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beware of the temperature though, that is at least 75°C, even if input water is colder, so you also have to find a way to cool the water/hydrogen output
It's in Liquid section, tier 2 research. You can also use filter feature to search for it.
A regular self-powered Electrolyzer room can support up to 8 dupes. Moreover, an output Oxygen will always be 70c as long as an input water is below 70c. That means you can use an input water to cool down the previous output Oxygen first, before sending it into an Electrolyzer.
Polluted water offgasses polluted oxygen. I totally forgot there is a way to utilize polluted water into oxygen making too. Build liquid reservoirs, put polluted water into them, then deconstruct them. The game will put the stored polluted water into a bottle, taking only 1 cell instead of 5 cells for 5kg of liquid, and multiple bottles can stack together in that 1 cell too.
After that, build deodorizers and gas pumps above them so the offgassed polluted Oxygen is converted into clean Oxygen and pumped to your base. Repeat the process of building&deconstructing reservoirs a few times to have more bottled polluted water so that you can produce more clean Oxygen.
https://steamcommunity.com/sharedfiles/filedetails/?id=2842258508
Typically it's because I had to built something early with the tech I had, and organically built around it, and upgraded part of it, and been meaning to upgrade another part of it but there's a problem with power on the other side of the map so I have to go deal with that...
I have more empathy now for cities that are "poorly" built it's because they were NOT designed, they arise organically, with the old tech which was available at the time (narrow streets because there were no trucks or buses).
With unlimited money I would rip it all down and built a "good" city/base but that's too disruptive and people don't want to pay for it and during construction, essential services would be halted (think o2 and food production). I'm really getting a better appreciation of the snarled mess our laws are in, businesses, and even our DNA.
In short, I make pools of pee, let it gas into p02, which rises through deodorizers (stupid and incorrect name). After the deodorizers it is 02 but you need some filtering to remove any other gases, and also at some point it will become infected with slimelung, meaning you now need to let it sit in a tank in chlorine, and all the accompanying automation to only release it when it has 0 germs. Or just do a different 02 production, but that method will have it's own different complications. The game is good at that, choose your own headache! lol
I feel like a lot of the game is "oh, I finally got production of 02, but now my 02 is infected, what can I do about that?" so in response to the new threat you need to do something, so you build that add-on, so it's a complicated chain of simple "devices" built in response to what's going on. After restarting a few times it's easier because you know essentially how you will want your midgame base to look, so you can build your early base to either be ready for mid game or at least not so wrong that you have to rebuild EVERYthing.
Also, as people say, you can mostly ignore germs, BUT because there's so much infrastructure built around germs to me it seems germs are SUPPOSED to play a role so I'm using a mod that makes germs a big deal. After you get a little hang of the game I recommend you turn it on to make the game harder and more interesting. I also turned on damage from chlorine to unsuited dupes, and also damage to suits from normal use (which makes that one skill actually relevant).