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What's the incentive to getting more duplicants?


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Oof. 32 dupes?! My computer is sweating from the thought of it!

I think most of us agree that there is a cut off point for taking in new dupes, and that's usually the threshold where the amount of dupe pathing calculations start to make our PC chug. 

I'm not sure what my Dupe/Chug threshold is...if I were to make an educated guess I think it's about 11. 

Spoiler

But I also like ranching...so maybe that's why. :wilson_dorky:

 

Eh, I think the point of the game is to come up with clever solutions to various projects and needs. Dupes are a renewable resource, and if managed correctly can last a very long time. But sometimes I will create dupes to do a task and let them expire when finished. I think the YouTuber's have found a way of playing and are trying to convince others it's the "right" way to play. You don't have to min/max, you don't have to have dupes survive, you can play a lot of different ways in this game. If you have a volcano next to a metal volcano, what's the best way to take advantage of that combination? That's how I play. Dupes are just an expendable, infinitely renewable resource.

I always stick to 16 dupes, just because that's what works out best with my base designs(2 barracks of cots or 4 of comfy beds).  I don't see any need for more than 16, as my oxygen setup has an infinite storage area(maybe one day gas pressure will break tiles), and the completion time on projects isn't that slow, especially with good priority management and good athletics, which is just a matter of how long the dupe has been alive, since athletics is trained with any movement.

Also yes, the "reward" for a dupe mastering a job is they keep all the effects of having that job no matter what.

6 hours ago, Craftcoat said:

So a Dupe keeps for example the critter wrangling trait?

After they have Mastered the Rancher job, yes.  Any traits gained by a Job are kept permanently once the Dupe has Mastered that Job.  The stats, too.

7 hours ago, Craftcoat said:

So a Dupe keeps for example the critter wrangling trait?

Excactly.

Or the exosuit runspeed bonus, or the ability to cook at the electric grill. You name it.

Just learn all jobs and then settle for one that reduces your stress.

9 hours ago, Carnis said:

Curious about your numbers. How does a major volcano feed 100 dupes?

The volcano number is more an experimental result than theory. For my base I boil crude oil into natural gas. The CO2 loops back in through slickster farms which provide enough eggs to feed the dups and the pH2O is boiled into clean water which feeds the hydrolysers.

For 100 dups the numbers are:

0.9 Oil Well + 407 Slicksters = 13.9 kg/s Crude Oil = 13.9 kg/s NG

163.25 NG gen = 10.9 kg/s pH2O & 13.4 kg/s CO2

10.9 kg/s pH2O ---> 10kg/s O2 (and waste dirt and H2)

I use a door pump heat exchanger to get most of the heat needed to boil crude oil from the hot NG so I only need heat the petrolium by ~25C at the end. This is 25K*9.610kg/s* 1.76(J/g)/K = 428kJ/s needed 

My volcano produces 784.4 g/s Igneous rock (using the simple 203300*50/7243*64.5/115.4 formula...) and I have found that the heat exchange slows down to much when the temperature of the IG ores reach under 700C so (1726.9-700)K*0.784kg/s* 1(J/g)/K = 805kJ/s produced.

So the volcano should provide about twice as much energy my setup suggests but that seems to be near the peak of what I can get out of the volcano with my current setup. I think the problem is that my heat exchanger becomes (a lot) less efficient when it is either ramping up or ramping down production and it cycles somewhat due to the limits of my automation. 

Anyway, now that door pumps have been nerfed I need to redesign it anyway.

 

33 minutes ago, Pyrrus said:

The volcano number is more an experimental result than theory. For my base I boil crude oil into natural gas. The CO2 loops back in through slickster farms which provide enough eggs to feed the dups and the pH2O is boiled into clean water which feeds the hydrolysers.

For 100 dups the numbers are:

0.9 Oil Well + 407 Slicksters = 13.9 kg/s Crude Oil = 13.9 kg/s NG

163.25 NG gen = 10.9 kg/s pH2O & 13.4 kg/s CO2

10.9 kg/s pH2O ---> 10kg/s O2 (and waste dirt and H2)

I use a door pump heat exchanger to get most of the heat needed to boil crude oil from the hot NG so I only need heat the petrolium by ~25C at the end. This is 25K*9.610kg/s* 1.76(J/g)/K = 428kJ/s needed 

My volcano produces 784.4 g/s Igneous rock (using the simple 203300*50/7243*64.5/115.4 formula...) and I have found that the heat exchange slows down to much when the temperature of the IG ores reach under 700C so (1726.9-700)K*0.784kg/s* 1(J/g)/K = 805kJ/s produced.

So the volcano should provide about twice as much energy my setup suggests but that seems to be near the peak of what I can get out of the volcano with my current setup. I think the problem is that my heat exchanger becomes (a lot) less efficient when it is either ramping up or ramping down production and it cycles somewhat due to the limits of my automation. 

Anyway, now that door pumps have been nerfed I need to redesign it anyway.

 

All great.  The calls to nerf the ng cycle is terrible.  There is so much work and design that is required to get it right.

Regarding dupe count again.  Lets say you only have the starting 3 dupes.  One of them gets slime lung you now only have 1.x dupes since 1 of them needs to attend the sick dupe or they will die.  Now if you have 30 dupes you can have quite a larger relative amount of dupes get slime lung and power through it.  This is the same for anything other hiccup in operations.

14 hours ago, Craftcoat said:

So a Dupe keeps for example the critter wrangling trait?

Yes, but the dupe take X time grooming or farming or... So in a single cycle he can only groom X critters or tend X farming plots, the dupe can't do unlimited farming plots AND unlimited critters in a single cycle.

 

That reminds me, showers is a waste of time and it's an awful waste of time if you create less than number of dupe showers, because they will check what to do next, dupe 1 showers, dupe 2 goes to work, dupe 1 finish shower, so now after dupe 2 has dug one tile, he will run all the way back to base to shower and then go back to digging.

 

Even worse if you don't use ExoSuits and love water locks, if a base has showers and a dupe gets wet, they will try to shower to "cure" the wet status.

 

Dupes will shower in the morning, before going to work, if the base has enough showers. With a good base setup, dupes will shower, pee and eat, then work until they need to sleep, with limited travel issues, but even if you have a clue about travel issues and set things up perfectly, a base will still run out of work time very quickly, there is no way in hell 5 dupes can run anything but my sub 50 cycles base, after that the number of work hours is just to much for 5 dupes to complete in a cycle.

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