This means that a reliable source of Water must be secured and pumped to the room, while also delivering the output Polluted Water waste safely to a separate location for storage and later processing. In particular, liquid plumbing is an absolute must for Carbon Skimmer use. While the above list of technologies may not seem like much, a significant amount of infrastructure is required to support the second stage. The main issue with constructing the second stage of the room is its construction requirements, rather than its techs. When it empties of power, it will then reactivate the Generator. This pattern also serves as possibly the simplest and most elegant way to learn about Automation’s usefulness – when the Smart Battery is full, it will automatically disable the Coal Generator in order to prevent wasting Coal unnecessarily. The eventual goal is for this area to serve as the early-game Carbon Skimmer room once the appropriate techs are unlocked – that’s Stage 2. While the bottom section may not appear strictly necessary at present, it will be fleshed out thoroughly in this build pattern’s second stage. (This connects the Smart Battery to the Coal Generator and to the Small Power Transformer below.) The Storage Compactor contained within the top room is also strategically located for alignment with higher-tech buildings to be added to the room in its future in the third stage. While not strictly necessary with a single Coal Generator, this room uses a main Heavi-Watt Wire line to facilitate larger-scale operations down the line. On maps with less free Water, you might prefer sanitizing it with a setup involving a Chlorine room instead. If you’re playing on a Terra map, you’re probably fine simply dumping the overflow into a few Thimble Reeds or other plants that will use up the excess. The easiest solution, of course, is to use any excess for Thimble Reed farming once you have access to the seeds. If this is built at the game’s start, that may take over 80 cycles, so this build buys plenty of time for a solution. Note that eventually, all of the Liquid Reservoirs will fill, at which point the overflow must be handled in some manner. If a Dupe ever “makes a mess,” this room will be a safe place to dump the germy bottles. (Use the same techniques as you would for a Washroom.)īy also including a Bottle Emptier, external sources of bottled, contaminated Polluted Water may be safely dumped in the appropriate tank. Making sure that our Farmers exit through the Sink will help ensure that they don’t contaminate the food supply as a result. This also applies to any Farmer Duplicants that run Composting errands – and they handle food. Any Dupe that handles the Sieve’s output – contaminated Polluted Dirt – will gain surface Food Poisoning germs. Note the use of a Sink in this design pattern. By relying on Liquid Reservoirs, we avoid unnecessarily spending extra Power to repump any Water we are given – these structures will automatically forward their contents whenever possible. This system utilizes this fact, sending Water in a loop – from Lavatory output to the Polluted Water tanks. As the Washroom (particularly, the Lavatory building) outputs more Polluted Water than it takes in, it is possible to supply Lavatories with pre-contaminated Water, rather than drawing from the base’s remaining pure Water supply.
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