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About WanderingKid

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  1. The more you flow, the more efficient the system is. And the reason they're huge is usually because you're running a ton of space just for the temperature exchanges you might as well attach a few things along the way. Even Petro boilers pre-space can get pretty big just on the exchanger alone.
  2. It's slow. CO2 has a horrible Thermal Conductivity, and O2 is usually a lot more valuable. Edit: I should mention the conductivity of water / steam is incredibly higher and has the added benefit of attaching it to a turbine and never caring again. The only reason to use mass deletion via vacuum is because you don't want to deal with the element in question, not because of the heat deletion. Even dumping heat to petroleum and deleting it via power production is a more closed system that doesn't involve large vents if you're dealing with close to the oil biome.
  3. I find a starving ranch of them is usually more than enough. Get 2 eggs back before they die.
  4. AETNs are in the ice biomes only. Arboria has ice biomes.
  5. Locavore/Carnivore

    @Argelle They are falling day 1, but the regolith shield isn't obliterated by them anymore. 20, actually. 16,000 kCal of meat becomes 20,000 kCal of BBQ. that's 200,000 kCal of the 400,000 kCal you need. Definitely a nice dent, but you'll need more meat.
  6. Locavore/Carnivore

    @fishoutofwater Yeah I convert at some point around cycle 15-20. I mostly just do it in a dead space of the build. Bigger problem is that the reservoir can only cover the overflow for so long, so you need to get thimble or bristle just for excess water dump. If you're not worried about Locavore, that takes a huge hurdle out of the issue. Plant a crapload of mealwood, shovel in the dreckos, and you're off to the races.
  7. Locavore/Carnivore

    As mentioned, no farms until Locavore's done. Mixed gases with squeeky ranch and skimmer/sieve at the bottom. No exosuits. Seriously? Of course toilets. On Cycle 1. Just keep digging. Plop down another rust deoxidizer if it's getting thin.
  8. Locavore/Carnivore

    Sure. For starters, I pretty much never stop getting dupes as fast as possible. I'll try to get some early hatch eggs or pacu if they're in the RNG, otherwise, all dupes, all the time. O2 is dealt with via an rust deoxyizer research and breaking into the rust biomes around cycle 4. Hunt for salt quickly, the rust will come. I send out search paths as quickly as possible. I hope to find the Cool Steam or something equivalent quickly if I can. There's enough water to start but not sustain on Arboria. Salt water is not an option because of the power costs. If nothing else is available, I'll start melting an ice biome... preferably with the cool steam vent. This creates a food issue though, with Locavore. Massive explorations for beans and tofu are necessary. Get into the grain as fast as possible too. Never stop exploring and setting up paths to food. You still won't have enough. Send pokeshells off to somewhere they can breed without mucking with you and your lettuce. You have a few solutions you can use. Pips are amazing. Pile up your mealwood seeds and dig places for the pips to roam and plant. If you make little jump paths for them you can make natural areas for them to plant in from a single point. Pips are also the answer for early meat. They're half as good as a hatch, but this *is* a more difficult asteroid type. 2 natural trees can support 6 pips. You won't want them as a full food supply, but they can give you plenty of support food and a head start for Carnivore. Don't do more than two ranches and leave some of the pips wild. You'll want to disengage from the pip ranches once your hatch ranches start hitting critical mass. I find I can usually get the first full hatch ranch up and going by cycle 40-50. I also abuse the incubators to do it. Side note, feed the stone the iron ore, not the aluminum, if you want smooth hatches. Had a derp recently because of that. By cycle 50 if you're lagging behind from starting to have drowning systems for meat you'll have to make a decision. Decide the map is a bad choice for water and abandon ship and try again, or haul arse to the surface and haul a few voles down. You can get two eggs from each vole in a starving ranch, and the meat is off the charts. But at each phase you'll have to surrender other systems, you just can't build it all fast enough. It's a push/pull for just in time construction.
  9. Locavore/Carnivore

    I'm doing it now. Setup ranches of pips (6 for 2 natural trees) while you get your hatch farms up to critical mass. They're Inefficient but they'll help with the food issues. An early boost of 3 hatch eggs can help you tremendously getting up to that critical mass of hatches early, too. I find that I start ranching around cycle 15, and I've started digging and dooring up the ranches by then. Also, I use barely powered incubators to get the hatches going faster. Here's the mark 6 design I'm using and it's working very well.
  10. An incubator series I designed for super sufficient and Carnivore for egg incubation. It may help some folks. It's not perfect, you can get gaps if you don't maintain it manually to keep everything shifted to the right, but it's not hard to move an egg over if you kick it over from a dead spot. EDIT: Forgot the timings. Timer loop on the right is a 200s+200s+200s+30s loop to let the lullaby wear out before power is applied. Loop timer won't restart until the first egg is being lullabied. Buffers on the incubators are 0.1 seconds (they're just circuit isolators). Filter on the left of each incubator is 8s. I find this to be efficient enough and allow for some lagginess.
  11. Aquatuner Coolant Bypass

    This is my usual approach. I've been using it the last five upgrades since I ran into this head first and froze a pipe accidentally. I use the shutoffs and bridges to buffer while the aquatuner spins up. I've exaggerated the piping for clarity, it can be done much more tightly. Here's an example of very tight piping designs for smaller spaces:
  12. Can't groom pups?

    I'd sworn I'd groomed hatchlings before, just to get the wild out of the way. Hrm. Thanks. I'm going to chalk that up to 'brainfart'.
  13. I'm currently doing one on Arboria. The biggest problem is the Carnivore. You can get away with mush fry and tofu for a while, and the electrolizer conversion once you locate your water sources will have super sufficient dealt with eventually. Any rock with a forest start though is going to have a rough opening. The problem is the single hatch. 8 hatch openings on the sandstone ones are easy. With a single hatch you've got a 30-40 cycle delay of 'critical mass'. I typically start actual ranching around cycle 15, using incubators and some automation I've devised. On cycle 26 I'll have 2 hatch, 1 hatchling, and 2 more eggs. Cycle 37 (notice it's going in 11 cycle sweeps...) 4 hatch, 1-2 hatchlings, and I'll start having about 4 eggs. Critical mass happens once the first hatch ranch is 'full' and the stone ranch is building momentum, that typically happens between cycle 50 and 60 where the meat will start flowing in. This is too late. I've taken to grabbing an 'anything' group at some point in the forest starts. 3 vole or hatch eggs or a pacu drop. If you can get it early enough, you can get ahead of the cycle.
  14. Has anyone else been having trouble with shove voles and vole pups and grooming? I can't get these pups to get groomed. Figured I'd check before I did a bug report.
  15. With a few NON-rigorous testing choices, I haven't seen a difference between burrowing and non making a difference. I admit that my testing was mostly due to laziness with other things I was doing at the time. What I would like to do is groom them *once*. With the now helpful options of kicking out hatches that have been doored out of the conversation, that will help, if only because I can try to feed the little ones on their way out. The big deal is that I want a hatch to kick off an egg about .000001 cycles before it dies off, and that's not an option. I hadn't remembered the static 10 cycle 'death wait' that all critters have, so I'd forgotten that pufts and pacu have a different death timer for re-lays. I'd remembered that dreckos were a no-go, but couldn't remember why you had to feed them a bit.