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Found 5 results

  1. There comes a time when you want lots of plastic and steel. You've got a base set up and now you're looking to push out and explore the map. Plastic helps with transit speed and steel helps with taming high temperature stuff and space stuff, so you want lots of both. I decided to put some effort in to streamlining refinery processes and I came up with this machine that I'm tentatively calling a Self Powered Refining Complex, or SPoRC. I'm sure we'll come up with a better name. Anyway, I made a video explaining it in more detail for newer players, but for veterans you probably just want the... Summary Consumes waste heat from steel production (capacity: 1 refinery, ~1200kg steel per cycle) Converts crude oil to petroleum (capacity: ~2400kg/cycle, output petroleum @ 130°C) Produces power (powers metal refinery, self cooling and about 500 watts extra) (optional) Purifies water (capacity: <2400kg/cycle, depending on input temperature) Self cooling, cools refinery, output water and can be extended to other parts of your base Setup: requires 5000kg petroleum, no advanced materials, total 2000kg steel. Machine size: 19x33 including access ladder. Design Principles Buildable as early as possible. No late game materials, simple construction techniques. Resolve negative externalities relating to oil and metal refining. Construction plan There is an attachment showing various overlays. I recommend proceeding in this order: Plan out the area (19 wide, 33 deep). Building in carbon dioxide is recommended, otherwise you may need to vacuum out other gasses. Build the refinery, and reservoirs on the refinery level and connect them together, but do not link up the heating radiator yet. Fill the feed reservoir with petroleum. You may need to use an Oil Refinery to make the first 5 tonnes of petroleum. Use the metal refinery to produce 2 tonnes of steel. This will start pre-heating the petroleum, and the steel will be used in construction for the lower part of the machine. Build the rest of the machine while leaving access paths for dupes to enter each level. Steam turbines can be delayed. Disable the lower three reservoirs and then fill them. Remove all debris from inside the various chambers. Test the automation. Toggle sensors by pressing above/below. Nothing worse than finding you missed a wire after the machine is filled with hot steam! Disable the Metal Refinery and all 3 reservoirs on the refinery level. Vacuum any gasses lighter than steam from the steam chambers (Oxygen, pO2, Nat Gas, Hydrogen) Connect the heating chamber radiator pipes to the refinery pipes. Seal it up, enable all reservoirs and start refining! Usage notes I recommend connecting the machine to your main power network. At times it may draw power, but it will be a net energy producer. The metal refinery may be used to refine other metals. Crude oil cracking will not be interrupted, but it may not produce enough heat to be self powered, depending on your duplicant's operation skill. I recommend extending the cooling loop as you see fit. It has lots of spare capacity, but again the machine will draw more power. Note however that it will refund the maximum possible energy while using water as a coolant, so this is still an efficient cooling option until late game materials. The input temperature of waste water and crude oil affects power production. The hotter these inputs, the better. SPoRC.blueprint
  2. The new disease system arrived with the latest update, but it is very unclear on how it works or rather on how you know when your duplicants are infected with some sort of internal pathogen and that makes it chance based whether your duplicants get ill or not. My idea against this was some sort of building that can detect if your duplicant is carrying a pathogen inside of them (inside because we are in fact able to see the surface germs but not the ones internally) currently. I would call the building "Ooze-analyzer" (Ooze because dupes are made out of some sort of genetic ooze), a building that can, after usage, give you exact data about the analyzed duplicant and if they are running risk to get ill (with that you could also prepare for them getting sick by putting them into quarantine) The building and raw data: In the research tree, it would be somewhere, where you already have the ability to get plastic and access to advanced medical buildings Its item cost would roughly be 200kg of plastic and 600kg of refined metal Its size would be 4x2 (looking like a tube that scans the duplicant when walking through it, also with a direction based system like with sinks) In order to build it, you would require a duplicant with the skills "Electrical Engineering" and "Duplicant Care" Its power requirement would be 480W per duplicant passing through If duplicants walk through, their total speed would be reduced by 50% as long as they are being scanned (if walking in enabled scan direction) This building would require no duplicant to be used This building would have an automation output if a duplicant with the possibilty of getting sick would walk through The building would generate no heat The building would give -5 decor in a 1 tile range (also inside of the machine) This building would also act like a drywall/tempshiftplate (making it possible to seal space exposed tiles) This idea came to my mind when I saw that the new disease system is now based on percentages, instead of an exact amount of germs, in order to get infected, what makes it luck based and in order to remove this "luck" factor, this machine would make it a little easier since it tells if you have to prepare for an outbreak of an illness or if there is no need to panic. I hope the idea makes some sense, if there are problems or unexplained holes in this concept, feel free to criticize it. Thanks for reading!
  3. Boats should be harder to make, and have a building similar to the Celestial portal, and the moon island world gen should mask the area that it makes a sharp cut, making exploration and resource gathering actually needed.
  4. Bug Submission Please choose a category [Gameplay] Platform Steam Version Number - Issue title Pigs stuck/hunting for Meat which is on water Steps to reproduce - Describe your issue http://puu.sh/1Ag7b These 4 Pigs cost me 4 Meat and now they are stuck. That Meat landed there when i killed an Turkey
  5. Hi folks What about a building who reveals a moderate portion of the map (like a small island from the building point)? With a big research prerequisite and a "hard" craft.