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Also to prevent massive PO2 contamination to bade, use multi airlock doors in rows in between biome areas. This will prevent leaks from entering.
Power: Either keep a bunch of hatches and feed them some stuff, around two of them can sustain a coal generator working forever, depending on luck and care you can keep dozen or so of them alive. Or go for the natural gas. A geyser gives you 1 (maybe 2) natural generators. A simple fertilizer setup can feed any numbers, just add pulluted water to them (3 fertilizer:1 natural gas generators), the fertilizer makers need 360 watt per generators of 800, even if you add a full gaspump and ga filter, you still get some electricity, or create a bigger setup for better return. You cn also use the hydrogen from the eletrolizers to run the electrolizers and the pump, so you get them for free with a good setup, but you can't rely on that to work all the time.
PO2: best to avoid it in main base, airlocks and a deodorizer around will help. You can just let your dupes breath it slowly, or pump out with a filter, but that needs energy and time.
2nd any waste water from utilities should be dumped into a slime biome, hopefully in an already large polluted water pool.
3rd stick a pump into the polluted water and send it all into the fertilizer makers. Make sure to isolate the room so the natural gas won't escape and mess ur base up.
If you are careful w dupe management, u should never need water filter and water cleaners.
I have tried to create isolated power systems, separated for food, message, water production, oxygen production (yes with hydrogen generators oxygen work longer without duplicants involved), but with all this I need too many duplicants and it is becoming impossible to build something far from main base. My colonies does not have any problems with food, stress (not more then 30%) and oxyhen (around 1000 oxygen pressure in main base areas), but at some point nothing being build when I am starting projects far from main base. Even tried to create distant living spaces from main base (for diggers and builders) , but this does not help at all. They are regularly running to main base and assigned projects taking too long to finnish.
And I don't think it is possible to create self sustained colony without manual power generators? So I need some duplicants just for power generators all the time?
PS is there any roadmap for next updates? Really hope that there will be added more options for power managment and for liquid management and cooling.
Would be great if we could stop gas or liquid passing based on pipe saturation, now we only can decrease pipe pressure, but no option to increase it. For example I need max pressure for gas before cooling machines so that they would be cooling max gas in one cycle (gas pipe 500 > create max pressure 1000 (no option to do this in game) > cooling machines 1000 > lower gas pressure to 100 (we can do this right now) > send to multiple gas wents and repeat).
Use coal if you have hatces, or gasgeyser+fertilizer otherwise.
Energy needs:
1 cooking station (60 W, not need to be always on)
1 or 2 fridge (120 or 240 W)
1 or 2 massage table (240 or 480 W, mostly not in use, so no energy usage)
This is your first circuit, even if everything goes on, no problem
2 airpump (480 W)
1 airfilter (120 W)
1 electrolizer (120 W)
Second cicrcuit, you can make it almost independent with a hydrogen generator
2 airpump (480 W)
1 airfilter (120 W)
3 fertilizer maker (360 W)
Third circuit, or even can be the main line, since only energy users matter for overuse, 1 pump for the geyes, second for the 3 fertilizer (or only one if you put them in the same place), this setup can feed 3 gas generator.
2 waterpump (480 W)
1 or 2 airscrubber (120 or 240 W)
Fourth circuit, for the main water tank and the water geyser, plus the CO2 removers.
And this is all you need for 6-10 dupes You energy need is 3200 if everything is built and in use, you get 2400 from the three gas generator and additional 800 from the hydrogengenarator