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I keep forgetting certain things on start of the game. gotta make a checklist to remember it.

-deconstruct ration box

-change schedule to all work

-change priority to proximity (still testing)

-turn off plants and backwall (off by default) on dig orders.

I always forget one of these things every start.

huh, the majority of my work force went left...I think I remember reading up on how there was a slight delay when tasks are shifting between dupes. That is true with or without proximity. But in this case with proximity on at start, they don't fan out as much and will wait a little bit in that area before moving again. There might be an optimal time to turn on that setting. I'll have to keep trial and erroring this.

 

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I'll try turning it on when I've dug out a 5x5 module area. I think efficiency here depends on duplicant density so this might change with more or less dupes.

Got a better time with proximity on. you should turn it on at the start. It prevents dupes from pathing across the map if say you have a mop command that takes a hidden higher priority than dig, it will only make the dupe dig around the area it's in rather than trekking across the map for a mop order. It's probably in another post or wiki, but I'm gonna need a list of hidden priorities to dandori a bit better. [Dandori = Japanese term, enables setup for a smooth operation, used excessively in pikmin, my other favorite series]

 I was able to dig out the biome, mop, and start digging under the water tank before the end of cycle 2. Without it, the timing was that I'd be done before night at the of cycle 2. This will probably compound into the next few cycles.

 

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Posted (edited)

for proximity to be efficient it needs these criteria:

 

- nearly all tasks set to same priority

otherwise it will behave like vanilla, chasing the highest priority around the map

 

- careful task planning, limiting amount of tasks, and duplicant density

if you have tasks that absolutely must get done by your base, but you also want to start a project on the outskirts, you can set a higher priority temporarily, then switch back to default when a couple of dupes make their way over there, the ones by the central base will keep working on critical tasks, while the ones that made it to the outskirts will be able to work over there. If you have a massive project that takes the majority of your dupes away, your mission critical or daily tasks will suffer if you do not have a higher density of dupes in an area. When you start with 100 dupes, this is a non-issue, but if you start with 3-12 then you will have to be aware of how dense an area is with your dupes. The more dense, the faster you can finish tasks in an area.

 

- efficient base pathing

proximity is based on closest radius from the duplicant. It does not care about path distance and will try to reach a blocked off corridor by going through a maze if it had to. The easy fix for this is to make sure tasks can easily be navigated to both vertically and horizontally through your base. benefits of setting up a modular base design is that pathing is more efficient since dupes have easy access to all levels.

I’ve found that with the right setup, proximity allows the dupes to be very efficient with their tasks. Maybe that long commutes notification will finally go away.

I read somewhere that it was better to turn it on for large colonies and off for smaller ones, I disagree with that statement, I think it is far more efficient to use proximity over hidden priorities, because you can always manually set a priority higher if you need to. doesn’t need to be hidden at all.

Edited by BLACKBERREST3

Because I can dig out the area at a better pace with proximity, I think I can set up beds between cycle 3-6. This run I set them up at cycle 8. This should save time overall next run.

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I think the strat is to dig into the slime biomes and set up beds there so they don't get interrupted sleep from lack of o2 early on.

Also, I don't know if unscheduled nap has any downsides. I don't think that warning matters very much.

I think I'm gonna up the ante now that I've made significant progress. I know I can beat it in this state and I want to get to other world seeds. I started going water positive just from using the slime biomes PW supply and I'm not using that much water because my mealwood has multiplied 3 times already so food is going good as well. + I have some mushrooms and grubfruit going near the bottom, I also have pacu on reserve, but I chose not to ranch them. I think this is getting too easy. I'll be right back, but next post is going to clarify some extra rules and define two types of challenges that I believe will be fun for people.

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Posted (edited)
14 minutes ago, Tigin said:

why 96 and not 960?

It fits my base design. Other base designs might do multiples of 5 or 10 so 100 would make sense there. Every room I have is 12x4 so it makes most other builds easier for me.

I am going to be doing 192 dupes in a bit if my pc doesn't crash.

Edited by BLACKBERREST3
Posted (edited)

I'll be doing Max Dupe Start with 192 on the next run. I think it's possible. If I end up beating that I'll try to do Sandstone Salute and then Sandstone Prison with 192 dupes too.

I might post to youtube in episodic format (barely any storage on my pc) when I get good enough at it.

Edited by BLACKBERREST3

Almost like the butterfly effect, every start will be slightly different from eachother because dupes will lag. I've almost found a way to combat this. I tried confining them at the start so they only dig close to oxylite and towards the o2 pockets, then I build deoxidizers immediately. I think even just retrying until they succeed without changing anything would work.

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Maybe I'll start digging two tiles high on start so o2 isn't out of reach for them.

Only 1 dupe needed to be resuscitated this time. Didn't change the strat, dug out normal 4 tile high pathways. I put them on red alert right when they were asking for o2 for a short moment. it kicks them out of their trance like state sometimes.

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Posted (edited)

New problem. With 192 dupes, the oxidizers aren't enough to keep the mealwood going and I'm running into pressure issues to keep them alive. I'm gonna have to rework the strategy going into this. I'm thinking I could try a couple different approaches to this. I could try minimum o2 and pressurize with as much co2 as possible by spreading out the oxidizers for dupes only and switching to a co2 atmosphere for mealwood. In order for this strat to be seed independent I can't just dig into the slime biome for free o2 and pressure, but that is always an option if nothing else. Another option I could try is doubling down on the oxidizers and condense them further to help mealwood survive. Dupes are way too quick to suck the atmosphere away because 0-100g/s o2 in = 2g/s co2 out. Any amount of o2 sucked in is converted at a terrible rate. I need atmosphere by cycle 1 to plant mealwood. I probably shouldn't setup generators early because the co2 is 110C coming out, but if I set them higher up, they could cool the co2 on the way down. It's not like I can limit expansion either since I need those dupes making space for everything and not be idle. hmmmmm.....tricky.

If I were to do infinite number of dupes, It would have to be co2 for mealwood on start. I could try to further reduce airflow by replacing modules with 4 pneumatic doors with only 2 pneumatic doors. The previous issue I had was that dupes making messes would create liquid locks naturally, but since I can rush lavatories, that's not much of an issue anymore. I think I should stop pre-digging the fire-pole locations so I can reduce airflow even further until pressure has enough time to build.

It also seems that with a lot more dupes, messes get cleaned up even quicker because dupes share the same floors when they make messes so it only takes a fraction of the workforce to clean it all up. This means I could try to rush generators instead. The only issue with that is dupes peeing on eachother introduces the chilly debuff which drains their stamina quickly. So many things to keep in mind.

I'm gonna try not pre-digging first since that limits the gap to 1 every 14.

oxidizers push away the co2 and dupes suck it up so that just leaves a bit of a vacuum. If I spread it out as anchor points as far away from the center as I can, then it should push the gasses toward the center for mealwood and promote expansion.

Only thing left to do is trial and error.

If all else fails, I think they have enough calories to last them until mush factories skipping the first few cycles of mealwood altogether.

Edited by BLACKBERREST3

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