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[Oxygen Not Included] Breath of Fresh Air! (DLC in Early Access)

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  • PMAversPMAvers Registered User regular
    It's time. Time to go to space. Space.

    https://www.youtube.com/watch?v=JspPe5jAvyw

    Spaced Out leaves early access and launches December 16'th!

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  • FoefallerFoefaller Registered User regular
    So, after many a false start through Early Access and launch, I'm finally going to attempt building a Research Reactor and get some nuclear power running on my main asteroid.

    As such, does anyone have any good pics/guides for a decent setup? Something that will be able to get radbolts to where I need them (i.e. surface, material research, and any crafting that uses them) without destroying the base if it runs out of water when I'm not looking?

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  • Nova_CNova_C I have the need The need for speedRegistered User regular
    I am resurrecting this thread (Maybe, if I'm not the only one playing still) because there's been regular free updates and the game is still super fun!

    I love what they're doing, especially that they're maintaining two update paths, one for vanilla, one for Spaced Out because Spaced Out never clicked for me, so I still just play Vanilla. But the story modules are super neat!
    In concept! I've turned off the Somnium Synthesizer and Critter-o-matic because I don't find their benefits good enough to make the work using them worthwhile. I have enjoyed the Hermit story, and they're super easy to add to your colony, but then again, they're just another dupe once all is said and done. I'm doing my first playthrough with the ancient fossils and I think I really like this one. Will have to see what happens once I complete it.

    After nearly 2,000 hours played, I can't explain why this game never stops being fun for me, but it's so great. I'm currently playing on Rime again (I've successfully colonized all the asteroids, but Rime is my favourite) and this time I'm building out to support 32 dupes (I generally stop at 16-20 and the most I've had before is 22). I'm really enjoying that they're adding more and more cosmetic variations to the items.

    Oh! And the new update allows you to change the intensity of meteor showers! Which is awesome! In Vanilla, they can be SUPER annoying.

    And there's a new building that is some kind of anti-meteor cannon? I haven't gotten to it yet, but will report back once I get to space on this playthrough.

    Sir Carcass
  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    I've been thinking about swining back by and taking another crack at this. I do want to have a go at spaced out, though i'm less sure how i feel about the "Colonize multiple asteroids" part of things. Juggling colonizing one big ol Asteroid is hard enough!

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  • Nova_CNova_C I have the need The need for speedRegistered User regular
    I finished the new story module!
    It's super useful! You end up with a 'device' that takes 1kg of diamond and returns 100kg of fossil.

    Also, I have finally designed a fully automated hatch incubation system. All the other attempts I would run into issues with dupes dropping eggs in weird places, or extra hatches being incubated on occasion. This design has been running for a couple hundred cycles and so far has required zero intervention.
    ?imw=2048&imh=1365&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true
    ?imw=2048&imh=1365&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true

    Sir Carcass
  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    My solution was always to just have my eggs automatically shipped somewhere where the offspring would drown, and then some incubators that only turned on for a certain amount of time each day. Which worked pretty well, to memory.

    Do eggs still hatch under water, or did they solve that?

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  • Nova_CNova_C I have the need The need for speedRegistered User regular
    So, the automation is about maintaining population. For harvesting, I use the classic method of having the eggs drop into a tile of water that is covered by a pneumatic door, drowning hatchlings. However, when a hatch in the ranch dies of old age, it needs to be replaced. Classically, I would just manually monitor the ranches and activate an incubator whenever I saw the ranch lose a hatch. This had the problem of requiring my attention, and I would regularly forget, so a ranch would be down 4 or 5 hatches before I would notice. If you have incubators running all the time, then when all your ranches are full, you get extra hatchlings running around the incubator space.

    I wanted to completely automate maintaining the ranch population, so that I never have to do anything. There was a lot of iterating on the design concept because of issues like I mentioned above, but this one seems to be working. The ranches never run out of hatches, and I never have to intervene to manage any part of the hatch ranches.

  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    Nova_C wrote: »
    So, the automation is about maintaining population. For harvesting, I use the classic method of having the eggs drop into a tile of water that is covered by a pneumatic door, drowning hatchlings. However, when a hatch in the ranch dies of old age, it needs to be replaced. Classically, I would just manually monitor the ranches and activate an incubator whenever I saw the ranch lose a hatch. This had the problem of requiring my attention, and I would regularly forget, so a ranch would be down 4 or 5 hatches before I would notice. If you have incubators running all the time, then when all your ranches are full, you get extra hatchlings running around the incubator space.

    I wanted to completely automate maintaining the ranch population, so that I never have to do anything. There was a lot of iterating on the design concept because of issues like I mentioned above, but this one seems to be working. The ranches never run out of hatches, and I never have to intervene to manage any part of the hatch ranches.

    Ah, see, what i did is have it so that the incubators were kept full, but babies were automatically taken and dropped off in a slaughter chamber... that was lower priority than the ranches. In point of fact i think i even might have set things up so babies could only get into the slaughter chamber once they aged into adults. It's been a while, but to memory this worked fine - heck, it worked to the point that i ended up with insane amounts of cooked meat sitting around (Good Ol' Vacum storage, which i do know they fixed).

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  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    The new hotness is CO2/chlorine storage w/ a cooling loop (chlorine will take care of any extra germs but CO2 can get colder). You can set it up that it only leaks heat through a single liquid locked tile which isn't a big deal

  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    Phyphor wrote: »
    The new hotness is CO2/chlorine storage w/ a cooling loop (chlorine will take care of any extra germs but CO2 can get colder). You can set it up that it only leaks heat through a single liquid locked tile which isn't a big deal

    Yeah, i've kept up to date on that part at least.

    Started up a fresh game - I've got spaced out running, but on classic style asteroids (So space travel is not a big priority). Rime, since that's my fav. Weridly enough, setting the game to the easier setting... didnt actuallym odify any of the settings. So i manually turned everything to a more chill experience, except f or food. We'll see where things go and what i make of well, Everything TM

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  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    Well, so far all my old habits have kept me in good standing. I'm slowly ramping up to stuff like hatch ranching, I've got basic coal power up and running (and there's two natural gas geysers in close range of my base, so that'll make expanding my power setup very very easy), there's a couple of cool steam geysers and a cool salt slush, so water shouldn't be a problem as long as I can supply power/labor to desalinate the water, and hey, bonus - salt's good for morale.

    I need to get a spom running eventually, but right now basic oxygen production is fine.

    I'll post some screenshots later.

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    CaptainPeacock
  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    And me being me, i got real grumpy at how the base had unfolded, and restarted on the same seed so i could Do Things Better.

    wxdy342nzqg9.png

    Here's a super early game look. You can see some of the basic structure of the base being formed already - a water tank is being established, there's a nature reserve linked to the printing pod (Or will be once that research is done), with the intent for duplicant quaters etc to go on the other side, while early game stuff is being put to the left.

    The base is actually way more advanced now (I have stone hatch ranching up, a basic kitchen setup, coal power etc ). Next goal is figuring out a Hydra-style spom. One that's up and running, it'll be time to start pushing into the midgame and establishing natural gas power, steel etcera.

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  • Nova_CNova_C I have the need The need for speedRegistered User regular
    edited April 17
    I am pretty much done with my Rime playthrough. 32 dupes, as promised. Food production is stable (They are fed by surf n turf and stuffed berries), resources are plentiful, and I just completed the chiller to make liquid O2 and Hydrogen. Nothing left but to fully dig out the map and finish exploring every asteroid, which I'll probably not bother with. Power is borderline, running entirely off fossil fuels, but setting up solar or properly building a petroleum power plant (The one you see in the screenshot is basically to pick up the overdraw, 90% of the power is generated by the coal and natural gas generators) would take more time than I care to do since I'm finished expanding.
    ?imw=2048&imh=1365&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true

    On my laptop, going to 32 dupes is definitely counter productive, there's a 3-5 second pause for every dupe after they finish a task waiting for the processor to catch up to give them a new one. Framerate isn't bad, but definitely was faltering at the end. Haven't been playing on my PC, so unsure if it would be better, but the laptop is Framework's cheapest at launch, so not super powerful, and my desktop is, like, six years old, so who knows.

    Currently wondering if I'll take a few months off ONI before picking up a new map. We'll see how it goes!

    Nova_C on
  • DaimarDaimar A Million Feet Tall of Awesome Registered User regular
    Nova_C wrote: »
    I am pretty much done with my Rime playthrough. 32 dupes, as promised. Food production is stable (They are fed by surf n turf and stuffed berries), resources are plentiful, and I just completed the chiller to make liquid O2 and Hydrogen. Nothing left but to fully dig out the map and finish exploring every asteroid, which I'll probably not bother with. Power is borderline, running entirely off fossil fuels, but setting up solar or properly building a petroleum power plant (The one you see in the screenshot is basically to pick up the overdraw, 90% of the power is generated by the coal and natural gas generators) would take more time than I care to do since I'm finished expanding.
    ?imw=2048&imh=1365&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true

    On my laptop, going to 32 dupes is definitely counter productive, there's a 3-5 second pause for every dupe after they finish a task waiting for the processor to catch up to give them a new one. Framerate isn't bad, but definitely was faltering at the end. Haven't been playing on my PC, so unsure if it would be better, but the laptop is Framework's cheapest at launch, so not super powerful, and my desktop is, like, six years old, so who knows.

    Currently wondering if I'll take a few months off ONI before picking up a new map. We'll see how it goes!

    Racecar beds! I've been away a while.

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  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    I've just been swearing up a storm at some of the annoying crap I've run into with dupe AI, because boy, lemme tell you I have run into some crap. Still, my current Rime base is looking pretty nifty. I'm aiming for 24 dupes, personally

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  • Nova_CNova_C I have the need The need for speedRegistered User regular
    I've just been swearing up a storm at some of the annoying crap I've run into with dupe AI, because boy, lemme tell you I have run into some crap. Still, my current Rime base is looking pretty nifty. I'm aiming for 24 dupes, personally

    Their insistence at trapping themselves wouldn't be so bad if they didn't fight you when you try to help them.

    Man in the Mists
  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    edited April 20
    Mine kept getting stuck when trying to exit in Atmosuits. I've fixed the issue, but ooof it was not fun to problem solve and fix. The solution ended up being make sure each bedroom block (that houses 2 dupes) has 4 docks - one left empty, 3 with suits and clearance set to vacancy.

    That way the dupes always have a suit to get into when leaving, and no one gets stuck when another dupe comes to build something.

    Nearing 300 cycles currently as I finally get proper industry up and running. The core base is complete, there's enough hatches to feed 24 dupes on a diet of BBQ, natural gas power, 3 hydras with infinite storage to provide oxygen and refund most of their power, starvation ranching of dreckos and pacu - things are going well.

    One industry is up and running, then it's time to start unearthing all the geysers on the map and taming them, as well as the very exciting Gold and Aluminum volcanos.

    And then? Then we're going to SPAAAAAAAAACEe

    I also need to start printing more dupes so they can be shoved into the gym. Right now I have 12, but my base is supposed to support 24

    The Zombie Penguin on
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  • 101101 Registered User regular
    Bought this over the weekend and it is super addictive.

    After a couple of restarts I've got a base going that I quite like. I was super proud of my water recycling setup, until I realised it doesn't de-germ the water as well.

    I've put together a cleaning room with liquid Storage units and some pumped in chlorine. I think I need more chlorine/ less other gases though, the germs are decreasing in the water but pretty slowly.

    Next steps are trying to figure out how to use this stream geyser I've uncovered, and getting up to space so I can start dumping the excess co2 that's starting to build up

  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    101 wrote: »
    Bought this over the weekend and it is super addictive.

    After a couple of restarts I've got a base going that I quite like. I was super proud of my water recycling setup, until I realised it doesn't de-germ the water as well.

    I've put together a cleaning room with liquid Storage units and some pumped in chlorine. I think I need more chlorine/ less other gases though, the germs are decreasing in the water but pretty slowly.

    Next steps are trying to figure out how to use this stream geyser I've uncovered, and getting up to space so I can start dumping the excess co2 that's starting to build up

    Germy water only matters if it's being used in something the dupes eat/drink from. They can wash in germy water all day, every day and have it refill their lavatories with no issue.

    For germ cleaning - build 3 liquid reservoirs and link them in sequence. Fill them up with clean, non germy water. The way the game works, when it adds something to a storage container, it's stats get averaged. In the case of disease, this tend to rapidly trigger dying off due too under population. Add in some chlorine, and your system will disinfect any water very rapidly. You can use this trick with temperature too to help make coolant loops more stable.

    I've got my toilets setup so they reuse water, then send excess clean water to soda fountains, then send excess dirty water to thimble reeds, then finally just store it .

    For C02, carbon skimmers can be setup to create an infinite loop. With clever base design you don't need many at all to clean up any CO2 accumulation.

    C02 is also useful to keep things sterile for food, or later on for Soda Fountains (a morale building that provides a tasty +4... And +1 science, which increases the rate dupes get stats)

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  • PMAversPMAvers Registered User regular
    You know what also absolutely murders germs? Radiation. I've stuck a wort next to a germy pond and it just nukes the crap out of germs quick. Or built a reservoir near a crashed satellite.

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  • Nova_CNova_C I have the need The need for speedRegistered User regular
    edited April 24
    So, this is how I deal with it (Clipped from my screenshot above):
    ww20xq2mwz6z.jpg

    After running through the water filter system, it enters a grey water line, which feeds my sinks, toilets and showers (As Zombie Penguin mentioned, clean (But germy) water is perfectly fine for those applications). Any overflow goes into the room that is pure chlorine. The first water tank on the right is the first storage tank. From there, there is a pipe to a water shutoff valve. That valve goes to the second tank on the left. There is also a purified water line going into that tank as well, controlled by another shutoff valve. The second tank then goes to a shutoff valve that leads to my main water reservoir.

    So, I don't have a screenshot of the piping but I'll try to explain the process. Thing to remember: Germy water in a pipe will not be purified by chlorine. It has to be in a tank (Unless this was patched at some point, I've been doing it this way a long time). So when it enters the first tank it'll start purifying, but any that's sitting in the pipe leading to the first shutoff valve will not be purified. This also applies to the second tank, which explains the following process.

    All three shutoff valves are controlled via cycle sensors. The first cycle sensor to activate in a day is the Purified Water line that goes into the second (left) tank. It starts at 1% of the day, and opens the valve for 1%. This allows purified water to flow into the second (left) tank to ensure that the pipe leading out of the tank to the final shutoff valve has purified water in it. At 2% of the day, the purified water is shut off. At 3%, the valve leading FROM the first (right) tank opens, allowing germy water to flow into the second (left) tank. This valve stays open 35%, so it closes at 38%. The germy water stays in this tank until the 60% mark on the cycle sensors, then the last shutoff valve leading to the main water reservoir opens for 40% (Closing at 0%, This ensures this tank will always be empty by staying open longer than it takes in water).

    I do this to allow enough time between the second tank filling and the second tank emptying to be sure that all germs are killed by the chlorine. It is a system that consistently has worked without fail or problems on every single base I build it on. The only times I haven't used it is when I build a system to use the overflow from the grey water to feed directly to hydroponics, since it's fine for germy water to go to plants.

    EDIT: Note, the "without problems" was inaccurate, there is one problem - throughput. I have overloaded this system by trying to push too much filtered water through it. So keep in mind there is a maximum throughput. It is easily enough for the extra water created by 32 dupes, but on maps where I try to push infected water from other sources through this system, I have to place a valve to ensure it doesn't overload the purification facility.

    EDIT2: Should have noted, the air pump you see in the purification room is there because what I do is build the room, seal it up, then use that air pump to pump all the air out of the room, until it is a vacuum. Then I turn off the air pump (There is an on/off switch in there for the air pump), and pump pure chlorine into the room. Chlorine density doesn't matter. As soon as you have any, the system works, but I usually pump in 1000-1500 grams per square, just because. Then I just demolish the ventilation piping coming from and leading to this room so it's perfectly isolated again.

    Nova_C on
  • Man in the MistsMan in the Mists Registered User regular
    Another way to get rid of your excess CO2 is to set up a Slickster ranch. They'll suck all that gas up and provide you with plenty of crude oil (or petroleum if you can sustain molten slicksters). Even better, you can make that ranch room a heat dump room since Slicksters love it hot (up to 270 C). Just make sure there's exosuits waiting outside the door for your ranching duplicants.

  • klemmingklemming Registered User regular
    There are some infinite storage tricks you can use to store liquids/gases that you don't want lying around but don't want to just delete by venting them to space.
    (based on a few quirks of the engine, like a tile only being able to hold one liquid or gas at a time, and doors being immune to pressure)

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  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    klemming wrote: »
    There are some infinite storage tricks you can use to store liquids/gases that you don't want lying around but don't want to just delete by venting them to space.
    (based on a few quirks of the engine, like a tile only being able to hold one liquid or gas at a time, and doors being immune to pressure)

    Yeah, my current map has three natural gas geysers and two hydrogen vents, and they're all using infinite storage door pumps to hold things. Likewise, my SPOMs all dump into imagine storage and then pump it out to where it's needed - at least one is holding over 4 tons of oxygen currently

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  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    ?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

    The march towards space continues.

    21 dupes (I need to finish recruiting, which involes figuring out exactly who i've got recruited and what i still need), base is mostly up and running to the point it could go forever. 1x gold and aluminum volcanos tamed, and the tamer for the second gold volcano is nearly done.

    Nearly excavated the entire oil biome - I'm leaning towards slapping together some steam vent tamers and getting up a proper Petro boiler for space fuel as well as ensuring hte base will just never run out of power (Between solar, natural gas, volcanos I'm pretty good, but this will push it over the edge - and free up Hydrogen for eventual LH production)

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    chrono_travellerNova_C101
  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    ?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

    Petro boiler: Online.

    This is actually pretty fancy - Petro boiler is using some tricks to make sure it never makes a solid tile (The robo miner is just backup). The super hot igneous debris are sent down into the steam chamber, which lets me extra a bunch more power out of them, before spitting them out at a balmy 200c, ripe for construction or feeding to hatches. The boiler also has infinite petro storage - there's over 60 tons in that little block right now

    Also seen is the Hot Steam vent Tamer, which is providing the water input for this system. Again, it's got infinite storage! Dont ask me how much water is in there, because its' a *lot*. The counteflow means the steel pump never overheats so long as oil is kept pumping in - the whole system is working very nicely.

    Though i do need to get the third oil well online and plugged in.

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  • 101101 Registered User regular
    edited May 1
    With successive bases feel like i'm getting the hang of this.

    My latest and greatest base:
    EK1SukUXbl26.jpg?o=1
    Made the mistake of trying to farm paku fish without having a good way of keeping my algae up. Still have 20T of the stuff, but it's making me want to switch over to oxydisers sooner rather than later.

    Current project is feeding water from a cool slush geyser through my power generation area, before purifying the heated output for use in an oxidyser setup.

    101 on
    destroyah87chrono_traveller
  • klemmingklemming Registered User regular
    It's tricky to get right, but with the right automation you can make it so paku are only fed a tiny amount per day. It's enough to keep them officially well-fed so you get your numbers up, but for a fraction of the algae cost.
    And once you have enough paku you can stop feeding them altogether, and their numbers should stay stable.
    (Unless they've changed them. It's been years since I messed with them)

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  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Look at all of these organized, well laid out bases

  • Nova_CNova_C I have the need The need for speedRegistered User regular
    Pacu can still be farmed for free.

  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    Pacu are one of the few critters who can be sustainably starvation ranched. That is, as long as you keep the eggs outside of their room, they'll be garunteed to replace themselves with no further feeding.

    If you look up "pacubox 2.0" or 3.0 you can find designs for fancy boxes that let you increase the population of pacu you've got, while only feeding one of them.

    This is very useful as late game, Surf'nTurf is one of the better foods while also being very accessible. (As it's made from cooked seafood & bbq, two very easy to get foods, and has fairly minimal dupe labor costs)

    If you look at the picture of my base under "the march towards space continues", you can actually see the pacubox - it's in there water, underneath the printing pod

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  • PMAversPMAvers Registered User regular
    Phyphor wrote: »
    Look at all of these organized, well laid out bases

    Certainly not mine. I should share the absolute clusterfuck that is my oil planetoid in my current save and what it looks like. It’s a utter mess in regards to water and gas pipes.

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  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    Meanwhile, my base getting sufficiently disorganized tends to trigger a full on restart so I can build anew.

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    101
  • Nova_CNova_C I have the need The need for speedRegistered User regular
    Embrace chaos!

  • tosoraktosorak Registered User regular
    How are y'all taking those screenshots of your base? If I'm in game it's too zoomed in, but if I go to the colony summary it's too zoomed out and pixelated.

  • klemmingklemming Registered User regular
    There are workshop mods to give yourself much more zoom options.

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  • Nova_CNova_C I have the need The need for speedRegistered User regular
    klemming wrote: »
    There are workshop mods to give yourself much more zoom options.

    The game has a built in screenshot mode: Alt-S (IIRC) will get rid of the UI and allow you to zoom wayyyyyyyyyyy out.

    Mvrcktosorak
  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    edited May 6
    Nova_C wrote: »
    Embrace chaos!

    Death first

    I should post some screenshots of my new game. I forgot just how long it takes to do shit with only 6 dupes.

    Testing out some different strategies and approaches this time - hand made nature reserves, for instance. Also Escher waterfalls for infinite storage, which are very funny.

    I also want to build a cool doohickey that I've never seen anyone else build - a dedicated melter device, so I can have my dupes feed in the tons of ice and other frozen liquids, and get out useable liquids, automatically in infinite storage

    The Zombie Penguin on
    Ideas hate it when you anthropomorphize them
    Steam: https://steamcommunity.com/id/TheZombiePenguin
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  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    350 cycles in, here's my current base

    zx4w1s5rbgvr.jpg

    Similar to previous lay outs, but there's lots of fine tweaking. Been a slower paced game - I'm setting up my industry brick right now. I've got a scrappy steel setup going, and you can see the starvation drecko ranch kicking out unlimited plastic, but i need something... More.

    Next goals are Volcano taming - this map has So. Many. Metal. Volcanos.

    In point of fact, this map has... Gold, Iron, Cobalt, Copper and Aluminum volcanos on it. So. Uh. Unlimited refined metal, anyone? Plus lots of other geysers to tame - there's 3! 3! cold slush geyesers, 3 cool steam vents, 2 actual steam vents, 1 salt water... So there's a fuckton of water here (ontop of it getting rime metories).

    See if you can spot the ice melter i've built, as an aside. I'm not entirely convinced of it's merits, but it has the benefit of being pretty passive

    ....also due to an accident with door priorities, the entire base is living fine in average of 9kgs per tile of oxygen.

    Whoopsie.

    Thankfully, my dupes Do Not Give A Shit due to decor bombing and other little tricks I've done to keep their stress happy (eg - They eat in groups at the tables, which gives them that much more chance ot get the -stress buff from each other)

    Ideas hate it when you anthropomorphize them
    Steam: https://steamcommunity.com/id/TheZombiePenguin
    Stream: https://www.twitch.tv/thezombiepenguin/
    Switch: 0293 6817 9891
    chrono_traveller
  • The Zombie PenguinThe Zombie Penguin Eternal Hungry Corpse Registered User regular
    Some fun stuff to point out there but the way:

    Nature reserve of thimble reeds in the entry way to the core. The transit tube goes through it, so dupes always get the buff. Also, free thimble reed. I've a single domesticated Reed growing one of the hatch ranches, where excess dupe waste is dumped - the Core of the base is just too cold to grow it in (due to the cooling from the Weezeworts for my fridge).

    The arbor trees in the pip ranch are all wild too. I'm not using lumber for any real purpose in this run (I could make ethanol, I guess?), So I don't need the high output of domestic arbor trees.

    The pip ranch is a bit inefficient as the pips can reach the roof, but with the way I've got my dupes setup, this is minor - Catalina and Mae are trained in ranching, farming and cooking (+suit wearing), so they easily burn through the daily tasks of keeping the ranches in shape and the dupes fed.

    Maybe when I get space tech I'll make some viscogel barriers to keep the pips off the ceiling.

    I'm using the output of one of the slush geysers to condense the two CSVs I've tamed so far. The heated pw is then dumped into my claymator room - you can see it under the power plant. The sheer amount of clay in there is impressive.

    All my liquid vents are using Escher waterfalls to compress their output for infinite storage. This remains immensely funny to me, because Eschers are the silliest damn thing to watch in action.

    For those curious, food is coming from 3x Stone hatch ranches, 1x Pip ranch, 1x Glossy Drecko ranch, and 1x Pacubox. I might try for a pepperloaf farm eventually, but that's a while away - I don't exactly need the morale, but it would be nice.

    The Dupe's great hall is self cleaning, thanks to the sweeper placement. This helps save a fairly statically significant amount of food wastage. Eventually I'll also be able to have it automatically provide table salt - a project for later. The trick is the doors in the ceiling - Sweepers aren't an industrial item, so can exist in the hall. Loaders are, so they'd break the great hall. But sweepers can reach through mesh doors...

    You can also see the inactive duplicant gym, and temp bedroom in the core - I plan to colonize other worlds eventually, and this will let me train up 4 dupes nice and easy.

    ... Course, they won't get to eat in the great hall, but hey, get back in the gym loosers

    Ideas hate it when you anthropomorphize them
    Steam: https://steamcommunity.com/id/TheZombiePenguin
    Stream: https://www.twitch.tv/thezombiepenguin/
    Switch: 0293 6817 9891
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