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https://steamcommunity.com/sharedfiles/filedetails/?id=1835634719
there is more of the same (3 more scanners) to the right.
I do nothing about debris, they just accumulate there and dupes can use them if they are needed for something.
This is 2x more miners then minimally needed, but since they are made out of regular metals they are cheap, and more means faster and less downtime for solar panels.
Solar panels... here they are not built yet, but they can be built below all covered area, mesh tiles and all the buildings do not interfere with light.
Heat exchange does not happen in vacuum, so i vent 20g/s oxygen through each vent near robo-miners only during storms to cool them down, drywalls are added for it to have enough tine to exchange heat and not disappear immediately. Automation opens/closes things in correct order with filters used as timers, and turn off 5 out of 6 scanners once storm is detected to save a little bit of power. There are ways to save more power (pulsing scanners on/off) but i do not like them.
6 scanners for 100% network is needed for predictable timing, which is really convinient for automation.
For rockets everything is simple. One more scanner set to detect rocket (which will have 100% network too) which opens doors, + automation signal from rocket when its ready opens doors if there is no shower.
Also i only use jetpacks in space and do not allow dupes in regular suits into space, so that i do not have to build ladders. Room for changing suits looks like this (the mess on top is liquid oxygen production based on thermo-regulators since i do not have supercoolant yet, with turbine turned off it is possible to get quite a lot of steam out of it too):
https://steamcommunity.com/sharedfiles/filedetails/?id=1835646740
Rockets themselves (steam, this is very beginning of space exploration for this colony):
https://steamcommunity.com/sharedfiles/filedetails/?id=1835654188
https://steamcommunity.com/sharedfiles/filedetails/?id=1835653978
Nothing fancy but fully automated, and really nothing more is needed. Tiles are obsidian to avoid melting as much as possible (3 central tiles should be built out of tungsten to avoid melting entirely, which i do not have).
Meteors do not damage rockets, and they have only one chance with rather low probability (=>rare) to get in - if rocket returns during shower.
Don't put too much effort into the steam setup. Steam rockets will get you to the 10/20km planets with research modules, which is enough to research petroleum rockets. They won't get you any further than that, and they can't lift cargo modules.
To cool sweepers/miners, they need to be in an atmosphere (which isn't really practical). They won't transfer heat to adjacent tiles, or to radiant pipes or tempshift plates through a vacuum.
I just build miners from steel, and deconstruct and rebuild when they eventually overheat. If you're planning on playing for a thousand cycles, you might want to use thermium.
They're slow. Well-trodden paths still need ladders or vacuum tubes. Jetpacks let you avoid having to build scaffolding to mine out large areas, build pipes/wires/etc across open space, climb onto roofs, etc. Jetpacks don't work in liquid, so you may still need scaffolding for deep lakes.
You may occasionally have dupes getting stuck and running out of fuel in a location they can't get out of on foot, which is worse if they have the Unconstructive (can't build) or Trypophobia (can't dig) traits. This doesn't happen often, though. Dupes will try to return to the dock when fuel starts getting low, so it's only an issue if they get trapped (by falling sand/snow/regolith, liquids, etc).
You need bunker doors on top of the silo. These should ideally be operated by a scanner which detects the returning rocket (the option appears on the scanner once the rocket is fully built). The bunker doors will get broken if they aren't open when the rocket lands (in which case, deconstruct and rebuild; a repair errand takes over a cycle per door).
The best place to build a rocket silo is wherever the top-most abyssalite layer is lowest (the "space exposure" region roughly follows the line of the abyssalite), so you have the most vertical space. The entire silo wants to be in the "space exposure" region so that the superheated exhaust gas from the rocket dissipates quickly, before it has chance to melt anything.
Wires won't get hot enough to be damaged by regolith (they don't have an overheat temperature, you only need to worry about the material's melting point). Wires inside the silo or running through bunker doors at the top of the silo may get vaporised by the rocket's exhaust, so it's best to use steel for those.
The centre of the pad on which the rocket engine is built tends to get vaporised, but that doesn't actually matter unless you need to rebuild the rocket (the rocket must be built on a solid foundation but once built will work without it).
A little pwater on the launchpad will keep the rocket and pad from getting cooked during launches. The steam created during launch will cool the pad and the rocket down.
https://steamcommunity.com/sharedfiles/filedetails/?id=1835667850
Give the launch pad some space underneath so the closest biome doesn't get cooked.
Thanks, interesting.
1) What is bizarre automation of first picture for?
2) I got it, you can build 6 scanners and buffer gate to close bunker doors exacly 1 second before meteor shower to get more solar panels uptime. But you could just connect all scanners with 1 automation wire and they will work anyway. I don't really need to optimize power generation, because have enough other means to generate more power anyway right now. Only several panels just for some free energy. Saving 600W by disabling extra scanners seems interesting idea, but I still not sure I want to havemore then 2 (3rd for furure rocket).
3) You put robo-miners on auto-doors so they destroy regolith too, right?
4) I afraid dupes will use hot materials to build something inside base or other places I would prefer keep cold, so I would add some debris removal for colling and reuse or at least reserved space for adding in in the future.
5) Your cooling solution could use any gas, right? I have tons of 80C polluten oxygen I don't know how to use anyway.
Overall big thanks, a lot valuable information for me.
2. Let's say 100% network is convinient as it is predictable. Less then that and you have some randomness. You can work with that, but it does not really cost much to build 6 scanners as you need all the stuff (miners, etc) for solar panels anyway.
3. If the doors are closed they work, yes.
4. Metals are fine, they have low SHC and will not cause much trouble. Regolith is not used to build things. And there is nothing more there. You can add sweepers obviously, just be carefull with them interfering with scanners. I did not reserve any space because of those stupid indestructible facility this time, will have to deal with it later =\
5. Yes, obviously. I just have too much oxygen and do not know what to do with it so i used oxygen.
And one more thing - while it complains about missing gantry it works just fine as long as pilot has jetpack :) Way to avoid a bunch of extra automation and other stuff.
And more... rocket crushes regolith on landing/takeoff so no need for miners there as long as opening is exactly the widths of the engine. This is what bunker tile block on top of the doors is for.
Sweepers are not "heavy machinery" accorfing to wiki so scanners should be fine. Should work to add them right under miners so they would use same cooling system. At least that's the plan now.
Thank again s for detailed answers, impressive setup. Time to make something similar now.
Yes you convinced me to change to jet suits now, regardless how much space these docks require.
Just be carefull that in this specific setup spacing is important. I left 2 tiles on top of bunker doors from map border to avoid loosing too much metals, so i need at least 4 tiles (since there can be 2 more blocks of regolith above map border) between mesh tiles and miners (or other machines) to avoid hot regolith touching (and breaking) them.
Good to know, will make my setup on same height then. I doubt I will need any of these metals anyway, I rather see them as a nuisance which will impede future perfect cooling :)
https://steamcommunity.com/sharedfiles/filedetails/?id=1838023000
Many thanks to you guys for advices. Want to share my experience and how my setup looks like, hope it might be helpful for someone.
First, space area. Basically I added sweepers to L37's design and sligthly modified cooling for a sake of simplitity. Only one problem was automation design, but I managed to do it too. Sweepers removing only metals. Whole area closed to dupes access. With 10C oxygen, 20g/s * 19 vents = 380g/s cooling just fine.
I'm using only 2 scanners atm (also disabling second when meteor shower). Just don't have enough place to build more right now. And on top of need to calculate how many solar panels do you need to have advantage from constant -120W for every +33s panels uptime. Maybe will calculate later if decide to expand this area.
https://steamcommunity.com/sharedfiles/filedetails/?id=1838023131
Second of all launch pad, modified Clonefarmer design. Also cooling just nice. But made miners from steel here just in case and added 20g/s * 4 vents oxygen for them too.
https://steamcommunity.com/sharedfiles/filedetails/?id=1838023232
And then supporting facilities. Luckily enough there was Water geyser near space breach area. So I used it's water to make SPOM, then generated oxygen cooling down in coolant pool (left of steam setup on the picture). Some other water from it too used to make steam in that steam chamber. Turbine is just for fancy, never used it yet. Left reservoir contains petroleum buffer for jet suits and future better engine.
Conveyor drops metails into coolant pool, sweeper removes them from time to time to stockpile line (manually atm). But cold metals just for free.
https://steamcommunity.com/sharedfiles/filedetails/?id=1838023290
Plus couple of screens how whole colony looks like. Nothing special, but it's in a first my playthrough I passed through survival into abundance of everything.
https://steamcommunity.com/sharedfiles/filedetails/?id=1838023369
https://steamcommunity.com/sharedfiles/filedetails/?id=1838023444
Sweeping only metals and bringing them somewhere easily accessible is actually a great idea...
Now you will have to solve whole bunch of rather interesting challenges with new fuels and such.
Also be careful with that launchpad as you switch to different fuels, rocket heats up 3*9 area below the engine to some stupid temperature like ~3000C ignoring any obstacles, so you will evaporate a lot of water and still likely melt 3 central tiles, those have to be built out of materials that can survive ~3000C... window tiles made out of diamond is an option, metal tiles out of tungsten is another one, may be there is something else that can survive. And be careful about what's below the pad in those area, it will be heated up/melted too.
Is it ignoring abyssalite wall as well? In worst case scenario I can just move launch pad up a bit, there are a lot of space.
Abyssalite itself will survive as it has higher melting point, but will heat up too. If you do not want the heat (which can potentially be used for steam turbines or something) the easiest way probably is to create vacuum in those area, in which case there is nothing to heat up and no heat as a result...
Yeah, you can get a lot of heat from it, it is a bit tricky to use because of temperatures, but still possible. For refilling rocket it will be useless though, because there are no materials which allow pump to survive there.
If you want to refill a rocket from it you will have to do something like door-powered heat exchanger with nearby room with water, where temperature will be limited to something reasonable.