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Tenebrais
Sep 2, 2011

Picked up this game today. I got to cycle 40 with my first colony before deciding I wasn't going to come back from the massive stress spiral I was in. Everyone was spending half their time crying or vomiting while the power generators were failing from lack of resources and the food ran out. Building an elaborate ventilation system with a series of filters was great, but I didn't seal the base with airlocks, so all the oxygen floated up uselessly into some ice caves while my colonists kept getting up in the middle of the night to find a pocket of oxygen to breathe.

Lessons learned for my next base! Seal in your air, and don't let the coal run out.

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Tenebrais
Sep 2, 2011

New Zealand can eat me posted:

The youtube video in the OP says 2016 release, when will this actually be done?

If I sound demanding, it's because this looks cool but I have burned my hand enough on the "early access space base building game" stove :smith:

I don't know about the future, but certainly for now I've got my £12 worth from the game. I've put in at least 10 hours and loved every minute of it. I still feel like there's more I could be doing in my current colony, and this is near cycle 50.


It's definitely got some roughness round the edges though. I don't think any of the plants tell you what they need to grow until you're failing to meet those conditions, so you might end up uprooting a whole farm to move it to a warmer or cooler part of the base, or re-plumbing it because you fed it the wrong liquid. There's a bunch of heat related mechanics but not enough to do useful things like mine ice as a water source. I still don't know what allows water pools to sometimes break through rock. For the longest time I couldn't figure out why my power generation room was gathering polluted water. But the core of the game is very solid and charming.

Tenebrais
Sep 2, 2011

Surely by the time you can pump water onto your farm plots you can just build irrigated ones and feed them directly for the extra harvest bonus?

Or is there some other benefit to regular farm tiles, other than decor?

Tenebrais
Sep 2, 2011

Although it's worth noting that Mealwood and Pincha Peppers are irrigated by polluted water, not clean water, which is a mistake I made the first time. They still won't demand watering if they're fed wrong though, they just won't get the irrigation bonus.

Tenebrais
Sep 2, 2011

There is a priority system, but the UI for it could use improvement. The buttons are kind of fiddly and it doesn't remember what you last set it to.

Tenebrais
Sep 2, 2011

If you uncheck that item on the original bin's list all of that item will be dumped out.

Tenebrais
Sep 2, 2011

I've tried using that as a source of water but it turns out 20 tonnes of ice melts really slowly.


I really need to find a steam vent. Natural gas geysers give me a source of polluted water to purify but that relies on my sand supply...

Tenebrais
Sep 2, 2011

There's only a finite amount of soil, so muckbars won't last you forever, but by the time you're under threat of running out you can definitely have got a lot of farming going.

Tenebrais
Sep 2, 2011

Bhodi posted:

I also must be missing something on the tooltips that pop up when you mouse over buildings on the build list because I had no idea the natural gas generator leaked polluted water until it had messed up my base. In fact, there doesn't seem to be any list of intakes/outputs of the buildings, like I didn't realize the CO2 scrubber pulled directly from the air rather than vents, and required water, it's all just "build it a new thing, hope you can fiddle with it until it works".

It took me a long time playing this until I spotted the list of inputs/outputs in the bottom-left of the screen when you're placing a building. That does need to be clearer. And it still doesn't tell you what needs to be piped in/out and what's just drawn in/spat out, but I've noticed that buildings won't pipe both liquids and gasses, which is why the gas generator pipes out CO2 but spits out polluted water, despite the other way round being much more convenient.

Tenebrais
Sep 2, 2011

Oil adds a whole new late-game resource process that demands quite a lot of your duplicants, as oil only spawns deep below where it's too hot for most machinery to operate so you'll be making regular repairs, on top of the process largely creating a lot of heat. Plastic items are worth it though, with more efficient tiles/ladders/beds and tools for moving critters to places you want them to be.

Exosuits are also very useful. Even outside of exploring the boiling depths, I've found putting exosuit checkpoints at all my base's exits has been fantastic for my duplicants' stress levels, since they're now not dealing with low oxygen or getting their feet wet or all the other little things that add up for their stressors.

I didn't play the Outbreak upgrade so I had plenty more stuff to do that made for a very different game to my previous one.

Tenebrais
Sep 2, 2011

enraged_camel posted:

Constantly having to repair stuff doesn't sound fun. It's one of the main reasons I stopped playing RimWorld.

There's other ways around it if you're careful. Making machinery out of gold increases its breakdown limit by 50°, so you can use that to pump the cooler pools. And once you've got enough plastic to relocate critters, you can bring the slicksters down there up to your base - they turn carbon dioxide into crude oil, though pretty slowly.

Tenebrais
Sep 2, 2011

Speedball posted:

So do you have to build the tubes like regular plumbing? Can they overlay with plumbing? Are these basically the people tubes from Futurama?

I suspect they'll be another logistics layer like power/plumbing/vents?

Tenebrais
Sep 2, 2011

Travic posted:

Goddamnit Frankie.

I'm in the late game for my latest colony and I've noticed that after a while all my dupes seem to turn on "auto-sweep". They'll stop whatever they are doing and will not rest until every last item anywhere on the map is picked up.

It's happened the past two games and seems to start when I do my first clean-this-poo poo-up pass after the colony is mostly self sufficient. I tell them to sweep the base and from then on they sweep everything. Does this happen to anyone else?

Is it a priorities thing? Dupes will store stuff autonomously if there's storage containers set up for it without needing to be specifically told to sweep. I think they go by the priority level of the container, so if you set an "accepts all" storage unit to priority 5 they'll go put stuff in it before most default tasks.

Tenebrais
Sep 2, 2011

temple posted:

yeah but chlorine is in the scrubber. I'll try turning the pump on.

it worked even thought no chlorine was going through the pipe.

I do believe pipes need a complete input-to-output route to function at all, even if you're not drawing anything in through the input.

Tenebrais
Sep 2, 2011

Speedball posted:

Yeah, wouldn't liquid methane be more common?

I suspect they didn't want to give you a liquid that's too useful. Carbon dioxide is waste so there's tradeoffs to using it for cooling.

Tenebrais
Sep 2, 2011

I haven't played in a few patches but from what I recall exosuits are also great for stress, since they eliminate all the little short-term stressors from getting wet, too hot, too cold, too suffocating etc that normally build up. They're a benefit even in totally safe biomes.

Tenebrais
Sep 2, 2011

Flesh Forge posted:

Found a useful low tech way to separate pisswater from clean water, in cases where you have a little puddle that is too big to conveniently mop up but not big enough to justify a sieve and power and piping and all that poo poo



since the pisswater settles on the bottom you can just have your pisswater bottle emptier set to auto bottle and poof

sorry if this stuff is super obvious to the more experienced but I think it's neat :kiddo:

Nice, though it doesn't work if the pool is too deep for the pump since the polluted water sinks to the bottom.

I had that happen with one tile of polluted water in my clean reservoir, and I solved it by digging out two tiles underneath it then building a tile on top.


I hadn't played this game since the update that first added oil, and man it's fun now. I'm on cycle 130 and got everything in a good stable situation. Got good refrigeration (I was blessed with a cool steam vent right next to an AETN) so everything's pretty stable now. I'm aiming to head for the surface but both my dupes and I keep getting distracted beefing up my hydrocarbon industries.

I got a nice setup going with my polluted water cycle. Sewage gets pumped through a chlorine chamber (with a pipe germ sensor on the end determining whether to pump it on or cycle it back in), which dumps into the greywater tank that itself has a germ sensor in it, and if it detects misplaced food poisoning, the entire bottom of the tank is mechanical airlocks that will dump it into a lower chamber that pumps back into the sewage disinfector.

Unfortunately that lower chamber was just a convenient space in the slime biome, and as a I messed around in it it filled up with slimelung, that rose into the greywater tank and now sets off the germ sensor any time the water drains out. I put air filters in there but even with all the polluted air gone it's going to take a while for the slimelung to die out...

Tenebrais
Sep 2, 2011

Higher power limit, I'm pretty sure? Heavy-watt can only take 20kW before taking damage.

Tenebrais
Sep 2, 2011

You could just have the sensor at the bottom and skip the and gate. Hydrogen is the lightest gas, so if there isn't some at the top of the room then it's already all gone.

I have a similar arrangement in my water treatment chamber to keep it full of chlorine, and one at the oil refinery to make sure the pump only tries to get methane when there's actually some there instead of wasting power making the room a vacuum. Gas sensors are great.

On a related note, are material densities listed anywhere?

Tenebrais
Sep 2, 2011

Is there anything to do in the Gravitas lobby besides grab the database entries, or is it just a convenient closed space at the surface?

Tenebrais
Sep 2, 2011

Flesh Forge posted:

wow you weren't kidding, ALL THE CO2 IS GONE ALL THE WOOD IS GONE :siren:


Yeah your oil pit is way too big. I have a fairly small slickster ranch supporting three slicks (fed by the exhaust from three coal generators, three methane generators and two plastic factories) and having a pit exactly large enough to fit the pump is more space than the oil needs, as it all gets pumped out immediately. I could probably easily fit a mini-pump in there instead if I wanted to open it back up.
A pit that size just means all your CO2 sinks below the mesh and starves your slicks.

Tenebrais
Sep 2, 2011

jerman999 posted:

I picked this up the other day and have been messing around in chill mode with buffed pawns. My base is producing lots of oxygen, pickled lice, and enough power, and my consumables are algae and coal. I just set up a water sieve to replenish my cistern. What should be my next big goals?? My whole base surrounded by slime and I have no idea what to do with it because each block has like a million germs.

Environment suits are your friend, and they're always my first priority when expanding beyond my base. Once all your base's exits have enviro-suit checkpoints, then your duplicants can roam freely and you don't have to worry about breathable air, spilled water, cold, heat or germs on the outside, which is great for stress and efficiency. I make suit wearing the second priority skill for all duplicants after whatever specialism I first printed them for.

Otherwise, slime will only release its germs when it's mined out, and you can store it away under high pressure (like in water) to prevent it releasing infected gases. The slimelung can only survive on polluted oxygen, so lots of air purifiers can make the biome safe, and will be actively killed by chlorine as another option or if you need to deal with it quickly. As another option, Buddy Buds give off floral scent germs, which are harmless to dupes unless they have allergies but will prevent slimelung from taking hold in their space, so I find them good to keep at my base entrances as a final defence against outside slimelung.

Beyond all that, illness isn't lethally dangerous, so you can just let them get sick and take the efficiency and stress penalties, especially if you've got balm lilies and medical dupes to make medicine. I wouldn't lean on that too hard, though.

Tenebrais
Sep 2, 2011

nrook posted:

I find myself using the reverse power transformer more and more these days. I just got done threading like 4000kg of conductive wire from the oil biome to my power plant so that I could run my petroleum generator next to my slickster farm. It's nice for the emergency hamster wheel too: you don't really want heavy wire next to your manual generators, so you can just plug them into a reverse power transformer to hook them up to your main power. This does mean they can't see how much power you have stored up in your main battery, uh, battery, but you can still control hamster wheels with smart batteries, so you can just use automation for that.

Is the reverse power transformer a mod? Or a feature I missed?

Tenebrais
Sep 2, 2011

I had no idea you could do that! I thought they were only one-way. Show me up for running heavi-watt wire half-way down the map to that steam geyser I'd set up a turbine on...

Tenebrais
Sep 2, 2011

Ah, I get what you're all getting at now. The transformers do only go one-way, but the output end doesn't have to be smaller than the input end. You just hook it up the other way round. I guess it just never occurred to me that the transformers' hookups aren't limited like the wires you're supposed to hook up to them.

Tenebrais
Sep 2, 2011

Wolpertinger posted:

So what's the best way to deal with inevitable heat pollution resulting in dead plants? Insulation is ugly and makes dupes unhappy or i'd just put it literally everywhere, and I'd worry about heat slowly building up inside the insulated rooms since dupes doing anything seems to generate heat but heat never ever dissipates. It seems like unless i can find some way to get rid of heat it will just inevitably overheat.

Most of the stuff i've seen pretty much says 'dump it into space' which seems designed for way further in the game than me, i haven't even seen space - and I don't know how i'd have enough water or gas to afford dumping out huge amounts into space just to get rid of the heat it carries - or how to best pack the heat into said liquid or gas anyway.

For now, try dumping the heat into cold spaces. Ice biomes, or rust biomes if you don't have ice ones in your world. Reroute your air ventilation to run a winding stretch of pipe (either actual radiant pipe or just high-conductivity rock) through the cold to cool down the air before it actually gets vented into the base. It also helps to plant wheezeworts around, especially in areas that need to be kept cool like your farms.

Electrolysers emit their oxygen at 70 degrees, so if you're using them significantly they are most likely what is warming your base - focus on cooling their output first.

Doing that, you will eventually warm up the cold biomes enough that they are less effective, but by then you will likely have breached the surface or discovered steam turbines (which are the most effective heat deleter).

Tenebrais
Sep 2, 2011

Things uncovered in space will get very hot, as searing hot regolith rains on it from above. I find I have to regularly replace my solar panels when the mesh blocks above them break, and once the panels overheat they're not getting back to safe temperatures.

But any fluid exposed to space is deleted, so you can safely vent hot gases there.

Tenebrais
Sep 2, 2011

Flesh Forge posted:

Wait can you set up perpetual circulating loops with rail too? :thunk:

Sure, it's the same mechanics. Hook a rail bridge onto the loop and stuff will circulate forever.

Tenebrais
Sep 2, 2011

Qubee posted:

is heat deletion still a thing? cause I don't understand how I won't eventually die to heat death when I'm generating so much heat. all I can think of is displacing it or using up cold biomes. but if I have 10t of 90 degree water and use up all my cold biomes, I'm eventually gonna have boiling hot spots in the map. am I able to vent hot gas to space? say if I had an open room to space and my heat generating machines were exposed to it, would it all just get sucked away?

Your main heat deleter is steam turbines, which turn 125°+ steam into 99° water with the heat converted to power. It produces less power than an aquatuner requires so it's primarily used to delete heat.

Venting hot gases into space also works, any gas or liquid exposed to space disappears.

Tenebrais
Sep 2, 2011

Travic posted:

I've started ranching for the first time and I'm wondering about the most efficient way to do it. I started with having an incubator in each room, but I ended up constantly getting the "Cramped" debuff. Even when using the auto-wrangle feature to keep the number correct. Now I have a dedicated nursery with auto-wrangle set to zero. Is there a better way to do it?

Cramped is okay, it just means they're not going to lay more eggs (or at least will be much slower about it) because if all the current eggs hatch they'll overcrowd. Once they hatch the auto-wrangling will come into play. "Overcrowded" is the debuff you want to watch out for that means there's too many critters, that's when their consumption/production tanks.

Tenebrais
Sep 2, 2011

Captain Monkey posted:

What is the auto-wrangling? How is that set up?

On your critter dropoff building, you can set how many critters you want in the room, and there's a checkbox to automatically tag any extra critters above that number for wrangling. I haven't really made use of it myself but I suspect there needs to be another stable somewhere for them to be moved to for it to have any effect.

Tenebrais
Sep 2, 2011

Flesh Forge posted:

if you burn hot hydrogen in a hydrogen generator, where does the heat go?

It is deleted.

I've set up a power generator around a hot hydrogen vent, but bear in mind you'll still need to cool the hydrogen a bit just to get the pump to survive taking it in.

Tenebrais
Sep 2, 2011

I've mostly seen it come into play in the oil biome where there's some highly pressurised oil pockets. Dig too close to them and they'll burst out through the natural rock walls.

Tenebrais
Sep 2, 2011

Sipher posted:

220 hours in this game and I finally went into space for the first time, even launched a couple steam rockets.

Space is a pain in the rear end.

I'm not a fan of the way the research tree is laid out for space. You need to get the second tier of engines to be able to do anything meaningful with the first tier of cargo hold, but unless you're using a calculator, you don't actually know that until you try using your steam engine + booster + hold and discover that it can't take you anywhere. So you're likely to waste the low-hanging research fruit on a cargo hold you can't use yet.

Really, the whole space system has a lot of communication problems. No way of knowing how far your rocket can take you until you've not only built it but filled it up too. Nothing tells you how a gantry is used or what its collision pattern is until you've got it built. You can't build a stage until the one below it is done, and for some reason only the gantry and cockpit cannot be built over drywall - I assembled a nice indoor launch tube for my rocket (so I could work on it without my duplicants needing suits) and then discovered if I wanted to finish it I needed to fill it full of vacuum!

Tenebrais fucked around with this message at 19:08 on Sep 4, 2019

Tenebrais
Sep 2, 2011

Looks like an update just hit. Sensors are more visibly red or green and the electrics view has a separate colour for circuits that aren't using any power. Patch notes here.

Tenebrais fucked around with this message at 21:58 on Sep 4, 2019

Tenebrais
Sep 2, 2011

OwlFancier posted:

Technically you could have 40C steam it would just have to be in a vacuum.

Does that work in the game? Pressure doesn't seem to affect phase changes and I always felt like it should.

Tenebrais
Sep 2, 2011

Sipher posted:

What are good things to automate? I'm at cycle 400, in space with petroleum engines, 20 dupes, things are steady. How do I reduce my dupes chores? I've automated a few things, like space doors, rocket launches, and some gas management but havne't ventured beyond.

Your most predictable sources of solid materials are the greenhouses and the ranches so they're good candidates.

I have sweeper arms feeding my mushrooms and waterweeds, and I set up a shipping chain from my greenhouses to my kitchen, with two more sweeper arms managing the chain from ingredients fridge -> grill -> gas range -> meals fridge. All the duplicants need to do is the cooking.

Automating the management of your critters can be good as well if you come up with a good plan for them. Pokeshells can be especially good candidates for this as they have difficult behaviour when they're near their eggs.

On a simpler level, if you're got any solid resources being produced in out-of-the-way locations (for heat management purposes, or space stuff) you can cut down on travel times by setting up a system to transport them to somewhere more central.

Tenebrais fucked around with this message at 00:05 on Sep 7, 2019

Tenebrais
Sep 2, 2011

Mazz posted:

Honestly I have no idea, I figured it was a good ratio because otherwise I have no idea why they exist

The deal with pokeshells is their molt isn't tied to their metabolism, they just shed regularly no matter what. Keep some wild pokeshells in a room and they will regularly produce lime with no input at all. Pacu, meanwhile, take up a lot of algae, which as far as I know is a finite resource outside of rocket cargo or ranching a fuckton of pufts.

(Maybe I should get into modding, I've had some ideas about having algae terrariums produce algae instead of consume it, which makes much more sense)

Tenebrais
Sep 2, 2011

Overdrift posted:

This thread is pretty long in the tooth, and I didn't find it anywhere in the last several pages/OP, but is there some kind of effort post/guide that could help direct me on what to do in the first 1-10 cycles or so? I'm a bit overwhelmed with all the things there are to do, but the game seems really cool so far!

I don't think anyone's posted one recently, but I'll give it a shot?


Your first couple of cycles should be about securing your duplicants' most basic needs. Food, oxygen, sleep and somewhere to poop.
Sleep is the easiest to manage - you just need to build a cot for each duplicant. Check the lighting display and make sure you're not building them in the light range of the printing pod; the light will keep them awake, but other than that just slap them down anywhere to begin with. Later you'll want to build a designated room for them.

Toilets are next easiest. For these you'll want to build out a latrine room with a single entrance. Put the outhouses in the back of it, and set up wash basins between them and the door - one wash basin per outhouse. If your dupes don't wash their hands after using the toilet they'll get food poisoning everywhere, and you'll end up slowed down by disease frequently. If you put a door at the entrance, that will establish the room as an official Latrine and offer a morale bonus! Not essential at this stage but pretty nice.
The wash basins will need to be supplied with water. There are always three ponds of water in the starting biome; dig a path to the most convenient one and build a pitcher pump in it, which will let your dupes supply water to the buildings that need it.
A warning! Don't have your main water supply directly under any sort of main stairway. If duplicants fail to get to the toilet in time they'll make a mess of infected, polluted water and if that gets in your clean water cistern it'll be hell. Make your main water supply accessible from the side rather than the top.

Oxygen and food are the more vital needs overall, but you start with several cycles' worth of food and there's lots of natural oxylite providing oxygen at first. These are limited, though, and to get more you'll need power. So build a manual generator and connect it to a battery with wires. Don't worry about messing with the settings on it, by default it's good enough to keep your power topped up for now.

Now, before doing any research, your only food option is the Microbe Musher which you can use to make Mush Bars. Don't. It'll use up a surprising amount of water, and I'm fairly sure the mush bars will give your duplicants food poisoning even if all the ingredients were clean. Instead, take advantage of the buffer of food you've got between your initial rations and muckroots from around the area, and get researching farming. Build a research station and hook it up to the power. You can now go into the research screen and start researching agriculture!
While one of your duplicants researches, you can set the other two to getting your base set up nicely. Now might be a good time to start replacing your floor with tiles, as tiles can have wires and pipes run through them. Check the oxygen view of your base - if there's dark spots, it's a good place for an algae deoxydiser hooked up to the power, as the natural oxylite clearly isn't supplying enough there, or has run out.

Once the research is complete, you can build planter boxes and start growing mealwood in them. Grow as many as you can. Each duplicant requires 1000kcal of food per day, which is five mealwood plants! If you haven't found enough seeds yet, you can bulk them out in a microbe musher by producing liceloaves, which takes 1200kcal's worth of lice and turns it into 1700kcal by bulking it up with water. This isn't an ideal long-term solution, as your water supplies will dwindle, but it can stretch supplies until you've found enough mealwood seeds.

Basic Farming also comes with algae terraria, which will help clear out the carbon dioxide your duplicants exhale. CO2 sinks below O2, so build them at the bottom of the base. They don't need power but they do need to be watered, and produce polluted water.
The research also gives you compost, which lets you clean the polluted dirt from your outhouses.

By now you've probably hit the three cycle mark at least once, and been offered new duplicants from the printing pod. Always ask yourself whether you actually need one right now, as each one increases the food and oxygen demands on you - pretty significantly at this stage. Of course, it increases the pairs of hands you have available to work too, so the answer could easily by "yes".

The last of the basic tasks to set up is a septic tank. The wash basins and algae terrariums are going to be producing polluted water, and you'll want to dig out a space to store that until you have the technology to deal with it. Use an unbottler with the spout over the pit set to polluted water, and your duplicants will start decanting it in. Polluted water and dirt produce polluted oxygen, which isn't dangerous right now, but may cause problems later down the line. Better to keep it all in one place.

You've now got your basics sorted out and can start deciding for yourself what to prioritise next based on your situation. You could go for plumbing, and use pumps and pipes to get the other two water pools moved into the one you're already using. You could go for meal preparation, as the grill allows you to make usable food out of bristle blossoms. You could go for air management, as the airlocks and airflow tiles are both very important for keeping oxygen in the places you want it to be. You could go for power into Internal Combustion to automate your power supply. Most importantly, now is the time to start planning out the long-term layout of your base - the farms should be kept as far as possible from your power plants, leave plenty of rooms for barracks (and later bedrooms), and make sure there is a channel through or around the base to build heavy-watt wire as your main power spine, that is out of sight of normal operations. And once you're ready, start venturing out into the neighbouring biomes for new resources as you progress.

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Tenebrais
Sep 2, 2011

Smiling Demon posted:

Insulation is expensive enough that there is only one thing to even consider it for: insulated pipes for making liquid hydrogen.

Just use regular pipes with Insulation, it's got so little heat transfer naturally that quadrupling the materials for actual insulated piping is overkill.

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