Gus Smedstad

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About Gus Smedstad

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  1. All this talk about airlocks

    Very funny video. Though I’m surprised a simple gas pump airlock (door / pump / door) didn’t make the list, given that the other basic ones did.
  2. That's a lot of refrigerators. I don't think I've ever built more than, oh, 10 in one colony, tops. My current colony has 6, and my food storage is some 1.6 million kcals. That's 20 days supply for 80 Dupes (I've only got about 25). I think the only thing that's stressed my food storage is lettuce, which is bulky and goes bad quickly. So I make an effort to turn it into mushroom wraps or frost burgers. If you're arguing that the power requirement is unbalanced, I'd say you're building far more than you need.
  3. They're roughly on par with Pacus. 75 cycle lifespan, produces 2 molts and 1 eggshell, vs. Pacu 25 cycle lifespan, only produces eggshell. The main thing he's missing is you don't need to feed them. Just let 'em go wild and keep them in a storage room somewhere. The main reason to feed them is if you want to increase your Pokeshell population rather than just keep the population stable.
  4. 100% electrolyzer uptime doesn't mean you have to waste power on gas pumps running at below 500 g / packet. Atmosphere sensors will take care of that for you.
  5. Regolith clearing

    Well, I did say: So, already mentioned before you posted, even if I didn't go into implementation detail. The destruction of matter is a little cheaty, but I have trouble seeing anyone getting up in arms about it. It's not like matter conversion or carrying 30 kw on a 1 kw wire. It's really more at the "personal preference" level, like using waterlocks vs. pump airlocks. You do get one mild advantage from robominers, in that you can suck up the heat from the debris for steam turbines if you want. I haven't tried to run the numbers on whether that makes up for lost solar panel time, assuming you've got solar panels below.
  6. Because that's the topic of the thread. Electrolyzer designs which fully utilize any electrolyzers included. That's what makes his design different. Whether that's optimal or not is a different question.
  7. One thing I appreciate about @Angpaur's build at the top of this thread is that it is, as the title advertised, capable of handling the electrolyzer's full output. The other builds in this thread seem to have lost this point, since they all have less than 2 gas pumps per electrolyzer, and thus are incapable of keeping up with the 1000 g/s total output of an electrolyzer. The counterargument, I suppose, is that it doesn't matter. Electrolyzers aren't big or expensive, and the real bottleneck is the gas pumps, and possibly any filtration system you may be using. Possibly the real measure of an electrolyzer setup is its total output in cold O2 per tile used. Some of these setups are pretty big for the amount of O2 they produce.
  8. A little inspiration

    There’s really not a lot of reason to disable jukebots and arcade machines. Dupes don’t use them unless they’ve lost the buff, and they aren’t on for very long when they do get used. About the only benefit to doing this is that you force Dupes to synchronize their dancing. With 6-7 Dupes per shift, it’s not uncommon to see only 1-2 Dupes dancing. I don’t mean to diminish what you’ve built there, though.
  9. Regolith clearing

    Personally, I automate the bunker doors. As soon as the meteors end they open, dumping accumulated regolith on to a ceiling of mesh tiles. Robominers then dig it away. The miners have overhead protection, and overlap in pairs so they can clear adjacent miner roofs. This requires that I cool the robominers. I put drywall behind them, and a dollop of petroleum on top of them. This is required for heat exchange. I then cool the petroleum puddles with radiant pipes, which in turn cools the robominers. I just feed the hot petroleum to a steam chamber, so any heat the miners generate eventually becomes power. What I don’t do is try and clear the regolith debris after mining. There’s too much of that. Another solution - one I’m not a fan of personally, purely because it feels “wrong” - is to destroy regolith with mashing airlock doors.
  10. It's not obvious, but all repairs work like that. When a Dupe completes a repair, the materials required drop from the item under repair, refunding the cost.
  11. Reservoirs don't exchange heat with their contents. The contents of a reservoir exchanges heat with the tile directly below the output port of the reservoir. So if that tile is warm and not insulated, the contents of the tank will warm up, and that tile will cool down. Really, if it's anything but a mesh tile in a vacuum, the LOX is going to warm up eventually, unless you're moving new cold LOX through it.
  12. You don't actually need insulated insulation pipes for LOX or LH2. They're nice, but with the correct setup you can get by with igneous insulation. The key thing is to recirculate the fluid. Design the system so excess fluid goes back to the production room, and set up your production so you're not making more if enough is coming back from the return pipe. The pipe should not stop flowing, ever. The LOX or LH will warm a little bit during the round trip, but not enough to vaporize, and since it's going back to the production room it'll get re-chilled there. An alternate solution, and one I don't do personally, is to use radiant pipe in a vacuum. It'll break repeatedly at first, and you'll lose LOX, but once the pipe reaches the target temperature, it will stay stable as long as it's in a vacuum, because vacuum is a perfect insulator. You use radiant pipe because it changes temperature rapidly and has a low specific heat, so it reaches equilibrium rapidly. This doesn't work so well for rocket silos because of the exhaust gasses, which is another reason I don't do it. John Francis talks about this a bit here:
  13. Why use jet suits?

    Dupes equipped with Jet Suits don't find themselves trapped because of a regolith pile or the bunker doors closed and they were doing stuff up top. I've had to do enough emergency rescues of Dupes trapped behind something on the surface to appreciate this. Though at least Dupes in exo suits aren't in danger of suffocating because they backed themselves into a corner filled with carbon dioxide, which is my usual crisis in the asteroid proper. Ladder building takes time. If it's a one-use ladder that I intend to deconstruct once the main project is done, it's just a lot simpler to let the Dupes fly to the work area. There's also the "no build / deconstruct order dependency" advantage. Mark a floor to get constructed, it's going to get constructed, even if a Dupe digs out a 2-space gap in the process. You can mark an entire ladder to get deconstructed and it'll all get deconstructed, even if a Dupe knocks out a couple of the bottom pieces first. So, while ladders can eventually get anything accomplished, Jet Suits often let you do it faster and easier.
  14. I really, really don't like playing at high speed. I prefer a more relaxed pace, where I feel I can tell what's going on. I never play at anything other than normal speed, and even then I pause it whenever I make any kind of serious decision. Again, way too nebulous for me to care about. Unless I see something where I brick off a wall and suddenly see a big jump in performance, I'm not going to worry about whether it might be affecting my FPS.
  15. PokeShell Information (i think)

    It’s a known thing, that Pokeshell aggression is triggered by being able to path to an egg, not distance. Pokeshell ranches generally take this into account. My current Pokeshell setup has them in a narrow room with an autosweeper set to pick up eggs. It delivers them to a tiny room with a critter drop-off set to auto-wrangle everything. Pokeshells hatch there, become juveniles, and then get wrangled and moved to the main room when they become adults.