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About avc15

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  1. on a different tangent, can one just do space expeditions to get dirt? Is it viable?
  2. Well this may have just gone from a friendly exchange to a non-friendly exchange Though, some bit of sarcasm is lost on the internet. Can't tell if self-deprecating, or ... I'm back to my own nowhere, then.
  3. Petroleum generation is extremely water positive as long as you are baking your crude directly into petroleum. It's only a water deficit if you use the game-supplied petroleum generator. Do you want the maths? I know sour gas has quite a lot of energy content but I also haven't analyzed the cooling requirement in comparison. I just always get enough power from petroleum and it also produces extra water.
  4. I've seen that design, it seems pretty nifty! But I have one question about it.... can it reliably send each packet of water down output A, and everything else down output B, without ever getting the wrong packet in the wrong output? I will have to experiment some with it.
  5. I don't understand, you're condensing sour gas to make NG, so you can produce enough CO2? (I won't rehash the rest of the chain, it's pretty torturous :p) One other alternative is you could just bake petroleum from your oil wells and use petroleum generators as your mainstay. Petroleum generators produce a lot more waste per joule than NG generator, and a larger portion of it is directly Pwater.
  6. Hey, There's nothing wrong with what you're trying to do, but it does sound like you have a problem with priorities or pathing or something. Can you attach your savefile?
  7. fair enough. I don't usually turn difficulty up, I'm more interested in just building things without sandbox or debug than a crazy survival challenge.
  8. what are the prospects for doing space missions to bring dirt back to your base? I don't know if it's worth it, never tried, that's why I ask. Because like you say, manufacturing dirt is a pretty inefficient task.
  9. Hey everyone, Some people consider mechanical filters exploitive and for some it's just a logical use of parts available in the game. But there's a problem to solve with them - when your output line is full, the pump keeps running into your exhaust line and wastes power! So I want to share one simple solution for that problem. Here I have a very simple gas pump feeding a pair of exosuit docks. This is one of two access points to my magma biome. (I tend to put exosuits in places far from my base, not in large banks right outside the base doors) The other pump (on the bottom) is just for a pumped airlock, I know this is not a popular airlock design but I prefer it to more common alternatives. Yeah even this can be improved to reduce power usage, I have been lazy because it usually doesn't get much traffic. Here's a basic breakdown of the air system. I find that the automation is a bit more stable with the extra gas valve in-line with the pump, set to 999 g/s, but you don't really need it. And now here's what I do to make the pump stop when the docks don't need anymore air. There are a lot of other ways to do the same thing! This one just happens to be really easy to put together & doesn't really have many ways you could break its logic. (if you use a "gas filter" - the building provided by the game - you don't have this problem, the pipes block and the pump stops) Look how simple. So all I have are two gas element sensors, one past the halfway point of my supply line, and one at the VERY beginning of my exhaust line. Both are set to sense Oxygen (the gas I'm filtering). When the supply line empties out, we get a "set" signal and the pump turns on. When the supply line is full again, a packet of oxygen will go through the exhaust and we get a "reset" signal. The pump shuts off, and only 3-4 packets of oxygen overflow. You can also use this same approach for other interesting things. To sense when your gas or liquid reservoirs are full. To keep only a small amount of hot water sitting in the supply pipes for your electrolyzers. You name it Feel free to share your other designs for this same purpose, I know there are many ways to do it.
  10. Here is exactly what happens. They will grab from either container, but the smart compactor fills up again immediately and the low priority container empties out first. Put both containers in reach of the sweeper. No need to have additional containers in your base since it's specifically designed to keep just a little more than 8t on hand. (it will be about 5 more minutes processing)
  11. So guys this is nothing spectacular just a tool I hoped to share with some of our newer members. We get a bit hung up on debatable things around here and I'd just like to share something simple. Here's a really simple build I use to keep just a set amount of some manufactured materials on hand, so I can set my fabricators to "forever" but not actually go forever. In other words, so I don't have to keep micro managing when to shut off my polymer presses or how much gold to refine. This automation just keeps a set amount on hand, then stops building, and also pauses to prevent overheating. You can use it for anything! [plastic - ceramic - refined metals - whatever] example 1: a self-cooled plastic manufacturing plant that runs continuously until we have 8t of plastic The polymer presses exhaust steam, the steam condenses. The pump activates briefly if that liquid sensor sees more than 50kg of water, to keep the presses from flooding. We use that thin layer of water for cooling. The regular compactor to the left is set to priority 4 / plastic only (this is overflow) The smart compactor is set to priority 6 / 8t & plastic only. This way when dupes pick up plastic they will grab from the overflow bin first, and the presses stay off unless we actually start emptying the smart compactor. cooling: I've located this plastic plant directly above a source of cold fluid, in this case, a slush geyser. If that temp sensor goes above 50C, the shutoff valve opens. Liquid valve is set to 3000g/s just to save power. Automation: just a not gate on that smart compactor allows the presses to run if the smart compactor isn't full to 8t. Some of these other examples have slight variations in the automation. But I've hidden them inside spoiler tags. example 2: sand production. (variation: I use a lot of sand. So I noticed that the rock crushers would cycle on and off too much making for very short errands. So that's why there's an overflow bin / and a buffer that keeps the crushers active for another 200 seconds after the smart compactor is full. No cooling on this one, the air around it is enough. It will shut off 200 seconds after the storage fills up OR the sensed temperature exceeds 50C)
  12. There's plenty enough to go around... Most maps start off with something like 500t of slime to be dug up. Enough to farm a lot of mushrooms AND make lots of oxygen. Here's one of my swamp biomes completely dug out and air purified. You don't need to do anything special to combat germs unless you're feeling fancy. Just make sure all PO2 that gasses off gets immediately sucked up by a deodorizer. Notice there are only around 1,000 germs in the open air around the main path (ladder), there will be more in the diffuser area but dupes have no reason to walk there anymore. It's not enough germs for any dupes to drop below 100%. Upsides to this: I don't need exosuits until I get to magma and/or space; On cycle 531 with 18 dupes I still have 60 tons of algae stored up and haven't needed to build an electrolyzer yet. Downsides: you'll have to manufacture sand until you can retrieve & cool regolith (also you MUST set clay storage to low priority)
  13. Yes, letting slime off gas is a great way to oxygenate your entire asteroid and reduce your need for exo suits. In fact, you can even use it as your main oxygen source if you're looking for an interesting challenge. Just dig up 30t of slime or so and keep digging up more as that total gradually goes down. Don't even bother storing it. Slimelung is easy to manage, just put up deodorizers everywhere. But make sure to set clay storage at a low priority. You may also need a simple build for manufacturing sand.
  14. I don't understand your question really, it seems like you're trying to calculate heat extracted by a real-life steam cycle? Real steam cycles (the rankine cycle) have an added layer of complexity, in that the temperature, pressure & energy of the steam are all linked together. In the game, raising temperature does not also cause pressure to go up. In the game, exhausting some mass does not also cause the temperature to go down. I don't really know how to answer it, except to say that you can't use efficiency or power calculations from life to try to mimic what's going on in the game.
  15. Really, we can have all of them at once. A "no sweat" game mode, a "survival" game mode, and a "proud" game mode. To say "don't make it optional to turn on, but you can make it optional to turn off" - think about that for a second, the opposite side has a related misgiving as you had about using sandbox mode. Care packages were already accessible before in the form of sandbox mode. But you'd rather have easy gameplay the standard, and make hard gameplay a self-imposed set of challenges, not even a natively supported mode. Try instead making multiple game modes. On the easiest mode, you get care packages. On the hardest mode, you don't, among other difficulties. The middle mode, some blend of the two extremes. The easy mode should make you select it. Call it standard mode if that'll make people feel better about themselves. The hard mode should be a native game mode as well.