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About yoakenashi

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  1. Marsnz, one other thing that I have overlooked before is setting the slider bars. If they are not set to 80/60 or something and you use the default 100/0 you may get unexpected results.
  2. The logic you showed in the original post doesn't make sense. You're ORing a signal with a NOT of the same signal. The output of the OR will always be set GREEN.
  3. @marsnz To achieve what you desire, you do not even need automation. The following example will take water from the pipe to fill up the reservoir first.
  4. I once suggested that food consumption have priorities like tasks. Place a higher priority on certain foods if available, and lower priority on other foods. For a low morale duplicant once could then prioritize lower quality foods.
  5. And stress, nothing like a stressed duplicant going in and out of a rocket causing the alert to go off a few times a cycle.
  6. That is correct. Algae terrariums do not require CO2 to produce O2. Deleting CO2 is just extra if you need it. Unless something has changed in the DLC that I missed.
  7. I'm curious what ways you know of have a ratio greater than 1:1 (ie, create more polluted water from a given amount of water). The simplest is of course the lavatory, producing 11.7 kg polluted water from 5 kg water per use; sinks, showers, carbon skimmers are all 1:1. Personally I have recently discovered the following loop produces more polluted water from water [assuming my math is correct]: water > oil well > crude > sour gas boiler > natural gas > natural gas generator > polluted water (and of course recycling the CO2 > molten slickster > petrol > sour gas boiler) But ultimately the discussion got me curious about the efficiency of the different oxygen generation buildings using some of the more common methods. Some assumptions include unlimited filtration medium and lit algae terrariums. The question was then, how much oxygen could I produce from a 1 unit of polluted water: Oxygen Diffuser - 0.785 oxygen polluted water > sublimation > pO2 > puft > slime > algae distiller > algae > oxygen diffuser > oxygen Algae Terrarium - 1.358 oxygen take a portion of the polluted water > sieve > water > algae terrarium > polluted water take the remaining polluted water > sublimation > pO2 > puft > slime > algae distiller > algae > algae terrarium > oxygen much more complex and requires balancing between using polluted water to create water and algae to run algae terrarium Electrolyzer - 0.924 oxygen polluted water > sieve > water > electrolyzer > oxygen also, sieve > polluted dirt > sublimation > pO2 > deodorizer > oxygen slightly higher efficiency than the basic 0.888 when converting the polluted dirt, but not much Electrolyzer + algae terrarium secondary - 1.020 oxygen polluted water > sieve > water > electrolyzer > oxygen also, sieve > polluted dirt > sublimation > pO2 > puft > slime > algae distiller > algae > algae terrarium > oxygen steal some water from electrolyzer to run algae terrarium Morb + LOX generator - infinite oxygen (I added this one just for fun) polluted oxygen > liquid oxygen > oxygen Morbs are still talked about on the forum; but I have not seen anyone discussing LOX recently as a means to clean polluted oxygen Ultimately the algae terrarium produces the most oxygen, but is also more complex. As always, this all depends on the planetoid's available resources, the changing goals throughout game progression, and players personal preference. In my playthrough of Spaced Out, I have been having too much fun with the new rockets and space system that puft ranches has been low on my priority list. Also, having the excessive water of the brine and polluted water geysers in the swamp start, means water for the electrolyzer is not an issue.
  8. Just so I understand, are you talking about the “algae from algae distiller, slime from puft farm” route? Or have I been overlooking another way to make algae?
  9. Yes, they do tend to bristle blossoms, giving them a growth boost. Note that the sweetles and grubgrub will not receive a grubgrub egg bonus for tending to bristle blossoms. So if you have some wild grubgrub tending to bristle blossoms, they will eventually revert back to sweetles over several generations.
  10. Yes, you can configure the notifications/diagnostics to not alert you to specific things such as battery level. Unfortunately this configuration is not persistent across saves and would need to be turned off each time you load the game.
  11. Intended function as of now. You need to take a rocket to the edge of the explorer area, build a telescope in the rocket, and have a dupe use the telescope to explore more area. Note the telescope needs to be built after reaching the destination as it currently does not update dynamically.
  12. The mod can be configured so that the debuff is more intense, and also can be configured as to what brightness (lumens) the debuff is applied.
  13. You can configure lights out so the surround area is 0, and cannot be seen. I played this, so that the only light is what you have lit by lamps or ceiling lights - a huge challenge. It was fun.