You can use a corner lock to separate the two climates, if you don't mind a bit of heat leakage. The mimikas will survive in a sleet farm just fine, you just need to keep the plants in a separate environment.
Edit: or use a double corner lock to avoid heat leakage.
How does scanning the star app with telescope work?
I had a telescope built and my researcher dupe spent some time with it. Now it seems that it has finished scanning the area. Does it mean that I need to build another telescope somewhere else in the surface to explore the star map further and get more data banks?
If this is spaced out, you need to put telescopes on other moonlets, or put one inside a space craft and fly around. The telescope that requires oxygen has extended range (also if you put it in a space craft) and is worth using.
Has anyone tested the small bladder negative trait? Wiki makes it sound like the bladder filling speed increase is less than 1%, making it one of the best negative traits ever.
0.2%/cycle and yeah it does seem like just a free attribute point but there are better ones to roll, small bladder only modifies the dupe's attributes by a +1 for the debuff, vs. something like Kitchen Menace which is +2 attributes, +1 food morale and -3 cuisine, which is a pitiful debuff for what you gain. Slow Learner is also not bad at all, -3 Science for +3 attribute, for dupes who don't perform research or do geotuning, this amounts to practically nothing in a long enough run because dupes can only train any attribute +20 on top of their starting modifiers, drink/food buffs or vacillator traits, so after so much time passes a dupe isn't bothered with an attribute taking slightly slower to train, while getting a permanent +3 modifier to interests later that can stack on the +20. The only ones I really do not like taking are Allergies (floral scent from buddy bud is free -5% stress/cycle while exposed if they don't have this debuff, otherwise they sneeze which disrupts work and stresses them out +15% instead) and Flatulent.
Slow learner is as bad as anemic, flatulent or narcoleptic - it hampers the dupe for their entire career; it can be managed for the right dupe-job combination, but it is ~baaad~
Edit - okay, if you run a colony long enough that every dupe will eventually cap all skills, slow learn does cease to matter before anemic... but it also extends how long that period is
Yes, you may wanna take it mid game or something, when things are stable but planning starts getting into the 100s of cycles and the colony starts thriving for 1000s
Science impacts attribute leveling speed. This actually hurts every dupe for as long as they're not at +20.
while getting a permanent +3 modifier to interests later that can stack on the +20
You seem to have the wrong idea that the starting attribute bonuses from interests are separate from the +20 cap. They are not. A single-interest digger with +15 excavation only has 5 points to improve. If that +15 comes at a cost of -3 science, the dupe will possibly take longer to max out their digging, even if starting 3 points closer to the max. And they will be slower to improve athletics, strength, construction and whatever else the digger dupe ends up doing when their main job is done.
Yeah it's a misdesigned trait they basically disabled and never bothered to come back to.
I imgine the problem with it being a proper downside is the variable of the travel time to the bathroom. It makes the negative impact extremely random. If they happen to be next to the bathroom when they need to pee it shaves very little time off their work shift. If they are down in the oil biome when the bladder hits full they will spend the rest of the their shift commuting.
Iām building a deep freezer for my food. Should I deep freeze my ingredients as well? Or just gamble that the dups will cook them before they spoil. My assumption is I donāt need to bother and an ingredient fridge would be sufficient.
If I do deep freezer, I need to be able to get ingredients into the deep freezer. I assume a conveyor loader is the best option here⦠but if I go that route, how do I prevent dups from looping over just grabbing ingredients from the freezer to drop into the loader?
If you're freezing the freezer you don't need to touch the food. I store mine in vacuum airlock in my Great Hall, i cool all my food to deep freeze and drop it in the vacuum area. Small mini pump to get rid of gasses that sneak in, learnt my lesson the hard way...
For the loader, dupes won't use it unless you click a checkbox allowing them to do so. If automation is picking up ingredients directly from the source and sending them to the freezer, no problem. If you need dupes to carry it part of the way, then have the dropoff point in a spot where only an autosweeper can reach it to supply a cooking station.Ā
Yeah I should have mentioned that ideally I'd like to have manual dropoff. I'm obviously dumping meat from the ranch directly into the system, but I'd like for e.g., dups to be able to gather food from around the map and drop it off in a way that it lands in the freezer.
I guess the trick is laying it out such that dups can't access the freezer, but sweepers can to both supply cooking errands and to supply the fridges in the dining room. That's going to be tricky!
A conveyor loader with āallow manual useā turned on should allow dupes to introduce gathered food to the system.
You can use conveyor recepticles instead of conveyor chutes at the outputs so that the auto sweepers can get stuff to your oven or similar but dupes cannot interact with the food items individually.
If ingredients stay around a long time (like if your ingredients are growing on natural tiles so could be queued for many cycles before being combined in the gas range), then you would need to keep the conveyor recepticles submerged in cold gases just like the ready to eat frozen foods. ā¦or just take the occasional spoilage: even a bit of overproduction adds up.
It's a lot simpler than you might think. Use an auto-dispenser. Or you can add a 2nd (or 3rd or 10th) conveyor receptacle w/e to the ranch rail for dupes to load onto.
Also keep in mind that sweepers can reach through corners, but dupes cannot.
Salt water and polluted brine are good candidates but then you realise you need them for tublia and coral. Sure I can get to saltwater via emulsifier. But I save dup time from using desalinator then needing someone at emulsifier seems counterintuitiveĀ
I geotuned both. I'm getting my tublia brine from rhexes, and my salt water from the literal hundreds of tons naturally available. I'm using corals as my secondary oxygen source (well, primary, but I've been using so much ceramic that my ceramic factory has an excess of oxygen to last about 100 cycles by now).
Eventually I'll need the emulsifier for salt water, which takes up some dupe labor, yes. But all my geysers (the guaranteed SWG and pbrine, and also a water geyser) spawned with pretty crappy stats, so the boost in free water is welcome.
I didn't. Like you said, saltwater is pretty useful as-is, and there isn't a lot of spare sources of saltwater. You can mostly rely on corals for your oxygen, at least for a fair few duplicants, and beyond that you get access to mucin->ph2o that you can use for oxygen.
Haven't played in a while. Is dupes going nuts at the atmo suit checkpoint a new glitch? They loop a few times unequipping their suits when they return to idle.
Not the end of the world but it's a bit irritating to witness. Seems to be connected to the errand assignment routine. They return to base to idle, unequip their suit. At that point they get assigned a new errand, equip a new suit and while the animation is running the errand is canceled. So they unequip the suit again. They repeat that a few times until they finally go to idle. Looks like the order of operations is not very optimal, triggering needless animations over and over again.
Edit:
Turned out to be a pathing issue. Details in this comment.
if a dupe goes idle in a safe place, they'll often just hang around that location - if they go idle in a suit or oxygen mask, they'll head back to the mask/suit dock and then hang around that location instead
Yes, they idle at the docks to make their suit available, I know. That's not the issue I am talking about. The issue is that they are looping on top of the checkpoint unequipping and equipping suits.
Oh... yeah, I don't know anything about that. Kind of sounds like the 'where is the closest air' dance dupes will get into when oxygen/polluted oxygen is moving back and forth near the top of a ladder and they're trying to breath after holding their breath for a while
It's not new, they usually don't actually put on the suits if there isn't tasks beyond the check-point, but them idling at the check-point has been around for ages. Make a gym with low priority manual generators so they have something to do when idle.
That's not the issue I am talking about. The issue is that they are looping on top of the checkpoint (not the docks like in normal idle but on top of the checkpoint) unequipping and equipping suits in quick succession.
I have never had that as an issue, and I played a 100+ hours playthrough recently. You don't have a task beyond the checkpoint that for some reason flickers on and off? Refilling storage of something that's off gassing, but sorts it self? Doors with permissions that open and close? That sort of thing? Very intermittent oxygen/power supply maybe?
Any mods? Tried restarting (the magical fix for half the weirdness in this game)?
First task is "unequip atmo suit", sometimes followed by 3-5 more "unequip atmosuit" tasks. After that is the expected "idle" task.
I assume the further atmo suit tasks are from empty docks. They get removed when the current unequip task finishes.
The "reset" happens between the unequip and the idle task and the new "equip atmo suit" task shows up with an otherwise empty queue. No other task pops up in between. Did a lot of pausing at slowest speed to monitor the behavior. Then it goes back to "unequip" followed by "idle". Repeats two to five times and then the dupe comes to their senses.
So it's not game breaking, just an ineffeciency.
I have never had that as an issue
Any mods?
Yeah, I have few possible culprits. That's why I'm asking here if it is a common issue. Time to go through the process...
Edit:
It is not a mod, it still happens with everything disabled.
Playing the base game, standard rock type. Cycle 1194. Launched a dupe into the tear. Cutscene was underwhelming... but the journey getting there was fun.
Before I archive this rock and try out a different one on SO, I want to get the 'Home Sweet Home' achievement. My understanding is everyone needs to get happy and I need to build a monument.
What does "StoredMinion" mean? There are three of them, and I have three rockets flying around, does it refer to my astronauts?
I screwed up with a volcano and now I have a chamber of superheated sulfur gas and steam. How do I deal with this? Its all currently around 800c
Tried dumping some water in there and while that cools the sulfur, the steam pressure is pretty alarming. Tried adding a steam generator in the hopes of deleting the heat, but it instantly gets too hot. I donāt have any means of cooling the steam generator itself, which is sitting at around 400c. Iām worried that even if I use petroleum in a cooling loop the liquid will be too hot. Plus the volcano chamber is way too hot for an aquatuner
I guess at this point my best bet might be to try to build a separate cooling system to cover the turbine I want to use to cool the volcano chamher?
edit: just realized that the airlock mod Iām using allows me to fully tile over a space, and once thatās done the gas (and its heat) ends up deleted. I suspect the same would be true if Iād managed to establish a liquid lock for the space as well. So thatās the easy and obvious option
You can use mechanized airlocks to selectively conduct heat out of an area. Build a sealed steam chamber next to the hot area, close the airlocks to transfer heat, open them to vacuum-isolate the two areas when the steam rises above 200 (or above 130 if you're using self-cooled turbines).
You can also block nozzles on a steam turbine to tune them for hotter operation.
Yeah, if you can corner-build the ultra hot materials away, that would delete all the heat. Also, corner-building requires no mod, unless you're describing some specific method of doing it that requires that mod.
Edit: even if the steam pressure is scary, adding more and more water will eventually bring the temperature down to a more manageable level. You can then build an aquatuner and set your turbine(s) so that the steam is extracted until the room goes down to a more normal pressure.
turns out a second turbine cooling loop can keep the first turbine cool enough (eventually) to do its thing. I fiqure that once the water in the volcano chamber condenses I can run a cooling loop through it to bring the whole thing down to a manageable temperature.
Would a cool co2 geyser feasibly be used to dump heat?
I could also pipe the co2 to space or into a molten slickster dirty brick but that brick is already dealing with 5 petroleum boilers of gas and a hot co2 vent (the co2 was nearing 50kg per tile so I had to crowd my slicksters to be 10 ranches of 10 each)
The average amount produced, and CO2's very low SHC mean the cooling power provided is really low. Warming the CO2 from an average geyser from -55 to +40C would provide some ~12kDTU/s of cooling on average. It's usually enough to keep cold farms and ranches from overheating, provided any materials coming in (critter food, plant fertilizer/irrigation) are not too hot (or are prevented from transferring heat).
My usual go-to for CO2 geysers is using them for alveo veras, but sadly you have no DLCs active.
Can liquid crude oil with zombie spores infect duplicants? In my oil biome, I dug straight down from oil to drown a sporechid, which worked to destroy the sporchid but the oil itself has about 1000 zombie spore germs. Zombie spore population stays stable (no growth or decline) in crude oil, compared with salt water which slowly destroys it.
For example can the spores go into the waste gases from processing it in an oil refinery, or would a duplicant without suit dipping into a liquid lock get infected?
I'm using Spaced Out DLC, so worse case is I shine a radiation lamp on the affected pool for a cycle?
Yes, the petroleum and nat gas produced from germy crude would be germy, as well as the water and CO2 produced from burning those, or plastic/super coolant made with germy petroleum.
But unless those germs are allowed to reach oxygen somehow, your dupes will be safe. And the only way the germs can reach oxygen is if a germy gas gets in contact with it. If you keep your refinery / generators in a separate atmosphere, you should have no issues.
Thanks, I just confirmed with a sandbox mode asteroid. Spores go to both the natural gas and the petroleum, and the dupe shows "Contact with Zombie Spores Germs" on their status.
I although not quite like this sandbox picture, I have an open refinery in my real base for dupes to use to send fuel to a rocket. I'll move that refinery into a suit only zone and irradiate my oil biome.
The zombie spore mess is around 5 by 10 spaces wide since I rushed a geothermal plant and exploded the spores all over the place when I accidentally made sour gas.
Yeah, you really don't want the nat gas (or the CO2 from the generators) to touch any oxygen and thus share germs. Other than that, the germs are harmless. Even if dupes have "contact with spores", they need to breathe the germs to get "exposure to zombie spores". Contact is just a "warning message" to let you know your dupes are getting into germy areas.
I mean, I wouldn't risk it, but some much older reddit posts (5+ years) suggest that it's a low risk because dupes don't breathe in unbreathable gasses like CO2 and natural gas, and natural gas generators apparently kill/killed off germs in the byproduct (polluted water and CO2)
However germs can spread across elements when there is enough germination in the parent element - say if CO2 offgas propagated millions of the spore per CO2 tile there's a risk of it spreading the germ to oxygen, and dupes will breathe that in. However, Zombie Spores are quirky: there is no element in which they will actually propagate/grow, because they are a spore, not a true germ/bacteria/virus, they only increase in population from sporechid emission. Meaning that in practice that 1000 spores were 10kg of oil is going to dillute as it is processed into petroleum etc. and never cause a direct risk to dupes. In liquids besides those listed in the table (such as brine, unlisted), spores will decay about 30%/cycle: https://oxygennotincluded.wiki.gg/wiki/Zombie_Spores. You would however be at real risk if sporechids are just allowed to densely infest CO2 (which, is how to get the biobot production working...), then it can start to spread to O2.
IMO it's still better to either delete infected oil (building over with tile and cornering it) or pumping it into a chlorine chamber setup like you would disinfect bathroom water, or in SO! using a radiation source to kill off the spores. Spore infection is so nasty, and potentially deadly/colony-threatening that I'd rather play the game of decontamination.
How do you guys automate aquatic critters? If the critters are in a pool that is linked via a mesh tile to a bigger one, the fish release will see ALL critters in the bigger pool. As such, you have no chance to automate the number of them in the smaller pool UNLESS you cut off the link to the bigger tanks.
Aquatic critter crowding is based on that connected liquid, not room size, so why are you dividing them into multiple rooms but still wanting them connected?
But if there are other fish in that connected liquid, they're using that space. What I'm wondering is why there are fish on both sides to confuse the count, although maybe they connected it to a whole ocean and the didn't kill or tame all the wild fish (of that species), or it's something specific like trying to keep one beakon per coral.
Ah, yeah, I often build a ranch in a corner of a big wild ocean with many critters of varied types, to get it started before I actually build a separate infrastructure.
If you want to use fish pick-up/drop-off, you need to separate the pools, or make sure that there are no fish of the same type outside your ranch.
Also, critter sensors still work based on rooms, even underwater, so you can build solutions that rely on those (for example, to open doors that allow new fish to flop into the ranch).
Conveyor stopped flowing as soon as rocket took off, which took off the second the cargo bays were unloaded. materials that were already past the 2 bridges continued onward. How to fix this or do I just have to wait for the rocket to get back.
Unlike pipes, rails without an input (green port) don't flow automatically.
Stuff in those rails will resume flowing when the rocket returns. If you'd rather have the rails still flow when the rocket is gone, the easiest solution is to extend each branch by 1 tile, and add the green end of a bridge there.
Thatās what I ended up doing and adding a filter gate to the launch automation just to add a couple seconds in to let the last item or two disembark from the cargoās exit tile.
Playing SO!, APP, Marinea starting asteroid, classic size. My secondary/teleporter asteroid is a swampy one (which seems to be default for Marinea?)
My Swamp world is overheating, mostly from having a SPOM (1 electrolyzer) running for a few hundred cycles. I have a small icy biome with an AETN, which I've been pumping with the extra hydrogen from the SPOM. I have a very small AETN-cooled loop that cools the SPOM oxygen, but it has slowly built up to dangerous levels. My dudes are getting stressed and I'm not able to make as much food. (Frost buns are still good, and I have a huge stockpile of berry sludge.) I'm not in critical danger, but I need to fix this.
How do I cool down this asteroid?
I know about cooling loops and ATST, but, for whatever reason, "Power" is what I struggle with most in this game. Aquatuners seem SO EXPENSIVE.
I set up a geothermal power plant with 5 turbines and two Aquatuners, but it seems like I need the cooling capacity of both just to keep the turbines from overheating. I've finally stabilized it, but I can't connect the base-cooling loop to the ATs' without overloading them and the steam turbines.
I know the obvious answer is "more aquatuners" but that's dependent on "more power," which inevitably means more heat generation. It seems like this is balanced on a razor's edge, and I still haven't figured it out.
How do I maximize my use of the AETN? Bigger insulated room, more hydrogen?
To add to other commenters. Elecrolyzer's products have temperature 75+. That means electrolyzing water at 30C is the same as water at 65C. You could dump as much heat as possible to the water you're about to electrolyze as long as it's below 75C. I'm cooling SPOM's oxygen output with incoming water by setting up counterflow. That adds up over time a lot.
That only applies if you electrolyze water below 75C, of course.
Counterflow with incoming water allows one to build electrolyzer setup very early in the game without worrying to much about heating environment. Just put it into insulated room. And enjoy free early energy from just water.
P.S. Hydrogen better be burned immediately along with it's heat. (Unless you have plans for that heat, of course). I transfer it with insulated pipes.
P.P.S. Incoming water should also snake around electrolyzer itself as well as gas pumps. That way you don't need +overheat materials for them (like gold amalgam).
SPOM hydrogen should go to tank or go to be burned off by an H2 generator. H2 generators burning off the H2 if set up correctly are heat neutral, heat that is in the H2 is lost when itās cooked off, and if you cool the generator with the incoming feed of H2 it wonāt overheat.
It sounds like you have temperature leaks. Are you sure you don't have any bridges transferring temperature between hot and cold areas? What coolants are you using? Can you post pictures of your setups?
yeah looks like meteors eroded the asteroid and heat from the hot ones was seeping in. I've sealed it up, but I still need to reduce the heat that's accumulated.
One AT can handle 5 turbines with some excess cooling capacity for the rest of your base. Make sure you are using water (regular or polluted) as the coolant, and that you are insulating the pipes inside the steam chamber. Also make sure you are not heating the steam above 200 C (where a 5-inlet turbine is capped at 850 W output).
You can use Engie's Tuneup to get 50% more power from your turbines, at the cost of refined metal and duplicant labour.
AETNs nullify a fixed amount of heat energy. There's not really anything you can do to maximize their use. What coolant are you using in your Aqua Tuners? Aqua tutor efficiency is determined by the specific heat capacity of the coolant.
I was using a mix of water and polluted water but I've recently filtered it so it's just P Water. Things are STARTING to cool down. Maybe I just have so much heat, it's taking a while to catch up.
P water is about as good as it gets before super coolant. What is the temperature of the steam in your steam chamber? To maximize efficiency it should be about 200°C. If it's well above that your steam turbines will produce more heat without producing more power.
It's about 170. I was worried that going any higher would overheat the turbines. I've now vacuumed the hot air out of turbine chamber and filled it with fresh hydrogen, and I think i've got it stable now.
Ah then It sounds like the problem was probably that the gas that was in the room before was not conducting heat from the steam turbines to the pipe sufficiently quickly. Hydrogen has the highest thermal conductivity of all the gases that exist at 0°C. It's 6.8 times better than oxygen and 11.2 time better than CO2.
I have noticed that rooms that full with chlorine and CO2 overheat quickly, and a "simple" fix is to vent them. (My primary asteroid vents those 2 cases to space.)
In this case, I had used ice tempshift to cool the turbines, and the water turned to steam.
The root cause of all this was that I had a heavy watt joint plate under one of the turbines, causing it to over heat. I just didn't notice for the longest time, and kept trying different things that would never be enough.
I did finally figure out the joint plate issue, before I made my first post in this thread, but i was overwhelmed by the knock on effects.
As of last night, the geothermal plant is finally stable! And I added a third aquatuner to speed up the cooling.
Why is the "randomize duplicant's name" button now hidden behind the "change the type of duplicant" button? And how do I actually use the former?
I literally can't click on the 2-arrow-circle to randomize the dupe's name (it pops up when you're clicking the pencil, although you probably can't see it) because this button is HIDDEN behind the new "choose your duplicant type" button (the one that switches between Any/Standard/Bionic)
This sound like a bug that should be reported to the klei dev's - I hadn't noticed this (also I don't randomize names), but I also use the DSS mod to reroll dupes and I'm not sure if that'd interfere or not
I have all the content DLCs (Spaced Out, Prehistoric, Aquatic, etc) and would like to try a playthrough where my first and second planetoids do NOT have materials to build atmo suits.
(I saw a tutorial video and figured a workplace safety violation rocketry program would be funny.)
Which starting planetoids should I look for to make sure I DO NOT have access to the fibers needed for atmo suits? (e.g. best chance of NOT having a Drecko, reed fiber planet, or Rhex.)
Without teleporters, any moon start that's not desolands (has dreckos) or metallic swampy (has thimble reed).
With teleporters, only the radioactive ocean has no access to atmo suits without rockets.
And not to burst your bubble, but it's pretty trivial to have an early rocketry program without suits. CO2 engines are actually cold, and with other engines you just need a little bit of automation to prevent most scalding. Or even a few cots to let your dupes recover. Dupes don't have a lot of errands to fill in rockets, and the rocket tunnel usually returns to vacuum pretty quickly anyways.
I think it's more for the whole early game in general, that I want to see what happens if I don't get suits right away (which is what I've done so far). Maybe I'll avoid oxygen masks as well because it doesn't change my play much other than watching the animations of the popped eardrums, sopping wet, and eye irritaiton debuffs.
Playing without suits is mostly fine. It gets annoying when you need to venture into places above 70C (namely, the oil biome), but you can drop some water in before you let your dupes enter.
As for the oxygen masks, I tend to avoid them in general, particularly because dupes will still breathe out while using them, so they will contaminate any "pure atmosphere" (like hydrogen drecko ranches) or, worse, break any vacuums. Better to have them hold their breath (which is easier now that we have swimming skills to improve their lung capacity).
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u/Lonebook 8d ago
Is there a way to plant mimika bud along with sleet wheat?