blakemw

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About blakemw

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  1. It would be nice to have a brine + salt recipe for salt water. I don't think the game allows double fluid input recipes, so Brine + Water recipe wouldn't be doable without bottling... bottling isn't the end of the world of course... and Waterweed sips salt water so manual bottling would not be burdensome. But a machine like the Water Sieve, but that takes Water (pipe) and Salt, and outputs Salt Water, would work fine. Brine to salt water would involve desalination to get the solid salt so it'd be a little roundabout, but that wouldn't be a big deal.
  2. Honestly I think it'd be kind of appropriate if dupes at least didn't recover from radiation during space flight, i.e. the daily recovery = about the same as the radiation getting through the steel roof of the rocket. Might also be a good factor to have a difficulty setting for, like I could imagine some kind of recovery scale like this working well for radiation difficulty: Easiest: No radiation accumulates. Easy: 100/cycle Default: 50/cycle Hard: 20/cycle Hardest: 10/cycle So default, is really no serious worries unless a dupe is heavily exposed to radiation. Hard dupes don't recover much during space travel but they do recover a little each cycle. Hardest dupes actually get sick from space travel unless you add extra shielding or give them extra radiation protection.
  3. Farm tiles do not get damaged from the cold because liquids do not undergo phase change while inside a building, but pipes delivering water can be damaged. Generally the sleet wheat setup is to grow in Hydroponics Tiles and use Insulated Pipes to deliver the water. The water can then be at whatever temperature because it's protected from freezing in the pipes. The Sleet Wheat plants can be cooled directly by environmental cold, or by running aquatuner cooled polluted water through radiant pipes behind the Sleet Wheat.
  4. Buildings don't block radiation, tiles (gas, liquid, solid whether constructed or natural) block radiation. Doors, when they are closed, create temporary solid tiles. Diagonal radbolt rules are weird.
  5. I feel that food preservation is in a good place right now. CO2 pit freezers are a fairly easy and satisfying build and give a reason for Thermo Regulator to exist. Pickled Meal lice, Grubfruit Preserve and Berry Sludge are decent solutions for spaceflight: maybe Berry Sludge is OP as it completely bypasses food preservation, one solution might be to have it not care about temperature but still decay due to atmosphere. Fridge uses too much power IMO, I literally never power it. Would be better if it only used 60 W, then on a spaceship a single solar panel could power the fridge. I also feel that a powered Fridge should upgrade atmosphere quality by one level, i.e. turning Polluted to Normal and Normal to Sterile.
  6. There are some things which I was suspicious of initially but came to quite like. For example radiation, it took a bit to get a hang of setups, but they can be really fun (like diagonal overflow of radbolts, I dump them into an Interplanetary Launcher), and after I discovered the crashed satellite I tend to move my long term materials research to that planetoid. Orbital Science is boring, like I suppose many players do I just send a +20 science dupe into orbit for a cycle or on a short trip and she blasts through the orbital research, normally without even removing her Atmo Suit. Only for the really expensive techs do I bother with a Spacefarer Module with proper facilities, which I leave in orbit for a while. I feel it would be more interesting if you got databanks from the various points of interest on the space map which would also help justify why going to space is required to unlock certain things (i.e. the dupes discover technology on a derelict spaceship or something). If databanks were to return, I would like it if the station that consumes them fits easily inside a Spacefarer Module, so a true Science Ship can be made that uses a conveyor port to drop the databanks inside to be analyzed. With the current tech tree the orbital research is far enough back that it wouldn't be unduly annoying to have to micro ships to get the databanks and it would give reason to "explore" space, Artifacts aren't a good reason because they are basically pointless since decor isn't hard to max out. The rocket fuel consumption and exhaust production really needs attention, it is way too exploity at the moment. I feel it would be a good solution if taking off and landing both requires 1 tile of range, and produces exhaust in proportion to that much fuel. All engines would get +2 range of course to compensate for this. Something should be done about stranded ships. Orbital fuel transfer, towing or even drifting to the nearest planetoid and crashing on it would all be possible solutions. Self-destruct would also be an option though I'm not that fond of it.
  7. Pumping is technically great but especially if you're referring to Valving it to 1000 g/s so it doesn't break pipes I find that absolutely abhorrent, I'm pretty tolerant of Valving between the liquid/gas temperatures because even though pumping liquids and gases is not exactly the same there is some sense to it, including IRL the idea of supercritical state of matter where liquid and gas gets blurred. But pumping solid rigid matter through a liquid pipe makes zero sense and furthermore unlike something like liquid locks which also don't make much sense, Valving to avoid freezing doesn't really solve a problem that isn't readily solved in other ways, like if you want to maintain a clean vacuum (without going insane working with pump evacuated locks + Dupe AI) you must use a liquid lock, if you want to efficiently extract heat from magma you certainly don't need to pump it (there are lots of other instances where I won't use an exploit if there's a fair alternative, like there's an exploit where you don't have to pay (much) power to run an Aquatuner, like 99% of the power cost can be eliminated, but it's fairly easy to produce power so there's no sense in using that exploit even though it's technically superior). A well designed magma-tap can extract nearly all the available energy (at least down to 300 C or so) and a properly designed magma blade design can also extract 100% of the debris instead of losing 50% to mining if for some reason you want all the debris. There's also the factor that a design only needs to last as long as you need or want it to: I generally don't plan to play a colony for more than 1000 cycles so I just don't care if a system is going to run out of heat after 1000 cycles, and even if I did it'd be totally trivial to build a replacement power system.
  8. Yes, I love geothermal power. But I tend to not build anything bigger than 1 kW and I use it as a sort of baseload. I may or may not have Smart Batteries depending on how much intermittent power the grid has. In my latest Spaced Out game I build the smallest Geothermal powerplant I've ever built: It provides power for the oily asteroid. All I need is enough power to run 1 Oil Well, so I have the steam temperature set to 130 C to generate about 300 W peak, though it only runs at 45% uptime because I don't need the full output of 1 Oil Well. Because it runs so cool all I had to import to build it was 200 plastic and 200 copper.
  9. I think I must be playing a different way because I have a lot of fun with rocket interiors. I use tiny CO2 rockets a lot. These go very fast, they travel their maximum range of 4 tiles in 1.2 cycles but many trips between asteroids are shorter than 4 tiles and trips are often only 0.6 cycles. The Solo Spacefarer capsule is really suitable for these trips. An Atmo suit provides about 1.25 cycles of air and a Dupe also takes a while to suffocate after that runs out (if you're not exploiting the no catching breath glitch so dupes never suffocate...), in short any trip a tiny CO2 rocket can be made can be made with just the air supply of an Atmo Suit. A dupe starts starving at 800 kcal which gives them 0.8 cycles to live so if a dupe is not starving when they enter the tiny CO2 rocket they'll definitely survive a 0.6 cycle trip (unless they have bottomless stomach), but if a dupe has limitless access to food rather than scrounging for meal lice or something they keep about 3000-4000 kcal in their belly and can thus go 3 cycles without food, no problem whatsoever. A duplicant can go 1 cycle between peeing. If you dispatch the dupe on a schedule this means they will definitely be okay for trips up to 3 tiles long but if you completely disregard their schedule they might have to go toilet in their suit, which is basically fine the suit will be emptied at the docks. Basically all trips which a tiny CO2 rocket can make, can be made with an Atmo Suit and calories in the belly making them superb as shuttles between planetoids, just have atmo suit docks at each end and dupes can be sent back and forth freely. Here is an example "shuttle" interior, Jean can get busy doing orbital researcher and she even gets 120 decor (when I'm not hauling crap) for +12 morale to help compensate for not having morale boosting rooms on the way, it's overkill but it's also more or less free to do. I think this is how the Solo Spacefarer module is meant to be used, primarily for very fast trips which with proper timing allows the dupe to use the bathroom and other facilities at the destination or with improper timing they pee in their suit and sleep on the ground but it's not like they're doing that long term and even if they are high morale is entirely attainable so they can take considerable penalties to stress and remain at < 10% stress. Another of my Solo Spacefarers: this one a bit more exploity because I reconfigure the capsule on the fly but eh removing the rocket control station is allowed once in flight. Ari here is doing a surveying mission and has +20 morale from Decor and Berry Sludge and he's a happy dupe despite having to pee'n'mop. (The fridge is not powered: I'm using screenshot mode) Only in the late game with planetoids that are more than 4 range away is a "proper" rocket required (though the Radbolt Engine can be pretty fast), that's where the Spacefarer Module comes in. It is not particularly hard to make a Spacefarer Module with a Great Hall and Outhouse + Sanitizer for cleanliness, a Refrigerator is easily automatically stocked with Berry Sludge and a Storage can be stocked with a few tons of Oxylite. I build a couple of Dirt and Plastic Tempshift Plates to make sure those materials are locked in (actually I also Tempshift raw mineral, metal ore, refined metal for in case I have to reconfigure the capsule or for use at the destination). CO2 is the most significant annoyance, it is possible to use an Oxyfern to scrub it but often I just let it accumulate then temporarily build a Gas Pump and a Canister Filler and bottle the CO2 for later disposal, seems a little sus but eh the idea of the canister filler seems to be to put gas in bottles and I use it to put gas in bottles. At the moment the main thing I don't really like is the ability to load unlimited tons of junk into the capsule with no impact on rocket module burden, it kind of feels like I should be punished for loading 20 tons of junk into a capsule.
  10. Fun fact: Hydrogen Generator + AQ/ST using water coolant is almost exactly the same efficiency as AETN, that is the same amount of hydrogen gas turns into almost the same amount of net heat deletion. The difference is that AQ/ST can only cool to around -6 C on polluted water coolant, whereas an AETN can condense Sour Gas at exactly the same efficiency, an AQ can be used to condense Sour Gas using Methane coolant (a tricky build) but does so at less than half the efficiency of an AETN. But for "room temperature" cooling and mild refrigeration the AQ/ST is already highly energy efficient and for the amount of cooling delivered is much more space-efficient than an AETN as it delivers around 9x the cooling for around twice the space.
  11. For me the main thing I like about the DLC is it tickles my restartitis itch without actually having to restart, going to a new asteroid is kind of like new game+ where your dupes start with more skills and you can bombard the destination with supplies from other asteroids using the interplanetary asteroid. What I don't like: lag when many asteroids are colonized. Gets bad even with only 10 duplicants. Possibly unpopular opinion, but I completely 100% agree. Super coolant is dumb, I don't want a late game reward that makes everything easier, I want a late game reward that enables new hard builds. Give us something which can be used at low temperatures but isn't stupidly OP (seriously there's not need for SHC so high it results in near-unity ST/AT and a liquid range a mile wide is also unnecessary), helium would an obvious choice, helium gas could be made to simply not condense into a liquid (instead staying a gas at -273 K) so it could be used in Thermo Regulators without condensing. We "need" late game power sinks, and expensive cryogenics that uses Thermo Regulators for deep cooling would be one way to achieve this.
  12. Err they already block all light, the "sine waves" is because under intense sunlight a solar panel can reach its peak power with only some of its tiles exposed. It is a dumb mechanism though, especially considering the "shadow effect" on real life solar arrays that destroys efficiency when partially shaded, a solar panel at very least should have the peak power calculated per tile, i.e. instead of summing the total power produced then capping it to 380 watts, instead cap the power per tile to (380/7) watts and sum the result.
  13. I just ignore them totally and don't let Pips get the seeds. If I'm feeling extra diligent I dig out the Sporchids but often I just leave them. So here's the deal, Zombie Spores are broken and it's nearly impossible for them to infect Dupes "in the wild". Duplicants have to breath in zombie spores to get infected or eat/drink them. I'm pretty sure "contact" infection is simply implemented the same as digestion at least I've never managed to get a dupe exposed in any way other than inhalation or eating/drinking. Inhalation is the considerably more likely route to infection considering the convolution required to get dupes to eat/drink zombie spores. Dupes can only breath Oxygen or Polluted Oxygen, they cannot breath any other gas. Zombie Spores are typically released into Carbon Dioxide by virtue of the fact that it sinks down into the oil biome and any other gas will stifle the Sporchids, the other gases Zombie Spores might get into are mainly Sour Gas and Natural Gas, dupes can't breath those gases either. If there are less than 5000 zombie spores in a 1 kg CO2 tile, the spores are not allowed to spread into another type of gas tile (they can spread into other CO2 tiles by splitting and merging), this is likely to prevent the germs becoming "spontaneously" underpopulated by aggressively leaving the gas tile. Zombie Spores are immortal in CO2 but they also don't reproduce so you just end up with spores trapped in CO2 tiles unable to leave. So some distances away from the source of the zombie spores, the spores have spread out enough that they are now just like 1000 germs/tile and can't possibly escape into oxygen tiles (because as noted they need to be REALLY concentrated to be able to get into oxygen). You can have these infected CO2 tiles bouncing around and mingling with oxygen tiles, but the spores can't spread into those oxygen tiles, and if it so happens that a carbon dioxide tile does have barely enough germs to share them with an oxygen tile, then those few that do spread into the oxygen tile will nearly instantly die to acute under-population (7 second half life). So coming back to what I said earlier, Dupes can't breath CO2 tiles, a Dupe can be standing in a CO2 tile with 1000 zombie spores and breathing from an adjacent oxygen tile and is at zero risk of breathing in zombie spores (this is like a dupe breathing underwater from an adjacent oxygen tile), they stick out their extra long breathing proboscis and suck down that oxygen from a meter away. If you actually indulge them with Atmo suits for their forays to the oil biome their impunity is even greater if it's possible to go below zero risk. Let's also approach this from the other angle, say you WANT to infect your dupes with Zombie Spores "by accident" or deliberately. How do you actually do that? Well basically, you need to plant the Sporchid very near oxygen, for example in a CO2 pit under your Great Hall would be ideal, the Sporechid can then release like 50000 spores into the CO2 tile, and that CO2 tile can then release thousands of spores into the oxygen tiles then your dupes can suck down that oxygen loaded with spores and get zombified. To avoid this happening don't deliberately plant a Sporchid plant under your Great Hall. (Or if you want to go the digestion route for getting infected, then first get some zombie spores into crude oil by having the Sporechid sitting in shallow oil but its top in CO2, then mop the crude oil, then transport the bottle of crude oil (or use a gas pump to pump infected CO2, then a Canister Filler and a Canister Emptier), now the dupe has zombie spores on their hands, now get them to eat food without first washing their hands. This will give them contact with zombie spores, though unfortunately very few spores tend to survive the multiple transitions between different objects so the spore load isn't very high and it's unlikely to cause infection. A better route might be to plant a Sporchid in shallow water + CO2 then use that water to make Mush Bars or Tofu or in the Water Cooler or Soda Fountain) And don't have an "all seeds" bin that Pips can rummage through because if a dupe delivers a Sporechid seed then a Pip steals and plants a Sporechid in your base hilarity will ensue. So in summary, ignore Sporechids, don't go the extra mile to get dupes infected despite the game trying to make it nearly impossible, and don't let Pips get the seeds.
  14. I had an even worse instance of this with the Neural Vacillator, the dupe was left "permanently" (I didn't test until the end of time) stuck in an animation and unable to jump or do most other things. Reloading the game fixed it.