Sigma Cypher

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  1. I agree with the OP about SG's. Personally, I quit playing for a long time after Klei "fixed" water sieves and other things so that they stopped deleting heat. It rendered many physics-breaking but fun early game designs obsolete. I studied physics and I love it but I don't need to play a physics sim game. Love the DLC.
  2. I think the optimal battery ratio per solar panel is much less than many of us have been using. It's 1.6 batteries per panel. Watch this: We only need to save enough power under the dome above the 190W blue line in this graph (assuming constant max power draw of 190 W per panel). Which comes to 1.6 batteries per panel or 8 batteries for the 5-panel pyramid. This would be for fully exposed panels but it still seems to work with the pyramid, even though the we lose some power because of the way the panels are stacked. At 2840W of power drain the batteries never go to zero, so this is really close. At 2850 W (190W * 15 panels) we still don't get any brownouts because there is some energy stored in the switching network. Here is the power grid setup (one more stack to the right, not shown): There is 2000W of consumers on the left and 850W on the right.
  3. Design requirements: Dupes can only access +16 morale food, unless there isn't any, in which case they can have the +12 morale food. Instead of a boring diet of perpetual pepper bread, you want a little store front where they can get their selection of any* +16 (if available) or +12 food item on demand. Meal lice for the juice blender Mostly automated so no dupes have to do any farming or fetching. They can ranch the dreckos and pufts if they want. Some compost flipping required. All raw, intermediate and final products in deep freeze, except for 1kg of each finished food item in refrigeration. Turn off resources to farms when you have 1000kg of associated raw product in deep freeze. Combine ranches and farms where possible Make all the farms with the same 10x20 module Inputs: water. salt water, polluted water chlorine gas from chlorine vent polluted oxygen from polluted oxygen vent sulfur from liquid sulfur vent And no others! Phosphorite is harvested from dreckos, slime from pufts, algae from slime, bleach stone from squeeky pufts, and dirt from grub and fish poo appropriately separated and composted. tbh I haven't verified that this is sustainable, but things seem stable for the moment. It's not like any of this is necessary. * No nosh beans currently because of trade war with Muckial. This isn't exactly new, but if there is any interest I can show the automation, shipping, etc. There is an hatch farm and fish farm in the main base block. The PO2 vent tamer / Puft ranch is nothing special. It looks like this:
  4. 20181110224908_1.thumb.jpg.43f287829c4a032a2f39fd6cb2ef53ca.jpg

    I am starting to appreciate how important the gas sorter thingy is (like the one you started pretty early on the left) - without it it is hard to fill exosuits (without a way to reliably divert non-O2 gas), run an oil refinery or polymer press.  I've been having a heck of a time making it though -- I need to find a way to reliably put less than 1.5 kilos of water on the vent, and often when I drip small amounts (30 g using the tile runoff method you showed me) the water gets displaced or just disappears.  What is your secret?

    1. Sigma Cypher

      Sigma Cypher

      Oh ... and why the hydro sensor under the vent?

    2. Neotuck


      First it's better to use oil instead of water, you can deal with more extreme tempatures without having to worry about boiling or freezing.

      Second you need one full tile under the vent.  This prevents liquid deletion that sometimes happens when gas passes though the vent.

      Third the hydro sensor is just to give player control over the pumps, turning them on/off whenever you need them.  You can also use atmosphere or thermal if you prefer.

  5. Are you able to overload the small transformer with no batteries on the load side? I put 28kW of load on a small transformer and it never turned on more than 1kW of those loads.
  6. I think the large power transformer is not working as intended, or as it says in the in-game description of the item. To test this, I hooked an 8kW source with 400kJ of battery storage to 30 tepidizers. A single large Power transformer limits the power to 3.84kW (4 tepidizers) in this configuration, most of the time. This implies the 4kJ of transformer storage gets used in 1 second. One tick every 4 seconds, it outputs 25.92kW (27 tepidizers) - turns out 3 weren't covered so this is the max load. No line damage noted yet. If we can take the transformer energy reading at face value, this implies the energy is being used in 68 msec. A single small power transformer limits the power to one tepidizer (960W). All the time. So this at least appears to be working as intended. Btw there is no output_log file in OxygenNotIncluded_Data
  7. Same has happened to me on multiple occasions, and I am not sure it is limited to saves 1 or 2 cycles before landing. Seems to happen for every rocket that lands _after_ I load a save game.