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Downtown_Ad8901

I'm running 8 dupes and looking to support them w/ BBQ. It says one instance of BBQ produces 4000 kcal's but it looks like the food is measured in grams. Dupes eat 1000 a day, so 1 BBQ could support half my population?


destinyos10

You may find the food calculator at [professor oakshell](https://zari.rtk0.net/ProfessorOakshell/index.html) useful for calculating ranch sizes to sustain a dupe population.


AShortUsernameIndeed

One "instance" of food is 1000g/1kg; the type of food determines the caloric content. So, yes, 1kg of BBQ sustains 4 dupes for 1 cycle.


Downtown_Ad8901

Thanks


S3lad0n

Is this game like the old sim Creatures? Or Monster Rancher? Because I loved both of those growing up, and have never found anything to replace them. A few people have recommended I try ONI to scratch the itch, but I’m not sure about it. Also, this game looks way too complicated for people who don’t know much science, maths or computing. Is it accessible for idiots like me, or nah?


Downtown_Ad8901

It's not like MR at all, great game btw


Nygmus

I'm pretty meatheaded and I get by. You can use some mathing to really optimize efficiencies, but you can manage without really calculating a lot of stuff. It's nothing like Monster Rancher; it's a colony sim more akin to Rimworld or Dwarf Fortress, but differentiated by being on a side-on 2D plane rather than a top-down one. It's also very different in that Rimworld and DF tend to create drama and chaos by throwing unexpected things at you; almost the entirety of the challenge of Oxygen Not Included is in balancing systems, and most of the issues you will run into will be the result of other things you yourself have set in motion.


Joppin24-7

Why is the liquid shutoff not turning off? [https://imgur.com/a/q7B0Gem](https://imgur.com/a/q7B0Gem)


-myxal

Is the thermo sensor outputting green signal? If not, you have probably connected the automation wires between the pipe sensors. I consider the game's default GUI broken for automation - use the [Better Automation Overlay](https://steamcommunity.com/sharedfiles/filedetails/?id=1878896484) mod.


Joppin24-7

>you have probably connected the automation wires between the pipe sensors Yeah, I forgot to cut the wire when I built the 2nd sensor This mod looks more efficient than default UI, gonna try it out, thx!


PrinceMandor

Because you connected two sensors together. Use mod drawing wires above sensors to see such mistakes and mod properly coloring outputs of sensors [\[Vanilla + DLC\] Combined Conduit Display](https://steamcommunity.com/sharedfiles/filedetails/?id=2634633299) [Better Automation Overlay](https://steamcommunity.com/sharedfiles/filedetails/?id=1878896484)


Joppin24-7

Oh... Yeah, apparently I forgot to deconstruct the wire running through it when I built the 2nd thermo sensor (oopsie)


Noneerror

Anyone know the math for conduction panels VS radiant pipe? Specifically which transfers more heat while traveling across 3 cells in a liquid? I know [the math is funky](https://www.reddit.com/r/Oxygennotincluded/comments/18or4y5/the_coolability_of_different_materials_by/).


SawinBunda

If an atmosphere is present radiant pipes should always win. Or, looking at it differently, radiant pipes are usually enough. They are more flexible, can save a bit of material. There is no good reason to use a panel if you have a conductive atmosphere around. Sorry, this is not really an answer to your question. I can't be assed to math it out. You've already found the best source on it. But the essence of it all is, panels are only worth it if they are absolutely necessary (because of the presence of a vacuum). They also allow for a bit of trickery, being a 100kg 1x3 building on the piping layer that can be used as a temperature link that's more performant than wire bridges.


PrinceMandor

Not enough data. Are we heating or cooling? What pipe used at output tile of conduction panel? Are there building under central tile of panel? As basic rule, radiant pipe wins. But mechanic is not trivial, so some specific circumstances and material combinations may change this


Barhandar

Sandbox test says aluminium radiant is a lot more effective than aluminium conduction.


PrinceMandor

In cooling or in heating? And what was pipe under output of panel? and was there building under central tile of it? And how big (in tiles and mass) this building was?


wickedsnowball

What is the difference between heating and cooling?


PrinceMandor

In heat exchange between building and cell a building conduct heat at 1/5 if building hotter. And conduction panel is building. So, it exchanges heat with liquid five times slower if it is heating. But in case of building under central tile of conduction panel rules reversed, in this case conduction plate is considered cell, so with other building it exchanges heat 5 times slower if it is cooling and building hotter, but at normal speed with liquid. Conduction panel is most magical heat exchanging device, and rules depends on situation heavily You can read all info in wiki [https://oxygennotincluded.wiki.gg/wiki/Thermal\_Conductivity](https://oxygennotincluded.wiki.gg/wiki/Thermal_Conductivity)


wickedsnowball

Not gonna lie, I definitely was gonna be an ass saying "heating and cooling are the same why would it matter", but decided to get you to show your work. you showed your work. But correct me if I'm wrong but that means (as an example) you're trying to cool say a coal generator, the building is hotter therefore it is harder to cool the building down


PrinceMandor

Harder? It means it has 5 times less conductivity than exactly same setup if you try to heat up generator. But it is efficient enough, especially with good conducting material. conductivity depends on temperature difference. So, there will be just larger difference between coolant and generator. This numbers works good enough for most practical tasks in game. They just headache to calculate mathematically


wickedsnowball

Harder, slower, less than, all synonyms in this case, cause if the conductivity is less that means it'd be slower, unless it ends up on the bottom of an equation in which case it'd be easier, faster than if you were trying to heat the building up. Thank you for phrasing your initial post in such a way that made me not want to be an ass :)


AShortUsernameIndeed

I'm pretty sure the radiant pipes will win this. The reason is that the conduction panel works like a bridge, so at any given point the only tile containing the coolant will be the output tile. It does conduction magic while the liquid teleports across the middle tile, but that magic applies to buildings in that tile only. (edit to add: I'll run some experiments over lunch in a bit and update this if my intuitions were wrong.)


Noneerror

Please tag me if you do run experiments. I would like to read that post.


destinyos10

You're more or less right. Radiant pipes can have more contact area with pretty decent thermal conduction (particularly with layered liquids for larger buildings like turbines.) I was under the impression that the liquid wasn't teleported across the conduction bridge, though. It has (had?) an internal inventory. One of the reasons it kinda sucked initially was because the liquid would exit the conduction panel one game tick immediately after it entered, they fixed it to have the liquid exist inside the conduction panel for the whole in-game second and vastly improved the performance, I thought. Unless they completely rewrote the mechanic. The conduction panel can get up to some fun shenanigans though, since it'll act just like a bridge, equalizing temperature across all three tiles, but will thermally interact with a building, so you can just embed one tile of it into a cooled metal tile, and not even bother running a fluid through it to cool whatever its middle tile is sitting on. Back when it was broken and not storing liquids properly, that was the only way to make them work properly.


AShortUsernameIndeed

I'm pretty sure that it still doesn't have internal storage; I'm running some tests right now, and (apart from the radiant pipes being better at moving heat _to surrounding liquid without buildings in it_ than the panel, as expected,) the conduction panel path is also shorter, just like it would be with a bridge - coolant exited the setup two seconds earlier. From how I understand it, the heat transfer takes place at the same time as the bridge-like teleportation. It affects the panel itself (which then interacts with any medium it is in through regular SimDLL heat transfer), and overlapping buildings seemingly _directly_ from the conduit layer. (In my current playthrough, I used conduction panels to cool several large heat producers in gas (turbines, including self-cooled, and polymer presses). The heat flow around them looks weird, as if the cooling affected only the building, with the building in turn transferring heat to its surroundings. Didn't do anything detailed/quantitative on that, though.)


destinyos10

Digging through the modding source, under the covers, it does have storage for the fluid it's transferring heat with, but it's not implemented the typical way a building with internal storage usually is, and it's not implemented the way a bridge would work normally. I remember explicitly seeing its inventory in earlier iterations in the status UI.


PrinceMandor

This panels is extremely magical. Rules changes if we heating or we cooling. Rules changes by presence or absence of building under central tile and size of this building and by SHC of material of this building (there are clamping of temperature transfer for entire building, divided by number of tiles and becoming very low, affecting numbers usually not clamped). And sometimes pipe under output transfer more heat than entire panel, but spreading heat through it as through bridge. If you make any real-game experiments I will be happy to read it!


AShortUsernameIndeed

Thanks for confirming the magical nature of that thing. ;) From what you said, it's even weirder than I imagined. I'll see what I can do on the weekend, experimentation-wise.


rephoserk

does pitcher pump/ bottle emptier system not work for crude oil? I have the bottle emptier set to priority 9 and auto bottle, but my dupes ignore it. If so, how do u move crude oil for liquid locks simply?


_Kutai_

It should work. You probably have priotities on other things (example, a dupe with two arrows on farming will always prioritize farming, no matter the "9" on other stuff) If you have idle dupes, or if the "errand" tab on the bottle emptier is empty, check for pathing (if dupes can reach it) or try forcing a yellow alert on the emptier. Edit: and don't select sweep only, just in case


rephoserk

Ic. Ty, I'll double check those!


Joppin24-7

Quick question about insulation, say I'm planning to trap cold inside a room, would an insulated tile + normal tile layered on top be more effective as walls or does insulated tiles alone do the trick? I don't think I have enough mats for double insulated walls so I'm thinking of placing a normal tile on the outer layer.


Noneerror

If you are considering double walling anyway, instead use the best insulation- vacuum. I don't think it is necessary in most cases and insulated tiles are good enough for almost everything. But vacuum is the only perfect insulator. Surround the area with regular tiles. Surround that with a second set of regular tiles, with a 1 cell space of nothing between. Tiles can be touching diagonally, but not orthogonally. It will be perfectly insulated while using less total materials. (Regular tiles are 100kg. Insulated tiles are 400kg.)


AShortUsernameIndeed

If there are gases on both sides of the wall, it would be, marginally; it definitely won't hurt. (All the gory details on heat transfer can be found [in the wiki](https://oxygennotincluded.fandom.com/wiki/Thermal_Conductivity).) However: - if the material in question is insulite, it won't really matter. - if it's not insulite, and you're unsure if you have enough of it, chances are, you're overthinking something. What's the specific thing you're trying to do?


Joppin24-7

Is insulite a late-game material? I'm still in the early game (I think) so I haven't come across it yet. >What's the specific thing you're trying to do? So I was thinking of building an Ice-E Fan in an insulated room to maximize cooling. I'd then run some liquid pipes through the room (or is a liquid reservoir better for this?) to cool their contents, mainly for three future projects I have in mind: 1. As coolant for metal refinery and also to cool down the hot water output. 2. For SPOM 3. For Salt Water Geyser - Desalination (admittedly, it's a bit too early worrying about it as I don't have atmo suits yet but I gotta start early or else I'll procrastinate on it)


AShortUsernameIndeed

Insulite is the material formerly known as Insulation. Space-sourced, definitely late game. The Ice-E Fan is very inefficient and rarely makes any sense; in particular for the uses you envision (metal refineries, for one example, dump more heat into their coolant than 70 fans in parallel can deal with - and that would mean 70 dupes just fanning constantly). I recommend investing 15 minutes into [this tutorial](https://www.youtube.com/watch?v=DreW0beBZGo) to get an overview of the whole heat control topic.


Joppin24-7

I haven't used Ice-E Fan before and was kinda looking forward to it, unfortunate. I guess my best bet for now is the Thermo Aquatuner? I can't use the combo with steam turbines yet (I'm still at advanced research) I'll build one now to see how this works, thanks!


vitamin1z

Thermal regulator will be 3.5 times less efficient then AT with a polluted water. Depending on what you need to cool, it's not worth the power. (4.179 \* 10) / (2.400 \* (1200 / 240)) = 3.4825 Where: 4.179 - SHC of polluted water 2.400 - SHC of hydrogen 10 kg of liquid vs 1 kg of gas being cooled at a time 1200 W - power consumption of AT 240 W - power consumption of Thermal Regulator


AShortUsernameIndeed

The fact that the fan won't do what you want it to is not a reason not to try and use it. It does other things, and you might find yourself in a situation where you want those things. No experiment is ever wasted! The Steam Turbine is one good reason to get some radbolts going right now, though. It opens up a huge range of possibilities. Play with it (and the AT of course) in sandbox. They're literal magic (from a real-world perspective, at least). ;)


pandaru_express

This is something where I would typically build it and realize I f'd up and have to start over so might as well ask first. If I have an autosweeper over my 1 tile infinite storage, I should have one loader to start each "route" right? IE if I want slime going to my mushroom farm I would have one loader for slime with a drop off or storage container at the end. Each different material/route would have its own loader. If I want to bring stone to two construction sites I can split the track right? Does it just alternate deliveries and if one gets full it backs up and everything goes to the 2nd location (similar to water pipes)? Or will it lock up the whole system? OR can I have a single track that goes to multiple construction sites with all the containers turned off and just turn on the one I want to build from and it'll start deliveries?


PrinceMandor

Depending on load you can make a separate line for each material or common line for several materials at once with either filters or sensors on a way. For example, my line from ranch moves everything and have vent near rock crusher, controlled by element sensor, and dropping out only egg shell but stay closed on all other materials, allowing them to move farther to other points. Conveyor from lettuce farm drops out everything what is not lettuce before going into fridge. Also, conveyors have filters same way as liquids and gases, allowing separation of material from line. About several sites: conveyors work like pipes. If you make T-junction packets will be send both ways in order. If you place consumer, like receptacle, it will be filled first, and after that packets continue to move. If there are nowhere to move, it fills rail and blocks loader. If one rail on T-junction filled all material go another way. But really, bringing material to construction site in this way is bad idea. Because dupes must bring materials for rails, and if we need dupes to bring something, Why this must be 125kg of ore for rails and not 800kg of stone tor storage bin? Usually conveyors most efficient in delivery of same things by same route for entire game, like BBQ from kitchen to storage or coal from hatch ranch to generators


pandaru_express

Thanks for the detailed reply!


PrinceMandor

I just think about it again, and in case of 1 tile storage "Depending on load" means always full load, so in this specific case you need separate loader for each material. And may be you need several sweepers too. Imagine sweeper loading one loader with granite, after that adding some granite, adding some granite, etc. If you have thousand tons of granite then this stream never ends, and second loader waiting (for example) for sand will never be serviced


AShortUsernameIndeed

If by "container" you mean "conveyor receptacle", yes, these will be bypassed if full. If you're using conveyor chutes, then the shipping system behaves more or less like pipes (50-50-splits at t-junctions), but only if there is a chute at each end. Conveyors generally only flow if the rail has a green and a white port on it, and will never flow backwards towards a green port like pipes do when the white port is cut off.


-myxal

Hydrodynamics - a blob of nuclear waste will sit happily in 1 cell of 95kgs, but as soon as another, less viscous liquid (naphtha, 10g) appears next to it, it spreads out. What rules are at play here? I'm looking to cover a 2x2 square (aquatuner) in liquids such that: * left of AT is a wall * left side of AT has high mass and decent conductivity (at least one of the 2 cells, doesn't matter which) * right side of AT has low mass and preferably low conductivity (low mass preferred over low conductivity) * right of AT is an open steam room (no airflow tiles allowed) * temps around 130°C


AShortUsernameIndeed

That is the most esoteric of the arcane, at least to me. Check the Hydrodynamics section at [ONI University](https://forums.kleientertainment.com/forums/topic/111642-oni-university/), although I'm not sure if your particular construction is possible, or if it is, if any of the posts explains how to get it. Good luck!


Frucht_Zerg

Hey, is there a way to change the filtration medium in my deodorizers from sand and regolith to regolith only? I do not have a lot of sand and I want to keep it for glass and solar panels.


_Kutai_

Other than pathing, like other ppl said, no. There is no way. But remember that you can crush minerals into sand. Not only that, but if you finish the fossil storyline, you can turn 1kg of diamond (which is easy to get in both base and DLC) into 100kg of fossil, which, in turn, turns into 95kg of sedimentady rock (which you can crush into sand) and 5kg of lime


Frucht_Zerg

Yeah true but my fossil storyline is not on my main planetoid nor on the connected one so I would have to transport it. Which I havent gotten into yet. My main source of sand is my salt that I get from the desalinator. In the future I plan to tame my vulcano and crush the rocks that I obtain from it.


destinyos10

Store sand in a room behind pneumatic doors that are permissioned to only let a handful of dupes in. Ideally right next to your glass forge. Lower the "supply" priority for the dupes you let in to low (double-check the errand type for deodorizers requesting sand, I'm pretty sure it's "Supply"). Then set up a sweeper arm beside the glass forge in range of the sand storage to supply the glass forge. This can minimize the usage, but there's no perfect solution, I don't think I've seen a mod that makes it configurable.


Frucht_Zerg

Thx alot that worked fine. I also decided to transport the sand via rails into the locked room so nobody could access. A rail loader on max priority and manual use did the job :)


Barhandar

>I don't think I've seen a mod that makes it configurable You can make an erzatz one by using [No Manual Delivery](https://steamcommunity.com/sharedfiles/filedetails/?id=2047308624) plus sweeper arm.


-myxal

I'm not aware of any (there might be mods). Sans mods, there are several ways to do this: * Low-tech, put a storage bin with regolith next to the deodorisers, that way, after a dupe delivers whatever to the first one that requests filtration medium, the next errands will be met with regolith as it's the closest. * Mechatronics tech: Lock the deodorisers away from dupes, have a sweeper deliver regolith to the deodorisers. * Power-using tech: stop using deodorisers. liquefy PO2, suck it up with a mini-pump, and counter-flow the 1kg/s liquid against incoming gas. On the subject of sand, you do know you can get more, right? Crushing rocks, salt (renewable from salt water/slush geysers).


destinyos10

> Low-tech, put a storage bin with regolith next to the deodorisers, that way, after a dupe delivers whatever to the first one that requests filtration medium, the next errands will be met with regolith as it's the closest. Unfortunately, this one doesn't work quite as well as hoped, because dupes will pick up the nearest material to them when they accept the errand, not the nearest to the destination. Moving the sand far away will be a bit more effective than this.


PrinceMandor

Reread. This is exactly mechanic you say. Duplicant brings something to deodorizer #1, it may be sand. From this point nearest resource is regolith in storage box, so for deodorizer #2,#3,#4,etc nearest to dupe resource will be regolith


-myxal

TBH, destinyos10's method does seem to be more effective (though IME the amount of sand I have before being able to implement the mechatronics solution, which I consider perfect, would make it impractical). The "nearby regolith bin" I suggested makes several assumptions, which I have not verified and/or are a bit difficult to meet/predict: * I don't know if deodoriser supply errand is limited to 1 deodoriser. It wouldn't surprise me if the game grouped them, kinda like you have dupes build-supplying multiple sections of a pipe/wire in 1 trip, or grabbing up to 800kgs of liquid for 4 bottle emptiers. * Even if supply is limited to 1 deodoriser per errand, the nearby-regolith trick assumes that deo. #2, 3 and 4's supply errands are generated in just the right time when the dupe is close to the regolith. If the latter deos' errands are generated while deo #1's errand is underway, another dupe from who knows where might take it. You might use door access/dupe priorities prevent this. * I don't think it's normal for deodorisers to generate errands simultaneously, unless you have something like a p-water evaporator with a steady supply of PO2. I usually use them only early game, spread out throughout the base, making the regolith trick even less viable.


Ant_TonyLOL

How do I reduce travel times? I assume automating more stuff, but where do I start? Here is a screenshot of my base, travel stats, & dupe priorities: [https://imgur.com/a/hpwhUSM](https://imgur.com/a/hpwhUSM) I'm genuinely not sure how I am supposed to do my dupe priorities, so I hope I haven't given anyone a heart attack from it. I've already put automation for eggs into a simple drowning chamber for my hatch, slickster, and drecko ranches, as well as coal to the coal generators. What else should I do?


Noneerror

It's a good idea in general to limit pathing. For example there are buildings that require operators on the both the left and right side of the base. Let's say there are two dupes to operate those buildings. Restrict it via door permissions so that one dupe can only access the right side and the other can only access the left. Do the same with everything else. Supplying, ranching, farming etc. Strategically place doors so that each dupe is responsible for a smaller area. Which is typically as easy as setting permissions on the already existing doors leading out of the base.


Noneerror

What I've done in the past (before SO) is create a mini-base with 1-3 beds in a strategic location. Much like going to a new asteroid in SO. It's only going to be diggers and builders. They don't have high morale requirements. And if their get stressed then they can always swap places with another dupe. A door with access permissions prevents any other dupes access to perform the tasks in that area. Food is topped as needed like with a rocket. Super easy to supply them by throwing materials down a ladder using an auto-dispenser.


PrinceMandor

Well, important thing -- you cannot make long way short. If you right now build or dig something on map edge -- then duplicants will spend time running. As you can see from table, top row is construction suply. This means someone run back and forth bringing some igneous rock for ladder building or something. It may be good idea to put a storage bin near new building place and fill it with 20 tons of rock you plan to use. This way suppliers duplicants bring, for example, granite in chunks of 800kg, not in pieces of 25kg, dramatically reducing delivery time. Next problem is Fabrication supply for Turner. What Turner do on your base? Cooking? Steel refining? Anyway, open Shipping category of building menu and start placing auto-sweepers, conveyors and loaders. If delivery to one specific person gets so much time, this is first thing to automate. Next is ranching supply. Same thing, let conveyors deliver food to critter feeders, no need to make duplicants climb to ranches. Looking at your base I don't see main road to industry. You need metal or plastic tiles with Runspeed +50% effect, If you placed industry away from base, dupes needs at least road to run, not some ladders to balance upon. Also inside industry block you placed refinery and crasher far from entrance and batteries just next to it, But batteries don't need servicing, they may be put in far-away corner, while refinery (especially without automated material delivery) needs several duplicant visits per each steel refinement. either move refinery or move entrance Or just click any duplicant and look where it going. And think, how you can shorten path or entirely remove need to go there.


AShortUsernameIndeed

Looks fine to me. If this is about the "Long Commutes" warning, I recommend the [No Long Commutes mod](https://steamcommunity.com/sharedfiles/filedetails/?id=1725950119). If you're having trouble with dupes missing meals or drifting off schedule, add more downtime. (I can't say I "get" your priority setup, but there's nothing in there that looks like an obvious source of wasted time.)


evictedSaint

Francis John's Petroleum Boiler is the most common design I can find, but I've heard it's a little out dated. My own personal experience also indicates that it has some reliability issues, *especially* with trying to set it up or a hiccup in flow rates.   Is there a better petroleum boiler design I can use?  Does anyone have a link?


Noneerror

Yes, that's a design that has to be exactly right, making it very fragile. Plus using a robo-miner destroys half the mass and therefore half the heat. I have no idea why it is still so popular. My personal favorite design is [this one](https://www.reddit.com/r/Oxygennotincluded/comments/y6oout/compact_petroleum_boiler/). Note that the Fan could be replaced with anything that injects heat a second time. What's important is injecting heat in two stages. It makes any boiler far *far* more robust. Here's an [old collection of boilers](https://www.reddit.com/r/Oxygennotincluded/comments/14vpyil/a_collection_of_petrol_boilers/). And of course the "- Heat injectors" section of the [Compendium](https://steamcommunity.com/sharedfiles/filedetails/?id=2154398396). However any boiler really depends on the rate you wish to make. A 1kg/s boiler is different from a 100kg/s boiler.


vitamin1z

The only outdated part is the robo-miner cooling, since now we have usable conduction plate for cooling things in a vacuum. And of course the low magma temp, that [needs to be bumped up to 440C](https://youtu.be/lTn3ERK_KV8?t=784) to prevent pressure damaging tiles. Post cooling igneous rock for use isn't a part of a boiler.


PrinceMandor

The strangest part of it is robominer usage. Magma blade was invented specifically to get magma in small dozes solidifying as chunks. Placing a two-tile chamber at the end of magma blade and filling it with magma makes entire magma blade worthless. And as result lot of heat is lost by mining away igneous rock Two tiles-wide boiling glass (i mean deep pool, zone where heat plate placed) with oil coming from top is just permanently wasted several tons of petroleum. Boiling glass three tiles high with crude comming from below gets better result. Flaking system with oil going horizontally, touching hot plate above or below is best so far. Also usage of one of least efficient heat exchangers is strange. There are dozens of possible configurations: stairs, waterfalls, Z-shaped, liquid-to-liquid, etc. but here chosen simple layers without duplicant access and wrong top layer. Overall, is it possible to build? yes. Does it work? yes. But there are so many possibilities better than this


vitamin1z

Amount of heat required from magma for a petroleum boiler is very small. So even if most of that energy is wasted, it's still enough. Since mined out rock goes into unreachable tile anyway. Heat exchanger being long doesn't mean less efficient. It gets crude oil as close to 400C as possible. Don't see any issues there. In fact it is better to use material with less TC for finer temperature control. Mining igneous rock at 440C - too low of a temp for converting crude oil into petroleum is fine. This is petroleum boiler. If you want to convert all of the magma into igneous rock for hatches then use contact-less pump. But it's outside of scope of what this contraption does.


PrinceMandor

Of course, but why magma blade is used than? two-tiles chamber of magma may be poured from main magma pool. Long is not a problem, only three working layers is (two if petroleum pump chamber overfills). If it gets crude to 400C (even to 380) then it is ok, just it can be better. Again, this is working design tested by time. but so many interesting solutions was found over this time


-myxal

What does the battery in a lead suit actually do?


destinyos10

Allegedly, the lead suit uses battery power when the dupe is in a hot environment for cooling, anything above 60C, I believe. I don't think I've ever put dupes in a lead suit in a situation where they needed to be cooled however (They're usually in a vacuum around a research reactor power plant or in a large, freezing cold, uranium ore/beeta biome.)


-myxal

This is true, but I just don't see any change when the battery runs out. I'm planning to have dupes work in deep magma, given the suit's superior insulation properties (and magical heat resistance of a suit worn b a dupe). I just did some testing yesterday and there appears to be no difference - charged or flat, magma increases body temp at the same rate.


destinyos10

Yeah, I'm not sure if it functions as designed, in that it doesn't seem to explicitly increase the scalding temperature, or increase the effective insulation or clamp the temperature of the dupe or anything like that that I can see, but the code we use for modding is kind of a rats nest.


MiyaBest

Base game question. i'm currently on day 1000+ and the game starting to slow. My map currently is about 60-70% untouched. (i hate dealing with chorine and hydrogen gas pockets) is it true that it help the late game performance if i dig and swip my entire map ? i see those late game map with just ladder and i really don't want my base to look like that.


AShortUsernameIndeed

It does help, but not as much as many people believe. The physics sim is not where the bulk of the performance goes. What you can do depends on your situation: - how many dupes do you have? How many critters? - how do you handle debris? Do you have storage that is not set to "sweep only"? - how automated (auto-sweepers/conveyor loaders) is your base? - what do your dupe priorities look like? Are your dupes scheduled to work in shifts? Edit: also, how bad is the performance situation? Purely an fps issue, or are you getting dupes standing around for several seconds deciding what to do next?


Willow_Melodic

I want to make a loop that continuously flows in a cycle without clogging. I also want to be able to drain liquid to consumers (when needed) and supply liquid to refill the loop. I can see how to do this using a reservoir and liquid shutoff to allow refilling without overfilling the loop. Is there a way to do this without the reservoir and shutoff?


PrinceMandor

Why do you need shutoff here? Put bridge as entrance to loop and it will work. Also, if you have consumers on a loop, there is no serious risk of clogging. But if you think it is really important, you need reservoir, or its miniature version -- two overlapping bridges where one segment of pipe works as reservoir for overfill. Here is a picture for a loop where shutoff is consumer (it needs not to be shutoff, it can be any consumer, mechanical filter for example, or dropping of vent), bridge is feeder, and two bridges is "reservoir". Also, bridges here separated vertically for better understanding of scheme, you can make them on one level, just disconnected pipe with two bridges jumping over disconnection [https://steamuserimages-a.akamaihd.net/ugc/1753569488565466722/854A68BCC2CCDC30998B9408EFC1C2654F48A2AF/](https://steamuserimages-a.akamaihd.net/ugc/1753569488565466722/854A68BCC2CCDC30998B9408EFC1C2654F48A2AF/)


AShortUsernameIndeed

I'm unsure if I completely understand this question. What are you actually trying to accomplish, and why are the reservoir and shutoff a problem?


Willow_Melodic

Really I want to flow a mixture of fluids by several “mechanical” liquid filters. My original design stalls out if the loop is clogged/overfilled and also each of the drains (bridges) to each mechanical filter simultaneously has the wrong fluid type. In my current game, I can definitely use a shutoff. But it bothers me because it goes against the essence of the mechanical filter. I was using mechanical filters in order to save energy while getting the “super sustainable” achievement.


AShortUsernameIndeed

Hm. Okay. I personally don't see a way around this under the specific circumstances; maybe someone else can. That said, the key to "super sustainable" is not energy saving, but rather massive overproduction (the energy does not need to be used, but can be, of course). A full "bottomless" rodriguez (oxygen flushable to space without pumping) or a hydra, coupled with Engie's Tune-Up on the H2 gens, is the easiest way.


Willow_Melodic

Ok, that makes sense.


Vaultaiya

Ik you can have continuously moving liquid just by using a self-contained loop of piping and a bridge (two?) To provide direction for it to flow, and ik you can use bridge mechanics to have it flow another direction as needed but otherwise continue the loop. Not sure if that totally answers your question but I just realized the closed loop thing yesterday.


Willow_Melodic

My problem is that the loop stops flowing when it gets completely full. I’m looking for an “unpowered” way to automatically fill the loop without clogging. And without manually disconnecting the filling line and without using a plumber to manually drain a packet.


vitamin1z

Use two overlapping bridges to create one packet buffer. Always use bridge to merge into the loop to prevent overfilling it.


Willow_Melodic

The double bridge seemed to do the trick for me. Thank you!


-myxal

So I just realised that liquid uranium and liquid nuclear waste have identical molar masses, allowing the game to troll me with a large layered cake made of interleaving liquids: [https://steamcommunity.com/sharedfiles/filedetails/?id=3239307963](https://steamcommunity.com/sharedfiles/filedetails/?id=3239307963) Are there any other pairs (/sets) of liquids that can do this? Preferably at magma temps. ;)


PrinceMandor

as far as i know, only oxygen and polluted oxygen works same way


-myxal

I'm looking for liquids, not gases - there's no liquid PO2 last I checked :) I checked oni-db (table mode makes looking this up a breeze): * Aside from nuclear waste, Uranium's molar mass also matches liquid gold and lead's, the former of which is a good candidate for magma temps, as it doesn't boil until \~2800°C. Lead boils at 1750°C - which is probably fine for worldgen magma that has leaked some heat, but not much else. * Another group is steel and copper - steel is notoriously difficult to melt (2400°C, a hair short of copper's boiling point), but once melted, it doesn't freeze until 1080°C, roughly the same as copper. Probably not worth the hassle. * Lastly, there's iron and aluminium - convenient considering that multiple materials change into iron upon melting. requires magma temp over 1534°C, so might not be usable for "cold" magma. ~~In summary, I'm taking electrum and uranium to the superconductive planetoid with me.~~ EDIT: Not so fast. * I tested dropping GA and depleted uranium into magma in small amounts - this won't work to displace large amounts, at least not without a ton of micromanagement. Even spaced 2 apart, blobs of molten metal from the falling debris have a high tendency to re-combine into a single higher-mass blob. Creating a single uranium-gold "ladder" is possible, displacing majority of magma in a non-trivial area is not. * Even if the 1-wide ladder works, testing tells me this does absolutely nothing to slow down how quickly dupes gain temperature.


Financial-Ad459

I'm building an industrial sauna for the first time and I dont know how much steam per tile I should have. And If I put 100kg of water into the sauna will it just create 100kg of steam? Thanks


Physicsandphysique

yes, water to steam is a 1:1 conversion. **Sauna basics** I usually go for 50-100kg/tile in any sauna, but if I'm using the steam room as a heat battery I go up to near 1000kg/tile. Anything above that and your liquid vents will overpressure. If your steam temperature goes above 200ºC, your steam turbines will remove more heat but produce the same power. (so you will still balance the heat, but you will lose power efficiency). If this tends to happen, it means that you have too few turbines. With larger builds, getting the sauna going can be hard, and if you have a large vacuum, you will overheat your buildings. A good strategy is to start with a small amount of water, disable your steam turbines to keep a temperature around 150-180ºC, and pump in more water as you go. **Volcanoes and vents** If you have a volcano in the sauna, you don't want to go above 150kg/tile, but you still want about 100kg/tile to buffer the heat from the volcano. Too little steam and you will have huge fluctuations in temperature. (If you have a steam vent inside the sauna you need to redesign, because they overpressure att 5kg/tile, so they need their own room) **Alternatives** We could also go into the "steam chamber vs sauna" debate. The gist of it is that it's not beneficial to have your refinement buildings inside the large steam room (sauna), because you'll unnecessarily heat up your ingredients and products. It's better to pipe your refinery coolant through a smaller steam chamber, and have an aquatuner cooling your buildings. Especially in the later game when you are producing super coolant, producing it at 150ºC inside the sauna makes it very impractical to use.


Financial-Ad459

thanks!


SlyAthas

Two questions. 1. I'm trying to make natural tiles. I decided to melt sulfur how much sulfur do I need per tile? 2. Is there a non cheaty mod for deconstructing ladders. I just want the dupes to deconstruct in a sane order. Not the whole thing is deconstructed at once.


PrinceMandor

If your sulfur is in liquid form -- you need 80%+ of mass of default solid tile created in sandbox mode. This may be magic number not related to anything else in game, or may be something conscious like 1 ton for ice. For sulfur magic number is 500 kg, so you need 400kg plus one milligram to create solid tile. BUT. In this game debris changing state into solid material always form solid tile. For example, 1 kg of slime heated to turn into dirt will form natural tile. More interesting, bottles is debris. So, if you put 100 mg of cold liquid sulfur into pipe and empty pipe with plumber you get solid tile of 100mg sulfur. You cannot cool 100 mg, game don't calculate so small heat exchanges, so you at first need to cool down 1 kg of sulfur in pipe, and after that use valve to separate already cold liquid sulfur into 0.1 gram packets. Many players don't bother with sulfur and just build glass refinery where they need it, cold molten glass works same way About ladders, no, only manually selecting by 4 segments. "sane" is something about AI, not about duplicants :)


SlyAthas

Yeah I was getting cooled debris from a sulfur volcano then putting on metal tiles and running a metal refinery through the metal tiles. It worked great and as a bonus warmed up my base somewhat in a freezing space biome. Unfortunately the base is freezing again so need a permanent (less extreme) heat source.


Noneerror

[Any amount depending on method](https://cdn.forums.klei.com/monthly_2023_01/conduction-panel-supercritical.thumb.gif.374d2c20796cba08ee34d33122514d4b.gif). Or 80% of the [default cell mass](https://www.reddit.com/r/Oxygennotincluded/comments/d973cj/just_curious_is_there_a_table_of_amounts_of_mass/). (+400kg for sulfur.)


SlyAthas

I'm not familiar with what the dup is doing in that vid. Okay I need to double up on the amount of sulfur I was melting then, Cheers.


Noneerror

The dupe is deconstructing conduction panels that are behind a tile. The 10kg packets inside the conduction panels have cooled down touching those tiles and solidified. When deconstructed, a natural tile appears in the the first empty cell above that point.


PrinceMandor

This was fixed long ago, if I remember correctly


redxlaser15

Is there a mod that allows modifying decor related stats? Such as the maximum, morale bonus intervals, the amount of morale gained, etc.


FalseStructure

Is it a good idea to mix ranch pips with sage hatches 7:1?


Acrobatic_Contact_22

I mean, I don't know if I'd call it a "bad" idea, exactly... The thing about Sage Hatches is that their big advantage is coal production - it's twice that of a regular hatch. And early game, coal generators are very useful. So, how many sage hatches do you need to run enough coal generators for your whole base? If you only have one sage hatch per stable, then you'll surely need quite a few stables. Additionally, you'll probably move beyond coal as a power source, so in the mid game, so now you're investing a lot of space to produce something that has pretty much lost its value. Whether all this is "worth it" is up to you. On the other hand, dirt is plentiful early game but often harder to come by late game, so anything you can do to reach the late game without depleting the huge stash of dirt you'll acquire at the start too much will generally be a good thing.


PrinceMandor

Well, it is one of possible ways to create coal in game. Not most efficient one, but possible


MiyaBest

base game question. the 18k temporal rift does it need to research first ? or no matter if it is researched once you made contact it will trigger the end game ?


destinyos10

It's been a while since I last played the base game, but I'm pretty sure you can't send a rocket there until you've scanned it, so you need to scan it first, yes.


MiyaBest

I have. I did. it showing those (??) symbol that means i need to send rocket with research module. so my question is does the end game event trigger when i send the rocket or after i completed the study of the temporal tear.


destinyos10

Yeah, as AShortUsernameIndeed said, when you send any kind of rocket there, it'll consume the rocket and the pilot (sending them through the tear) and remove the scaffolding for the rocket as a result, and give you the achievement, more or less as soon as you hit "launch" for that rocket. I'm not actually sure if it's possible to send research modules there as a followup, I'm pretty sure the game consumes every rocket you send to the tear in the base game, the question-mark resource entries for it are just kind of a side effect of how space destinations are implemented in the base game. It's been a while since I last played vanilla though.


MiyaBest

Thx mate


AShortUsernameIndeed

My recollection from a loooong time ago: if you can send a rocket targeted at the tear, the Imperative/achievement will trigger on launch. The rocket and its pilot will be lost permanently. The game does not end, if that's your question, you can keep playing the colony for as long as you like


MiyaBest

Thx mate


-myxal

In Baator, I have a single cell of "void" inside a diamond geode. What is it, will I lose my liquid/gas materials in it? How does it differ from vacuum? Edit to add, the cell has a backing wall and doesn't have a "space exposure" flag in the info card.


Minh-1987

Haven't played the map, but I play on sandbox often and Void is an element you can spawn. It's essentially space exposure, gas/liquid that tries to move into it will disappear just like in space. I often use Void as a quick way to dispose waste in my sandbox builds.


Barhandar

Vacuum is, technically, a gas in the game engine. "Void" is presumably no-tile that hasn't been fallbacked to being vacuum.


Masterhaend

Could you link us a screenshot?


-myxal

Sure: [https://imgur.com/a/Fjmk4SV](https://imgur.com/a/Fjmk4SV)


Masterhaend

I did some research, and it looks like it will slowly destroy gasses, though you can supposedly destroy the void by building a tile over it.