Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I almost never use terrariums but I think that is largely a personal preference. I would rather save the water to split it into H and O2. The more I save, the more time I have to get a water geyser going. Sometimes I get unlucky and doesn't find one as soon as I would like.
Simplest way to deal with CO2 that early:
- generate more O2, as the O2 increases in pressure it will push the CO2 downward and compress it more.
- build a bigger 'pit' below your base for the CO2 to move down into.
if i was to guess though, you aren't producing enough O2 which is causing the CO2 to expand upwards..
I do have a big pit for the CO2 and it's filtering up, my guess being that there's only so much O2 can compress or push it down before O2 starts to disappear. Perhaps one algae oxidizer isn't enough at this stage and scrapping the algae terrariums or whatever in exchange for the oxidizer is the way to go.
I have space to keep digging down but the dupes have to go through the CO2 mist to dig so it really crushes their spirits it seems. I guess though that's just how it is until you can better scrub the CO2
Has anyone tried making a sealed CO2 room that the air filter can pump the gas into, and if so is there an observable max capacity before ♥♥♥♥ breaks or explodes?
The Deoxidizer can support about 5 dupes.. however as you keep digging out more space the Oxygen spreads out more while not much more is being generated as a surplus... so it gets thinner, which allows other gasses like CO2 to 'push back' against it and spread upwards more.
Now when you have 7 dupes with 1 Deoxidizer you are not generating enough O2 and also probably digging out a bigger and bigger space at the same time, causing the CO2 to billow up.
The Deoxidizer can generate O2 up to about 1200grams per game tile, which is what I aim for early game.
edit: i don't think gas pressure can break tiles, well maybe it can but the most i've seen is 1000kg of pressurized gas and that didn't affect adjacent solid tiles.
Unless you are producing a LOT of CO2, then it wont take long for the scrubber to catch up. Then only need to turn on periodically because it's usually surrounded by O2.. Feel free to use automation if you would like more control over that periodical cycling.
Actually playing the game takes forever and then problems pop up, which is fine, but I feel starting area is too closed in for trial and error.
Looks like some good feedback from folks so I'll give it a shot with another algae doohickey. Part of the trial and error is also figuring out about how many X you need for Y; how many plants to feed people, how many toilets, how many O2 creators and scrubbers and the like...no cow level.
For food storage simply make a room at least 4 open tiles high but instead of putting doors level with the floor build walls up 2 high on either side and either pump some co2 in or let it settle naturally, the co2 will say within the 2 high section covering food storage.
As for gas containment, its all about how each gas interacts with other gasses and how you layout your base, gas doesn't seep through walls so single layers work fine and meterials don't matter.
The most optimal main hub area setup is simply a square with 4 high floors and metal gas flow tiles every few blocks on each floor and on the bottom of that base you stick a carbon scrubber, so long as your o2 production keeps pressure high all other gasses should filter to the top or bottom naturally without interference or micromanaging.
Pressure cap for gas with a normal vent is 1800g but it will balance out to around 2000g per tile, if you use a high pressure vent it will be roughly 20,000g pre tile, the room it's self will never break you simply won't be able to pump any more pressure into it. There are some mechanics that allow for unlimited gas pressure to be forced into an area I won't say how but so far the only thing gas pressure breaks is dup eardrums.
I should note that once you start building bases with 4 high floors and a rough square shape its hard to change it, all of my hub areas start and end up looking nearly exactly the same which makes the first 100 cycles or so quite tedious for each new game.
And a small bonus - molten slicksters(90+ C as I remember) consumes co2 and produces petroleum.