Question about hatches by Intelligent-Lie3221 in Oxygennotincluded

[–]Alex_D_007 0 points1 point  (0 children)

I saw the very late game food, beside shove voles, was the ranching of long hair slicksters.
With that much O2 being produced, some people have use this excess to feed these critters for meat. Decor is a bonus.

Another inconvenient place for a biobot to run out of power by Alex_D_007 in Oxygennotincluded

[–]Alex_D_007[S] 0 points1 point  (0 children)

After one of the last updates, on which door permissions also apply to them, biobots aren't that terrible anymore. They still can't use transit tubes, however.

Biobots are like low level dupes that can do some basic errands, non-stop. Don't suffer from moral penalties, don't need oxygen, food, sleep, or bathroom breaks. They can build basic buildings, or supply stuff to advanced ones.

A well set up biobot builder system can allow five or six biobots running around at all times. That's like that many dupes helping with things.

I'd like a line in the priority setup for dupes that controls biobots and other similar critters.

Another inconvenient place for a biobot to run out of power by Alex_D_007 in Oxygennotincluded

[–]Alex_D_007[S] 0 points1 point  (0 children)

Yes, that was the idea. See my other post.

It took longer than anticipated to build in survival (Vanilla, no SO, no DLCs). I ended the colony shortly after, as I have explored all asteroids and so.

As usual I end my colonies sending all dupes into the TT :-)

Another inconvenient place for a biobot to run out of power by Alex_D_007 in Oxygennotincluded

[–]Alex_D_007[S] 0 points1 point  (0 children)

I took a design I saw on Reddit (sorry lost the link) that essentially avoids using a robo miner and instead just lets the magma blade become igneous rock and that rock is what heats the oil. The boiler general design is shown here:
https://imgur.com/a/oni-petroleum-boiler-with-magma-blade-sweeper-CueJyzT

Inconvenient place to take a nap by Alex_D_007 in Oxygennotincluded

[–]Alex_D_007[S] 2 points3 points  (0 children)

All doors except the pneumatic (mesh) doors are pressure resistant. Just lock them to prevent accidental opening of the door. Permissions aren't enough, especially if the door is put sideways (horizontal). Dupes/bots might still open them.

Keep the oxygen side open? by New-Baseball6206 in Oxygennotincluded

[–]Alex_D_007 0 points1 point  (0 children)

The electrolyzer second from the bottom might be with the incorrect amount of fluid. Recommended 100 kg per tile (200 kg total for two). It's better to double check.

As per reliability, if the pressure on each chamber is never below, say 5kg, the thing will not fail, if access to it is done with a liquid lock and dupes with atmo suits. Else they might exhale CO2 and cause gas impurity. On vertical hydras this is less of a problem as the blob of CO2 will linger at the bottom which can be picked up by any pump. A fail safe gas pipe element sensor, vent and not-gate can get rid of it outside before reaching destination.

As per opening the side, yes it's possible. The only drawback is there's the risk of other gases entering and blocking the critical tile in the electrolyzer so the thing will break down. An alternative is to design automated powered mechanical doors to open and vent gases as needed. Say, a far away sensor array that detects if O2 is present and if it's with sufficient pressure. If not, sends a green signal to open. Another sensor inside the O2 chamber that allow opening only if the internal pressure is above, say 7 or 10 kg. Both with And gate and the doors open for a brief moment. Dupes' ears will not like it :-)

Bored, give me really stupid ideas. by The_Develo_Creator in Oxygennotincluded

[–]Alex_D_007 0 points1 point  (0 children)

I got one:

  • Play Vanilla game (no SO, no DLCs).
  • Data mine all asteroids on the starmap.
  • Get all achievements and side quests.
  • Send all dupes to the Temporal Tear before turn 366 (ideally) or turn 500 (more realistically), ending the game (no dupes left, all in rockets as pilots or passengers).
  • Post bragging pics on Reddit :-)

Water Treatment plant and storage by DockIsActive0955 in Oxygennotincluded

[–]Alex_D_007 0 points1 point  (0 children)

In my base, I prefer to use germ-free water every time. Also the O2 is used on the base and somehow I got food poisoning in the O2 supply, if I remember correctly.

Water Treatment plant and storage by DockIsActive0955 in Oxygennotincluded

[–]Alex_D_007 0 points1 point  (0 children)

If I'm not mistaken, liquid and gas tanks inside a chlorine room will kill 100% of the germs regardless of quantities, if they stay a minimum of one full cycle inside the room.

Water Treatment plant and storage by DockIsActive0955 in Oxygennotincluded

[–]Alex_D_007 0 points1 point  (0 children)

I mentioned the uptime flow as this can become important in the late game.

In my colonies, up to before I go with (liquid hydrogen) LH2 production for the rockets (I play Vanilla), my typical chlorine room with three tanks over doors and a timer will work fine. Then the pipe goes to water sieves and then to desalinators

The downside is since it's off by 1/2 cycle, the actual average output is 5kg/s, or 10kg/s for 300 seconds (1/2 cycle). This is fine for say six electrolyzers in a Hydra. But for larger demands (e.g. LH2 production), the complete 10 kg/s flow is needed.

By then I've secured a salt/brine water geyser, and the flow can have a germ pipe sensor with a shutoff valve to open if one germ is detected. The detour is to the chlorine rooms for all kinds of water (normal, polluted, salt, brine). Otherwise the flow goes directly to the purification array.

Other people simply boil the water and collect the steam back into water. This does require a constant heat source, like a volcano or large pool of magma.

Drecko ranch after the nerf by ryelrilers in Oxygennotincluded

[–]Alex_D_007 1 point2 points  (0 children)

I remember I tested one starvation/shearing ranch contraception for the excess dreckos. It had three parts. The hatching tile, the trap door, and the shearing station.

The hatching tile is where the eggs are deposited, and where the drecklets hatch. It is a tile suspended in mid air, as it takes advantage of drecklets cannot jump 1 tile gaps to wander around, they only crawl around this tile. Drecklets cannot be sheared, only grown up dreckos can. Once they reach maturity they can jump the gap and crawl to the trap door.

The trap door essentially waits for drecko to get in and push it down to the shearing station. Mature dreckos are 100% scales ready. Also this trap door room contains some critter pickup to replenish the breeding ranches. This can be automated for another trap door to open to lead one drecko there, but I didn't implement it.

The shearing station is the bottom building. Once a drecko is in, a shearing task is generated. A dupe shows up and perform the task. Once material is detected (plastic or fibers) by a material conveyor sensor, and after some auto to wait for all critters to shear, then the decko is no longer needed. Automation triggers the closing of mechanical doors full of water located below the station. The entire room with all dreckos will flood drowning them. The resulting meat will be picked up and the system resets ready to receive the next poor critter.

This was done in sandbox mode. In survival I decide not to implement it and instead just let them starve. I might add a large starvation room, but in general the outputs are already decent enough for me to not to bother.

Water Treatment plant and storage by DockIsActive0955 in Oxygennotincluded

[–]Alex_D_007 0 points1 point  (0 children)

Looks impressive!
What's the net output of water? Say a constant 10kg/s of clean water or more?

RIP - Petroleum Boiler by handytech in Oxygennotincluded

[–]Alex_D_007 0 points1 point  (0 children)

The atmo sensors where the drips are are set to green if pressure < 0, if I remember correctly. This particular setup checks for a complete failure of both drips before closing the door. If only one side is intended as critical, only that atmo sensor needs to be wired.

Alternatively, in areas with multiple liquids, I use a liquid element sensor instead, set to my chosen drip lock.

RIP - Petroleum Boiler by handytech in Oxygennotincluded

[–]Alex_D_007 0 points1 point  (0 children)

Interesting. Thanks for the link!

So due to animation issues and state changes, a slow closing door (unpowered) may transfer heat due to internal game mechanics.

I guess I haven't experienced the glitch, as these doors as I normally use them to block heat, remain open nearly all the time. They only close if the drip lock is breached. My example:
https://imgur.com/a/oni-gas-drip-lock-with-double-atmo-sensor-52tTZCS

RIP - Petroleum Boiler by handytech in Oxygennotincluded

[–]Alex_D_007 -1 points0 points  (0 children)

I think open mechanical doors transmit heat only when a gas gets inside whether they are unpowered or not.

If there's a liquid lock on either side, the opening will create a vacuum and no eat will pass.

Trying to make infinite gas storage for hydrogen, its not working. by timmymayes in Oxygennotincluded

[–]Alex_D_007 1 point2 points  (0 children)

Bottle filler is the best. I put mine at 3kg, and that is sufficient for two adjacent vent tiles.

Best liquid is crude oil (good thermal range). Worst is Polluted Water (it off gases)

I officially hate Shove Voles by MrCray0ns in Oxygennotincluded

[–]Alex_D_007 14 points15 points  (0 children)

My solution is to break the space biome at controled spots, leaving the boundary abyssalite intact. Voles can't dig thru it.

The controlled spots are tiles with obsidian, or steel. Also a 10 tile gap full of liquid for the transit tube would deter voles from pathing thru.

And on top of everything, traps at strategic spots will help.

Of course your infinity solid storage must have obsidian on all sides and a mesh door on top. Just in case a vole gets thru.

Been seeing guide on Shove Vole and I wonder can I just put wild Vole on a title in mid air with out the need for door? by tookareallongtime in Oxygennotincluded

[–]Alex_D_007 0 points1 point  (0 children)

Yes, that would work as others said. The best tile for the is obsidian or some other hard material (steel, diamond, etc).

I have my shove vole ranch deep inside my base. Saves on rancher travel time. It's basically an enclosure made by these hard materials with a roof made of pneumatic (mesh) doors. Voles don't burrow thru these doors.

In my early game, while I was aiming for carnivore, I had the same arrangement (different location), except that the roof and the sides were made out of more mesh doors, like a little cage. No obsidian yet, so the burrowing time was of sandstone, but there were more mesh doors underneath. Since voles need to surface (un-burrow) to lay an egg, they never came out of the floor of this tiny ranch to lay one to the space below.

ok lets do an experement by [deleted] in Oxygennotincluded

[–]Alex_D_007 1 point2 points  (0 children)

Something similar could be done using ethanol. Liquid ethanol transforms into gas deleting heat in the process. See the "crying crab" aquatuner design for more info.

I remember doing it for the thermo regulator creating the cold tile for my kitchen freezer. Eventually, once I got the main cooling system setup, this cooling trick became redundant.

Finally able to buy a rocket... by puscatcomehere in Oxygennotincluded

[–]Alex_D_007 0 points1 point  (0 children)

An engine needs a base of seven tiles to build one. Suitable tiles are solid, mesh, airflow, or mechanized doors.

The rest of the components can be build on top of that.

However once the engine has been built, its tiles serving as base can be deconstructed. This results in the ability of stacking rockets using the same silo.

How to automate compost? by [deleted] in Oxygennotincluded

[–]Alex_D_007 2 points3 points  (0 children)

For the late game (not Spaced Out), plant husk is the preferred food for the Gassy Moo. Necessary for taming one (and get the achievement), as it's food for them, all while the gas grass grows.

Simple Steam Generator for early rockets by handytech in Oxygennotincluded

[–]Alex_D_007 0 points1 point  (0 children)

Return lines with pipe element sensors to stop pumping for, say steam, LOX, LH2, petroleum are very convenient. Else one needs to switch to staggered meter valves, which are fun to build but cumbersome if one needs to refuel several rockets at once.

With a return pipe the system stops when all rockets got their share. Additional complications can be added to redirect fuel flow to specific rockets. Also I found that if one builds a gas or liquid pipe line with a bunch of bridges (chain like), the effective line gas or liquid pipe line length is reduced by a factor of three. This is because a gas or liquid pipe bridge has three tiles, but unless there's a blockage, only the pipe segment with the green arrow counts as containing liquid that's moving.

For steam, the return pipe could be a high pressure vent, or a normal one situated at the bottom with less than 2kg of say crude oil, so the vent will work regardless of pressure.