They're just meant to be a bit of a buffer between a temporary and a more permanent solution. It is only visible to you. It's super annoying to not have any gold amalgam, but this only means I need to refine more steel, which the coldness of the rust biomes also help with. The iron is pretty nice to have and I would actually say that the newer version is better than the old one for that reason. So I’ve got about 200 hours in ONI, love it. Nubbles.
Hey great guide, it's helped a lot. I do like them indeed. Could you re-upload the pictures for the washroom loop? This guide contains a number useful construction patterns and structures that can be reasonably constructed in a live survival (non-sandboxed) game. Always get a little further but then when I hit the surface everything falls apart. Hope this helps some other people adjust to the new features! They use lots of ressources, but on some maps they are easy to obtain. I like them on aridio.
A good portion of the map is hot sand, which makes things a lot more difficult. The new rust biomes provide the solution. In your chlorine room, do you not have the pump that's connected to the cycle sensor also connected to power? Is anyone else trying to use these? Each build will include images of each relevant overlay and will include exposition on the room's design, advantages, disadvantages, and requirements. You can switch to an autosweeper and some conveyors later on if you really want to save on dupe labor. It also comes at a lower power requirement than the Oxygen diffuser, if you use the deoxidizer on its own. Power from Idling (Automated Manual Generators) But apart from that I have managed to adapt your designs to work for me. Sodium Chloride (salt) + Iron Oxide (rust) = Oxygen + Chlorine + Iron Ore + ??? Dupes stuffing the things isn't too bad, it's the same as most farms.
Sand can be made from the rock crusher with any rock type. Depending on your map, either of those resources could be useful. Sand can be made from the rock crusher with any rock type. Just find an oxygen or carbon dioxide pocket near a rust biome, drop down some mesh or airflow tiles and build your deoxidizer at the top.
Coal Generator Room (stage 2) You can switch to … That's far longer than most people play the game for. Share this post. This is the most difficult asteroid at the moment. There's a little more work left to fully complete the SPOM, so I advise continuing on. It's become clear that people are still looking for I'm not too happy about the salt requirements though. I can see the idea with it, but it sucks if you end up with rust and no salt. Some maps I don't feel they're worth using but the rust oxidizers shine where your cool water geysers are far away and electrolizers will take a while to set up. Like with electrolizers, it's best to either only use them for supplying atmosuits or have a cooling system before pumping the oxygen into your base. In time, I plan to add small, edited videos demonstrating how each one operates and/or critical parts of the setup. Especially the power plant and SPOM design. The rust biomes themselves can work on maps other than Aridio. Thanks This item is incompatible with Oxygen Not Included. Coal Generator Room (Stage 3) You can use them as an effectively permanent solution on maps with the rust biome. It gives it a nifty niche, so you have a reason to use it even with other options available. Coal Generator Room (stage 1)
Not with Salt (Water) being a renewable resource on all maps except for the badlands and the hundreds of tons of Rust available on all maps with the corresponding biome. The Slime Containment and Algae Distillation System (SCAD) I can see the idea with it, but it sucks if you end up with rust and no salt.
I also see no pictures for the Washroom Sieve Loop. This section is dedicated mostly to explaining how the following sections (Steam Turbine Cooling, Long-Term SPOM cooling) work. If you believe your item has been removed by mistake, please contact As such, these may see frequent use and reference from my other guides. Am i missing something? Steam Turbine Cooling (Step 1) There's enough rust on the map that you would need to play for several thousand cycles to actually run out. Early Electrolyzer Use - a "pseudo-SPOM" Complete noob here, must say that this guide helped me a lot.
Depending on the map, the building can be useful. This item has been removed from the community because it violates Steam Community & Content Guidelines. (Sodium) Feature: the first biome is a forest and there is no rust and frozen biomes. I'll try the old one for now. But, will still require switching to elecrolysis eventually Last edited by Hedning; Aug 2, 2019 @ 4:26pm #3. Plenty of rust for iron too. All trademarks are property of their respective owners in the US and other countries. Asteroid traits. That's far longer than most people play the game for. Technically you would end up with the opposite on all maps except The Badlands. simple to put together compared to elecrolyzer setups because chlorine is easy to deal with and no need to tame a water geyser. The original version of this build (along with the following, second stage) can be found in So this has been really helpful for me. Thanks You need to sign in or create an account to do that. Long-term SPOM Cooling (SPOM Stage 2) Of course, they're a nice way to bridge the gap between the early (Algae) and the final oxygen solution (Electrolyzer). Here, in addition to the shortage of algae and water, you miss both of the cold biomes and a good part of the world is 70c collapsing sand. Cooling loops work well as a 'component' of other, more advanced construction patterns, so I'd like to demonstrate one in isolation before using it as part of something else in the next few sections.
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