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Maximum Morb Efficiency (Puft / Morb farm)


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This is how you should do it.

a single tile seperates the pufts from the morbs from the pufts so they immediately take in all of the gas that the morbs emit. This is how you get the morbs at 100% efficiency. 
Pufts should be below the morb room because polluted oxygen will sink if normal oxygen is in the room. 

If you take away the incubater and auto-sweeper the whole thing uses no electricty too.

Self explanatory screenshot. Puft room is only as big as the auto-sweeper because I wanted to keep energy use to a minimum. Water lock on the right side leads outside the base to avoid 'overcramped' debuff. Once it is built the number of pufts and morbs will just keep increasing forever without any micromanagement. I don't know how many morbs it will take before the game starts lagging. Theres hundreds and my game hasn't lagged yet.

You can pack in even more outhouses closer together using different systems to this. But the morbs keep spawning for the entire game so a large number of outhouses isn't necessary.

5bdf705c03b96_maximummorb.thumb.png.f3d8bb150669ea4b098b79bf54900503.png

(been messing around in sandbox mode all day trying to create self sustaining bases and farms that require zero resource input)

You remind me of myself a few weeks ago, when I designed all sorts of automation shenanigans in debug that were awesome in theory, but in actual game turned out to be a nightmare for framerate.

Each of those hundred morbs and pufts are calculating paths and each additional pathing calculation will eat into your CPU load capacity. Once you get a save that is into 500+ cycles, you'll be cutting out anything that affects framerate heavily, including massive ranches or automation monstrosities. 

It's a good design, but ONI can't handle it on most people's hardware and have any reasonable framerate.

This reminds me of my old algae farms I had posted earlier this year (before ranching update) 

Back then you could get lots more slime from Pufts and didn't need many Morbs to support them.  They may not of layed eggs but they didn't die of age ether

Ahhh.... ONI was a simpler time back then

17 hours ago, ChickenMadness said:

a single tile seperates the pufts from the morbs from the pufts so they immediately take in all of the gas that the morbs emit. This is how you get the morbs at 100% efficiency. 

No; it isn't.  To get the pufts to maximize how much they eat, you need to keep a high pressure of po2.  Just letting it naturally fall through the floor like that will tend to keep a very low pressure where the pufts are, and enough builds up where the morbs are that they stop producing.

17 hours ago, ChickenMadness said:

Pufts should be below the morb room because polluted oxygen will sink if normal oxygen is in the room. 

No, it won't.  You can put a stripe of po2 through the middle of a room with oxygen above and below and it will stay right there.  Its sort order is exactly the same as clean oxygen.

6 hours ago, Neotuck said:

This reminds me of my old algae farms I had posted earlier this year (before ranching update) 

Back then you could get lots more slime from Pufts and didn't need many Morbs to support them.  They may not of layed eggs but they didn't die of age ether

Ahhh.... ONI was a simpler time back then

 

19 hours ago, crypticorb said:

You remind me of myself a few weeks ago, when I designed all sorts of automation shenanigans in debug that were awesome in theory, but in actual game turned out to be a nightmare for framerate.

Each of those hundred morbs and pufts are calculating paths and each additional pathing calculation will eat into your CPU load capacity. Once you get a save that is into 500+ cycles, you'll be cutting out anything that affects framerate heavily, including massive ranches or automation monstrosities. 

It's a good design, but ONI can't handle it on most people's hardware and have any reasonable framerate.

lol ye I was trying to get enough slime production to have an electrolyser running 24/7 with polluted water from toilets and algae distiller.

I did get to a point where 2 algae distillers were running 24/7 (needs constant dupe replenishment though). I just left it while I was designing other stuff and after 40ish cycles it was at that point.

But the number of pufts and morbs is worrying.

The electrolyser was underneath a plastic drecko farm and both farms were powered by the run off hydrogen. Was storing excess hydrogen (13g/s excess) to use in a liquid oxygen build (not figured out how to make a good one yet). 

But then the limiting factor becomes sand as that is whats needed to power the water sieve. Don't now if there is a self sustaining way to create sand yet.

5 hours ago, psusi said:

No; it isn't.  To get the pufts to maximize how much they eat, you need to keep a high pressure of po2.  Just letting it naturally fall through the floor like that will tend to keep a very low pressure where the pufts are, and enough builds up where the morbs are that they stop producing.

No, it won't.  You can put a stripe of po2 through the middle of a room with oxygen above and below and it will stay right there.  Its sort order is exactly the same as clean oxygen.


They never stop producing I ran it for 300 cycles lol. Eventually there are too many morbs and they produce faster than the pufts can inhale. The upper layer of the room will eventually reach 1kg gas pressure. But the area where morbs are never reaches this level because the pufts are right next to them inhaling 24/7. I deleted alot of the pufts before I took the screenshot because there was a stupid amount and they covered the entire room so you couldn't see anything. I didn't spawn them in they just kept breeding.


Using a pump and high pressure vent is valid but I wanted to use no electricity ideally so there is zero resource input. 

The aim was to use the algae distillers to power a SPOM located underneath a drecko farm and have both running indefinitely. As that was going to be the basis for my self sustaining base designs.
 

 

 

2 hours ago, Khullag said:

just put morbs in like 50 kg per tile of polluted water and they will emit oxygen forever. and ofc pufts above that

I tried this and it didn't make a difference when I was testing it.  Same rules applied, morbs stopped producing Po2 at 1kg gas pressure.

4 minutes ago, Neotuck said:

You can automate an algae distiller with sweepers, no dupes required.  Can even do it in a sealed room of chlorine so you'll have clean algae even if the slime has slime lung

how do you do that?

2 minutes ago, ChickenMadness said:

how do you do that?

Sweeper/loader in the puft farm to pick up slime

Rail it to a chlorine room with distillers, sweeper will load the slime and pick up the algae to another loader.

Rail the algea to your base to be stored or used

1 minute ago, Neotuck said:

Sweeper/loader in the puft farm to pick up slime

Rail it to a chlorine room with distillers, sweeper will load the slime and pick up the algae to another loader.

Rail the algea to your base to be stored or used

So a sweeper above the algae distiller will take the slime from the storage and load it into the distiller?

2 hours ago, ChickenMadness said:

They never stop producing I ran it for 300 cycles lol. Eventually there are too many morbs and they produce faster than the pufts can inhale. The upper layer of the room will eventually reach 1kg gas pressure

1000g, or 1800g?  Because that's where they stop producing until the pressure falls.  You wouldn't be able to tell that they stop by looking at a crowd that big of them, but they would be producing more if you had a pump moving the po2 down faster.

1 hour ago, psusi said:

1000g, or 1800g?  Because that's where they stop producing until the pressure falls.  You wouldn't be able to tell that they stop by looking at a crowd that big of them, but they would be producing more if you had a pump moving the po2 down faster.


The room on the left side is sealed off and they aren't emitting at any more PO2, gas pressure is 1000g.

The Pufts are faster than pumps at creating vacuum by orders of magnitude. So you would end up getting less gas from the morbs with a pump. And Pufts create a vacuum on single tiles as well, they're doing it on tiles very close to the Morbs. A pump creates a vacuum evenly across an entire room.

Right now the tiles that the morbs are on are also vacuum tiles, just because of how close the Pufts are and how fast the gas is inhaled by the Pufts. Only way it could be more efficient is by putting the pufts in the same room as the morbs they they're both on the same tile that the PO2 is spawning. If we're talking about rate of gas emission from the morbs. Since a vacuum is the lowest gas pressure you can get.

But because the bottom room is always a vacuum the gas that the morbs spawn gets sucked down instantly.

Both the Pufts and Morbs increase in numbers infinitely if you don't micromanage it though. 


 

morbs 2.png

morbs 3.png

58 minutes ago, pancakemafia said:

Will the slime from the produce germs and infect the polluted oxygen above? That's what happened to me in a normal game. 

The slime that the pufts make has no slimelung. And the PO2 from the slime has no slimelung either.

The morbs create slimelung. If the PO2 from the slime touches the PO2 that the morbs create then the slimelung will spread. You need to store the slime underwater and keep the morbs in an airlocked room so the gas doesn't get into your base.

If you put a puft on it's own in a room full of infected PO2 it will eventually turn it into a vacuum after a long time and the slimelung will be gone. 
 

5 minutes ago, ChickenMadness said:

The Pufts are faster than pumps at creating vacuum by orders of magnitude. So you would end up getting less gas from the morbs with a pump. And Pufts create a vacuum on single tiles as well, they're doing it on tiles very close to the Morbs. A pump creates a vacuum evenly across an entire room.

I guess if you have more pufts than your morbs can support, then yea, they will keep a vacuum and it will move down fast.  But then your pufts will be producing less than they otherwise could, and may starve.  I guess you don't really care if you are using the open room trick to get crazy numbers of pufts.  All of those poor dense and sqeaky pufts in there though are going to starve, but again, I guess it doesn't matter if you are just letting all of the eggs hatch instead of eating them.

20 minutes ago, psusi said:

I guess if you have more pufts than your morbs can support, then yea, they will keep a vacuum and it will move down fast.  But then your pufts will be producing less than they otherwise could, and may starve.  I guess you don't really care if you are using the open room trick to get crazy numbers of pufts.  All of those poor dense and sqeaky pufts in there though are going to starve, but again, I guess it doesn't matter if you are just letting all of the eggs hatch instead of eating them.

ye there's probably a sweet spot somewhere for number of pufts vs number of morbs. Also if I made the puft room 1 row of tiles smaller that would help with the Puft efficency (smaller area for the gas to spread over). That would be as small as the room can get. without taking away the grooming stations. Or putting less toilets in etc.

But I just left it without touching anything to see what would happen. (apart from deleting loads of pufts and morbs at points when they were taking up the whole screen)

lol if I made this in a normal game though I would take out the squeeky and dense pufts and put them somewhere else. 

It does eventually reach a point where you can have 2 algae distillers running permanently which is the only thing I was waiting for though. I have no idea how many pufts and morbs there were when that happened. I moved on to testing liquid oxygen builds and left it running after that.

16 minutes ago, ChickenMadness said:

It does eventually reach a point where you can have 2 algae distillers running permanently which is the only thing I was waiting for though. I have no idea how many pufts and morbs there were when that happened. I moved on to testing liquid oxygen builds and left it running after that.

And that didn't grind the game to a halt?  Maybe not if this was in a sandbox map with most of it still darked out and little else going on.

10 minutes ago, psusi said:

And that didn't grind the game to a halt?  Maybe not if this was in a sandbox map with most of it still darked out and little else going on.

nah there wasn't an FPS drop when I was testing this stuff but I do have a good rig tbh and it was sandbox with not much else going on. And only 4 dupes running around.

Also... @Neotuck posted a really good timed outhouse design that opens the doors every 2 cycles exactly. So I could keep track of the number of morbs easily with that tbh. Might be able to find the sweet spot for the puft morb ratio with an easy way to produce it in a normal game lol.

It would be 8 morbs every 2 cycles in this screenshot. The vertical buffer gates are 300s each. Then 5 seconds and 30 seconds of the doors being open.
 

 

morbs 4.png

Also morb AI pathing is really simple when you confine them to a boxed room. Looks like they want to walk 7 tiles either left or right every time and stop when they hit a wall. So I think they're a less laggy critter to have than shine bugs for example. 

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