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If yes, They will never produce salt, and it takes 8~ times as long to produce a single water as compared to being in a submerged room.
The machines will (Or should, anyway) continue producing salt, or water if the counterparts slots are full, so even if it has 2 water it should produce salt if the conditions are right
I'll try moving them deeper and see if that gets me salt when I go to rearrange my base. (base building has some...oddities I do NOT understand). Then again...maybe i'll just not bother, I picked up a ton of salt on my excursion to the dunes. (I wasn't satisfied with the lockers built into the cyclops so I built a ton more lockers, a bed, and some potted plants for water and food. :D)
First off, you'll always need salt if for nothing else other than curing fish to bring with you.
The only thing I can think of stopping production is that you may be running out of power before the machines are able to finish. Water filtration machines suck quite a bit of power while running.
I'm definitely *not* running out of power, at least, not anymore-not with a nuclear reactor replacing the old bio reactor. "they're too high up" seems by far the most likely explanation.
Ahh, well. A nuclear reactor will do it.
On a side note, you should build in your base an alien habitat and toss two Reginalds in it. They'll keep breeding as long as there are two..44 food per cured reginald...50 water per water from the filtration plant...MUCH MUCH more space efficient (and less tedius than collecting enough) than just eating plants. I promise. Not to mention the fact that plants spoil whereas cured fish DO NOT got bad ever.
With three WORKING water filtration plants, you'll have plenty of salt to cure the fish..and plenty of water to keep stocked up.
If you have trouble finding Reginalds, just use peepers. They're 32 food and STILL more space efficient than carrying around plants(especially since plants spoil far too quickly.
Just build a fabricator on your cyclops and fill one of the onboard lockers with water..one with cured reginalds(or cured peepers) and you can survive for a VERY long time.
(two dead seamoths, a nearly-dead cyclops, and a lap around the whole thing later and while I've got a hint to use my laser cutter I'm still not actually in the corridors.)
Speaking of rearranging the base...do you have any idea what sort of logic could be keepign me from building some of my stuff half the time? My current base is a mess from my desperate efforts to get my multipurpose and scanner rooms to actually connect up to the rest of the base.
That's kind of touchy for some reason for me as well. Some segments attach to certain places where others won't.
I found that if a ROOM won't attach to a section, sometimes using a connector tube WILL attach and you can build the room off of that.
I think a lot of it has to do with proximity to other segments of your base.
Also, If you have equipment on the wall of a section you're trying to attach to..sometimes that will cause you not to be able to build on it.
Experiment and move stuff around.
Remember: Deconstructing stuff gives you back ALL of the resources you used to built it. You lose nothing by relocating stuff.
Is there a command to forcibly demolish a section? got some mutually-dependent sections that refuse to be demolished.
In order to remove an actual compartment, you need to remove EVERYTHING inside/on it. Meaning: Lockers, fabrication/modification machines, picture frames, bulkheads, reinforcement, windows.....
....basically, if it's not in/on the compartment when you made it, it needs to go. Also, don't forget about any solar panels you may have on top.
WHERE is that alien habitat? I've got alien containment and an aquarium, but neither of those seems to be what I need.
Also...external growbeds-where are those? I've been stocking up on plant samples almost since the start and I still don't have a place to put them.