Neotuck Posted November 16, 2018 Share Posted November 16, 2018 4 minutes ago, pacovf said: I've tried cooling my farm before by filling a storage compactor with ice/snow. It works decently well! You have to be willing to let that part of the base be slightly flooded with cold water as the ice/snow melts, though. It's more convenient than making ice sculptures, I think? well I also need the water too as my early base designs are water hungry, so I need them to melt and ice sculptures are the fastest way to melt ice Link to comment https://forums.kleientertainment.com/forums/topic/98529-starter-base-designs/page/3/#findComment-1117601 Share on other sites More sharing options...
ChickenMadness Posted November 16, 2018 Author Share Posted November 16, 2018 56 minutes ago, Neotuck said: that's for normal and stone hatches smooth hatches only lose 25% (so more effective than the rock crusher) and sage hatches lose 0% they poop what ever refined version of the ore you feed them, it's true you need to feed copper ore to stone hatches to get them to drop smooth eggs, but once you get your first egg you can switch to any ore you like BTW have you ever tried to cool the hot parts of your base by melting ice? I built this here because it was very hot due to the steam vent to the right, now I have it walled off with ceramic insulated tiles so I'm trying to cool the area down again ye I use ice sculptures alot for cooling. Especially for getting water reservoirs the temperature I want them to be. Thats what my ice factory is for lol. They melt instantly if you build them on a puddle of water. I build ice sculptures on the left side of my factory and let them melt as well to keep the temperature even across the whole thing. Link to comment https://forums.kleientertainment.com/forums/topic/98529-starter-base-designs/page/3/#findComment-1117616 Share on other sites More sharing options...
pacovf Posted November 17, 2018 Share Posted November 17, 2018 5 hours ago, Neotuck said: well I also need the water too as my early base designs are water hungry, so I need them to melt and ice sculptures are the fastest way to melt ice Do ice sculptures exchange heat faster than the same mass of ice in a storage compactor? Another factor is that you can put more ice per tile with compactors than with sculptures, I think? To be honest, I haven’t checked. Link to comment https://forums.kleientertainment.com/forums/topic/98529-starter-base-designs/page/3/#findComment-1117765 Share on other sites More sharing options...
Neotuck Posted November 17, 2018 Share Posted November 17, 2018 30 minutes ago, pacovf said: Do ice sculptures exchange heat faster than the same mass of ice in a storage compactor? Another factor is that you can put more ice per tile with compactors than with sculptures, I think? To be honest, I haven’t checked. think mass vs volume when exchanging temperatures. the more mass the longer it takes to absorb the heat, the greater the volume the more surface area that can be heated If there is 400g of ice in a compactor and they only take up 2 tiles of space, so for every tile there is 200g (also compactors provide some insulation) Ice sculptures have 400kg ice and takes up four tiles of space (more volume) so for every tile there is 100g this allows it to absorb heat much faster Link to comment https://forums.kleientertainment.com/forums/topic/98529-starter-base-designs/page/3/#findComment-1117770 Share on other sites More sharing options...
pacovf Posted November 17, 2018 Share Posted November 17, 2018 Hm, I hadn’t thought that heat exchange would depend on the number of tiles the object takes, instead of the mass, but of course it makes sense. I also didn’t know that the storage compactor offered some insulation. Thanks! Link to comment https://forums.kleientertainment.com/forums/topic/98529-starter-base-designs/page/3/#findComment-1117777 Share on other sites More sharing options...
Neotuck Posted November 17, 2018 Share Posted November 17, 2018 4 minutes ago, pacovf said: Hm, I hadn’t thought that heat exchange would depend on the number of tiles the object takes, instead of the mass, but of course it makes sense. I also didn’t know that the storage compactor offered some insulation. Thanks! back during the first thermal update we were finding creative ways of using things like showers and statues as heat sinks to absorb heat from steam in our PW boiler designs (This was back when sand for water sieves was limited so boiling PW was a better alternative for recycling water) Link to comment https://forums.kleientertainment.com/forums/topic/98529-starter-base-designs/page/3/#findComment-1117779 Share on other sites More sharing options...
pacovf Posted November 17, 2018 Share Posted November 17, 2018 I remember trying to make a polluted water boiler from magma back in the days of the outbreak update, without such conveniences as exosuits, or automation. That... went about as well as you could imagine. Link to comment https://forums.kleientertainment.com/forums/topic/98529-starter-base-designs/page/3/#findComment-1117787 Share on other sites More sharing options...
ChickenMadness Posted November 18, 2018 Author Share Posted November 18, 2018 I'm starting a game on a new seed now. I already played 100 cycles of it just to get a feel for things, I usually do this then go back into sandbox to design a better base for the specific seed when I restart the game. I've put this whol aquarium design in the top left corner because theres room for it there. All the industry is going to be in the opposite direction. Literally every geyser on the map is in the bottom right corner apart from 1 slush geyser in the opposite corner (and cool steam vents). So whole upper left is portion of the map is just free to build duplicant housing with room for expansion. I'm comfortable with 20-30 dupes in my starter bases so I've designed the aquarium bedroom to be that size. The second floor bedrooms are 60 tiles big so that the great hall can be 126 tiles without having to make it off center, which I find really offensive to the eyes. I'm just figuring out how I'm going to build the automation system to replace the tropical pacus once they start dropping gulp fish and normal pacu eggs. I want to incorporate a tube system to move around within the base as well so I can make it big without using too many ladders. On this seed there are 2 natural gas geysers on the border of the starting biome to the right. I'm really excited to try building it in survival ngl lol. I can probably design it to be stackable and modular if I can find good spots for the toilets. All the food and industrial stuff has to be delivered from outside though. Also i really love oxylite ventilation lol. Looks so much nicer than having pipes everywhere. And easier. Gonna have to not take in any dupes with 'destructive' though because that would be disastrous Link to comment https://forums.kleientertainment.com/forums/topic/98529-starter-base-designs/page/3/#findComment-1118663 Share on other sites More sharing options...
ChickenMadness Posted November 19, 2018 Author Share Posted November 19, 2018 73 cycles in. It's going very well (: I have smooth hatches, glossy dreckos and alot of shinebugs for omelettes. Going to start digging for diamond soon so I can build the aquarium. and get fish in there. Playing with weak immune system and the entire bottom layer of the map is swamp biome though so it's been slow. Moved the oxyllite chimneys one tile to make space for ladders and transit tubes. worked out as a good space to put storage containers. Link to comment https://forums.kleientertainment.com/forums/topic/98529-starter-base-designs/page/3/#findComment-1118866 Share on other sites More sharing options...
ruhrohraggy Posted November 19, 2018 Share Posted November 19, 2018 Funny, I just had this happen to me today... I was 655 cycles in even...and I just said screw it, my main base irked me just that much. Wasn't aesthetically pleasing, didn't flow well, things were really hard to change without wrecking everything.... Starting over... I did do a quick and dirty template for my core base build though. Getting to this point would mark the transition from early to mid-game for me...maybe by cycle 40-50. I didn't place food or ranches or any of that, because it's gonna change based on the starting layout and where the water sits. I tend to keep my early liceloaf farms away from the water source / oxidizers / research stations and dupes. I'd probably put my mush farm right underneath my kitchen setup...since mushrooms are just the best. And I usually stick with 8 dupes for a very long time...as it's the amount 1 electrolyzer can support oxygen-wise without me fretting about water all the time. Link to comment https://forums.kleientertainment.com/forums/topic/98529-starter-base-designs/page/3/#findComment-1118881 Share on other sites More sharing options...
ChickenMadness Posted November 19, 2018 Author Share Posted November 19, 2018 10 minutes ago, ruhrohraggy said: Funny, I just had this happen to me today... I was 655 cycles in even...and I just said screw it, my main base irked me just that much. Wasn't aesthetically pleasing, didn't flow well, things were really hard to change without wrecking everything.... Starting over... I did do a quick and dirty template for my core base build though. This is supposed to be a very early cycle goal...maybe by cycle 50. To me, this just seems the most logical. I've kinda gotten the feeling decor doesn't do as much, at least on normal difficulty, so I'm not obsessing about it as much. A mix between form and function at the very least... It matters if you want everyone to be a tenured scientist. otherwise not that much. I usually don't take any dupes with 'destructive' and then I don't really care if they're at 100% stress. If they vomit it just gives you extra oxygen if you put deodorisers next to the polluted water lol. Btw you don't need that many toilets if you put everyone on their own schedule. I have 2 outhouses with 15 dupes right now at cycle 75ish and they never have 'accidents'. Each schedule is just 1 block in front of the previous one. Another problem is the way your toilets are setup. If 4 dupes go to the toilet at the same time, then they all decide they want to exit in the same direction, 2 dupes will walk past without washing their hands. Not sure if door permissions will fix it though. I don't mess around with the door permissions that much. Link to comment https://forums.kleientertainment.com/forums/topic/98529-starter-base-designs/page/3/#findComment-1118883 Share on other sites More sharing options...
ruhrohraggy Posted November 19, 2018 Share Posted November 19, 2018 12 minutes ago, ChickenMadness said: It matters if you want everyone to be a tenured scientist. otherwise not that much. I usually don't take any dupes with 'destructive' and then I don't really care if they're at 100% stress. If they vomit it just gives you extra oxygen if you put deodorisers next to the polluted water lol. Btw you don't need that many toilets if you put everyone on their own schedule. I have 2 outhouses with 15 dupes and they never have 'accidents'. Each schedule is just 1 block in front of the previous one. Another problem is the way your toilets are setup. If 4 dupes go to the toilet at the same time, then they all decide they want to exit in the same direction, 2 dupes will walk past without washing their hands. Not sure if door permissions will fix it though. I don't mess around with the door permissions that much. Meh, I think food is good enough. +16 for bbq and pepper bread, everyone could be an astronaut if they wanted. And you are correct, Door permissions. Also, I don't like having them all on their own schedule, and it's not like they're using any more water. I'd save a little space, which I have lots of...*shrug* And, in cases where I need to get something done really quickly without punching the red alert button, I want all hands on deck. 8 dupes and prio 9 can really get stuff done in a hurry, for some time sensitive building tasks. (Say...building bunker tiles in space during a meteor storm, because meteor dodge-ball is exciting...) And I don't want to have to micromanage the schedule. Link to comment https://forums.kleientertainment.com/forums/topic/98529-starter-base-designs/page/3/#findComment-1118884 Share on other sites More sharing options...
LordAizen Posted November 19, 2018 Share Posted November 19, 2018 I mostly never bother with decor. +1 (duplicant), +2 bedroom, +3 showers, +2 bathroom, +1 mushrooms, +4 shift break, +6 great hall, +2 danced = 21 and everyone can be exosuit engineer/ tenured scientists. Usually build 2 rockets so those 2 dupes get +16 higher food. Later on wild pincha pepper and sleetwheat and hatch farm meat feed everyone. Link to comment https://forums.kleientertainment.com/forums/topic/98529-starter-base-designs/page/3/#findComment-1118886 Share on other sites More sharing options...
ChickenMadness Posted November 19, 2018 Author Share Posted November 19, 2018 Feels like I'm building a huge steampunk monument thats generations in the making. cycle 138 now I've added the first fish into a temporary tank that I'm going to use to flood the main tank once I've built glass tiles everywhere. I have alot of wheezeworts too so I might experiment with those and ceramic tempshift plates surrounding the glass to see if I can keep hot water in there without too much heat leaking out. Gonna have to come up with more epic designs for each satellite base. I think in the next one I'll transport crystal shine bugs and have a crystal shine bug tank. Then each city will be unique and epic af with their own monument. The game is so much more fun when you plan a design out in sandbox / debug first, rather than building blindly and messing everything up. It's impossible to just deconstruct everything and build it how you want when you're halfway through the game. It takes 200 cycles to reconstruct your starting base. 10 hours ago, LordAizen said: I mostly never bother with decor. +1 (duplicant), +2 bedroom, +3 showers, +2 bathroom, +1 mushrooms, +4 shift break, +6 great hall, +2 danced = 21 and everyone can be exosuit engineer/ tenured scientists. Usually build 2 rockets so those 2 dupes get +16 higher food. Later on wild pincha pepper and sleetwheat and hatch farm meat feed everyone. I usually keep them on the minimum shift break if I can help it, for efficiency. the setup I have right now is enough to give the dupes +6 to +12 morale though (+12 is unreliable currently). So you can get a decent bonus with just paintings usually. It is extemely easy to get the +16 food from the wild, I'm not even farming anything apart from mealwood and a small amount of mushrooms at 16 dupes and I'm still have enough BBQ pepper bread and frost buns to keep everyone's morale above their expectations. Killing wild dreckos for meat is great as well once you already have some glossy ones, they keep multiplying in the wild lol. Link to comment https://forums.kleientertainment.com/forums/topic/98529-starter-base-designs/page/3/#findComment-1119133 Share on other sites More sharing options...
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