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Oxygen Not Included

Found 8 results

  1. Hello, I tested qol3 for a few hours playing 3 early games. I really don't understand how my dupes get deseases. I tested slimelung very carefully and it seems my dups get sicks when waking up after night while they worked all day in slime without getting sick. Do dups get sick from breathing or do they get sick from having slimelung on them, or both? Does someone understand how it works? thanks for your help
  2. FYI Everyone, keep your astronauts locked into their capsules. It looks like they're still eligible to launch as a result. If you gantry them out, they'll appear with zero skill points and need to be trained up from scratch. Might be fixed later, but this is a simple way to deal with the problem going forward. I'm midway through rebuilding my rocket base so can't launch at the moment. If someone could chip in and let us all know if this workaround does the trick, please do.
  3. I feel like there should be a minimum amount of germs before a dupe can get infected. Like lets say 1k germs per tile. Below that they shouldn`t have an effect on dupes. The low amounts of germs are hard to see and can be hard to detect by automation if there`s just one tile with a little amount and not evenly spread around the area. You can`t effectively keep every single germ away from the dupes but you can keep them below a certain amount. The dupe immune system should be able to deal with the low amounts of germs. As for the current situation we need a base to be 100% sterile which is hardly possible. If it got dangerous (infectious) only above a certain amount it would be easier to control inside your base but still a threat for dupes wandering outside (like it should be). Different germs could have different infection thersholds. A tile with germs above that margin would show an "infectious" warning on hover, similar to how it should to show gasses as "toxic".
  4. The latest update finally gave some nice attention to diseases, making them infect randomly instead of needing to reduce a large Immune system pool. They also implemented 2 WIP diseases as well. But one thing that still bothers me a bit is that Food Poisoning is completely harmless when it is in gas form, and slimelung is more or less harmless when it is on a solid object. Sure, this is for the sake of realism I suppose, but it does make respective bacteria more streamlined in how you can get sick. If it was changed to do that if you somehow manage to make food poisoning airborne, it can make you sick when inhaled, and if there's slimelung on your food, you can also get sick, diseases would pose a greater threat and put more emphasis on bacterial disinfection via temperature management and such. There could be a multiplier too that Food Poisoning when inhaled is 50% less likely to infect, and Slimelung has a 50% less chance to infect when it is eaten, to keep the idea that Slimelung is 'the airborne sickness' and food poisoning is more lethal on solid objects.
  5. Brothgar video benches the ice machine at more than 200,000 dtu or 20 weeze worth of cooling, all for 240w. Why use an aquatuner at 4x the power and it only moves heat? You can just run the ice machine on a automated pool at 5c, run radiator through it and cool your base, cool your berry water, and cool wheat water. All for one machine 240w and a bit of dup time (not much since 20 weeze is huge). ps dont waste DUP time on the icedrofan, far better to use the cold pool option and radiator it with in coming o2 gas or just radiator passive base cooling vs the ice fan.
  6. I used to use a seizuring autosweeper as conveyor ore dropper, but qol3 has allow me to simplified my stable setup to the point that I want to share it. Let's see a demo first (roughly 37 seconds, be a little patient pls) You can see how the number of the critters is changing in room overlay. I used doors as ceiling cuz I thought you could see how eggs are moved on rails, but you can't. I doesn't serve any other purpose tho. What's happening Detail about automation (very simple) and conveyor system Some cons that I can foresee (cuz I haven't played in real game) I believe you can extend this idea to greckos stables too.
  7. It appears that if I'm not watching my oxygen supply, the bottles don't off-gas as much as they should. This used to be a problem and it appears to once again be a problem. Here's a SS of a report from while I was working down near the oil biome for most of a cycle: Here's a SS of the following cycle where I was mostly messing around in the main part of my base. My oxygen production area is self-contained and only has dupe interaction every 10 cycles or so, which means that nothing with the production changed except that I was more focused on the primary part of my base. The difference in power use is due to new machines in the oil biome turning crude into petrol and plastic, so is not related to the oxygen generation. Has anyone else using polluted water off-gassing for O2 production noticed this as well?
  8. I know woots can easily do the cooling job, but these two are meant to be put together in new version. New steam turbine is straightforward, but I have to say it doesn't seem to have as much potential as the old buggy one to inspire creativity and genius. I miss the old turbine. I also did some math. It seems that 1. higher input temperature gives proportionally more power 2. higher input temperature causes turbine to release proportionally more operational heat (other than the fixed 4 kDTU) Detail Below, If you are not interested in details, my conclusion is above, you can stop reading here. A set of data Formulas for 5 open ports (estimated by straight line): T = input steam temperature in Celsius degree P = power produced in J H = steam turbine's operational heat in kDTU P = 8.09 T - 769, power is capped by 850 W H = 0.618 T - 52.8 Even tho T has a lower bound of 125 C, when steam turbine is running it will still produce power with cooler steam. For example 100 C steam gives more or less 40 W according to the formula. non-existing 95 C steam will produce 0 W according to the formula. Ports Blocking For a single port (pretending 4 ports blocked by tiles), each port sucks 400 g steam, power and heat production is reduced to one fifth. If blocked by gas, the output is also proportional to input steam's amount (sometimes steam sneak partially into turbine). Each port also seems able to produce only 50% of max power. For example, if T = 200, then P = 850, single port P = 170 If T = 220, then P = 1010 (capped by 850), single port P = 1010/5 = 202 W. If T = 500, then P = 3000+, single port P = 600+, reduced to its cap of 425 (in game it fluctuated around 425 W). For more than one open port, the total power and heat production is the sum of those ports' input. The cap of the sum is 850 W. For example If 3 ports open, T = 200, single port P = 170, 3 ports output is 510 W. If 4 ports open, T = 250, single port P = 250, 4 ports output is 1000 W, capped to 850 W. If 1 port has T = 250 P = 250, another pot has T = 200 P = 170 in a separated room then the total output = 250 + 170 = 420 So fair, and boring. When steam turbine is sucking steam that will produce power higher than 850 W, not only there is a waste of steam heat, but steam turbine will also release more unnecessary heat to surroundings.