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About vonVile

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Oxygen Not Included
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  1. After making that inefficient huge Slime Cube I decided to make the most compact. This one does everything as old version just in the most compact space as possible and hiding all the mechanics that make it work. Breakdown: Air Pump with Element Sensor to pump out everything, but PO using a Not Gate. Top Pressure Sensor set to pump in PO from PO Geyser if below 1000g with Buffer Gate. Center Pressure Sensor set to open Mechanical Doors if below 500g with Buffer Gate to vent in outside PO if PO Geyser doesn't exist. Two Sweeper Arms to collect anything from anywhere in room. Two left Collector Bins set up to remove: Slime, Squeeky Puft, and Meat (when Puft dies) to Mushroom Farm/Food Storage. Right Collector Bin collects Puft and Prince Puft eggs that don't fall to bottom level. Receiving Bin set to hold: Polluted Dirt and Puft eggs. Storage to hold Polluted Dirt to create PO. Room size: 77 tiles. Could go up to 81 tiles if I added Air Vent tiles to corners of room, but I like the layout this way.
  2. I got a world seed with 2 Magma Geysers, which were useless too me. One is bad enough, but two is too many. I wouldn't have had a problem with it if for the fact the world didn't give me a metal Geyser, which should have a minimum of one. Its the same seed as the too close to the start biome Geysers: 768889499
  3. I've had too world's generated back to back with Geysers right at the edge of the start biome making it a challenge to deal with. The first was a PW Geyser, which wasn't so bad. The second world was a major pain with both a Water Geyser and Crude Oil geyser on the edge and close to each other. I didn't save the seed for the first world, but here's the one for my current world: 768889499 What I would like to see happen is that geysers to be pushed away from the center by 20-25 tiles. This is a reasonable distance of being close, but not right on top of the start biome.
  4. I just found out this problem also happens with emptying gases from pipes, so its also logical that goes for liquids too.
  5. Did you select the Dupe and tell them to move there? There path to get there could be blocked.
  6. If an electric wire becomes damage and the tile is surrounded by other tiles; top, bottom, left, and right Dupes are unable to repair it because there is no way with the way the game is programmed for them to access it. I had this repair order set to 9 for many cycles and the only way to repair it is to either deconstruct one of the said tiles or deconstruct and rebuild the wire not having to remove a tile.
  7. Water and O2 are easy. All you have to do is live off Dupe PW from your bathroom system and pumping in natural PW to run the Sieve, Electrolyzer, and Carbon Skimmer. Once you get a sustainable food source you'll discover you don't need clean Water to survive, so its basically rationing the natural Water long enough to unlock all Research. I never figured out how many Dupes it takes to keep a PW based infinite bathroom system going while connected to an Electrolyzer. I think it takes 8-10 Dupes to start gaining a surplus.
  8. Like I stated they need to re-categorize "disabled," because it really isn't, to "standby" for automation. If I set my coffee maker to make coffee at 7AM daily, the machine isn't disabled and I don't stop reloading it.
  9. puft escape through water

    To have a solid Water Airlock make sure Water is on both sides of the seal. What you should do is build two tiles to push out the CO2 and Natural Gas and then destroy them. If you have enough Water it will cover what's needed. Also that Airmesh Tile might not be a good idea, because its pushing the Water back making the seal thinner and could be causing the Puft to escape.
  10. I wanted to equalize the amounts of Polluted Dirt to 4 Storage and set the almost full one to 5000. I was expecting the Storage to force out the excess, but it still held everything. I then went to remove it's check mark and after I did it released it all, but the container still stated it held 17 tons. Only after I set it to hold Polluted Dirt that it corrected itself. If a full Storage is set lower I wouldn't know in what fashion it would dump materials. I guess it could to it alphabetically or from least to most of a material.
  11. I couldn't figure out why my Dupes wouldn't deliver Dirt and Phosphorite to the Fertilizer even when set to 9, which was connected to a Clock Sensor to only work during the last quarter of the day. After too many cycles of seeing Dupes ignore it, I decided to set the Clock to run all day and they finally did it. What seems to be happening is the Clock Sensor is setting the Fertilizer to disabled when not active, so Dupes won't attend to it. That shouldn't be the case. Even with the Clock Sensor having the Fertilizer (or any other machine) set to "off" Dupes should consider it functioning and deliver. The Clock Sensor should instead classify the inactive machine as being in "standby."
  12. My Slime Cube

    The rooms are designed to be 5x5. The airflow tiles are used to make that 1 tile gap needed to create the maximum size Ranching room at 94 tiles.
  13. I've never stopped working on this specific Slime Cube design since I first posted about it, but I think I've pretty much reached as far as I can go with it being 99% fully automated. Breakdown: - Able to remove O2 from room. - Able to capture and transfer all Slime to Mushroom Farm from anywhere in room. - Able to capture and transfer Pufts and Prince Pufts from anywhere in room to deliver it to Storage in center of room. If Incubator is free transfer Pufts into them. - It has a drop off point on the bottom tier for Polluted Dirt to be collected in Storage for producing PO2. I have a theory that Polluted Dirt produces better than Morbs because there is not a 1000g condition. Storage of Polluted Dirt just pumps out PO2 non-stop. The Polluted Dirt is collected from the Sieve and farming Paku. - Automated Mechanical Doors that open when pressure is under 1000g to allow in PO2 in if needed. Ranching room size is 94 tiles. The conveyor system could be simplified to using one system instead of two (one for Slime and another for Pufts) if there was a Conveyer Filter. Hopefully Klei will make one. The next step is to make the Slime Cube more compact. I think I can get it down to half its size (3x2 5x5 rooms) and still fit everything in.
  14. It would be nice if there was a check box that goes along with the number creation amount on the Musher and Cooker for how many of one item can be made per day. This way the Chef will make a specific amount per day instead of making excess and wasting all day cooking when he could be useful someplace else.