Gus Smedstad

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About Gus Smedstad

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  1. Modular Reservoir

    "Test if full" probably won't help filtration setups - I never felt the need - but it'll be pretty nice for petroleum refineries, cooling setups, and water purification. It's currently possible to test if a reservoir is full with plumbing and a sensor, and I've done that to make oil refining more time efficient.
  2. Modular Reservoir

    For that matter, it's pretty common to find large pockets of sour gas generated on the map at game start. Sometimes you can ignore them, but if you're collecting natural gas from oil wells, you're pumping gas out of the oil biome, and starting sour gas and steam can find its way into your gas extraction system. You may also want to clear a zone of sour gas so you can pump in carbon dioxide for a slickster farm. It's pretty typical to need a gas pump at the bottom of the base to filter out and store all the non-oxygen gasses. Carbon dioxide's always going to be there, but natural gas from industry can drift down there, as well as chlorine that doesn't get properly filtered as you open gas pockets. Outside the base you may want to filter out polluted oxygen and store it until you can clean it. In any case, my gas filtration systems are never such a complicated mess of piping. Generally it's a simple series of gas filters. If you're feeling paranoid about energy usage, you may want to create a set of mechanical gas filters - which is not what I'm seeing in these examples.
  3. For a long time I had no idea there was an option to choose F or K in ONI. By the time I was aware of it, I was thoroughly accustomed to the relevant C figures, so I didn't switch. C works pretty well for ONI anyway, since freezing and boiling points for water are pretty important, and of course C is scaled around those. F isn't all that intuitive for ONI since Duplicants have a ridiculous range of thermal tolerance. They're happy enough in 150 F surroundings.
  4. I've yet to play the recreation update, I'm lurking until I feel motivated to start a new colony, but I have to say this sounds pretty frustrating. I get that the Dupes want hot water in a hot tub. What I don't get is why Klei decided the hot tub itself needed to overheat and stop operating if it got above 37.7 C. That seems unreasonable for a raft of reasons.
  5. [Game Update] - 364722

    This is a big deal. Not only does it make Heavi-Watt Conductive a proper upgrade now, it pushes back the > 20kw distribution problem back far enough that most if not all colonies won't need difficult work-arounds anymore. I think my last late-game colony peaked at around 35 kw. No doubt some players will still end up creating mega-colonies that exceed 50kw, but 20kw was a limit you typically encountered when you hit space with 20-ish Dupes. I just recently hit the 20kw limit in my most recent colony, and re-discovered the sort of headaches you encounter even if you start inserting switching battery setups to dodge it.
  6. Locavore/Carnivore

    I don’t think ravaging hunger or binge eating helps. Because the real challenge is not eating 400kcal, it’s finding 400kcal of meat or fish by cycle 100. I think it’s mostly about getting to shove voles, and doing at least some basic cooking, since cooked meat increases the calorie count value of meat by 25% and fish by 60%. Advanced cooking’s harder since you need a source of natural gas, Frost Burgers give you another 50% multiplier (4000 kcal bbq + others stuff -> 6000 kcal). You obviously have to forage wild wheat and lettuce for that one. To put it another way, one shove vole = 5 cooked meat = 5 frost burgers = 30,000 kcal if you can cook it that far, a 87% bonus.
  7. I wish I could shed some light on that, but I think it really needs testing. I strongly suspect you're looking at decay rates in seconds. One cycle is 600 seconds at normal speed. If so that table is 4 / 2 / 8 / 16 cycles. But how they're applied, and how refrigeration works exactly, really requires research. I strongly suspect there's an equation based on temperature. Look at how bacterial die-off rates work. 60 C is different than 70 C is different from 80 C, so it's an equation, not a look-up table.
  8. So is 10kg the minimum amount of algae to make a proper tile once cooked? I’ve seen people post rules before, for the mass required to form a non-tile lump vs. a broken tile vs. an undamaged tile, but I don’t recall what they are. Also, are there asteroids where algae’s nonexistent, but polluted water is plentiful enough to make boiling for dirt the proper way to make natural tiles? Given my experiences with volcanoes and polluted water, it seems like it would be easy to end up with partial / broken tiles or tiles over cooked all the way to sand.
  9. That “construct pipes from hot materials and embed them in metal tiles” approach is pretty ingenious too. My concerns are that (1) it requires that you dig to the magma zones first, or uncover a volcano, and (2) there are so many ways it can go wrong if you’re not careful. It’d be pretty easy to end up mixing hot rock into bins where you don’t want it, or construct things with hot rock that you don’t want to be 200 C. I’ve never deliberately created igneous rock from magma, but I’ve had a few experiences screwing up because I stored hot regolith inside my base instead of in space, or had rocket exhaust melt stuff down to magma and then cool to very hot igneous rock.
  10. If you’re deconstructing bins, that means the resulting algae dumps are in Dupe tool range. So if you have any open algae storage anywhere, a Dupe may pick up your algae lumps and store them. Though I guess the answer to that is “don’t do have any storage space open” when you do this.
  11. I’m liking the glass algae to dirt cooker. Mainly because it’s controlled, adding the heat you need for the cooked tiles and not much more. What’s the best approach to dumping the algae? Conveyor droppers with no way for Dupes to pick up the algae lumps once they’re dumped? Something else?
  12. Oh. In that case, I won't be using it. It's clearly not intended behavior. The only obvious ways that cross my mind involve cooking algae or polluted water. Both of which are a bit of a PITA, if you ask me.
  13. I don't understand why that creates a natural tile. Shouldn't that just create an ore lump? Are the metal tiles bounding the mechanical airlock important? I'm assuming the vacuum isn't. The natural tile thing has been on my mind primarily because of parks.
  14. [Game Update] - 358820

    If you read the dialog box again, you’d see that Mama has two tasks: run generator and cook. “Run generator” is the current task. “Cook” is on the to-do list. Really, it does matter. No amount of twiddling with priorities will affect what a Dupe is currently doing. It only affects what they will do once their current task is done. What you’re seeing isn’t evidence of a bug. If you really must cancel a Dupe’s current task, the easiest method is usually to give them a “move” order. That will interrupt what they’re doing. I have to ask: do you have a battery in the circuit between the hamster wheel and the grill? Because if you don’t, no one can cook unless there’s a Dupe running the generator.
  15. [Game Update] - 358267

    This does not compute. Statement evaluates to false. Throwing exception.