

Iterating takes a lot of time in this game. Spent around 100 cycles trying to decide on how to get oxygen to drinkable state.
"Drinkable" as in "Liquid". Can't recommend actually tryhing to drink it.
I went through a lot more iterations on my liquid oxygen cooling setup than I'd normally care to admit...This was my first attempt at it. I figured that hydrogen was still gas for all of Oxygen's liquid phase, so that's what I was gonna base my pre-space-materials design on.
This one was bad. The coolers were daisy-chained to drop the hydrogen down 70 degrees on a pass. Bad idea, don't do that. The concept was basically proven, though, was able to get enough LOX for a couple of rocket launches.
For attempt 2, not series coolers, parallel coolers. Problems with this one: I tried to enact some priority with this thing with bridge pipes, but i guess I didn't understand them right yet. Also, the temp sensor should have been inside the cooling chamber. This ended up just being unviable.
Attempt 3. Worked pretty solidly. Each cooler just had a pipe loop rounding straight through to the bottom. I added an AT to maintain temperature of already-liquid oxygen. Glass panels are diamond because effective and pretty. Only real note on this is that I should have had the pipe thermometers at the bottom of the cooling chamber. It seems capable of cooling 2kg of O2 per second without too much trouble.
Once I got supercoolant, design could be made simpler. Since hydrogen has a 7-degree-wide liquid phase, I added a reservoir to smooth out the temperature spike from the AT. I can dial in pretty close to the bottom of the liquid phase like this, and the temperature in the reservoir never gets above the liquid phase. I should have put pathed the radiant pipes through the cooling chamber.
I'm playing on vanilla. Once I got hydrogen fuel, all that's left is throwing a rocket at the tear, right?
How to reliably detect incomming rockets?
This is driving me nuts...
The green doors close when there's a meteor swarm, open otherwise (down to the second, logic is solid). Thanks, in a massive part, by 100% scan quality available when the doors open. That's achieved by having half the sky covered in scanners off to the right. They sit under the bunker doors, so when the doors close for the storm, I have zero scan quality.
The red doors, I want open when a rocket comes in. Closed otherwise. Problem is, since scan quality is 0 when the green doors are closed, my rocket's coming either right-now or eventually and I have no idea which.
Obviously scan quality would go up if I had scanners outside the bunker, but that'd result in dupes going up to repair damaged scanners after every storm.
I have the rest of the puzzle figured out, I just don't know how to get deterministic notice for when a rocket is approaching. I imagine I could just have a series of filters to control it (Round trip time is known), but that doesn't feel like the right way to solve the puzzle.
This is in vanilla. I imagine it's similar in SO.
Edit: I changed a couple of things to be more explicit. Was tired when I wrote this at first.
Two questions: Is there any measurable point to having anything more than the minimum-sized private room? Any way to kill a bunch of bugs at once?
Wait... there's the kill everything button... nevermind on the second question, though it begs another. How did I miss that for almost 750 cycles?
I cannot get the tire to seal on my Apollo Go. I can't find anyone who can.
I've taken it to two bike shops. I've taken it to two motorcycle shops. Everyone gave it a shot, no one could hit the mark.
I was going to buy a whole assembly today, but they're apparently out of stock.
Is there a kit or something that'll let me convert the tire to a tube tire?
Edit:
Yes, I did the ratchet strap thing.
No, I didn't do the lighter fluid thing.
Yes, I soaped it up.
Yes, I tried the tire sealant.
Parts are out of stock as of the last time I checked.
How do I troubleshoot inconsistent autosweeper behavior? Sometimes they do what's designed, other times not.
So here's my cold box that I'm using to make oxylite.
The idea is water dripples in and freezes. Then the autosweepers pick up ice and store it or fertilize one of the plants when needed. Once the box is full (2000kg), the water stops drippling.
Problem is it's not working that way. Often a dupe will come by to fertilize.
The sweepers always pick up the oxylite, though.
I've an electric scooter, it has tubeless tires. I'm finding it impossible to get the bead to seal while trying to replace it. Is there a shop somewhere that'll do it for me?
It's the only thing on the scooter that I can't do myself.
My current playthrough is at cycle 132. Playing the spaced out DLC. Still new to the game. What milestones should I have hit already?
I'm still on the first asteroid. I got lucky enough to get a natural gas geyser, decided that it's only use was free energy. Might've made too many buffer tanks for it. I also have a cool slush and a brine geyser, haven't analyzed the brine one yet, haven't really tapped either one. . There's also a cool steam geyser, but I haven't even dug out to it.
I've got a very-uncomplicated ranch for Glossy Dreckos. Still haven't used plastic for anything yet. I'm still feeding everyone meal lice mush.
I found the surface, but I'm not sure what to do up there yet.
I ran outta polluted water. So I'm running pipes to get more in here. For now there's a reservoir, eventually gotta figure out how to warm up the output from the cool slush.
Still just simple barracks... I'd planned on upgrading everyone to private rooms, but I has the lazy:
I got my atmo suits around cycle 50 or so...
Where should one be at cycle 132? How far behind am I?