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About JohnFrancis

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  1. I am planning to hook up steam turbines on my playthrough but the steam in this only came out about 110C. Turns out it was a really close fight, though their is a big pocket of magma on the right that should get it to steam turbine territory.
  2. I think it's down to Lockers, vending machines and the table by the vending machine. But the gravitas building and all it's furniture at the top of the map are either granite or steel. That's the only POI that annoys me as it regularly gets in the way or Scanners, rockets, solar and usually my transport spine.
  3. The gravitas building is not indestructibly you can melt all the parts of it with molten steel run through a refinery. Though considering the lengths you have to go to achieve this result, using a mod is a much saner plan. (Though surprisingly not as difficult as you would think) I still think Keli will get around to making them destructible (in an easier fashion) in the future.
  4. Dropped a sub surface ocean into the magma biome and then watched them fight, took a long time so i sped up the footage a lot.
  5. Scanners are not intuitive at all. They only draw power while actively detecting meteors. If you have say 4 scanners up you can detect mentors 4 times earlier due to combined scanner coverage bonus. However if you close all the doors the scanners lose their bonus so they stop seeing the incoming mentors and open the doors again. I found the simplest solution was a single naked scanner, no protection, I had to repair it regularly but I had no more surprises. Not saying it's a good solution just a simple one.
  6. Dirt production

    Once you hit space you can build a liquid carbon sink and harvest CO2 from meteors. The below design produces produces 2.1 kg/s of CO2 enough to run about 20 dupes on sleet wheat. Down sides are it's power expensive and eats a huge chunk of sky. The carbon capture was a side effect to the primary purpose so it could be made a lot more efficient/cheaper with modifications targets towards carbon capture. The new ethanol loop may still be a better option, will have to see where they finally end up with the numbers. Youtube is not time stamping for me at the moment so just skip to 32:20
  7. Base porn (again)

    This is my Mk3 base, slide show tower. 80 dupes (6 in rockets), 160 slicksters and 1 FPS.
  8. The ranching skill does not level up with use. Currently the only way to "improve" the ranching skill is to spawn with it or spend skill points on the two ranching skills. Tested by having a dupe do nothing but tend critters for 20 cycles, despite having zero base ranching (+2 from ranching job skill) the dupe gained no levels. Save file attached. Ranch testing QOL 3.sav
  9. [Game Update] - 323841

    I presume this means CO2 and Natural gas? How does a suit end up full of liquid? An accident I presume. Inside ranch, perfect I already played as if that was how they worked so no need to rework designs. Ranching attribute is massive, an end game maxed out dupe with 20 ranching excluding other bonus should be able to maintain about 36 critters in real game conditions. (In lab conditions about 48, extrapolated from old testing) I see this getting nerfed to 5% per point if that is the case. Well this is going to be interesting, positive germ effects if player comments are accurate. I'm on board.
  10. [Game Update] - 322934

    If you use pneumatic doors (made of refined metal) they cannot get out when dupes pass in and out. However they can escape through mechanized airlock doors when dupes use them. Only pneumatic doors are designed to work with critters, well they were up to QOL Mk2.
  11. [Game Update] - 311032

    When I first started testing, before QoL1 babies were groomed which was pointless as it does nothing for them. (Well it will tame a wild baby but it's rare you need to do that) I can't find the patch notes for where when it was changed. Then again my memory could be playing tricks on me but I was positive they used to get groomed.
  12. [Game Update] - 311032

    I'm not sure when you changed it but dupes no longer groom baby critters, thanks very much this saves so much wasted duplicant labor.
  13. Bunker doors have an overheat temp of 1200C, however they will not take overheat damage unless you open/close them when they are above that temp. Also if they are taking overheat damage they will not stop taking it until they go below 1200C AND open/close. So effectively they cannot overheat or stop overheating until they experience a state change.