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alternate oxygen production method


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So, something I've been playing with... a long term oxygen production that isn't reliant on electrolyzer.

Here's the numbers for a fun little one I tried:

48 morbs produce 2000 g/s of PO2

9 deodorizers consume 1197 g/s of PO2 and produce 810 g/s O2

Enough for 8 dupes and the only power requirements are for the air pumps. Does use a LOT of sand though.  I feed the clay output to my hatches.

It's working so far and was fun to setup.   Anyone else have any unusual production devices?

I would seek to replace the deodorizers with another system to convert to clean oxygen.  There are 2 ways I know of:

  1. Liquid Oxygen System.  If you liquefy the polluted oxygen, you get clean oxygen and produce oxygen from polluted oxygen at a 1:1 ratio.  The only problem is that liquid oxygen systems take forever to set up and can take a lot of power.  But if you transfer the heat from the polluted oxygen to the clean oxygen (through heat exchanger), they can be quite energy efficient once they start up.
  2. Use pufts.  Morbs -> po2 -> slime -> slime distiller -> algae -> oxygen.  This is a lot smaller and simpler than a liquid oxygen setup, but it requires you to capture pufts, which is hard.  The polluted oxygen to oxygen conversion ratio is pretty bad (don't know the exact number off the top of my head), but you will probably need more morbs.

Personally, I prefer liquid oxygen setups in the late game.

 I do use lox generation in my big base.   For this small base method,  lox uses way too much power.  The morbs to o2 cycle uses less than the power output of a single coal generator. 

I've never used a full puft farm setup as I've never been able to capture or even really seen enough pufts on a single map. I don't use debug mode for normal play.  The morbs farm above was made entirely in survival mode.  I'll probably try puft farming at some point though. 

On a side note,  world seed for this one was 111222333.  It's an interesting map.  2 steam geysers very close but no ng geysers found yet and only 2 hatches in the entire starting biome.

33 minutes ago, Zarquan said:

Use pufts.  Morbs -> po2 -> slime -> slime distiller -> algae -> oxygen.  This is a lot smaller and simpler than a liquid oxygen setup, but it requires you to capture pufts, which is hard.  The polluted oxygen to oxygen conversion ratio is pretty bad (don't know the exact number off the top of my head), but you will probably need more morbs.

I did the math, Pufts convert PO to slime at a 1:1 ratio > Distillers ratio is 3 slime to 1 algae > Deoxydizers ratio is 11 algae to 10 oxygen

With this I calculated that 1 Kg of polluted oxygen only gives you 300 g of oxygen

I take back my comment on the other post, making LOX is much more efficient 

1 minute ago, Yoma_Nosme said:

You could make your base with pools full of p-water on every floor. Use deodoriser, pump the o2 to atmo suits. This would have to be a almost suit only base except the core.

That is a valid strategy, but I personally don't like it because you lose a lot of polluted water.

3 minutes ago, Yoma_Nosme said:

You could make your base with pools full of p-water on every floor. Use deodoriser, pump the o2 to atmo suits. This would have to be a almost suit only base except the core.

according to the wiki PW has a 0.1% chance of converting 0.1% of it's surface to PO four times a second, not very reliable 

21 minutes ago, Neotuck said:

I did the math, Pufts convert PO to slime at a 1:1 ratio > Distillers ratio is 3 slime to 1 algae > Deoxydizers ratio is 11 algae to 10 oxygen

With this I calculated that 1 Kg of polluted oxygen only gives you 300 g of oxygen

I take back my comment on the other post, making LOX is much more efficient 

The distiller takes 3 parts slime into 1 part algae, true, but also 2 parts polluted water; mass is preserved. Polluted water converts to polluted oxygen at a 1:1 ratio, so it goes back into the loop you described. So, if you tune the system to handle the full throughput, you get a 90.9% conversion ratio.

 

1 minute ago, Neotuck said:

according to the wiki PW has a 0.1% chance of converting 0.1% of it's surface to PO four times a second, not very reliable 

You need to have a large quantity of it to make it reliable. Yes, there is randomness involved, but with enough of it it evens out.

1 minute ago, Luminite2 said:

The distiller takes 3 parts slime into 1 part algae, true, but also 2 parts polluted water; mass is preserved. Polluted water converts to polluted oxygen at a 1:1 ratio, so it goes back into the loop you described. So, if you tune the system to handle the full throughput, you get a 90.9% conversion ratio.

A good point

but I prefer using the PW from my distillers to run my synthesizers which in turn provides power to my base with natural gas and coal 

1 minute ago, Neotuck said:

according to the wiki PW has a 0.1% chance of converting 0.1% of it's surface to PO four times a second, not very reliable 

I disagree.  If you can compress the polluted water, it will trend towards an equilibrium where the amount of polluted water in = the amount of polluted oxygen out on average.  It'll take a while, but it will get there.  It'll take a while, but the equilibrium will be reached, eventually and the exponential decay will It is the math of exponential decay with a constant addition.  These systems will take a very long time to reach this equilibrium, but it will be reliable polluted oxygen after a while.  The idea is that if it doesn't bubble for a while, it will release more polluted oxygen when it actually does.  If it bubbles a lot, it will reduce the amount per bubble.  If it is average, it will trend towards the equilibrium.   Keep in mind when I say "equilibrium," it implies hundreds of thousands of kgs of polluted water in one tile...

This can also happen without compression, but that would require so much space that it is probably not worth it.

At least, that is how it used to be before occupational update.  But now there is a cap on the pressure....  I'll try to come up with a system that do this conversion.

11 minutes ago, Zarquan said:

I disagree.  If you can compress the polluted water, it will trend towards an equilibrium where the amount of polluted water in = the amount of polluted oxygen out on average.  It'll take a while, but it will get there.  It'll take a while, but the equilibrium will be reached, eventually and the exponential decay will It is the math of exponential decay with a constant addition.  These systems will take a very long time to reach this equilibrium, but it will be reliable polluted oxygen after a while.  The idea is that if it doesn't bubble for a while, it will release more polluted oxygen when it actually does.  If it bubbles a lot, it will reduce the amount per bubble.  If it is average, it will trend towards the equilibrium.   Keep in mind when I say "equilibrium," it implies hundreds of thousands of kgs of polluted water in one tile...

This can also happen without compression, but that would require so much space that it is probably not worth it.

At least, that is how it used to be before occupational update.  But now there is a cap on the pressure....  I'll try to come up with a system that do this conversion.

I did a quick test one tile has 1000 kg PW and the other has 1000000 kg PW.  Yet the rate of PO production was the same.  I think the 0.1% surface stated on the wiki is based on per tile not mass

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7 minutes ago, Lifegrow said:

I find less and less pufts on my maps as a rule... Maybe the new animal husbandry changes will make this sort of thing more reliably viable now...

heard the news? we will be able to breed pufts now with new update

46 minutes ago, Neotuck said:

 

heard the news? we will be able to breed pufts now with new update

That changes things.

1 hour ago, Neotuck said:

I did a quick test one tile has 1000 kg PW and the other has 1000000 kg PW.  Yet the rate of PO production was the same.  I think the 0.1% surface stated on the wiki is based on per tile not mass

It was definitely based on the mass of the surface tile before the occupational update.  The issue is that it doesn't pressurize more than a certain amount now.  I know because I put a massive amount of water in and one bubble pressurized the output room from 1kg/tile to over 100 kg/tile. 

12 minutes ago, Zarquan said:

That changes things.

It was definitely based on the mass of the surface tile before the occupational update.  The issue is that it doesn't pressurize more than a certain amount now.  I know because I put a massive amount of water in and one bubble pressurized the output room from 1kg/tile to over 100 kg/tile. 

well now that there are PO geysers in the game it kinda makes this topic pointless LOL :p

So I let a tile of around 1085000 kg polluted water bubble, and I ended up with a tile of around 1085 kg polluted oxygen, so it definitely works.

I built a system!  And it works, but it isn't as good as the pre-occupational update version.  I use a door pump to pump the air away when it bubbles.  It bubbles rarely, but when it does, there is sooooo much polluted oxygen.  Though I created this in debug mode, there is nothing here other than the sheer mass of water going in that I couldn't do in game.  I use the fact that the tile with the atmosensor is (for some reason) in contact with the airflow tile such that gases can get from the atmosensor to the airflow tile.  When it bubbles, it triggers the atmosensor, which triggers the door sequence to pump the air in to the neighboring chamber. 

It may take a while, but eventually this system would reach a point where the polluted water stops increasing over time because the occasional bubble will be the entire mass of all of the water that came in since the last bubble.  Or more than the water since the previous bubble.

I use a waterfall infinite compression technique to compress the water.

@Neotuck I think you will want to see this, but I don't know if you are keeping track of this thread, so I pinned you.

@Lifegrow It's not surface area, it's surface density.  Your system would get many small bubbles.  My system gets one massive bubble occasionally.

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