a playthrough.

To continue this thought process,  it might be a good way to build a tutorial. Again, taken from other games.   You have a set of tutorial missions,  in pre-constructed bases ripe for the next machine or tech.  For a new player to learn one or several techs/machines in a self contained map. And progress from there by loading the next tutorial or stay in the current one and keep expanding into higher tech tiers or more complex machinery.

 

I'll just finish here by saying,  I respect the Developer's intention more than anything else.   I do not care if these ideas are bad, or the most amazing.  No one wants to see feature creep disrupt a game, or alter its vision.  I think you would want to see a team work within their means to complete their vision.  If a feature isn't necessary for that goal,  then it wouldn't smart to take away the limited time and money that may affect the end product.  Or if it goes against their vision.

I was excited to try this early access game.  I've had fun,  but it is requiring a larger time commitment with new updates.  I am learning how to use new techs, and relearning techs.  You start grasping a concept,  and then the rug gets pulled under you because it is revamped. I am a more casual player,  so maybe the final direction of the game is not for me.  That is okay!

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I know where my place is.  I'm enjoying my time finding creative avenues within the game.   I look forward to the final release.  

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