r/Oxygennotincluded

I have a base with a SPOM that utilizes 2 electrolyzers. It produces enough oxygen for 16 dupes, but consumes 2kg of water every second. That's 1200kg of water p/cycle, but with lavatories, 16 dupes can only produce 107.2kg of water p/cycle.

My gas valves are set to only allow a total of 1600g p/sec of oxygen through (the exact amount my dupes need) while my electrolyzers produce 1776g p/sec, but because I have 2kg worth of space in the pipes, the gas never builds up to overpressure my electrolyzers and turn them off automatically.

Atmo sensors haven't worked. I've set the electrolyzers to activate only when the pressure is <500g, and the pumps to activate when it's >500 g. I figured that would keep the electrolyzers and pumps on only when they need to be, but the few seconds between when they turn on or off are enough to prevent enough oxygen from getting out; it's like I need to keep the electrolyzers always on.

Is there a way to automate my electrolyzers so they aren't constantly eating water, and I can make an actual closed-loop base, or do I need to find geysers? I am trying to design a base that can support the most dupes in the least amount of space. Do I need fewer dupes to a SPOM?

u/Unlucky-Print-35 — 12 days ago

Hello! While waiting for my hydrogen cooler to equalise, I noticed my hydra was sucking a lot of the water supply down. Worried at first, though I had such a large reserve with many intermittent producers (e.g. geysers) so wasn't entirely sure if I should be. And so I was motivated to make this, since I've never used Pixel Packs before and thought it would be cool. I couldn't find anybody else making such a thing so I thought I'd share!

This build makes use of the Signal Distributor (my first time, although it's not really in a way it was intended i.e. multiplexing) along with the hidden mechanic of it being compatible with ribbon wires. Wow! That saved a lot of space. Also the same hidden mechanic of ribbons working with AND gates is used.

OK, on to the build! For posterity and all that, I'll explain each part along with images and try to make it as easy as possible to follow along. And apologies for how messy things are, I only play Survival mode :p

Image #1 is how it looks in the end. 8x8 (4x2 vertical pixel packs) means we can indicate the water from 1-8 (vertical), over 8 "time units" (horizontal). For the sake of simplicity, we will use "day(s)" instead of "time units", i.e. each day over 8 days, but with this build you can just configure a specific counter to measure every X days (which I'll get into shortly). Also notice the green/black indicator at the top, with a green pip showing the current day. Rather than showing a moving graph where the current day is always the left/right side, it is MUCH easier to just cycle from left to right and then repeat/wrap around. So in other words, the vertical line to the left of the current green-pipped segment is the previous day, and the one to the right is the oldest day (which will be updated next day). Note that the each day represents the *maximum* level measured on that day; it could be expanded to take a single snapshot at a specific time but I didn't personally feel that was necessary. This also means it increases the level being measured today in real-time.

Image #2 is the full automation overlay. Scary! But it doesn't have to be. Let's break it all down now.

Image #3 is pretty straightforward. These are the 8 sensors we're using to correspond to levels 1 to 8 on the display, with the last or "maximum" sensor selected. We can keep all these sensors all next to each other in one row thanks to liquid depth stacking adjusting pressure, my water tank is about 32 tiles deep so I measure from 1020 kg to 1300kg in 40kg increments. We use two ribbons since ribbons can only hold 4 bits each. The 4 sensors on the left (corresponding to the lower 4 pixels in the display) has the ribbon running along the bottom, but the ribbon for the 4 right sensors needs to go all the way up to the top (for the top 4 display segments). This is the only part you need to change if you want to measure something else! Though, I guess I can only think of Gas capacity or Power Usage (via Atmo and Wattage sensors) here... if anybody can think of anything else to measure via other means, please do share!

Image #4 is the day (or "time unit") counter and indicator. I won't take screenshots of each component configuration here, will just explain. Cycle sensor is highlighted and should make sense easily enough, we just send a pulse at a specific time each day. The counter immediately under it must be set to Advanced mode, so it only sends a pulse and resets after reaching max. This counter is what we change to take measurements every X days, i.e. set to 1 for every day. The gate is an AND gate, connected to the 8 counters below them. These counters are on normal mode and the max is set to 8 for each of them, but you have to manually stagger them when first built - i.e. trip the cycle sensor then "Reset" on the first counter, trip the cycle sensor again then "Reset" on the second counter, and so on, so each counter will be 1 to 8. Hard to see the numbers with automation overlay but it's currently "3-2-1-8-7-6-5-4", with "8" (the counter sending green) corresponding to the current day. Two ribbons here again, the left 4 are for the left "green pip current day" pixel pack, similarly for the right. Notice the ribbon writers writing to separate bits. We also use these same ribbons later to determine which horizontal segment of the display to draw the current water reading, so the ribbon on the left needs to wrap around the left side, all the way down to the bottom. Again, similarly for the right side ribbon.

Still following? Ez so far right? Next, before we get to the most complicated part, we need to look at some auxiliary logic...

Image #5 shows logic for "clearing" the display of the current day, along with part of the actual display logic. Here we're showing the left side of the display, which corresponds to days 1-4. The right side is exactly the same, only for the other ribbon cable we saw before (for days 5-8). This logic is necessary to clear all the green segments *for the current column* in case the current day has a lower water level than the last time it was updated. The groups of 4x counters along the bottom are used here simply as a more compact alternative to the memory toggle, those memory toggles are used to keep the display of water level persistent - until we next clear it. Don't worry to much about that now, we'll get into it next - just know that they need to be reset once their corresponding day is reached. The ribbon coming in from the left is coming from the previous part, the day counter (for the left-most or first 4 days). The ribbon readers in the middle match the day indicator from before, here we can see that Bit 1 is still green as in the previous image which corresponds to day/column 4. Notice that the corresponding counter is set to Advanced Mode with Max of 1, because we only want to pulse the "Reset" inputs of the day/column 4 counters (remember we're just using them as a compact Memory Toggle). If you don't do this but instead just pass-through the constant green signal for current day, then you're unable to actually increment those "memory" counters for the display - they'll just stay reset. So, in summary, this circuit will pulse the "Reset" on the display "memory" for the current day when it is triggered (via the ribbons seen in the previous image/part).

Image #6 is the final and most complicated part, hold onto your butts. I've drawn on this one to hopefully make it easier. I've also switched to the bottom-right corner of the display here since it's the neatest corner. First, in the bottom-middle, we can see the Sensors 1-4 input, since we're working with the bottom-right corner of the display we're only interested in those 4 sensors. In the very middle above that is the Signal Distributor, which routes those Sensor Readings directly to one of the four bottom-right display "memories" above it. Notice the ribbon passthrough works, wow! To the very right we have inputs from the Day #5-8 ribbon which are translated into a form that works with the Signal Distributor via two OR gates. Yes, I covered the Bit config of those Ribbon Readers, which was kind-of intentional because these may be different for every corner (it depends on the Signal Distributor orientation, along with the top side possibly being reversed if the distributor isn't mirrored, unsure since I just flipped the distributors) so it's easier to just figure it out on your own for each corner, it's not hard to test out by fiddling only with the bit readers while the day is kept currect. I will note that they will always consist of Bit 2 and 3 as the single input for each OR gate (which one for which depends on Signal Distributor orientation), and the Ribbon Reader that goes into both OR gates also depends on the Distributor orientation - either 1 or 4. We feed that into Filters > Buffers both set to 0.1s to ensure the Distributor switches *after* the "reset" (from previous image) is actually performed. Below that, on the bottom-right corner, we have first part of "Signal Distributor validation" which consists of Ribbon Reader on Bit 1 or 4 (depends on Distributor orientation). This is needed because the Distributor will always send something to output, but we don't want it to write anything to the left-most display segment here (column/day #5) unless that day is actually active. Hence, we ensure that Day #5 is the current one, and if so, we fill a Ribbon with all bits set, then AND it with the output over on the left of the Distributor for Part 2 of the "validation". Here we see the AND gate works with ribbons, too - so we filled all bits, but as we can see here only the first two water pressure sensors are actually tripped so it only outputs the first two bits.

The other corners are basically identical, though it might be easier to flip the distributor upside down for the top, which means all Bits for the Distributor (and validation) input are reversed (as I previously implied). Also notice the orientation of the pixel packs on the main display, with the ribbon input on the bottom half - this ensures that Bit 1 corresponds to the bottom "pixel" segment, and that Bit 1 corresponds to the very first water pressure sensor also being on Bit 1. I also could've flipped the two day indicator pixel packs in my build, since in this one I've shared it's backwards (i.e. Bit 1 = Day 4/8), but meh. It's no big deal since each "memory" counter has its own reader and writer already, it's just easier to setup when you have that 1:1 mapping.

Alright, I think that's it... hope you enjoyed that or make use of it yourself! Feel free to share any of your use cases, and if there's any improvements you can make to the build (I'm sure someone will haha). Obviously feel free to ask any questions or anything too, maybe I forgot something or could explain something better, whatever it is, all good just let me know :)

Cheers! Oh, and thanks to u/Mister_Leaf sharing his PSA about Ribbons working with most logic gates: https://www.reddit.com/r/Oxygennotincluded/comments/1krgrb3/psa_most_logic_gates_work_with_automation_ribbons/

EDIT: The TL;DR or summary of it all: At a specific time each day (or X days, based on the the top-most counter), the active bit is rotated across two ribbons (from 1 to 8), with each bit corresponding to columns 1 to 8 for the display, along with a green "current day" pip which moves left-to-right (and wraps back to column 1 after 8). Each time this bit rotation happens, the "counters" which are used as compact Memory Toggles are reset for the active day (via a pulse) and 2 of the 4 signal distributors (each corresponding to a corner of the main display) is switched to output the current values from 8 hydro sensors (where each sensor corresponds to each bit of the selected pixel packs in a 1:1 mapping). Uses "hidden mechanic" of AND Gates and Signal Distributors working with Ribbon Wires, would've been a LOT more complicated without that.

u/cosmicdan808 — 13 days ago

They never are at target temp constantly. Always below. I don't understand where the heat goes, the room is fully insulated. The automation heats until the water has 40° but it never reaches that. It's always between 35-36.

The irrigation water for the plants is around 20° but I heard they just delete what they are fed and the temp doesn't matter. The door is closed since otherwise the dupes constantly go in to warm themselves.

Edit: Thanks for the suggestions. I will switch to a tepidizer.

u/Latter-Control-208 — 14 days ago

I want to adress some issues with the SPOMs and Hydras that I commonly see on this sub and reffered to as "golden standard". Mostly the inefficiency of putting 1 electrolyzer per setup.

  1. Setup on the first screenshot produces 3.552kg/s and pumps 7x500g/s=3.5kg/s oxygen; produces 448g/s and pumps 500g/s hydrogen. Production vs puming numbers are close, awoiding wasting power/cables/pipes. Compare that to 4 individual SPOMs/Hydras with 2-3 pumps each. Tho atmosensors on pumps can prevent waste of power, but building them all together in advance is so much cheaper and faster than putting individual ones here and there separately.

  2. "But I only have 8 dupes, why would I need 4 electrolyzers? It's a total overkill". Firstly, you can adjust inputs/outputs - elegantly with automation, or less elegently by using the pliers tool. Secondly, it will be there, ready, when you invite more dupes. Remember that hydras have infinite storage, so you are not wasting anything, just producing in advance. Don't do the overkill only if you are certain you won't be inviting many dupes and will want to save water.

  3. So many builds enclose a hydrogen generator inside a SPOM and only let it power the SPOM. Absolute waste - of the extra power, and of the extra 12g/s hydrogen, that only adds up with the number of SPOMs.

  4. In some continuation of the previous one, so many people either sleep on or consider Power Control Stations to be a waste. +50% power for 5kg of refined metal per 3 cycles is a steal. Theoretically, let's (generously) say that there will be 600 cycles from when you start using the control station until you tame a metal volcano: 1000kg refined metal per generator to get 400W per generator during those 600 cycles - a few tiles of lead can boost your power production by +50% for most of the game. Its really relevant for SPOMs/Hydras, because that extra +50% turns them from barely powering themselves to being the main power source of your base.

P.S. the reason for that ranty post is mostly me fighting for every Watt of power in my bionic only high difficulty run.

u/Redgenom — 10 days ago

It's the planetoid that is linked to my starter planetoid via teleporter. It does have oil wells, but I want to pump the oil through the teleporter and use a Petro boiler on the main planetoid, so petroleum generators are not an option.

Solar would require tinkinering with the meteor blasts. I'm a bit puzzled how to generate power here.

Currently I am using plug snugs, but they will eat up all my metal. I think of ranching floxes and turn their wood into ethanol but no idea how efficient that is.

Edit: No magma core

u/Latter-Control-208 — 13 days ago

So this is more just me being fussy than an actual issue, but I'm in the mid-late game I'd say, rockets going back and forth, petroleum boiler, ridiculous amounts of food, water and oxygen etc.

My power is all connected to a single spine of heavy watt conductive with transformers and all that, but the potential demand is now at 60+kw. It never actually gets that high, realistically capping out about 20kw, well below the 50kw limit of the HWC, but that occasional flicker of amber really bothers me. I don't like knowing there's a potential fail point in my colony

What do you do with your power once you've got a lot of stuff running? Do you start to split it up into zones or start making stuff self powered, or am I just being weird?

reddit.com
u/lickthismiff — 13 days ago

There is no question here, just giving you a part of what I'm experiencing rn.

I'm encountering an issue I would have never imagined, I'm playing base game and it's my first time past cycle 400, I'm now cycle 1800 and my base is too sustainable at the point that it killed one of my farm. A long time ago I made a room for power where I had coal burners, nat gas generators and petroleum generators, so it was producing power, polluted water and carbon dioxyde that I was feeding my slicksters with, and it was running great !

But now I went to space, so I replaced most of my coolant loops with super coolant, I also exploited all of the top part of my base with solar pannel, so my petroleum generators aren't running much anymore, so I don't have any polluted water anymore for my "spicy pepper" (I hope that's the name of it) nor carbon dioxyde for my slicksters XD

I don't even know if I should stick with some slicksters anymore since I have a tile with 1134t of petroleum in my boiler (and 5 water geyser + 2 salt/brine water ones to feed the oil wells)

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u/Zebra840 — 12 days ago

I don't think i've ever seen a leaky oil fissure give so much. It basically is non-stop leaking and very useful

there is also two gold volcanoes if anyone wants to play through on vanilla SNDST-A-1833631871-P0RIK31-9-0

u/pjeff61 — 8 days ago

isnt this plant supposed to cool down the air around? The only thing it did is reduce the temperature of the insulated tiles on the right, wich feels wrong aswell as it should have low thermal conductivity

u/Unable_Turnover8922 — 10 days ago

Hello, I am in the midgame trying to transition to the late game. I have entered the oil biome and I was wondering if it is worth it to set up a petroleum boiler or just use the natural gas from a refinery to power my existing natural gas generator setup. Has anyone done the math? Is 100% petroleum really worth it?

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u/Due-Marionberry-5705 — 13 days ago

how do you guys deal with cooled magma?

this cooled way faster than I was expected... I need to rethink my power options soon

u/KonoKinoko — 7 days ago

Just finished building my first geothermal power plant (no volcanoes on my starting asteroid). Aimed to make it expandable in case I wanted to add in more steam turbines where I would either move the locks to the side and add third column on either side or build upwards. I wasn't sure whether this design would saturate the turbines (wasn't sure if the steam would exchange heat well enough to rise up) but it seems to be working well.

One thing I was wondering is whether there are any 1tile liquid locks that can survive the steam? If the steam condenses next to the crude+petro liquid lock it will break it. Do I just need to use the V shaped one if I want to open the steam room?

u/JeremyJoeJJ — 7 days ago

Once you adventure into space and get a little bit of niobium and start harvesting tungsten, thermium is much more available than steel. Collecting the output from a couple of volcanoes is much easier than getting lime.

Why use steel once you have access to thermium?

reddit.com
u/jazzb54 — 9 days ago

I dont know where this 100 million germs comes from. I Noticed the suprise first on cycle 229 where it had already spread across the entire planetoid. had to back track until before it showed up. Then it blew up again in the kitchen. Buut where from?? I have an open spom just off screen. I thought I must have crossed dirty and clean water lines while renovating, but that wasnt it. My impression was food poisoning germs could only go airborne after going through an electrolyzer, but this happened in the kitchen. I had bottles of p water from hydroponic farms with 220k germs [per bottle, nothing even close to 100 million germs nearby.

Thoughts? Is this a bug?

u/Puzzleheaded_Quit436 — 10 days ago

does atmo suits protect 100% from the zombie spores or only increase the natural pretecction?. i was under the impresion of the first.

i have 3 dupes with zombie spores (so far), and no idea why.
my dupes had been goint to the oily Biome and handling zombie spores but all IN atmo suits. I remove all the zombie spore plants, and there was only a little CO2 with germs that i pump out and put in a canister. there is a pool of crude oil with zombi spores that i was goint to just leave, but maybe i should clean it.
Again all this in atmo suits.

u/Abd1el — 8 days ago

The idea is very simple, critters drown inside a liquid lock, and they can't move if the pneumatic door is closed.

The eggs never get out of the room, they are shipped directly into two in-place "drowning chamber", one for stone hatch and one for the others.

The only automation is to open the door so the hatch can get out and refill the ranch when critter count below desired amount.

The room size is 17x9, it fits perfectly into a ladder system with each row 7 tiles away from each other. Each ranch is an independent system so you don't have to build them in an array, or stacking with each other.

u/aznboy84 — 12 days ago