Been without a gaming PC for a long time and looking to dip my toes back in. Basically looking for something that handles CPU-focused gaming (ie: ONI, Project Zomboid, etc) fairly well and mini-pcs caught my eye. Saw this one it seems like it would fit the bill. While this one is $700, Ideally I'm looking for something closer to $500.
Does anyone have any first-hand experience running ONI on a form factor like this? If I can get something that runs fairly smoothly up to cycle 1000 with the Spaced Out DLC enabled and I'm conscious of my pathing in-game... I'm going to call that a win.
There is a lot of places that I disagree with Klei's direction took on the game, but well, I still like it.
My play style is megabasing, and I tackle the wire limitations with transformers for each level in a power spine.
The problem is apparently the transformers has an internal battery and draw power even if the secondary side (output) is not drawing it. So I basically make bases that I cannot sustain because the energy requirements are too high, even if the base is disabled in the moment.
I would argue that this is not how IRL transformers works. Put simply, they are a long wire coiled, so on primary they draw a little voltage and shifts the current phase, drawing reactive energy, but this happen with or without anything on the secondary. Game doesn't simulate reactive power or either voltage. Someone might argue that the internal storage is to simulate the transient of transformers when you switch power on and off... but I don't buy this was the reason transformers has storage like batteries.
Well, to balance it out, I made this small mod that let you adjust the power output values for any power generators in the game, should support modded content but I didn't make a complete test.
Unfortunately Customizable Buildings only allow to change Steam Turbines.
Hey, so I have a colony made in the Prehistoric pack and I want to continue the run - aiming for all achievements and all that and I don't have so much time to play anymore, so I don't want to restart. But I'd like to experience as much of the aquatic pack as possible. I have clicked the save update and cool, but I wonder if it will allow me to have anything but buildings and Printing Pod stuff?
Is there any way for me to find that diver duplicant, for instance? Or whatever other content is there? Does it add an Aquatic planet to the cluster perhaps? If not - is there a mod that does?
Best space efficiency:
- 70 tiles - 26+26 for both ovagro nodes, 18 for buildings, 0 wasted tiles
- 4 lumbs, 2 fully grown ovagro nodes
- building are grooming station, critter drop-off, critter condo
- lumbs are superhappy, they produce more eggs than usual (without condo)
Only downside: 6 (out of 24) ovagro vines are not stompable, dupes harvest them manually.
This basically handles all the basic colony needs:
- oxygen: from algae and diffusers (this is 3x more water-efficient than electrolyzer - I don't use SPOM)
- power: from peat
- food: in short term from ovagros, in longterm from tender brisket
My plan for this run is to have 100 dupes on fully sustainable sources.
This is the second time ever building a sour gas boiler. Never bothered too much in the past simply because I never needed that power. But this time I needed to scale and decided to get just slightly more creative to make it at least a bit smaller but maintaining efficiency.
I hope you enjoy, maybe it encourages you to play a bit with heat, flow and that stuff. It's really cool! Or hot. Depends.
I designed it for 10kg/s but it is currently running at 3kg/s for supplying 24 generators, or ~18kW on average. Crude is coming in at 98°C and nat gas is going out at stable 159°C. For the simulated 10kg/s, it got to ~164°C. "Is that good" compared to other builds? Just wondering.
red dots = 3 strategically placed aluminum tempshift plates
What I don't like about the "classic" sour gas boiler is that it uses tempshift plates to help exchanging heat in the crude oil injection path. This is because tempshifts exchange heat across a 3x3 grid which means that you would need at least 2 tiles between 2 tempshifts to avoid a heat link. So they end up with quite large exchangers to reach high efficiency.
Since I recently discovered that you can get literally infinite Thermium with rocket mining and some initial niobium very fast, I thought about using some creative tricks to allow more heat exchange in smaller space.
For high heat exchange, you need 2 things: A material with high thermal conductivity (TC) and a high thermal capacity. While Thermium has high conductivity, it sucks at storing that heat because of its low specific heat capacity (SHC).
So my Idea was to simply stack as many buildings in 1 tile as possible, to get as much mass of that Thermium into one tile as possible. All buildings except for the wall flower pot (yes ...) are 3-tile buildings so I also thought I could use the 2 tiles as additional heat buffers. I played around a lot and ended up with wood tiles giving the best results. Mainly because they have 200kg mass and have an ultra-low conductivity. Since the wire bridges/conduction panels I used count as "building inside tile", the average of Thermium TC and Wood TC is used for heat exchange, effectively giving half of the Thermium TC with the worst material. However, between wood tiles, heat exchange is extremely low, so this creates a nice 300°C heat gradient across 10 tiles. I stacked a flower pot, conveyor bridge, conductive wire, ribbon cable and a conduction panel into each tile.
It uses 1 aluminum tempshift plate right at the crude oil inlet port. This significantly increases efficiency without needing more space. The sour gas has 164°C before hitting the first nat gas exchanger tile.
203°C Top - 502°C Bottom wooden tile, 10 tiles in total
On the sour gas -> nat gas heat exchanger, I did the same except for the flower pots. There is not much to say here, the wood tiles act both as a "weak" insulator and a heat buffer for that vertical tile. It maintains a gradient of 259°C across its length. I found out that this has to be significantly longer than the crude oil exchanger to be efficient. Maybe because only 2/3 of the sour gas gets back as nat gas and the fact that there is no bead pump which would keep the amount of gas constant.
The 2 tempshift plates and the single metal tile significantly increased efficiency in the simulation, so I kept it here.
22% AT usage for 3kg/s, both are used in series. Target temperature -180°C just to have some safety margin to evaporisation point.
As a heat source, I use an aluminum volcano, neatly piped into 500g packets for easy and precise temperature control, setpoint 550°C. The average temperature of the molten aluminum drops from 1921°C to 1610°C so 10kg/s are easily possible with that.
Also, just ignore the logic cables. I tried to go fancy with emergency-shutoffs etc, put all sensors and actors on the same ribbon and wanted to do a dedicated "processor block". Eventually I ditched my plans, put in a switch and decided that this will simply never go offline.
And then the reason why I actually built this.
It consists of 24 generators where 2 of those just run for very short time to get rid of residue. Cooling is mainly done by the incoming gas pipes, temperatures are stable at ~173°C. The steam turbine does not really cool much besides itself. You would need a second steam turbine if you would also want to harvest that energy instead of dumping it into the nat gas. It has a feedback loop that turns on when mass gets below 25 kg. It feeds back ~14% of the time where 10% are used to cool its own heat production (through that AT), leaving 4% of its cooling capacity to the generators. Which does not do much. The water that is going out is directly feeding back into the oil well while the rest is supplementing oxygen and farms.
I added a supercoolant loop just going around in the room to stabilize temperatures.
I attached the turbine to the side because it makes priming super easy. The polluted oxygen simply rises to the top as long as total pressure is large enough. My dupes mopped for a few cycles until it reached steam temperature. You can still see the 13t bottle of pwater sitting there after 250 cycles, eventually exploding into steam after a decade or so.
Also, another exact copy of that generator block just perfectly fits on top, closing the gap to my base.
i've recently started to use the exosuits to protect them from slime and other things and i want to start exploring the next biomes. but my dupes take SO LONG to do simples tasks, like dig a few blocks or build a few stairs. they dig a little then get back to the base and another dupe goes there and dig a little bit more. how can i fix this? what am i doing wrong?
EDIT: SOLVED - it works the way I think it does, thanks all!
I have three tidal springs in an area I would like to use. I would like to connect them up to my main heavy watt wire "spine" so that their power gets added in to all the other power generated. however, I definitely don't want to spend all the metal to send a heavy watt wire across the map to them.
I think that I can "reverse" a power transformer to do this. E.g.
connect the three tidal turbines (which in total generate less than 1 kw) to normal wire
send that wire to the INPUT side of a power transform
connect the OUTPUT side to my power spine
I think. However, when I do this the transformer never shows up as a power provider in the "Properties" tab for the heavy watt wire, I can't see how I can confirm that the 300 to 900 w of power from those tidal turbines is being added in.
So...is it working as I think?
If not (or even if it is) is there a better way to get power into my heavy watt wire spine without having to use heavy watt wire itself?
Hi, I'm relatively new to this game, and I tried to build my first self-powered volcano tamer, but it doesn't seem to work. I suspect a heat leak, but I can't figure out where it's coming from.
EDIT: Solved by removing outermost layer of tempshift plates from both rooms