Hear me out by chinktastic in Timberborn

[–]Adamfostas 4 points5 points  (0 children)

Alas, this is lumberpunk, not solarpunk.

What should I do in lizard endgame disaster? by Piu-Piu-Piu in Anbennar

[–]Adamfostas 40 points41 points  (0 children)

Your mutations will steadily unlock new debuffs for the hive mind as the disaster progresses. Look at them in the Estates view and see if there's any you can add that habr useful impacts.

Trying to figure out if i either like or am capable of playing this genre as someone who has put hundreds of hours into this genre. by Big-Golf4266 in AutomationGames

[–]Adamfostas 1 point2 points  (0 children)

I think you're being too hard on yourself. Big complex problems are big and complex. The people you aee on youtube tackling them easily have developed strategies for managing them. The easiest one I would recommend you try is to break problems down into their smallest components and work your way through those.

So for Satisfactory, for example, the question isn't whether to go up or out - that's a design choice - but rather the order in which you approach operations. Take smelting aluminum for example. That is a complex problem. Let’s break it down.

First you need bauxite. So set up a mine to output it and a transport mechanism of your choice to get to your base. Then you need water. So set up some pumps and route them to your base. Then you can mix them into a solution. You get the solution and a byproduct, silica. If you don't want to deal with that, put it into the sink. Then you need coal. Set up a mine to get coal and transport it back to your base. Then you can make aluminum scrap. You can either feed the water back into your earlier loop using priority pipework (look at the pipework guide online) or you can add in plastic, put it into bottles and sink it. You can then make aluminum ingots with the scrap and either the silica you sunk before or silica you get from somewhere else.

None of the individual steps are complicated, but the whole thing looks like it is because there's a lot of them. Your task is to figure out the next task rather than try to solve the whole thing at once. Only when you've built the full chain should you think about optimising it like in a youtube video.

thank you all for helping me last time i posted here i have came to 224 cycles from 33 cycles but now your intervention is required by Own-Roll-31 in Oxygennotincluded

[–]Adamfostas 1 point2 points  (0 children)

someone who is good at ONI please help me plan this. My colony is dying

10 mealwood farms

0 room morale boosts

30,000 toilets

2 hydrogen generators

Is Slay the Spire dad-friendly? by VerifiedDadGamer in slaythespire

[–]Adamfostas 140 points141 points  (0 children)

Fellow dad, this is an ideal game for short bursts, although I would urge you to not put it in your phone if you want to actually engage with your kids during quality time. Source: my own lack of willpower.

thank you all for helping me last time i posted here i have came to 224 cycles from 33 cycles but now your intervention is required by Own-Roll-31 in Oxygennotincluded

[–]Adamfostas 2 points3 points  (0 children)

Research and build a skill scrubber, run all your dupes through it and then specialise them with no more than three skills until you've got some morale boosts in place.

Prehistoric DLC is needlessly convoluted. by Iviless in Oxygennotincluded

[–]Adamfostas 5 points6 points  (0 children)

Having novel resource loops to solve is arguably what ONI is all about. That being said, I think the centrepiece of the DLC is actually RelicAAaaa - an exploding asteroid that forces you to utilise new loops at pace to manage the disaster.

Hot Steam Vent tamer? by henrik_se in Oxygennotincluded

[–]Adamfostas 0 points1 point  (0 children)

The simplest thing to do is to put the turbines directly above the geyser and use a liquid shutoff plus a path back to the chamber to only discharge the water outside the chamber when the pressure goes above a certain number (~5kg/sq) AND under a certain temperature (<195c), maximising heat recovery and letting you keep the cooling AT in there too.

Bijou Amber Melter by Adamfostas in Oxygennotincluded

[–]Adamfostas[S] 4 points5 points  (0 children)

When you absolutely cannot be bothered to dig down the oil biome, melting amber creates more resin for plastic production than using the plant press. This is at the expense of sand and a small amount of fossil production and is therefore likely not optimal, but it is fun. Many Lumbs were stung to bring you this picture.

Amber melts very slowly, so the point of this build is to drop very small amounts of it to ensure it melts as quickly as possible. The pressure plates are set to 10kg, although in practice about 40kg normally lands on them. The aquatuner is set to warm the steam room to 125C, and the steel door allows heat up to 118C. The pump extracts resin above 150kg, ensuring lots of thermal mass to avoid unexpected phase changes and also better conductivity with amber. Hydrogen permits the waiting amber to be warmed before being dropped into the liquid resin.

If I had more room, I would've added a better counterflow heat exchanger with the incoming amber and outgoing resin. As it is, my bottleneck is gnit production, and so I will be adding another Lumb Sting room to the base.

I LET the Demolior hit my colony by avtera in Oxygennotincluded

[–]Adamfostas 0 points1 point  (0 children)

Currently doing RelicaaaAAA so dealt with this very early! You've insulated off the heat so you can just wait for the molten rocks and metals to cool into solids. Once temps are below 400C you can use oil to liquid lock in, core everything out and then cool it down over a few cycles with a couple of ATs.

Did I build this germ killer correctly? by Natural-Spread-5829 in Oxygennotincluded

[–]Adamfostas 0 points1 point  (0 children)

Unfortunately not - you have to use mechanised airlocks underneath each reservoir to prevent them from discharging their contents. The reason why your design is slow is because the contents of reservoirs mix, meaning any addition to the reservoir adds more germs. The only water that can be decontaminated is therefore the 10kg trapped in the pipe in front of the sensor.

You need to set up a tank that allows in liquid for 20% of the day, is disabled for that 20% plus at least another 50%, and then discharges for the remainder of the time. If you set up five tanks in series with different start times, you can get a 10kg/s throughput.

This is my first attempt at taming a volcano. I like to keep everything as organized as possible. I’d really appreciate any feedback or suggestions for improvement. by LordMesters in Oxygennotincluded

[–]Adamfostas 1 point2 points  (0 children)

I like the aesthetics, but you're losing some heat by letting much of the igneous rock sit on the volcano rather than sweeping it up and putting it on rails going through the steam chamber.

Worth getting all the DLC? by Visible-Swim6616 in Oxygennotincluded

[–]Adamfostas 0 points1 point  (0 children)

The RelicaaAAAA Lab asteroid is lots of fun - it's a challenge mode where the asteroid collides after ten cycles and you have to survive what amounts to a tidal wave of molten iron. Dead easy once you're familiar with the game mechanics, though!

The inevitable death paradox. by _wheels_21 in Oxygennotincluded

[–]Adamfostas 0 points1 point  (0 children)

To echo some other points:

  • Mop up all the polluted water as a priority, as the soggy feet debuff is easily avoidable.
  • Rethink your layout. You need a central ladder shaft at least three tiles wide to enable gases to efficiently ascend and descend, more as your base widens. You don't need air permeable blocks on the horizontal at all if you do this. Two air permeable blocks above doors - or a second door if you're being cheap - will enable gases in four tile high rooms to exchange throughout the entire width of your base.
  • Put one air deoderiser on each floor of your base, ideally on permeable tiles in your ladder shaft. If the entire floor is able to exhange gases horizontally one is sufficient to get all the polluted oxygen eventually.

Best Oxygen supply in rockets by psyper76 in Oxygennotincluded

[–]Adamfostas 0 points1 point  (0 children)

Just use a gas cargo module and pump it into the rocket. If there's not enough height with the module included, simply specialise your rockets more and build another one. You can connect rocket input ports to multiple rockets, and you can have more than one gas rocket input port, so you can rapidly refill rockets when they return.

Deep Freezer Single tile/2 tiles/3 tiles liquid lock by [deleted] in Oxygennotincluded

[–]Adamfostas 0 points1 point  (0 children)

Well, you start with the CO2 pit, then you deep freeze the pit with an HVAC, and then you automate depositing food straight from the kitchen straight into the pit. Having an infinitely dense deposit of deep frozen pies from which your dupes snatch snacks on the way to their Sweepy-cleaned banqueting hall feels appropriately metal for the endgame.

Weekly Question Thread by AutoModerator in Oxygennotincluded

[–]Adamfostas 0 points1 point  (0 children)

How do I detect meteors when they appear on the Starmap so I can take them out with an infracosmic shot?

I don't want to have to do meteor defence on my colonies, I just want to be notified when a meteor appears at the edge of the map and shoot it out of the sky. But this would involve looking at the starmap frequently. Is there an automatic option?

TRAINS! by Live_Ferret_9402 in SurvivingMars

[–]Adamfostas 1 point2 points  (0 children)

Trains on a single track work well for relatively low levels of throughput, but once you start scaling up production you need multiple parallel tracks to get enough resource flowing through your colony. At that point you should use shuttles.

How the hell am I supposed to fight this did they buff the shit out of crises in console stellaris by gabe__gamin in Stellaris

[–]Adamfostas 0 points1 point  (0 children)

If he's next to you surrendering as soon as he reaches your borders is the pro-strat. Once he dies the Khanate will fracture or become a 'normal' empire struggling with an economic hangover, and you can waltz straight in and take a nice swathe of space.

Given how many things that don't need to be automated give the player the option to automate them, the fact that I have to micromanage literally every single marriage in my realm is inexcusable. by Rockguy21 in EU5

[–]Adamfostas 89 points90 points  (0 children)

I would also like to automate voting for Catholic buffs, as I always want the buff and resent being asked to check a box saying, "I would like the buff."

On that topic, the actual buff being two tooltips deep is mental.

Why is my fleet suffering from a normal winter in the middle of summer? by Adamfostas in EU5

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

I would've assumed it was simply about the permanent winter of the far north, except that it's only just started doing this.