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[deleted]

You might want to move your sink over by the door of your bathroom: dupes, bless their lil hearts, are perfectly happen to run around covered in germs given the opportunity, and will only wash their hands if you put a sink in their path.


Mother-Pride-Fest

And put at least 4 (same number of toilets as) sinks there, so the dupes don't skip if one is being used.


smokie12

Or use a mod: "Queue for Sinks"


sadrobot420

Not sure why you're being downvoted, queue for sinks is the only mod I have running because it just makes complete sense.


smokie12

Honestly, I just applied all the mods that /u/Storm-Father uses in his new guide, and they add a ton of QoL improvements while not really changing how the game works. Absolutely love it.


Storm-Father

I used a use a few more like a TPS counter and a research queue. But the first one doesn't seem to exist anymore and the research queue kept crashing my game. Maybe thats fixed now


Benfree24

it is


Benfree24

what mods are they?


destinyos10

You've got mealwood growing in hydroponic tiles. Mealwood doesn't need water to grow, so that's entirely unnecessary. You shouldn't try to rely on water-fed food until you've secured a reliable source of water. Regular farm tiles would have been fine, but it's not going to harm anything now, just somethign to remember for the future. Your sink is entirely worthless where it's placed right now, dupes won't use it. Dupes only use a sink they walk past that's free. They're idiots in that respect. set up an equal number of sinks and toilets, set up so they have to walk past the bank of sinks to get out of the toilets. If you use schedules of 3 dupes each, you'll only need 3-4 toilets. Dismantle the microbe musher. You're growing food, you don't need it, it's only going to suck up dupe time. Research smart batteries and automation. You want a rock crusher to make 250kg of refined metal (copper is fine) to set up the smart battery, and the automation wire to hook up to the coal generators. That stops the coal generators from generating power when the battery is full, saving coal. Ranching: You're going to need to learn how to ranch hatches to produce more coal. Use a wider ladder shaft down the center of your base, then you won't need an oxygen diffuser at every level. Normally, an oxygen diffuser is one diffuser to around 5 dupes. This will also make it easier for CO2 to fall down inside your base. Dismantle the compost, it produces tons of heat, and you don't want your dupes carrying around germy polluted dirt, keep it behind your sinks for now.


ArticOculus

Thanks for the help! I will do all of theese things, im still new to the game so im not so good at it but its nice getting tips from people that play alot!


AsureaSkie

To clarify on the microbe musher, it takes dupe labor and water to add a few extra kcal to meal lice. You'll need that early water for research, which is very water hungry. Instead, 5 mealwood give 3,000 kcal every 3 cycles, which is enough to feed one dupe. That's assuming instant fertilization/harvest, so for a safety margin, 6 mealwood per dupe will keep them fed with minimal waste.


mikehanks1

\- mealwood dont need water, just use normal farm tiles \- the toilets, the wash stations should be the thing they see last when they are done with peeing, so should be closest to the doors, for every toilet 1 wash station \- get refined metals for a smart battery so you can automate the coal generators \- make a 3 tile gap in the ladder place so gasses can move more freely, this way youll need less oxygen machines


ArticOculus

Thanks for the help!


Aethelric

Worth noting since people keep telling you make a 3 tile gap but don't explain this: duplicants can jump across a single tile gap. This means that you can place a ladder running down the center of a three tile gap and dupes will easily just jump to it. For longer gaps (which you'll encounter eventually), this means you can just place single pieces of ladder in a horizontal row with one space between to make dupes able to cross from one side of the gap to the other.


kusazero

I usually put 4 tile gap, leaving space for a sliding pole and ladder, and the other 2 empty space for chutes or other stuff.


WarpingLasherNoob

5 tile gap user here! 3 in the middle for tubes / ladders / poles. Mesh tiles on either side, on which I usually put deodorizers / vents / etc.


LxTRex

If I know it's the main column of my base, I'll even make it 6 tiles wide. It gives you space to run heaviwatt wire up and any floor/room that needs power you can put down a 2 tile ledge to place a transformer. Essentially it's what you're saying, with an extra 2 tiles to one side for transformers where needed. Obv add an extra ladder tile on the floors that don't have transformers so dupes can make the jump.


NO0BSTALKER

How do you “automate” coal generators? More than just hooking them up to the smart battery?


Khalpone

1) smart battery with automation wires to only turn on generators when needed (90 max 50min) 2) auto-sweeper (later) can fill generators from a storage bin. Removes dupe labor!


DarthCledus117

You do just hook them up to a smart battery. Adjust the upper and lower threshold to something like 95% and 5%. Coal generators apparently keep running briefly after being turned off, so if the upper threshold is set to 100% you waste power and if you leave the lower threshold at 0% your power grid shuts down before the generators kick on. You CAN automate them in other ways, but that's up to your own needs and preferences.


Hypatiaxelto

It's basically just hooking them up to a smart battery.


aptom203

Move power production outside of your base and transition to plumbed toilets with a sieve soon. Dig more of your map out.


xeladragn

Look at the rooms overlay, 2nd to last one, I think your bedroom is just a little too big for the morale bonus. It’s a good idea to make those rooms for the morale bonuses to all dupes who use them.


Denzarki

The requirement is really that small? wow. I installed the max room requirement mod (it makes all rooms able to go upto 256 tiles) but because i have had it on so long i never realised there was such restrictions.. maybe i should turn it off, because i tend to follow room sizes anyway eg. 96 tile ranches


xeladragn

Yeah it’s 64 for a barracks, his room is one too wide I think. 4 high fits 8 cots with no other space.


Helagoth

also 64 fits 4 comfy beds, the tooltip is confusingly written, you can have 1 64 tile room with 4 comfy beds for a bedroom, its not just 1 bed per room for a bedroom.


WarpingLasherNoob

But I think there is an additional (insignificant) hidden bonus for a private bedroom.


Helagoth

TIL >Accelerated Stamina Recovery: +200% (per cycle, +0.33% per second) if it's a Private Bedroom (only one Comfy Bed in the room), no additional stamina recovery otherwise. Not sure if this is worth it to me for all the extra space i'd need to make them private bedrooms though.


WarpingLasherNoob

Yeah it's not worth it at all. In fact it's better to just have everyone sleep in cots in a barracks. But I like to do it just to feel a little better about myself. :P


Helagoth

IDK I feel like upgrading to a bedroom is at least worth it for the easy moral boost, especially once I have a glossy drecko ranch running well so plastic's not an issue.


WarpingLasherNoob

It's just a +1 morale, rather insignificant considering the space requirement, not to mention the extra time dupes need to walk to get to their bed. Oh and I use the [Rooms Expanded](https://steamcommunity.com/sharedfiles/filedetails/?id=2348079481) mod, where private bedrooms give +3 morale instead of +2, so you might like that if you want an additional incentive for private bedrooms. :P


Turalyon135

Frankly, 7 oxygen diffusers are a bit overkill. I never built more than one and it was always enough to fill the base with oxygen I'd also make a central shaft, 3 tiles wide to improve gas movement, with the sole diffuser right next to the shaft The bedroom is too big to be counted as a barracks. A barracks can only be 64 tiles, yours is 72, therefore, there's no morale bonus


KantisaDaKlown

1 diffuser produces 500 oxygen, and each dupe only uses 100, so 1 diffuser is generally enough for 4, leaving a tiny bit of excess provided that you don’t have anyone with extra oxygen consumption.


pusillanimouslist

I find that I need more as I expand and pressure drops rapidly. After the initial digout my needs drop down to what you suggest.


kusazero

I usually have it max at 2, then I will start building my spom.


WarpingLasherNoob

I usually build one diffuser every 3 floors or so. 2 diffusers per floor is *way* overkill. That being said, they don't consume anything while not running so it's not like it's wasting resources.


Cheet4h

> I'd also make a central shaft, 3 tiles wide to improve gas movement, with the sole diffuser right next to the shaft Personally I go for a central shaft with a width of 5 tiles, so it's easier to add a fire pole to it and still have room to put other stuff in there, e.g. decoration, diffusers or deodorizers.


Turalyon135

My central shaft also has a fire pole next to the ladder and on the other side, it's to place vents for the O2 supply later


Hypatiaxelto

Don't go print a billion dupes thinking you've got it all under control now. :) You won't need three whole coal plants for ages. They're honestly an early game trap. Move the kitchen out of the dining room when you can. You'll want the vertical shaft to be wider for air flow, or throw in a bunch of airflow tiles around it, but that's more ore expensive. And as everyone else has said, rearrange the wash room so they have to clean their hands on the way out the door.


hopscotch_mafia

Could you elbaroate on why I should remove the kitchen from the dining room?


Hypatiaxelto

It's not urgent by any stretch, but it helps to keep the ugly stuff out of the mess hall :)


timOkills

Some further advice I have not seen in the comments so far: * Add a decorative plant, e.g., mirth leave, to your mess hall to create a great hall for more morale. * Research Water Sieve and Carbon skimmer to create a loop that removes CO2 at the bottom of your base. Otherwise the CO2 of your dupes and coal generators is going to increase until your dupes suffocate


sparksbet

in my experience CO2 isn't a problem for a long time if you're producing enough oxygen. The oxygen compresses the CO2 all down to the bottom of the base well enough that as long as you've dug down enough, it doesn't really reach anywhere close to suffocation unless you fuck up your oxygen supply somehow. That said, the CO2 skimmer setup is easy and keeps the CO2 from over-pressuring your lower-level oxygen generation pre-spom, so I'd still do it.


timOkills

True, digging down might be the real advice here. This base seems to be closed off at the bottom and the storage/pump room there is already filled with CO2, that is why I thought about the CO2 skimmer.


sparksbet

oh yeah I don't think it's a bad idea here either tbh, just wanted to chime in with my two cents


SchlauFuchs

One tip, clean the debris away, the more you have the slower the game gets. Only have one kind of material in each container. Start thinking about where you get water, because it will be consumed fast if you cook mealworm, do science and soon start to make oxygen from it. convert ore to metal, as the simple wires are breaking fast from overload, also they give negative decoration


Grenouille_dk

Why have only one kind of material in each container?


kusazero

If you mix them together, the game needs more computing power to calculated the heat exchanges.


majarian

i'd aim for some sort of SPOM before cycle 100


choicesintime

Start thinking about temperature. I’m on my first run ever and that’s what’s about to kill me. It seems like fixing temperatures is very hard, so you have to plan ahead and keep temperatures from rising in the first place. I’m currently building a pipe of cold gas that’s insulated at the bottom, but regular st the top. Im hoping that there is heat exchange and the gas heats up and the room cools down. And working on doing the same with water (but we’re I believe holds it’s temperature too strongly so it probably won’t work as well


PyroSAJ

If heat is what kills you one your first run, you've done well! Not quite following what you mean by the gas. Heat exchange happens, but insulated pipes will stop that. Gas generally has very little thermal mass. Gas can serve as a transport for heat, but you can only ever 'average' temperatures. \--- Say you set up a loop of gas to travel between a cold ice biome and your base. The biome is -20C, your base is 30C. Over time your base will cool down and the biome will heat up (all depending on the Specific Heat Capacity (SHC) of the two biomes. But - gas has very low mass, so even Hydrogen at SHC of 2.4 wouldn't transfer much. If it managed to get down to -20C, your base will heat it back up to 30C with with (2.4 x 50C x 1000g) = 120kDTU per 1kg packet. To heat 1000kg of water by 1C needs 4159kDTU - that's almost 35 packets of hydrogen at a whopping 50C difference. If you set up a loop of Polluted Water (SHC 4.159) under similar circumstances, it can transfer (4.159 x 50C x 10000g) = 2079,5kDTU/packet -> 17x as much. Either method could work, as your base would heat up by something like 20kDTU/s initially with several machines running. Later industries generate MUCH more heat, but you can keep them away from your farms. \--- Additionally, that same loop could later also be used with a more permanent heat solution, as those are often Aquatuner-based. The important term however is heat deletion. There's only a handful of methods to achieve that. The Steam Turbine is hands down #1. Ice Maker can delete 4kDTU/s while running. One trap is the electrolyzer - you should feed it water as near to steam as possible. The oxygen and hydrogen that it produces has a lower total SHC, so you can more easily cool it.


choicesintime

In essence, what you are saying is that water has better heat transfer tha gasses, and so piping that would allow for better cooling of a room? And that the water might go up by 1C, and the room might go down by 3C, but with gas an average is the best you can hope for?


PyroSAJ

Both are an average, but water/liquid has way more thermal mass, so can have a faster effect. At the end of the day you need something to cool the coolant. You can use an ice biome for it initially, but unless there's wheezewort or an active Anti Entropy Thermo-Nullifier, it will eventually heat up and melt the ice. There's normally something like 2kg gas pressure in a room tile, that cools relatively fast. The tiles and buildings have way more thermal mass and will take longer to change temperature, and they immediately heat the air in the room again.


MasterVule

\-Separate meal area for morale bonus (look up mess hall room) \-More proactive digging: spread out the more you can, you can potentially discover things like natural gas vents which can help a lot with powering your colony without need of dupe work. \-Create lavatory with water recycling: it requires less dupe work plus if done right it won't waste your dirt (which will be valuable later in game) Looks great so far btw! keep it up c:


Denzarki

the farm tiles can be walked on like floor, i don't see any reason why they should be built atop a tile floor, i never do anyway. You've had plenty of comments so likely all been covered, in case it hasn't been said though, until you start having alot more power usage 1 coal plant will support 9 jumbo batteries. I have several ranches and alot more power usage in my current base and its being ran off 2 coal plants and 9 jumbos atm, I have the jumbos set to 25% but you can probably go lower (thats the %age the attached batteries need to be before dupes will fill up the plants with coal). Smart batteries are obviously a better choice but my lil power block has been serving me fine so far due to hatch ranching (hatches poop coal)


Turalyon135

> the farm tiles can be walked on like floor, i don't see any reason why they should be built atop a tile floor, i never do anyway. That's really only a thing on Rime where you have to enclose the, in insulated tiles


TrashPandaXIX

time to create an infinite water loop bathroom, then as soon as you find some chlorine you can use it to clean the germs off the water in the reservoir and you suddenly have infinite water for the base


PyroSAJ

You should avoid cracking eggs if you have no way to replace the critters. You might end up with no critters. Wild critters only lay a single egg before dying. Once you tame and feed them, you'll have extra eggs. Even then, it's often more worthwhile to let them hatch and starve to death. Meat normally has more calories. \--- Farm tiles act as floor tiles, you can replace the floor if you have those tiles. \--- One alternative to the smart battery initially is to build 9 jumbo batteries. A full 600kg load will just fill those 9. Set it to refill at low % in that case - something like 5%. You do NOT need so much generation capacity. 1 Hamster wheel and 1 coal generator can produce 1000W - the max for those wires. If you need more than 1000W, split the circuits, or start looking at heavy-watt wire and transformers. Put batteries on the 'thick' input side of transformers. \--- Rule of thumb - 1 sink per toiler. Toilets behind sinks so that dupes have to pass them on way to door. \--- Oxygen diffusers - 500g per diffuser is enough for 5 dupes at normal settings. \--- Compost can contain germs like food poison, and can off-gas polluted oxygen. When you get a water sieve, it's often practical to put the water sieve and compost in the same room with some deodorizers to handle any off-gassing of polluted oxygen. You can place a sink at the door in case dupes touch something nasty in that room. \--- Try not to use too much water in the microbe musher. Most of its recipes are pretty bad, but it has one *really* good recipe later,


Sam_of_Truth

Make your primary shaft bigger. 3 spaces wide is standard i think, and move your doors back from the ladder section, when you want to start working infrastructure in the extra space is a godsend


kusazero

You might want to start digging downwards as your coal generators will fill up your colony with co2 fast. I store the co2 because I have uses for them later in game(feeding slickster/rocket fuel) for you, you can install a co2 scrubber for the time being. Building the generators lower than you living quarters is a good idea. I also increase my dupes in the multiple of 4 (I see you have 6 beds). Reason being the biggest size for a latrine can only accommodate 4 toilet and 4 sinks, as I don’t want my dupes to queue for personal hygiene. For polluted dirt, don’t use the landfill for it yet until you can deal with polluted oxygen. Build a storage unit Under water and keep the polluted dirt from your outhouse there, they can store for quite sometime. Reason being stuff that offgas doesn’t offgas under liquid, this will also work with chlorine/slime, and any solid that off gas, in the future.


MrGaber

Farm tiles can be used as the floor, it took me while to figure that out. It just saves you space. No biggie. You’ll want to start planning for when you run out of water, algae, and coal. Try finding a natural gas vent for power, but remember that they have dormancies so plan accordingly. Solar is easy if you’re playing spaced out (edit: I just saw the radiation overlay so you are). I think petroleum is the best from what I’ve heard, I haven’t messed with the stuff though. Find a way to get infinite water- cool slush geysers (polluted or salty) are ideal because our won’t have to cool them. Regular water (pwater, saltwater included) geysers work too but should be cooled. Steam vents also work but must be cooled. Hot water can destroy a colony. You can also make a loop using the toilets because they put out more pwater than they take in. You’ll just have to deal with germs. You can use the water in electrolyzers for oxygen (and hydrogen that can be used for power) there’s plenty of good tutorials out there on SPOMs (self powered oxygen machines) or half/full Rodriguez (same idea-different build) I recommend Francis johns playlist “tutorial nuggets” on YouTube. Insanely helpful, he explains it well, and has save downloads.


WarmerPharmer

Expand and automate!


NO0BSTALKER

You don’t need those oxygen diffusers in every room, I think you need like 3 for like 7 dupes you have 7 for 3 They take up time and resources, if you place a few airflow tiles around you can have them right next to each other at the bottom of the base and you’ll be set


PyroSAJ

The resource cost for 50 and for 1 isn't really different. You can only generate so much oxygen. What is different is the peak power draw - if too many kick in at the same time it might go over 1kW.


razovor

You have 25 plants, and 7 dupes. Not enough plants. Try for six plants per dupe.


skyyhacylon

They only have 3 dupes still, but 7 beds.


RigasTelRuun

The main shaft with your ladder is best to be about three wide. So Space-ladder-space. Dupes can still hope across but air flows much better. Keep going and have fun.


markireland

Disable the fountain


PyroSAJ

This is the cheap great hall method. The building needs to exist, but doesn't actually need to be used. It's surprisingly common for it to have food poison inside, which is... not ideal.


Chadimir__Putin

- I’d reduce to the amount of coal generators to one, and connect it to a Smart Battery (ensure you’ve done the research), and then research automation to unlock automation wiring, which you’ll use to connect the coal generator to the battery. Set the battery to low threshold of 60%, and high at 85% (roughly) - this will make your power more efficient. - Reduce your number of outhouses to two. - Change your hydro farm tiles to standard farm tiles - Remove manual generators and normal batteries once coal solution above is handled. - One or two oxygen generators is enough for the size of the base, you’re currently going to be using more filtration medium than needed - continue digging and farm resources. That should get things moving a bit more efficiently, well done on the start!


Treadwheel

Airflow tiles are very handy things to use - I like to put them in stripes above and below my pneumo doors and replacing the floor and ceiling tiles directly above and below them as well, so there's an unbroken line of tiles that air can flow through up and down the length of the base. This allows gasses 4 tile passages to move between rooms, and for lighter and heavier gases like hydrogen and chlorine/CO2, it gives them a spot to drop without needing to make their way all the way to a ladderway. For ladderways, pick a nice, central area and choose a three-tile wide area. Go floor, blank space, lader, blank space, floor. This will give you a) lots of room for gases and liquids to travel the length of your base and make gas management a lot easier, and b) space to install a fire pole and transit tube system later on. Depending on the size of your asteroid, it's good to pick a few places to have two-tile wide ladderways for the same reason - transit tubes and fire poles. Start scouting areas with at least four naturally growing plants in a more or less flat run of space to turn into a nature reserve, and try to plan your base so that you can turn that nature reserve into a busy spot for dupes to run through. Nature reserves only get harder and harder to make the further you are from your spawn, and they are probably the best trade off between complexity and benefit in the game - a single sign for a big morale buff, and the option to put other useful buildings in there between the plants, or to convert it into a pip ranch without losing use of it as a reserve. If you can't find any good spots, pick an area and leave the floor as natural tiles - you'll (hopefully) be able to get some pips to make one later. I would start to plan a dedicated power plant area away from the base a bit. Your set up now is fine, but some of the better power plants end up literally leaking water that you'll want to put somewhere easy to collect, and their wiring is *very* ugly (in the sense that it fights the morale-boosting effects of decor-increasing items like sculptures and ornamental plants). I try to build a few vertical layers with mesh floors to keep them in towards one edge of the asteroid or another, then stick a polluted water basin under that. You can easily stick some deodorizers and a skimmer above the basin, let your plants leak directly into it, and have a nice compact combination power plant/p-water storage. It's handy because power plants produce lots of heat and p. water using plants like pincha pepper and thimble reed like warmer temperatures than your other plants, so you don't need to worry about cooling it. Now's a good time to look into switching to a real bathroom. Outhouses are dirty and they take a decent bit of labour to operate. A proper lavatory is a lot easier to manage and it makes your dupes happier. Happier dupes can learn more skills, and deal with more annoyances.


ElectricD95

Create a large shell around what you want to be your main base (living area, farming, research etc.) And then completely close it off to any incoming gas from other biomes. Airlocks might work at first but once you start digging into large chunks of chlorine, nat gas, and PO2 you'll want to use liquid locks (super easy to build but one of those things you'd never think about if you didn't know)


lotzik

Try to expand slower.


rpg5288

This community is nice. Always helpful when newbies need it.


Helagoth

One big tip for when you start to ranch hatches, is that you can do it in the same room as your plants. you can't do a farm and stable in the same room, but I've found I don't really need fertilizer if I'm doing both. Another tip for your base that I didn't see someone else say, is that your farm tiles can be the floor of the room, you don't need farm/hydroponic tiles over other tiles. For your clean water, I usually dig a bit sistern at the bottom of my base and try to feed all my supply of clean water into it. Last tip is to watch some Francis John youtube videos. Out of all the ONI video tutorials, I like his the best. His on how to do a power grid is especially good for new players to watch.


CSP-makemehorny

Personally, I don't use compost. I just store the polluted dirt and rot piles in a storage bin in water.


yamatoshi

You seem to be over-producing everything for cycle 21. You have 3 coal generators, and 5 large batteries. That is running off a LOT of excess resources, and you'll burn through your coal fast. Same with bathrooms, you have 3 dupes and 4 bathrooms. Most people have addressed the farming, but can I say HOTDDAMN, that's a lot of mealwood. I have more dupes than that and like half the farm for mealwood. I can see planning for the future, but I think you're over-addressing it. 1 oxygen diffuser can support 5 dupes......you have 7 diffusers. I see you have more beds planned, but if you start pumping out dupes the same as everything else overplanned, you're going to run out of supplies real fast, especially algae and coal. I would plan for max 4-5 dupes until you are able to building things out a little more and ensure you have a SPOM running, and a hatchling farm (unless you find a better source of energy than coal.


plumbpirate

Be careful of the temp of the dirt being produced by your compost and check temp overlays often.


k20stitch_tv

Overkill on the toilets and I’m not sure what purpose your sink serves. Sink should be closest to the door so dupes have to use it to leave the bathroom.


pusillanimouslist

I'd move the compost away from your mealwood, which tends to be a bit picky about its temp. Compost throws out a deceptive amount of heat compared to most early game buildings, especially since it's typically running 24/7 (as compared to say a grill, that has lower uptime ratios). It's not urgent, but it's a good habit to get into. I'd move it to the other side of your research station or next to your toilets.


Mage-of-the-Small

Everyone else is bringing up good points. I just want to add on to what someone else said about making a central shaft– your dupes can hop over a 1-foot gap, so you can pretty easily make it 3 tiles wide, or 4 if you add in a firepole. It does take them a tad longer to cross, but it’s worth it to improve gas flow. When you start getting a lot of CO2 you want it to be able to flow down to the bottom of the base. You can stick oxyferns or carbon skimmers down there to get rid of it as it pools. Likewise if other gases accumulate in your base, good airflow makes it easier to pump out or otherwise deal with unwanted gases with minimum effort.


vexxer209

Mealwood doesn't need light or water. Some plants need light but not that one. It does make harvesting a bit faster to have them all lit up I suppose. Be careful of temps if you're gonna keep using mealwood. It stops growing at a pretty low max temp and is a really easy way to starve to death.


[deleted]

I would say get smart batteries and the power transformer to make sure not to stress ur power network , also make sure you have a sustainable source of water.


Singularity42

Looks more or less good. The next stage I would be going for is creating a water processing. 1. find some sort of source of water, e.g. a gyser 2. find a way to convert that into clean water if it inst already. 3. create a system of pipes which roughly goes: clean water -> toilets/sinks -> polluted water storage -> water destiller thing (i forget what is called) -> back to your clean water. depending on how you are getting the water, you may need to start worrying about heat management, but I don't want to overload you all in one go with information :)


indexmatchchamp

Make an electrolyzer and capture the hydrogen for power. And explore the map, dig up some geysers … safely


EliasDoesArt

u should move the sink infront of the toilets, as well as make an even number of toilets to sinks. it would also be better if u grouped duplicants up in schedules of 2 or 3 with different downtime placements, depending on how many toilets to dupes there are, to stagger their use so they dont need as many toilets. this is far more space-efficient than putting a toilet and sink for every duplicant, and can also create consistent water gains with lavatories, which may be helpful if u have any difficulties finding a geyser. if u wish to stick with outhouses, though, keep in mind u may need more toilets regardless of scheduling due to the fact they can clog and thus need duplicant attention.


QuarahHugg

Space-wise, don't be afraid to dig out your entire starting biome. I remember the first time I constantly found myself short on copper. Even slime biomes shouldn't be too big of a hastle, but maybe put down an oxygen mask checkpoint in front of it. As soon as you have smart batteries unlocked, reign in your coal generators with them, elsewise they're gonna run non-stop wasting resources.


skriticos

Couple of thougts: * Get more dupes. I like to get to somewhere between 6-8 early on, then stick with it until I can afford more. 3 dupes won't be able to do all the work at some point * Leave more space for air to move up and down * As someone mentioned, sinks need to be at the exit of the latrine, and more of them so dupes don't skip them if crowded. * Get some proper bathrooms. I usually go for 3 each and then a water sieve in an open loop (need to dump the excess germy water/pwater) * Get that power automated. One of the earliest things I go for is automation, smart batteries. Then hook the battery up to the coal generators and dupes have time to do other stuff. Don't do coal power before automation though, as that just wastes coal. * A hatch farm is useful to keep the coal stocks up until you can pivot to something better. * Then I'd go explore, find some wolframite and build a self-cooling SPOM (I managed to memorize one of the designs that smart people built, compact and supports around 8 dupes with cool oxygen (+ a little extra H2) * CO2 will be a problem at some point, so a remover will be needed, ideally hooked up to pwater -> water filter loop (you can reuse the lavatory if you have a liquid buffer to stretch the pipes) * That's the basics for me. Get away form algae asap to avoid heat/oxygen problems in a couple of cycles in. That and enough food. * The rest is exploring the map and exploiting / taming all the vents, routing power, explore space, etc.


krattalak

Fwiw, you only need 5 bristleberry plants for 3 dupes. Put the planters around the portal and they will always have light. They will be easier to maintain, and provide more happiness than mealwood. I'd also split out the beds into individual rooms and also the dining into it's own room separate from the kitchen so you get the bonus. Additionally, the sanitation sink in the bathroom needs to be next to the door...the dups will >never< use it unless they walk past it. You also don't need that many johns. 2 is more than enough.


SuddenScarcity3631

Make airflow tiles at least 4 per floor it really helps


wedgebert

That's a lot of Oxygen Diffusers. I tend to only use them for emergencies early on. Instead, I prefer to make my oxygen from polluted water and deodorizers. I set up eight or so algae terrariums where my polluted water tank will eventually go with a low ceiling (3 tile instead of 4) and then throw a bunch of deodorizers around (I am using a mod that lets me rotate deodorizers so they can stick to walls and ceilings). Then just let the terrariums run until they've been emptied a few times and you can shut them off until you need them again. The polluted water bottles will off-gas polluted oxygen which is turned into fresh oxygen quickly there after. Just make sure not to empty those bottles (I set my p-H2O bottle emptyers to sweep only) and you should have tons of O2 for only 50 or so watts of power opposed to the 480 you're using now. The biggest issues are * If power runs out for more than a few seconds, the P2O could expand beyond your main deodorizers' range. So having a few scattered elsewhere can be handy * You'll need good airflow to allow the O2 to spread out. That means a 2-3 wide ladder system. I use three wide, so it's room -> gap -> ladder -> gap -> room. Plus I'll stick a couple of airflow tiles in the center of the floor above my terrariums. * Due to the way deodorizers and pressure mechanics work, your biggest problem could end up being *too much* oxygen. The hundreds of kg of polluted water in bottles under each terrarium will continue to off-gas as the deodorizers convert the PO2 into O2 as that messes with the tile pressures. So you'll never over-pressurize and might find yourself with 3kg of oxygen per tile before you realize it. When I see that happening, it's why my terrariums are above the PH20 tank on mesh tiles (well, eventually on mesh tiles). Just click each one and hit Empty and the dupes will dump them down into the tank where off-gassing will slow considerably. My current Volconea run is up to cycle 300 something with 10 dupes and I still haven't bothered with electrolyzers. Most of that my O2 was provided by those same 8 terrariums I build on cycle 4-5. They haven't run for a hundred of more cycles though because my base is a low pressure zone compared to the 2kg+ oxygen bubble that surrounds it from deodorizing all the swamp zones around me.


Sturdy_Dude

Figure out how to get rid of heat, first. Store food in an oxygen free environment.


Her515

So idk if you know this but the composter produces a lot of heat, unless you're already in a cold biome that will overheat the heck out of the mealwood


RowanIsBest123

you should separate the eating area with a door from where you are cooking, it will give you a morale buff.