avc15

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About avc15

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  1. We do know though that fixed output temps are intended, because klei told us so a long time ago. Where's the source? I don't remember. I don't like it because then all manner of unintuitive choices become the most efficient. Intentionally avoid cooling water after it's condensed, instead, pipe it in to your machinery at 97C. Put your ATs in PW and control its temp with a sieve. Really kind of artificial munchkin stuff. But without these things the only way to "cool" your asteroid would be by dumping hot stuff out into space. Could be steam. Could be sour gas, or rock vapor, whatever you have the patience to set up. Except, now we have the ice machine, which is a special different kind of magic.
  2. I also long ago planted a partial wort seed. but it was a larger part of one, like a 0.89 what's boggling is how it even happens in the first place.
  3. @Lilalaunekuh What I'm missing is one piece. A wild shine bug produces one egg per life cycle. A tame, ungroomed shine bug produces one egg per life cycle. Have those two things changed? If not, how do you get away with not grooming?
  4. The main issue is the amount of dupe time you'll spend grooming shinebugs. Unless you're using a feedlot ranch you'll get more power per dupe just by building some hamster wheels. But with feedlot ranching it might actually be worthwhile, I haven't mathed it out.
  5. To be fair, your initial response came off as rather argumentative. You might not realize it - (there are plenty of non-english natives around here after all, so some benefit of doubt must be allowed) But I'd rather stay on topic.
  6. So we have the gas & liquid reservoirs. Sometimes I find myself wishing we had smaller versions of both of them just for the purpose of buffering a small amount of liquid or gas. It's something I already do with lengths of insulated pipes. Here's an example. I want to limit heat waste in long sections of pipe filled with cooling liquid, so I make sure my cooling supply lines don't just sit full all day and night. Instead deliver just enough coolant to meet demand. Notice that the supply header is only full up to a liquid sensor (this is a happy coincidence, it can be full a bit beyond the sensor, it can be less full, just not empty) Automation. We pump for 5 seconds out of every 30 seconds but only if that pipe sensor says the pipe is empty. So, instead of building a 20-long extra section of pipes, I would benefit from a smaller version of the reservoir. It only needs to store around 200 kg, and it might benefit from having a slider to set how much to store. It could be a 2-tile building mounted straight onto the pipes.
  7. I think it's really absolutely fine the way it is. Minor tweaks to functionality for this specific feature can and will cause a pretty significant performance impact.
  8. the point being, if you want more water the better move is to convert your CO2 back into petroleum, which you'll burn again and gain more water+CO2. skimming isn't water positive, CO2->molten slicksters->petroleum is.
  9. You're welcome. Sorry for the terrible grammar, Siri's interpretation of the English language leaves much to be desired.
  10. The only tip I have is to never ever set alarm number of bends that are just general storage and can hold almost everything. There's a reason. If you ever get low on any particular material and then set your dupes to build something with that same material that you're low on, you will find that the rest of it is scattered across many bins. In extreme cases just to build one item you might see 20 different dupes common deliver a few milligrams at once. The problem goes away just by specializing your storage bins.
  11. the biggest benefit is you can get an idea what it is as soon as the FOV lifts. So you can decide whether to even bother digging over to it.
  12. Good morning friends, I've made a similar post before but it was poorly written. Also with the game being multithreaded now this concept is actually a viable idea for survival mode. So first, this ranch is designed to get the maximum possible materials production per grooming errand. There are other ranch designs that have other goals. This design gets 3-4 times more materials per grooming, and over time produces the same amount of meat. In economics, the concept I'm using here is called leverage. Basically I'm investing eggs for extra materials production, instead of using them for immediate meat production. I get my meat later, and actually the same amount of it. 1: Build a basic 96 tile ranch Start with your basic 96 tile ranch for breeding whatever critter you want. Feed them as much as they'll eat. Optimize the layout to reduce run distance. Ship the eggs off. Left hand room is for storing oxylite, I'm pressing the room to 5k to keep the oxylite from evaporating, transit tubes to reduce run times & atmo suits to prevent popped eardrums, none of the above are required. There are 5 dense pufts and 1 prince in there. (the prince dies of suffocation about 20 cycles after being put in the dense puft ranch, so part of the overall build is supplying replacement princes) 2a / normal approach: Ship off the eggs to a kill room Now normally you'd drop your eggs in a pool of water and wait for them to hatch, collect the meat when the hatchlings drown. Something like this but way more compact... (others have better designs for this, it's not what my build is about) 2b / instead: put those critters to work Instead what I'll do is drop the eggs in a feeding room and let them incubate naturally. When the critters begin to hatch, they quickly become overcrowded and glum, so their metabolism will drop to 20%. But that doesn't matter, because you'll have so many of them. And you get your meat back after 75 cycles: once one critter lifecycle passes, this ranch produces meat at the same rate as your standard drowning chamber. My baby critters just live out a normal lifespan and do work first. I still have just 5 dense pufts being groomed, but now I also get the production from these 55 in the feed lot. My ranch uses the same amount of labor as a normal ranch with the kill room, but I get three times more oxylite. (maximum sustainable pop should be about 65 in the feeding room but it's challenging to reach) (edit: sorry, spoilers are buggy for me, must be using them wrong) Does it actually work / why does it work First I have to show you the actual whole setup. I'm certain there's a way to automate this whole thing but it's non-trivial, so I'm filling gaps in my breeding rooms by wrangling. I keep 1 prince groomed, and 2 pufts groomed, and happy, in their own separate rooms. The main breeding room has 5 dense and 1 prince. Puft & prince eggs get pulled out to the rooms in the bottom left -- here the puftlets just gradually suffocate over 20 cycles, but I have them available to wrangle back in whenever I need replacements. I need pufts on their own to lay prince eggs. Like I mentioned, princes I put in with the dense pufts suffocate and die after about 20 cycles. That's why we have a room with 2 groomed pufts on their own, and a room with 1 groomed prince on its own. Use transit tubes to reduce travel distances if you wish. Does it work Well let's see: I benchmarked my setup vs. how it'd perform sending eggs to the drowning room instead. We're grooming 9 critters either way. The feed lot ranch produces almost 3 times more oxylite per grooming, and the same amount of meat per grooming. Why does it work Glum/cramped critters only convert resources at 20% of their normal speed. But, each groomed critter in the breeding room can sustain up to 13 in the feeding room. The feeding room doesn't need a dupe to attend to it at all so any production you get out of it is extra. With 5 dense pufts breeding, I can maintain a population as high as 65 in the feeding room. (more realistically, 55) Those 55 glum dense pufts only work at 20% speed, so, they're producing as much as another 11 dense pufts in 3 additional ranches, but my dupes don't have to groom them. Performance? The game handles it without any complaint now. I don't really notice any difference in game performance, except when I'm looking right at the ranch. Even then it only costs 2-3 fps.
  13. There's a technical problem with the game simulation, getting in the way of your tepidizer boiling the water it's submerged in. There's no latent heat of vaporization. So what it means is, nothing will boil, all your water will be sitting there at 101-102C for a while, and then it would all suddenly flash to steam. I have seen the results while baking oil to petrol in an enclosed tank. It's.... pretty gnarly. I think in this case, just taking away the temperature limits would generator a whole new set of complaints that they're not equipped to deal with. To fix it properly, Klei would have to add latent heat for phase changes.
  14. I think pufts and ranching need a little bit of QoL attention. I'm on a map with limited gold and I want to manufacture oxylite for rocket fuel. Dense pufts will be the way. First time I've ranched dense pufts. Now that I've just barely bootstrapped my dense puft ranch, my mind goes to how I'm going to maintain it. Micro or no micro, it's not simple. Mostly because the settings on the critter drop-off don't give me options I need. In a good setup I'd have a room with 1 puft and 1 prince to keep my breeders reproducing without consuming much PO2. I'd have a room that always stays at capacity with dense pufts, not over, not under, And I'd have some rooms to put all the extras into, that I wrangle in from when my breeding rooms have vacancy. I'd keep the princes, pufts and squeaky pufts hungry, but I'd feed the dense pufts. But you can't do anything like that. Puft ranching is messy. There is a solution but it's just really clunky. It's like in this particular case the tools we have aren't made for this job.
  15. yeah sorry i spoke too quickly. Since it's a spom you should have extra hydrogen.