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About QuQuasar

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Oxygen Not Included
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  1. Starjack Citadel Welcome, shareholders, to Gravitas facility 1732269961-C. Please ensure your mindframe is secure and keep your hands and feet inside the colonies info-sphere at all times. Additionally, please refrain from interacting directly with the organic inhabitants, as we've found that existential crises are not conducive to efficiency. Click here for full-size image Facility '61-C utilizes the "Starjack Citadel" template, an aesthetically-pleasing geometric design with 4-way symmetry, constructed around a central shaft. The template splits the facility into literal spheres of influence, each area of the base dedicated solely to a particular focus. To stress-test the facility template, the organic inhabitants were all printed with miserable immune systems and a heightened stress response.This has caused some... *ahem* problems...but please rest assured that the so-called "hundred cycle vomitpocalypse" was grossly overstated. Of additional note, this facility was built in a location with no available water, slush or polluted water geysers. All potable water in Starjack Citadel comes from steam vents. We'll start our tour in the residential zone, built in the central 'spokes' of the facility. Residential Zone Click here for full-size image The residential zone houses 34 productive duplicants and Meep, plus an alien shapeshifter pretending to be Ruby (click here for the story behind that). It includes facilities for food, bathroom, recreational, sleeping and medical requirements. Oxygen is provided through the use of open-air electrolysis, and the entire base is cooled to a comfortable temperature via a cooling pipe radiater built into the floors. Most base facilties have undergone extensive renovation since their initial construction, with the duplicant-favored decor-and-ladder spam replaced with clean lines and a minimalist, modern design. There still remain some exceptions to this rule however. The base is centered around a transit-tube highway network that utilizes straight lines to reduce commute times to a minimum. This tube network passes through the Starjack Citadel Botanical Gardens, an artificial nature reserve constructed in the bases central corridor with the aid of local wildlife. Agricultural Sphere The agricultural sphere, positioned on the western spoke, produces vegetable matter for the colonies consumption.As Starjack Citadel subsists entirely on Frost Burgers, the primary exports are Sleet Wheat grain and Waterweed lettuce. Like the residential sphere, this location has undergone substantial renovations.Earlier in the colonies history it produced Dusk Cap mushrooms and Bristle berries, substantial stocks of which are due for composting now that sustainable burger production has been established. The decision was made to grow waterweed 'naturally' in artificial sand beds rather than in hydroponic tiles to reduce the resource requirements and compensate up for the colonies lack of a salt-water geyser. Sand was chosen over dirt to more accurately reflect the plants natural habitat. No science has been done to establish whether this makes it grow faster, but it is aesthetically pleasing, which is a good enough reason for Gravitas. Ranch Sphere Found on the eastern spoke of the citadel, this facility is the primary meat producer for the citadel. Plans have been made to convert it into a zoo for every critter morph and get meat instead from Shove Vole and slickster ranching, but our duplicants have not yet found the time. Space sphere The center of operations for the colonies space exploration and mining efforts, this facility includes two rocket launch pads (the second one is still under construction) and an exosuit tower for space access. This facility also serves as a temporary saltwater reservoir. While it would be trivial to refill from the subsurface ocean, the colony will instead move to rely on more sustainable sources of water when it runs low, such as the steam geyser in this sphere, which has been temporarily capped while we work on a better system for it Unlike the other steam geysers harnessed by Starjack Citadael, which are cooled down directly to produce potable water at the cost of power, the geyser here will be heated to run turbines. The space sphere's lack of symmetry is a result of this geyser. Power Sphere Despite an abundance of oil, baseline power for Starjack Citadel is primarily derived from Natural Gas and Hydrogen, buoyed by a distributed network of renewable solar and steam. Coal shipped from the Hatch ranches provides backup power. It was necessary to improvise the design of this sphere to account for the two natural geysers and the ruins of historical significance present here, which have not been entered out of respect for the World That Was. The power sphere and it's accompanying infrastructure has been renovated several times. The facility also includes a Petroleum Steam Reactor to make power off of a pair of steel petroleum generators running at 265 C. We don't really need the power, but the Co2 is useful for slickster meat. Manufacturing Sphere This is where 'clean' manufacturing and refinement work happens. All the stations here require duplicant operation and do not produce waste gasses or liquids. Heat above 125C produced by this process is used for power in the heat sink, while the remainder is ejected into the environment and cooled with a pipe radiator in the floors. Extreme Temperature Sphere A minor volcano and an AETN in the vicinity of this sphere provide heat and cold respectively for regolith melting, petroleum boiling and carbon/chlorine freezing purposes. The boiler currently has a few fatal flaws: regolith melting and igneous rock extraction needs to be automated (currently I'm sending in the regolith manually when it's needed) and I need to work out a way to submerge the igneous rock in molten lead for faster heat extraction, but without boiling the crude too fast and making sour gas. Also, I'm pretty sure we're losing a lot of heat to magma freezing. Not that I'm too concerned about that: we have no particular need for petroleum. We have a better design for a petroleum boiler ready to go, though it will mean dismantling our carbon and chlorine freezers. Natural Gas Sphere A large, state-of-the-art Natural Gas battery. Stores gas from the geysers for when they go dormant. Not much more to say about it. Gravitas Directors Facility As the Gravitas Facility is considered to be of historical import, significant renovations have been avoided.We have, however, utilized it for the production of LOX and LOH, and added some satellite dishes. Solar Array Just solar panels. Not an optimally efficient design, but it provides symmetry for the gravitas facility. Still needs a bit more cleanup. Slickster Pens Again, these were built more for symmetry than anything. They are not currently being utilized in an efficient manner and are frankly a bit of a mess, but we do plan to change that. Other sites of note Steam Geyser Tamer (x3) We have three of these on the map. They're optimized to be compact modules, but remain quite effective at condensing the water from steam geysers. Metal Volcano Tamer (x2) We have two of these for our Iron and Gold Volcanoes. They make the hot metal available to duplicants while it's still cooling, but we haven't found that to be a problem because hot metal gets reset to warm temperatures when you use it for construction. Frozen Core Hydrogen Vent The gas pump here is the very first thing we built out of Thermium. The Vent tamer used to include wheezeworts to extend the steel pumps lifespan, hence it's size Pressurized Oil Storage Cavity Included in this list because I like the water lock. Full disclosure, though: once it' gets water and petroleum in it, it can cause problems. We desperately need to pump those out. Unbuilt Sphere Will probably need to be another saltwater reservoir for a while, for obvious reasons. Final Note (OOC) Lessons learned: Remember to leave some space for transformers. I never had enough room for them. Electrolyzer canopies like I'm using here are very effective. I'm not sure if leaving room around the electrolyzer is necessary for maximal effectiveness, or if I'm just being superstitious. Not having a single reservoir for each liquid makes your plumbing complicated. There's still lots I'd like to do here, but quite frankly I've lost interest in this colony for now. Maybe I'll come back to Starjack Citadel one day. Regardless, I'm proud of how it came out. This is handily my best colony to date. I've attached the save file if you want to take a closer look. Seed is 1732269961, using this worldgen mod: Cheers, Quasar Starjack Citadel.sav
  2. Confirmed. Pipe repairs are costless. The repair materials drop out of the pipe section after the job is complete. (Edit) I cannot replicate this behavior with a petroleum generator. Note the lack of copper outside the building after it is repaired: the generator ate it. This behavior may only apply to pipes.
  3. Sustainability Questions

    Wild-farming ethanol is probably the simplest solution. A while back I worked out this map for a single duplicant eating slickster burgers. 8 Arbor Branches (2 trees) \ Eth. Distiller, 600 kg/cycle \ Petroleum Generator, 25% uptime / \ 66.6 g/s CO2 112.6 g/s water / \ 2 sleet wheat 1 lettuce 2 slickster Electrolyzer \ | / \ Borger Oxygen Numbers are rounded up, so if you scale up you won't need (for example) as many lettuce as duplicants.
  4. AETN doesn't exist

    You will likely need to switch to powered cooling. A gold amalgam aquatuner submerged in a water or oil pool outside your base will buy you a fair bit of time. A steel aquatuner will buy you even more, and in the oil biome that heat can be put to good use to feed a molten slickster ranch. And an aquatuner in a steam room below a Steam Turbine will buy you eternal cooling. All of these methods cost a fair bit electricity, of course: the steam turbine isn't nearly enough to power the aquatuner on it's own.
  5. I made two major mistakes with my LOX: 1. I produced it inside the gravitas facility, some distance from the launch pad .Even with insulated ceramic, LOX packets still break the pipes before they can reach the rocket, let alone make the return trip. 2. My design only chills airborne oxygen. Once it condenses, the radiant pipe is left in a vaccuum. This prevents it from ever freezing, but means I can't chill it beyond the condensation point. Fixing the second issue should also resolve the first, but I'll need to be cautious. Any heat introduced to the reservoir will cause it to vaporize and explode. This whole kerfuffle did teach me that you get back the ceramic you use to repair the pipes, though. I'm not sure if that's a bug, but I like it. Am going to have to test with other auto-repair tasks, maybe I can stop micromanaging my repairs.
  6. A v-shaped crude oil or petroleum liquid lock will work just fine, but if you want something a bit more more entertainingly overengineered, I've found my waterproof airlock (the Mk II version specifically) to be quite effective and leak proof in survival.
  7. "Holy carp there's so many planets I can't even see the sky!"
  8. This is fine. Everything is fine. You and me both, Gossman.
  9. Finite? I'm confused by this assertion. Refined iron periodically falls from the sky, most maps have metal volcanoes, and in the worst case scenario you can get metal via cargo rockets. Plus, it would take a serious megaproject to use up all the lead on the map. Do you mean limited?
  10. Feeding on Sporechids was actually my second idea for the hummingbird. Honestly, it's probably a better solution: drinking nectar is a natural reflection of real-life hummingbird behaviour and would give us an genuine incentive to play with Sporechids instead of just avoiding them. The only question is, what would it produce? I don't have an answer to that. One idea is that it could expel gas like a squid does with ink, either to jet about or as a distraction. But I don't know what gas. Hot steam, perhaps? A ranch you can run a steam turbine off of would be kind of cool. But we already have heat-loving creatures in the oil biome and I really wanted to propose a critter for the cold rust biome. So perhaps the rust-deoxidizer alternative should be a different critter entirely. Mechanically, I'm picturing a critter that eats rust and generates oxygen, but rather than expelling the oxygen like other creatures, it stores it internally. When it dies it explodes, releasing a burst of high-pressure oxygen into the environment akin to what you get when you deconstruct an exosuit dock. It would be a viable way to get oxygen from rust without having to deal with chlorine and heat, but at the cost of extreme intermittancy and a high likelihood of popped eardrums.
  11. We don't currently have a bird-like critter in ONI. I'm thinking a hummingbird-like creature native to the rust biome, that eats rust and expels cold oxygen as an alternative to the rust deoxidizer. I also feel like the "Forest" biome doesn't have enough foliage in it. I'd like to see giant roots or hanging vines: something to make it feel more crowded and forest-y.
  12. Probably the most important thing is that it keeps the production ranches at 8 adult critters at all times, without needing to wait for a new egg to hatch and the baby to grow to adulthood. It also allows for the shearing of adolescent drecko's, but that's a new feature of this design.
  13. I found I had a problem with my previous ranching system: if a duplicant was interrupted while carting a critter from the nursery to the slaughterhouse, the critter would end up wandering my base. Also, it bothered me a bit that I wasn't shearing the drecko's for their plastic/reed fiber before murdering them. So I decided to optimize and compact my Slaughterhouse and Nursery into a one-stop animal-abuse shop. This is what I ended up with: Similar to the other system, eggs are deposited into the nursery at the bottom, where duplicants can't reach them. There they hatch into babies, and mature into adults, at which point the drecko's are sheared (priority 9) and the rest are wrangled (priority 8) by the first available rancher. The Critter Drop-Offs in your production ranches must be set to priority 8 or 9. If there is room in any of your production ranches, the wrangled critter will be delivered there to live out the rest of their life in groomed happiness. If there is no room for them in any available ranch, the rancher will take them out back behind the shed to be murdered humanely. Wait, did I say humanely? Sorry, I meant horribly. Yes, that's the word. Horribly. Notable: Despite appearances, it's actually safe for dupes: unlike critters they can breathe in the drowning chamber, and the worst they'll suffer is hypothermia. I guess dupes are just smart enough to push their face up against the airflow tiles and suck oxygen through it like a giant humanoid Sucker Fish. Also Notable: It's important to get at slightly more than 7 tiles of water in the drowning chamber: too little and drecko's, pufts and slicksters will still be able to breath in the topmost tile. The automation is nice and simple: a clock, a filter and two buffers. And the shipping is trivial: eggs go in; eggshells, meat, plastic and reed fiber come out. A single one of these will service as many production ranches as it needs to, and works for hatches, drecko's and pufts. I'd recommend centralizing your ranching operations around it to reduce the ranchers commute times. Do not spill any liquid in the drowning chamber: it must remain homogenous or it won't flow correctly and liquid will be crushed in the doors. The design also technically works for slicksters, but only if you fill the drowning chamber with crude oil (for normal slicksters) or petroleum (for molten slicksters). If you do use it for slicksters, you may want to use mesh tiles for the nursery section to avoid drowning the larva in oily excrement. Cheers!
  14. Early game: 1 for blueprints, 5 for most things, 6 for farms, 7 for cooking and hygiene concerns, 8 for life support and 9 for non-critical emergencies. Late game: