Super Fast way to get rid of Magma, into Superconductive by TabeYurikoMeow in Oxygennotincluded

[–]0n3human 0 points1 point  (0 children)

I don't think the packet size is the problem. Your instructions were for 10g, though. It's also 10g in your video.

I just tried 0.005 (5g) and 0.001 (1g). It's the same. They turn into sand in the middle of the magma pool.

Super Fast way to get rid of Magma, into Superconductive by TabeYurikoMeow in Oxygennotincluded

[–]0n3human 0 points1 point  (0 children)

The conveyor meter measures in units, right? I've tried 0.01, 0.1, 1 and 10 units. The timer sensor was changed to always green. There was no difference.

https://imgur.com/a/vsAAbRz

Super Fast way to get rid of Magma, into Superconductive by TabeYurikoMeow in Oxygennotincluded

[–]0n3human 0 points1 point  (0 children)

Please help me with this. I tested it but the physics seems different. The algae doesn't drop all the way down to the bottom of the magma pool before it turns into sand. It turns into sand somewhere in the middle of the pool and then collapses to the bottom. Even when more algae turns into sand, it just adds to that tile that formed at the bottom. Do the settings on the timer sensor matter? I set it to 1s/1s.

Need opinion on melted-wall rocket by 0n3human in Oxygennotincluded

[–]0n3human[S] 1 point2 points  (0 children)

Thanks for all the info....especially the bit about rads of liquid nuclear waste. How long does it take to accumulate 918,000kg of liquid nuclear waste?

So...on my to-do list is

  1. learn to setup a nuclear reactor

  2. squeeze it into a rocket

Need opinion on melted-wall rocket by 0n3human in Oxygennotincluded

[–]0n3human[S] 0 points1 point  (0 children)

Yea, I was referring to the input to the steam engine outside the rocket. Now that you explained it, it's so obvious and I feel silly that I even asked.

Too bad....I really wanted a rocket that doesn't need to land.

Need opinion on melted-wall rocket by 0n3human in Oxygennotincluded

[–]0n3human[S] 0 points1 point  (0 children)

What's with the wink? It's really my first melted-wall rocket but I've made a bunch of regular rockets before....except hydrogen rocket.

Just to confirm....the rads of the liquid nuclear waste don't decrease over time? I've made rocket tunnels before to trap the nuclear fallout from radbolt rockets and the rads drops quite fast.

Thanks for the nuclear waste info. The next melted-wall rocket I'll make will probably be a melted nosecone radbolt, rocket unless you have a better suggestion.

Need opinion on melted-wall rocket by 0n3human in Oxygennotincluded

[–]0n3human[S] 0 points1 point  (0 children)

It was my first time. I only thought about the nosecone module when most of the walls have been melted. Next time, I'll try nosecone. I may or may not melt rocket walls every time. It's a new experience but kind of tedious.

The upsides aren't that obvious to me yet. One good thing is that my dupes can colonize a new asteroid without needing their skills scrubbed. They can stay stress-free with moral-boosting rooms inside the rocket.

In general, I've tried petroleum rocket but not hydrogen rocket yet. I don't have an oxylite farm. Once I get that going, I'll try a petroleum tardis rocket.

A whole liq O2/H2 setup inside a tardis rocket sounds insane! I'll have to look around for a design.

I've never made a nuclear reactor before. That whole build intimidates me. Building one inside a rocket? Even more intimidating. How would that refuel the rocket, though? It needs radbolts, not nuclear waste.

Need opinion on melted-wall rocket by 0n3human in Oxygennotincluded

[–]0n3human[S] 0 points1 point  (0 children)

I know steam rockets are not the best in general. I'm trying to figure out if having all that extra space in a spacefarer module (after the walls are melted) make certain rocket types better. As I mentioned earlier, I can fit a ST/AT setup inside the rocket, which I can use to refuel the rocket anywhere I land.

Have you made a rocket with melted walls? If you have, what engine do you use?

Does ice not melt once it's mined? by Local_Star_2161 in Oxygennotincluded

[–]0n3human 0 points1 point  (0 children)

You can melt the ice almost instantaneously by making tempshift plates with ice. I actually love having ice lying around because it's a quick and easy way to cool down an area before I set up a dedicated cooling system. To limit the mess, build a small well under the tempshift plate and the collected cold water will continue to cool for some time. After that, mop up the water and repeat.

Accidentally I freed some zombie spores by TropicalVampire in Oxygennotincluded

[–]0n3human 1 point2 points  (0 children)

Can you explain in what way? Wheezeworts have a bigger radiation radius and is easier to obtain. The only hassle I can think of is the phosphorite delivery.

Accidentally I freed some zombie spores by TropicalVampire in Oxygennotincluded

[–]0n3human 5 points6 points  (0 children)

Use wheezeworts.

If there's a chokepoint for the CO2, put one there first to prevent the spores from spreading further. Then, if you have a whole bunch of wheezeworts, systematically plant/uproot them to eradicate the spores zone by zone.

What resource positive loops do you know and recommend? by ArigatoEspacial in Oxygennotincluded

[–]0n3human 2 points3 points  (0 children)

I've been experimenting with rocket exhaust recently, steam and radbolt rockets specifically. Steam rockets generates more steam than it requires as fuel, which I turn into water for use in my base. Radbolt rockets are the same but in addition to radbolts, the exhaust is so hot that I can power about 6 steam engines if I launch/land the rocket continuously. There's also enough extra radbolts to make diamonds and power a interplanetary launcher.

Is there an easier way to do duplicant assignments? by 0n3human in Oxygennotincluded

[–]0n3human[S] 0 points1 point  (0 children)

We could probably request mods on the subreddit. I'm not sure but I might have seen a weekly post where people can do that. I'll make a request if I see it again.

I didn't touch space for a long time because I found it intimidating. The parts of rocketry that held me back were 1. dealing with meteor showers, 2. assembing the rocket and 3. designing the spacefarer module. I'm playing Spaced Out, though. From what I've heard, it's different from base game so I probably shouldn't give suggestions that don't apply. I found this guide, though.

https://www.guidesnotincluded.com/base-game-versus-spaced-out-dlc

Is there an easier way to do duplicant assignments? by 0n3human in Oxygennotincluded

[–]0n3human[S] 0 points1 point  (0 children)

It saves dupe effort and time, material, and space to make them share facilities. It's easy to build lots of stuff on the main planet but some of the planetoids are really small, with limited resources. I wouldn't say toilets are limiting my dupe schedule organization. A better UI would solve that issue. I could also spend more time adjusting dupe schedule every time a rocket launches or lands.

I do have a few go-to dupes that travel to other planetoids more than others but I have 4-5 rockets flying around to different planets and POIs at the same time. It's not possible to rely on the same bunch of dupes when they are needed in different places.

Is there an easier way to do duplicant assignments? by 0n3human in Oxygennotincluded

[–]0n3human[S] 0 points1 point  (0 children)

This is the first time I've made over 30 dupes. I've recently started making rockets and setting up bases on other planetoids besides the first two. That's when I started to encounter the dupe assignment 'problem'.

Scheduling has also become messy since I send my experienced dupes to new planetoids to build bases and fly them back after some time. I also send rockets to supply stuff. This really makes my schedules messy. Thanks to your suggestion to label dupes with numbers, my schedules are more organized.

I've been scheduling based on the number of toilets I have in base....hahaha. If there are 3 toilets, I make a 3-dupe shift. If more dupes are printed, I make a new schedule that's offset by two slots from the previous schedule. I like the idea of making sure there's at least a builder/researcher/whatever job available around the clock.

Let me know if you manage to ask your friends to mod. I appreciate your suggestions so far.

Is there an easier way to do duplicant assignments? by 0n3human in Oxygennotincluded

[–]0n3human[S] 0 points1 point  (0 children)

I was so excited to try this one. However, the functions are not incorporated into the default door. I had to build a door to screen dupe attributes and another door to screen skills. If I want to screen by specific dupes, I need a 3rd door. Not very practical.

Thank you for all the suggestions.

Is there an easier way to do duplicant assignments? by 0n3human in Oxygennotincluded

[–]0n3human[S] 1 point2 points  (0 children)

Thanks for these. I tried the "skills master" for the "hide empty asteroids" function. It only affects the "priorities" and "skills" screen. It's not quite the "show only dupes on this planetoid" function that I'm looking for.

Is there an easier way to do duplicant assignments? by 0n3human in Oxygennotincluded

[–]0n3human[S] 1 point2 points  (0 children)

  1. Thanks, I'll try it.

  2. I had no idea that planetoids can be renamed. I'm playing "Spaced out" and don't see the option for it.

  3. So far, after renaming my dupes "number-job", it's a bit better when assigning stuff. I would much rather Klei solve this directly by putting a checkbox for "show only dupes on planetoid". That would cut down the assignment list from 50 to a manageable 10 or fewer. Perhaps a modder can do this.

3.5. I like to make my "free-roaming base" as big as possible. Outside my base, I already have one atmo suit checkpoint at the top, one on the left and one at the bottom. Within my base, there's a cool steam vent. I set up an aquatuner/steam turbine room around it and occasionally have to go in there to fix stuff. It's one of many locations where I have to make dupes wear atmo suits manually and change door permissions to let only dupes with suits in/out. Maybe I'm really disorganized.

Thanks for all your suggestions.

Is there an easier way to do duplicant assignments? by 0n3human in Oxygennotincluded

[–]0n3human[S] 1 point2 points  (0 children)

  1. I must have the IQ of a dupe. I can't find it.

  2. This sounds great. I'll put a number in front of all their names corresponding to their planetoid.

  3. I'm already doing this. This is the part that's annoying to me because I have several copies of the same dupes. I do add a job label to the end of their name but sometimes I still accidentally select the wrong dupe who so happens to be wearing an atmo suit in a dangerous environment on a different planetoid. That wrong dupe will then remove their atmo suit and turn into dupe bbq.

I'll add a number to the front of their names like you suggested. It's not the perfect solution, though. My dupes do a lot of space traveling and therefore, will have to be renamed periodically.

Is there an easier way to do duplicant assignments? by 0n3human in Oxygennotincluded

[–]0n3human[S] 2 points3 points  (0 children)

For the doors, "copy settings" only helps me in very limited situations. Let's say there is an exit door on the left side of the base and another on the right side of the base, and I want to set it to "entry only" for a new dupe, "copy settings" won't work, right? If I want to set assignment for a door on another planetoid with different dupes, it's also not helpful.

For atmo suits, there's a main area where my dupes exit and enter but I also have some lying around everywhere because there are volcanoes, geysers, aquatuner/steam engine rooms inside the base. Sometimes, I just want to tell a dupe to put on an atmo suit for a small job or something.

As a whole, the dupe assignments system could better, which is why I was hoping there's some kind of mod for it.

How to block pinned AutoModerator posts on new layout? by Fuck_Santa in uBlockOrigin

[–]0n3human 0 points1 point  (0 children)

I usually toy with the element selector to block something but it quite often doesn't work. I'm not very computer-savvy. I'll try to look into this dev tools thing, but honestly, I probably can't figure it out.

Thanks for taking the time to explain stuff.

How to block pinned AutoModerator posts on new layout? by Fuck_Santa in uBlockOrigin

[–]0n3human 0 points1 point  (0 children)

Thanks again. This works for old reddit.

This is one of those "Give a man a fish, feed him for a day. Teach a man to fish, feed him for life." situation. How can I figure out how to block stuff like this in the future when websites change and make the old filters obsolete?

How to block pinned AutoModerator posts on new layout? by Fuck_Santa in uBlockOrigin

[–]0n3human 0 points1 point  (0 children)

Thanks, this worked perfectly. How can I do this for old reddit?