I remember asking about your policy on forced nature preserve pathing back in the first series. And was quite pleasantly surprised at the number of wild plants clustered together on this world (and your willingness to cram moral bonus points down your dupe's throats lol). Its always great to see ruthless efficiency achieving great things. Keep up the great work! Even if I don't comment, I always watch 👍
It just happens to work out so great on this map, I really can’t ignore it this time, haha 😂 Thanks for watching though, I’m glad you enjoy both LP’s :)
@23:58 You could have just put an Air tile on the floor and let the hydrogen from below rise into the chamber. If needed pump more into the original room and then just seal it back up if you wanted it sealed but you dont really need to.
for your starvation ranch, im pretty sure the problem with the dreckos is you just needed more water in the lock. enough water in the lock and they'll avoid pathing in it, like how the dreckos avoided the water in the 'swimming pool'
You are correct, I just tried around a bit! With 1000kg in the bottom tile and 349kg in the three upper tiles of the liquid lock the dreckos escape. With 351kg they do not escape anymore. So 350kg seems to be the cutoff. Great find, I didn't even think of that! :)
using that same trick, you can also build drecko ranches in the same shape as your hatch ranches as long as that 4th tile has the water, if you so desire
I think you should put in an Escher waterfall infinite liquid storage container at the bottom of the saltwater storage and do something fun with it later. Would save space, assuming it doesn't also affect framerate.
I'm actually considering it. It would actually be much better that way for FPS. The amount of "stuff" in a tile doesn't really matter for FPS, the amount of total tiles does due to temperature and heat exchange calculations. But yeah, I will see what I'll do with it. Preferably I'd love to boil it real quick :D
Not to spam comments or anything (lol), but... The Aluminum and Cobalt vents/ geysers are pretty close together. Would putting in a item cooler/water boiler+steam turbine setup in between both of them work or even be feasible? They would typically take turns heating the water (for efficiency), and every so often double up (for output). If the whole complex was inside a double wall shell (1 tile wide hollow vacuum between both walls), the thermal energy loss would be literally zero, so all material outputs could be considered "passive steam fuel" lol. I'm sure you have a better solution up your sleeve, I mostly asked to pick your brain on the concept. Can't wait to see what you come up with!
Any comment helps me with the algorithm, and if it is as constructive as yours it's even better and definitely not spam, haha :) I had something similar in mind, but I need to see exactly what else there is down there before I make a decision on how to proceed. I do like the idea though, that should theoretically work as long as I have something that keeps the aqua tuner busy to generate heat. Cooling excess output from the steam turbines for example. But yeah, there are definitely more than just one way to get it done :)
When you find aluminium or gold volcanos close from some water, release it, because de heat capacity is too low that will not increase so much the temperature, even after 100 cycles and not close of your base.
Your construction is so clean.
Thank you!
Really appriciating this series as a begginer ONI player. Thank you!
I appreciate you being here :)
I remember asking about your policy on forced nature preserve pathing back in the first series. And was quite pleasantly surprised at the number of wild plants clustered together on this world (and your willingness to cram moral bonus points down your dupe's throats lol). Its always great to see ruthless efficiency achieving great things. Keep up the great work! Even if I don't comment, I always watch 👍
It just happens to work out so great on this map, I really can’t ignore it this time, haha 😂 Thanks for watching though, I’m glad you enjoy both LP’s :)
@23:58 You could have just put an Air tile on the floor and let the hydrogen from below rise into the chamber. If needed pump more into the original room and then just seal it back up if you wanted it sealed but you dont really need to.
Yes, that would have indeed be possible, but I didn't want to mess with the farm below since it was already running as intended :)
I do like the sound of Doctor Deaf... I hope to step up to the plate and do my best for the colony...colon...colonoscopy... now, pass me my gloves!
Doc Deaf is in the house!
Whenever you build something ,I think :why is he building that ,that is stuipid ,but after he is finished it is all extremly smart!!!
I'm a man with a plan... Usually at least :D
for your starvation ranch, im pretty sure the problem with the dreckos is you just needed more water in the lock. enough water in the lock and they'll avoid pathing in it, like how the dreckos avoided the water in the 'swimming pool'
You are correct, I just tried around a bit! With 1000kg in the bottom tile and 349kg in the three upper tiles of the liquid lock the dreckos escape. With 351kg they do not escape anymore. So 350kg seems to be the cutoff. Great find, I didn't even think of that! :)
using that same trick, you can also build drecko ranches in the same shape as your hatch ranches as long as that 4th tile has the water, if you so desire
I think you should put in an Escher waterfall infinite liquid storage container at the bottom of the saltwater storage and do something fun with it later. Would save space, assuming it doesn't also affect framerate.
I'm actually considering it. It would actually be much better that way for FPS. The amount of "stuff" in a tile doesn't really matter for FPS, the amount of total tiles does due to temperature and heat exchange calculations. But yeah, I will see what I'll do with it. Preferably I'd love to boil it real quick :D
@5:40 you have your firepole cut.
I fixed it later, I did notice it eventually :)
Not to spam comments or anything (lol), but... The Aluminum and Cobalt vents/ geysers are pretty close together. Would putting in a item cooler/water boiler+steam turbine setup in between both of them work or even be feasible? They would typically take turns heating the water (for efficiency), and every so often double up (for output). If the whole complex was inside a double wall shell (1 tile wide hollow vacuum between both walls), the thermal energy loss would be literally zero, so all material outputs could be considered "passive steam fuel" lol. I'm sure you have a better solution up your sleeve, I mostly asked to pick your brain on the concept. Can't wait to see what you come up with!
Any comment helps me with the algorithm, and if it is as constructive as yours it's even better and definitely not spam, haha :)
I had something similar in mind, but I need to see exactly what else there is down there before I make a decision on how to proceed. I do like the idea though, that should theoretically work as long as I have something that keeps the aqua tuner busy to generate heat. Cooling excess output from the steam turbines for example. But yeah, there are definitely more than just one way to get it done :)
When you find aluminium or gold volcanos close from some water, release it, because de heat capacity is too low that will not increase so much the temperature, even after 100 cycles and not close of your base.
You did choose frozen core
I truly didn’t remember. Well, there are ways around that too :)
Saudações brasileira :D
Brazil? That's awesome, thank you!
🥺 next episode
I wish I had a video creation robot 😂
i am 1
You are indeed!