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Hey guys!

I've been playing on this save for a little while (not as long as some on you..) I am up to ~cycle 148 and I have noticed a few issues with in my run through. I am looking for pointers in refining my water locks, a possible way to create a chlorine storage room (you'll see my issue below) and early game exploration.

First of all, I am at cycle 148 and my out-of-base pressure is upwards of 3000g. The issue with this is that it is pushing the water from my water locks (V formation) back into my base and I can't mitigate the effect of over pressurisation using mechanical doors (one up, two sideways, one up), the gasses always seem to get through and over pressurize the tiles left for the water lock... Is there any way to create a nice, clean and efficient air/water lock to separate my base from the outside or do i need to employ gas storage and what not?

Since the new patch (or as far as i believe), I noticed I could not use the chlorine rooms (surrounded with bleach stone) to store my slime and created algae to disinfect the slimelung because it emits polluted oxygen which eventually floods the room... I have also noticed that any algae going into the algae deodorizers, if it has slimelung, the slimelung will go into the air, hence why i want to use a chlorine room. Yes I am aware of the steam gysers being used with electrolisors to create oxygen and hydrogen however i never seem to be able to build them until turn 100+... Particularly seeing though that i find exploration and working out of base so slow.

Exploration (early game) and working... I've always have issues with this... I've noticed that unless I am to start pumping oxygen out of my base (which id rather not do) my dupes cant get any further than approximately 20 tiles away from out of my base when they have an errand or are exploring... What methods are there to explore early game? I am more so interested with methods that doing require rushing of exosuits (because I am feeling that is becoming a necessity). Even when I do have exosuits opperational, I find that because I don't have enough exosuits (I have useing 3 water locks or rather three points to exit my base) because my dupes are always having to wait for an avaliable exosuit and sometimes they just go idle... I have considered creating a single outlet or waterlock for my exit but I am just curious to see what you guys think.

I know it is a long post, I probably should have split each topic into separate posts but they kind of all intertwine..

I have attached two photos for refference and for a laugh (take a look at my shine bugs hahahaha)

Thanks for any feedback!!!!

20181022132009_1.thumb.jpg.226334606c96ae2acfe5a6aa65a82ad7.jpg

20181022132027_1.thumb.jpg.525db3ab12fc8f04b1013760a5645ec5.jpg

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1 hour ago, HELLFIRE_219 said:

First of all, I am at cycle 148 and my out-of-base pressure is upwards of 3000g. The issue with this is that it is pushing the water from my water locks (V formation) back into my base and I can't mitigate the effect of over pressurisation using mechanical doors (one up, two sideways, one up), the gasses always seem to get through and over pressurize the tiles left for the water lock... Is there any way to create a nice, clean and efficient air/water lock to separate my base from the outside or do i need to employ gas storage and what not?

First off gas pressure doesn't effect liquids, what is happening is out of breath dupes are exhaling on the side of the V lock causing the water to be displaced by the CO2, as long as the water doesn't spill out you should be fine, this can be fixed by creating U water locks instead of V but that uses more water

1 hour ago, HELLFIRE_219 said:

Since the new patch (or as far as i believe), I noticed I could not use the chlorine rooms (surrounded with bleach stone) to store my slime and created algae to disinfect the slimelung because it emits polluted oxygen which eventually floods the room... I have also noticed that any algae going into the algae deodorizers, if it has slimelung, the slimelung will go into the air, hence why i want to use a chlorine room. Yes I am aware of the steam gysers being used with electrolisors to create oxygen and hydrogen however i never seem to be able to build them until turn 100+... Particularly seeing though that i find exploration and working out of base so slow.

Slime only emits PO when gas pressure is below 1.8kg.  As long as you keep the chlorine pressure above 1.8kg (or 2kg to be safe) the slime won't emit any PO

1 hour ago, HELLFIRE_219 said:

Exploration (early game) and working... I've always have issues with this... I've noticed that unless I am to start pumping oxygen out of my base (which id rather not do) my dupes cant get any further than approximately 20 tiles away from out of my base when they have an errand or are exploring... What methods are there to explore early game? I am more so interested with methods that doing require rushing of exosuits (because I am feeling that is becoming a necessity). Even when I do have exosuits opperational, I find that because I don't have enough exosuits (I have useing 3 water locks or rather three points to exit my base) because my dupes are always having to wait for an avaliable exosuit and sometimes they just go idle... I have considered creating a single outlet or waterlock for my exit but I am just curious to see what you guys think.

one popular trick is to build algae terrariums away from your base near were your miners are digging.  This is a good temporary solution until you get exo suits

Any more questions just ask

Best of luck to you

For exploration I've found that single exit + proper priorities setup + door dupe filters + errand assignment discipline from yourself work wonders for speed/efficiency.  Observe what is slowing you down when exploring, and try to adjust for that.  If the main issue is dupes running back and forth between errands, it can be solved.

 

About waterlocks, they're spilling because you've got too much water in them. Keep moping and they will stop spilling very soon. Remenber that you just need the bare minimum (a few tens of grams) on top of the full tile of water to make it work. And waterlocks can handle any pressure difference, litterally.

About early exploration, I usually go a lot upwards and downwards with firepoles, it helps a lot in covering longer distances. If you really wish to seal your base like you did, going for exosuits asap is often a good idea, and it isn't that hard. You can have multiple entrances/exits with exosuits, that's not an issue and is purely a matter of preference. As for the number of docks, I usually go for somewhere between a 1:1 and a 2:1 dupe/exosuits ratio.

About oxygen generation, you have enough algae on the map for at least 200 cycles with ten dupes, so don't worry about electrolyzers too much before cycle 100, just focus on exploring and grabbing all the algae you can find. And because there's this much algae on the map, you can easily afford to run one out of your sealed base without worrying too much about algae, and you will see a considerable difference in dupe efficiency ! Steam and water (polluted or not) geysers are kind of mandatory to set up electrolyzers because they suck up a lot of it, so try to secure a reliable source of water before using electrolyzers.

For early exploration, I usually go a lot more upwards/downwards than sideways, because firepoles greatly extend the reach of your dupes. Other than that, if you have a lot of work to do in a specific area, just put a terrarium or a deoxydizer so they can breath without going back to the base.

Just a quick glance at your map also made me realize that you didn't dig that much into the slime biomes. You definitely should ! They are a great source of algae, of mushrooms, of gold amalgam, etc. Especially mushrooms, they're an amazing food source up to late game !

On a side note, you could also try the entirely different playstyle which consists in a completely open base. No seals, no airlocks, no oxygen containement (except for specific rooms of course). It obviously consumes algae a bit faster, because of the higher volume that needs to be filled, but you have enough of it anyway, and your dupes can mostly go wherever they want without breathing issues. As I became more and more and more experienced, I found this approach more versatile, more fun, and gets pretty much all jobs done quicker, but requires a bt of experience to execute it properly.

Hope you have fun !

5 hours ago, Neotuck said:

First off gas pressure doesn't effect liquids, what is happening is out of breath dupes are exhaling on the side of the V lock causing the water to be displaced by the CO2, as long as the water doesn't spill out you should be fine, this can be fixed by creating U water locks instead of V but that uses more water

Are you sure? My exo-suits are put on before the lock which means they shouldn't be expelling CO2 to the surroundings, or does it the suit expel the CO2 where ever the dupe is

I was considering using the U shape however I didn't know what the difference was, I guess I do now haha

5 hours ago, Neotuck said:

Slime only emits PO when gas pressure is below 1.8kg.  As long as you keep the chlorine pressure above 1.8kg (or 2kg to be safe) the slime won't emit any PO

The issue with that is the pockets of chlorine and bleach stone are only pumping up the pressure to approximately 1000g, not 1.8-2kg required. Does that mean I have to manually pump the room up do 1.8-2kg or is that just my bad luck of bleach stone pockets?

5 hours ago, Neotuck said:

one popular trick is to build algae terrariums away from your base near were your miners are digging.  This is a good temporary solution until you get exo suits

Yeah true, I could do that.. I am not a fan of algae terrariums however... I am trying to conserve my initial water for as long as possible and I don't really see the terrariums as an efficient use of water.. but i guess that is an option. 

5 hours ago, thejams said:

For exploration I've found that single exit + proper priorities setup + door dupe filters + errand assignment discipline from yourself work wonders for speed/efficiency.  Observe what is slowing you down when exploring, and try to adjust for that.  If the main issue is dupes running back and forth between errands, it can be solved.

Yeah have have wondered about the single exit. My issue is that for each exit, I only have 2-4 exo suits avaliable at each exit while I have multiple 4+ dupes wanting to leave the same exit at the same time. They are trying to dig, build, pick up and drop off supplies and whatever else i am trying to harvest. I might have to try the one gate, put all the exo suits at the one gate and see what happens.

It seems to me like there are no CO2 sinks in your base. No algae terraruims and no skimmers. With 2 coal generators working all the time and the base completely sealed off from the surrownding it will rise the pressure. You should build a carbon skimmer on the bottom of your base to get rid of the CO2. It should fix the pressure problems as well.

As for exploration one way is exploring the slime biomes. The trick is to put deodoerizers every 10 or so tiles so that slimelung dies off and controling your dupes immunity levels, disabling their permission outside if they get too low. In caustic biomes an algae terrarium or 2 should do the trick.

5 hours ago, qda said:

About waterlocks, they're spilling because you've got too much water in them. Keep moping and they will stop spilling very soon. Remenber that you just need the bare minimum (a few tens of grams) on top of the full tile of water to make it work. And waterlocks can handle any pressure difference, litterally.

I am keeping 1000kg in the bottom tile and 800 kg in the top 3. I dont know... I had the issue where the water ran out and ran into my base (but the more i think about it... it also ran out of the base too - at the bottom lock, before i put in mech' doors. That is why that little part looks a bit different)

 

5 hours ago, qda said:

About early exploration, I usually go a lot upwards and downwards with firepoles, it helps a lot in covering longer distances. If you really wish to seal your base like you did, going for exosuits asap is often a good idea, and it isn't that hard. You can have multiple entrances/exits with exosuits, that's not an issue and is purely a matter of preference. As for the number of docks, I usually go for somewhere between a 1:1 and a 2:1 dupe/exosuits ratio.

About oxygen generation, you have enough algae on the map for at least 200 cycles with ten dupes, so don't worry about electrolyzers too much before cycle 100, just focus on exploring and grabbing all the algae you can find. And because there's this much algae on the map, you can easily afford to run one out of your sealed base without worrying too much about algae, and you will see a considerable difference in dupe efficiency ! Steam and water (polluted or not) geysers are kind of mandatory to set up electrolyzers because they suck up a lot of it, so try to secure a reliable source of water before using electrolyzers.

Yeah i think my ratio of dupe:docks are off.. As mentioned in the response to thejams, I have more dupes wanting to leave out of the gate then i have exosuits, which is where my problem is...

Yeah in this run through i managed to last until ~130 where got set up to use the hydrogen and water gysers (yes.. i know the way I set up for the hydrogen gyser is wrong.. I have learnt that hahahah)

5 hours ago, qda said:

For early exploration, I usually go a lot more upwards/downwards than sideways, because firepoles greatly extend the reach of your dupes. Other than that, if you have a lot of work to do in a specific area, just put a terrarium or a deoxydizer so they can breath without going back to the base.

Just a quick glance at your map also made me realize that you didn't dig that much into the slime biomes. You definitely should ! They are a great source of algae, of mushrooms, of gold amalgam, etc. Especially mushrooms, they're an amazing food source up to late game !

On a side note, you could also try the entirely different playstyle which consists in a completely open base. No seals, no airlocks, no oxygen containement (except for specific rooms of course). It obviously consumes algae a bit faster, because of the higher volume that needs to be filled, but you have enough of it anyway, and your dupes can mostly go wherever they want without breathing issues. As I became more and more and more experienced, I found this approach more versatile, more fun, and gets pretty much all jobs done quicker, but requires a bt of experience to execute it properly.

Now that is interesting... Yeah I did consider using firepoles for up and down exploration. Yes, I do go up and down because of that reason however there comes a point where I have that much built up CO2 that by the time they get to the destination, they have to run back for a breath (exploring downwards that is)... My digging patterns are always the same, which you have taken note of in the photos - maybe i need to bulk out more tiles and not worry so much about liquid and gas separation (which also ties in with your last paragraph!).

As for the slime, yeah I try not to dig into it too much unless i have to.... I am alright in mitigating slime effects (never been below 100% immunity) however, when it comes to turning the slime into algae... algae created has slime lung which doesn't get destroyed by the deoxordisers anymore - which leads to airborn slimelung in my base which I try not to have for health's sake. Which is where my issue with the chlorine rooms come into play! Do you mind sending a screen shot of your digs?

I might restart again and start with what I have learnt in this run through.

5 minutes ago, HELLFIRE_219 said:

The issue with that is the pockets of chlorine and bleach stone are only pumping up the pressure to approximately 1000g, not 1.8-2kg required. Does that mean I have to manually pump the room up do 1.8-2kg or is that just my bad luck of bleach stone pockets?

Usually you have to enclose the area with an airlock to allow the pressure to rise.  Something like this works (bleach stone in the compactor for ~2 cycles and you go from vacuum to 1800g/tile chlorine, load the slime afterwards):

slime.png.b1810552ff5483f98112d3476416f2bb.png

10 minutes ago, HELLFIRE_219 said:

Yeah have have wondered about the single exit. My issue is that for each exit, I only have 2-4 exo suits avaliable at each exit while I have multiple 4+ dupes wanting to leave the same exit at the same time. They are trying to dig, build, pick up and drop off supplies and whatever else i am trying to harvest. I might have to try the one gate, put all the exo suits at the one gate and see what happens.

Well last game I tried one exit + I adjusted my priority strategy and it worked really well.  The goal with local and dupe priorities and limiting access is to have the dupes that go outside, stay there all day.  Also important is to have them do a series of errands until complete.  For example if they are gonna dig a 2 high corridor to the end of the map and build a floor, they shouldn't stop until finished or end of shift.  If they go towards another errand for whatever reason, eliminate that reason (especially if the other errand is inside the base).  Also using local materials for building speeds things up a lot (adjust by biome).

For example with 3 suits, limit the exit to 2 specialized dig/build dupes and 1 delivery/storage dupe. Use dupe priorities to limit these dupes from doing other errands (you can let dig/build dupes do storage errands, just with lower priority).  Setup outside errand priorities higher than base errands.  Observe how those dupes behave.  Expand to additional dupes once you get a hang of it (it does require discipline when setting up errands)

This game I'm probably gonna go 2 unconnected exits (left and right in the middle of the base).

18 minutes ago, Sasza22 said:

It seems to me like there are no CO2 sinks in your base. No algae terraruims and no skimmers. With 2 coal generators working all the time and the base completely sealed off from the surrownding it will rise the pressure. You should build a carbon skimmer on the bottom of your base to get rid of the CO2. It should fix the pressure problems as well.

As for exploration one way is exploring the slime biomes. The trick is to put deodoerizers every 10 or so tiles so that slimelung dies off and controling your dupes immunity levels, disabling their permission outside if they get too low. In caustic biomes an algae terrarium or 2 should do the trick.

Yeah i didn't build the skimmer because I was controlling my water usage until I had completed the water gyser farming. The issue i noticed (or that i thought there was) was the pressure out of my base was 3kg+ where as IN my base was about 1.8kg... I dont know. I might try the U shaped water locks and see how i go. 

Deodoerizers, Yeah... I was doing that so.. I think that is where my issue with the 3kg+ pressure came from... I am not too sure....... maybe if i change playstyles and put mech' doors separating slime digging rooms - which could allow me to use the oxygen created to move around more (tying in with qda's comments).

7 minutes ago, HELLFIRE_219 said:

Yeah i didn't build the skimmer because I was controlling my water usage until I had completed the water gyser farming. The issue i noticed (or that i thought there was) was the pressure out of my base was 3kg+ where as IN my base was about 1.8kg... I dont know. I might try the U shaped water locks and see how i go. 

Low amounts of liquid or gas in a tile can cause a lot of off-gassing.  For example if you have grams of liquid in the tile with the slime, it will off-gas continuously which may cause overpressure.

Oh - and skimmer is water neutral, you get 100% of the water back through a sieve.

5 minutes ago, thejams said:

Usually you have to enclose the area with an airlock to allow the pressure to rise.  Something like this works (bleach stone in the compactor for ~2 cycles and you go from vacuum to 1800g/tile chlorine, load the slime afterwards):

Yeah you are right - mine the bleach stone and store it, letting it build up to 1.8kg. But... how did you get the water to act like you did in the picture???

8 minutes ago, thejams said:

Well last game I tried one exit + I adjusted my priority strategy and it worked really well.  The goal with local and dupe priorities and limiting access is to have the dupes that go outside, stay there all day.  Also important is to have them do a series of errands until complete.  For example if they are gonna dig a 2 high corridor to the end of the map and build a floor, they shouldn't stop until finished or end of shift.  If they go towards another errand for whatever reason, eliminate that reason (especially if the other errand is inside the base).  Also using local materials for building speeds things up a lot (adjust by biome).

For example with 3 suits, limit the exit to 2 specialized dig/build dupes and 1 delivery/storage dupe. Use dupe priorities to limit these dupes from doing other errands (you can let dig/build dupes do storage errands, just with lower priority).  Setup outside errand priorities higher than base errands.  Observe how those dupes behave.  Expand to additional dupes once you get a hang of it (it does require discipline when setting up errands)

This game I'm probably gonna go 2 unconnected exits (left and right in the middle of the base).

Yeah i get what you mean about priority strategy, dupe priorities and local priorities. I think my error is something like what you mentioned - adjust building resources as per area/biome. Part of my issue is that because my dupes would go from one exit gate to the other trying to get the resources and deliver it to the build errand. I might try the connected dig idea and try to have one exit.

I will also try the limiting access like you said, 1 for miner, 1 for builder and 1 for delivery/storage.

2 minutes ago, thejams said:

Low amounts of liquid or gas in a tile can cause a lot of off-gassing.  For example if you have grams of liquid in the tile with the slime, it will off-gas continuously which may cause overpressure.

Oh - and skimmer is water neutral, you get 100% of the water back through a sieve.

yeah true. sieving is an option - i forgot about that. What about the increase in water temperature but? it would increase to 40 degrees...???

Also about the water locks - something weird was happening when they leaked.. when I see it again ill take a screen shot and send it!

22 minutes ago, HELLFIRE_219 said:

Yeah i didn't build the skimmer because I was controlling my water usage until I had completed the water gyser farming. (...)

It is a rather typical beginner mistake to be concerned too much about water conservation that early in the game and focus on finding geysers. An asteroid is full of large polluted water pockets in the marsh biomes and (polluted) ice and snow in the cold biomes.

What I would do:

First off all I'd build that carbon skimmer to lower the base pressure. I'd also seal off the coal generators from the rest of your base. You don't need to skim the CO2 from the generators as long as you store slime in liquids, since average gas pressure is low outside of a base, especially if you keep digging. You can use the CO2 much later if you want to farm slicksters or if you want to cool something with the skimmer output. Both those problems should not arise until very much later.

I'd deconstruct all those manual airlocks at your exits. They only hinder your duplicants and don't help with anything. Then I'd build enough exosuit docks at all the exits to provide enough docks in total so every dupe can go out. Since you have multiple exits I'd restrict access to those docks individually for every duplicant, so they won't get the suit from one place and then accidentially drop them at another (this happens when they run into the base at almost the same time, the 'leave suit' animation doesn't cancel the other duplicants even if there is no vacancy on the docks after that). Alternatively you can use a duplicant checkpoint to force them to wait at the checkpoint (haven't done this yet, so I'am not sure if a pressure plate can be put at a place to prevent this.)

Then I'd build an electrolyzer setup to at least fill the docks (you can use algae for your base). With 9 dupes you theoretically need two. But one might be enough for at least a while.

Then I'd dig more heavily into slime and sieve the polluted water from there partly into an ice biome and partly into a hot water reservoir which you can use to feed your electrolyzers and skimmers. You can also use it for your toilets until you can pump some cool water from the ice biome.

Soo what about the temperature of my water then? What do i need to me worrying about and what don't i need to be. I know i will need certain water temperature for certain plants but what else? 

Yeah i do plan on farming slicksters but i have never gotten that far down... 

You meantioned sieve the polluted water from the slime biomes, how do you go about powering the pumps? Just run wires everywhere?

23 minutes ago, HELLFIRE_219 said:

I will also try the limiting access like you said, 1 for miner, 1 for builder and 1 for delivery/storage.

I personally combine the dig/build priorities in dupes as usually those happen on the same spot.

3 minutes ago, HELLFIRE_219 said:

You meantioned sieve the polluted water from the slime biomes, how do you go about powering the pumps? Just run wires everywhere?

I build algae deoxydizers as I expand so I run wires outside my base anyway.  You also need to pump crude oil pretty early in the game for a big power boost (1 dupe on oil refinery / power station can easily give you 4.2KW of power).

2 minutes ago, thejams said:

I personally combine the dig/build priorities in dupes as usually those happen on the same spot.

Yeah so do I, it just takes time to train them that's all.

 

2 minutes ago, thejams said:

I build algae deoxydizers as I expand so I run wires outside my base anyway.  You also need to pump crude oil pretty early in the game for a big power boost (1 dupe on oil refinery / power station can easily give you 4.2KW of power).

oil refinery you say? how quickly do you get that running?

2 hours ago, HELLFIRE_219 said:

The issue with that is the pockets of chlorine and bleach stone are only pumping up the pressure to approximately 1000g, not 1.8-2kg required. Does that mean I have to manually pump the room up do 1.8-2kg or is that just my bad luck of bleach stone pockets?

yes, best to build your own room

67px-Gas_Vent.png.cf092ccb4effc326575b84d9ebeaf34a.png

gas vents are perfect for this as the can reach a pressure of 2kg

1 hour ago, HELLFIRE_219 said:

yeah true. sieving is an option - i forgot about that. What about the increase in water temperature but? it would increase to 40 degrees...???

If you loop the water using insulated pipes (even with sandstone) it shouldn't heat up your base

also if you keep both the sieve and skimmer below your base where the CO2 collects then 40C won't be an issue

i use the same style of waterlock as you.  i also overfill them like that, mainly because i'm usually managing something elsewhere and come back to it that way.   i have them in areas with and without exosuits and have no issues with the design, so something more is going on that we're not seeing in the picture. the U water lock is a good solution when all else fails.

before your chlorine room is ready  (ie at the start) store the slime in a storage chest in a pocket of water covering the bottom.  it will not outgas and when you are ready (room is highly pressurized) you can set it up the way you intend.,  i initially store all slime and polluted dirt in a storage chest that sits in my main fresh water pool.  it doesnt cross contaminate and stops the outgasing.

ive attached a shot of how i store miscellaneous gases.  no limit yet and no crazy gimmicks. if they rebalance to remove it i'll adapt,

 

Snapshot-23.png

36 minutes ago, DaveSatx said:

i use the same style of waterlock as you.  i also overfill them like that, mainly because i'm usually managing something elsewhere and come back to it that way.   i have them in areas with and without exosuits and have no issues with the design, so something more is going on that we're not seeing in the picture. the U water lock is a good solution when all else fails.

Thats why I thought it was the 2+ KG not g, 2000 - 3000g of gasses outside of my base. The issue of leaking water lock has only happened within the last 20 turns and the only reason i could see that the water was being pushed INTO my base was the gas pressure.

 

39 minutes ago, DaveSatx said:

before your chlorine room is ready  (ie at the start) store the slime in a storage chest in a pocket of water covering the bottom.  it will not outgas and when you are ready (room is highly pressurized) you can set it up the way you intend.,  i initially store all slime and polluted dirt in a storage chest that sits in my main fresh water pool.  it doesnt cross contaminate and stops the outgasing.

ive attached a shot of how i store miscellaneous gases.  no limit yet and no crazy gimmicks. if they rebalance to remove it i'll adapt,

Yeah i do that at the moment with the slime. I just never figured out how to grab all of the gasses without running gas piped everywhere. I was working on storing the gasses in storage tanks (not rooms) but the other stuff has kinda thrown everything out. 

45 minutes ago, Neotuck said:

yes, best to build your own room

67px-Gas_Vent.png.cf092ccb4effc326575b84d9ebeaf34a.png

gas vents are perfect for this as the can reach a pressure of 2kg

Yeah i know about the gas vents... I was just hoping for something with less... infastructure, small scale, time and effort thats all. building the pumps and vents take a fair bit of time, particularly seeing though that I will need to go out and get the gasses.

 

47 minutes ago, Neotuck said:

If you loop the water using insulated pipes (even with sandstone) it shouldn't heat up your base

also if you keep both the sieve and skimmer below your base where the CO2 collects then 40C won't be an issue

Okay so 40C isnt an issue.... how do you guys separate your waters? or am I thinking too robust? should i just mix the two and not worry about temperatures until i am trying to grow specific plants?

Just a couple general comments/tips from my experience:

You can create water locks using 2 liquids and one full bottle delivery of each liquid to the bottle emptier (200kg of each liquid).  I usually start with water/pwater then switch to oil/petro once available to help avoid freezing issues.  This also makes them very easy to mop up and remove when/if needed.

I've also found, that gas locks work nearly as well as liquid locks, without the additional stress cost.  Just build the same T shape and it will quickly end up with CO2 in the bottom tiles.  It's not perfect, but does work fairly well.

I always leave the bottom of my base (usually bottom/sides) open to the outside.  I create a large 'bucket' in the middle where my farm goes that catches CO2 and then beside and below that a bit, I leave it open to the outside.  This allows all the gasses lighter than oxygen to flow out of the base leaving only hydrogen to deal with at the top.

Easy way to create a chlorine room for slime storage is to first create a room a little larger than you want, say 50% larger with a water lock.  Build the water lock first, then dig into the room so it starts out in a vacuum.  Then, build a storage compactor set with a high priority for bleach stone and dig out some bleach stone and let it sit there for awhile.  Eventually, it will get the room to ~1800g.  At that point, just build blocks to fill in the 50% larger part and it will quickly cause the pressure in the rest of the room to go up to 2500g+ eliminating any chance of slime offgassing.  Initially I build the room very small, only large enough to hold half a dozen compactors.  So basically a room that's 2 tiles high by about 9 wide initially, then I fill the extra 2x3 tiles to push the gas pressure higher once chlorine levels are high enough.

19 hours ago, Neotuck said:

As long as you connect output (skimmer) to input (sieve) and vice versa the PW and water will never mix

I more so mean waters of different temperatures

16 hours ago, Nitroturtle said:

Easy way to create a chlorine room for slime storage is to first create a room a little larger than you want, say 50% larger with a water lock.  Build the water lock first, then dig into the room so it starts out in a vacuum.  Then, build a storage compactor set with a high priority for bleach stone and dig out some bleach stone and let it sit there for awhile.  Eventually, it will get the room to ~1800g.  At that point, just build blocks to fill in the 50% larger part and it will quickly cause the pressure in the rest of the room to go up to 2500g+ eliminating any chance of slime offgassing.  Initially I build the room very small, only large enough to hold half a dozen compactors.  So basically a room that's 2 tiles high by about 9 wide initially, then I fill the extra 2x3 tiles to push the gas pressure higher once chlorine levels are high enough.

Cheers for that, I'll try that when dealing with slime. 

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