Ep 24 : Most difficult achievements done, renovation time, Extra hard : Oxygen not included



Looking around the base it’s a mess, I think the only decent thing to do is burn it all with fire and rebuild it from scratch. Maybe not quite that drastic but we are going to have to rip out a lot of the junk that we have been leaving on the long finger.

Credits song – Aaron Kenny – Happy Haunts

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Save game file :
https://drive.google.com/file/d/1q0_t1vvq704Kxstxar4L8AKZKGsACQYg/view?usp=sharing

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44 thoughts on “Ep 24 : Most difficult achievements done, renovation time, Extra hard : Oxygen not included”

  1. You should think of building another infinite storage for the liquid nuclear waste. I stopped storing mine at 24,000 rads per cycle. Built another to start storing up more.
    Well I don’t really need another… I have four rockets filled up in almost a cycle 😳

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  2. When you send out your mining rockets, add an Artifact Module to it. The module takes up 1 slot, and if theres an artifact in the celestial body, it will bring it home (Decoooooor!)

    There is a slight bug atm, the more of these modules you have, the more artifacts you bring home. So if you send a rocket with 16 of the modules, you get 16 artifacts at a time

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  3. Unsure if this would work, but split the piping of the liquid radiation waste in half to go up to another infinite liquid storage and fire the rads down?
    love the vids FJ keep it up sir.

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  4. Interesting playthrough. Unless it has been fixed recently don't analyze the artifacts you collect from space until you have 10 of 10 terrestrial artifacts checked off or you may not be able to do that achievement. This is because the artifacts have to be unique and what makes an artifact terrestrial is that it was found on an asteroid. You can find the same artifacts in both places and you will collect many more from space. The playthrough I am working on now is particularly difficult as there was no iron on either of my starting areas. I had to make all my iron from rust.

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  5. In a previous game, before radiation, I did well with shipping phosphorite to automated wheeze worts below the drecko farms for a drecko cooling loop… and expanded later to cool other things.

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  6. pesky achievements. now the real game can begin. it would be cool to see you tap all the metal volcanoes on the planetoid that had them all. or maybe flood the main planet and have an underwater base! o/

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  7. Re: more radbolts, you could reorient the radbolt generators horizontally rather than vertically. This would let you fit 4 per side rather than the 2 per side you have now. May require tweaking the reflectors a bit.

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  8. Hey Francis John, here's a good tip I abuse often on my rockets: Conveyor ports inside the rocket! By spending a little power, I can pull any solids pulled from the space POI. The main benefit here is that the storage cargo module never fills up, and that also allows me to use the smaller cargo module. Be careful though! Solids that are gas or liquid can revert and be a HUGE mess, and the temperature can be a wide range, so send them with an atmosuit or two.

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  9. Francis John you can even set exit for all dups through rad suits docks,and only entry for pilots from another door, as if they have no suit they just walk past and if at any time they they have a suit they drop it at proper docks

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  10. Francis, you might consider some automation for redirecting radbolts to your rockets before they hit your diamond presses. They're like the perfect use case for an XOR gate, too: Rocket-On-Pad XOR Engine-Full -> reflector-active. (Or, considering your layout, disable the presses instead so that the radbolts bypass them)

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  11. I stole your naptha maker idea. Id never used the material before and it has been an awesome improvment. I tried it with a blob of magma that was trapped in a single tile which was roughly the same temp as the obsidian beside it but it flashed some of the plastic to sour gas, which was odd because the plastic came from a dreko lol

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  12. First: really do hope Klei will have a gander at Mine the Gap. It really should only count resources that are actually collected, not just what the Drillcone "can" collect while sitting in place.

    2nd: it seems like there's some extra space next to the rad-collection spot, so having 4 collectors that are cooled, and collecting it all in some rad-storage buildings could potentially increase the refuelling process throughput (especially if the presses are moved to the far-end of the rocketry-site). Keep in mind, though, the direction the rad-storages empty out bolts can't be changed, it'll always be upwards, atleast until Klei wants to change this.

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  13. I'm not sure you have the space for it, but possible might there be some way to use a duplicant to not exit the rocket until scalding just won't happen? Maybe a duplicant checkpoint can also prevent a duplicant from going below the rocket exhaust when it's launching?

    I've never used duplicant checkpoints, and forgot almost entirely about them…

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  14. Curiosity question: if you add diamond to the rocket storage, would it be used to mine? In theory, if it does, you could send a rocket with 7t of diamonds on the cargo and extend the mining mission for a bit longer…

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  15. As I understood from wiki and reddit (mostly reddit), you send up a rocket with 1k diamond and you mine 20k resources. Doesn't matter if you don't have storage for it, it will be just lost in space, but mined and it is counting towards the achievement.

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  16. Ooohhh, serious renovation time! Fun stuff!… I once lost a colony this way, lol. I got too caught up in moving things around, didn't notice food numbers dropping – couldn't catch up fast enough once I did. RIP. So, keep an eye on kcal supplies and food sources!! XD

    Tyfs. Hope you have a good week.

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  17. “You can disable all buildings on the ground”

    Not just all actually! If you look at each controllable building they have a “managed” option you can toggle to determine which get shut off on the pad and which don’t!

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