Gus Smedstad

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About Gus Smedstad

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  1. I’ve never been able to figure out how to do this. Mainly because the jobs don’t seem that localized. Construction, digging, and clean up tasks are all over the place. The only jobs that really stay in one place are operating machines and ranching. Ranching can be pretty full time if you have enough ranches, of course. Operation is things like the metal refinery, which I tend to run in bursts rather than continuously.
  2. Some thoughts on the early game

    Yeah, I wouldn't be shy about creating a new thread even if you think it's a "small" topic.
  3. Reading this thread some more, I realize that I'm kind of bored, and I should probably move on. But I don't blame the game or the changes to diseases or skills. It's just that I've got nearly 600 hours into the game, and I've seen pretty much everything, succeeded at all the challenges it throws at you. "Mastered" is probably overstating it, but I've seen enough that it's not new to me any more. I'll probably look at it again with the official release, since we're getting new biomes and critters. But I'm not feeling a lot of motivation to finish my present colony.
  4. My overengineered oxygen plant

    I already did. Should I explain it more?
  5. No wort or AETN help

    I am using no wheezeworts or AETNs in my present colony. I screwed up quite a lot in the beginning. In hindsight you can ignore early heat for most of your colony except your farm. I really should have insulated that. Instead I used emergency measures, namely mining ice from cold biomes, and then building ice tempshift plates to cool my farm. That works but it's awkward, and you can't do it forever. I did have a hatch ranch, but it didn't produce anywhere near enough meat to keep my Dupes alive. I really needed farming. I didn't find the ice maker that useful. I'd heard good things about it, but for a variety of reasons it didn't help that much. Mostly it was the manual water delivery, and it sat idle quite often because of that. Early on I used polluted water in my metal refinery. Once it got to about 85 C I'd run it through a sieve. That helped with a significant part of early heat. I pushed hard for petroleum so I could get plastic for steam turbines. Once I had steam turbines, and lots of power to run aquatuners, all my heat issues went away. Steam turbines remove far, far more heat than either wheezeworts or AETNs. My first steam turbine went to cooling my petroleum refinery and generators, because those generate a scary amount of waste heat. If I hadn't addresses that my base really would have gotten cooked. My second turbine went to cooling an insulated farm. My third turbine was for a new metal refinery running petroleum as a coolant. Now instead of just deleting the heat, I could get energy back from it. Anything above 190 C went to heating the steam chamber of the turbine, and then back to the metal refinery.
  6. My overengineered oxygen plant

    So, you do understand the concept of efficiency, then, and why "less efficient is better" as you stated is nonsense?
  7. My overengineered oxygen plant

    Efficiency. As for your second sentence, it doesn't make any sense at all. The two situations are equivalent in energy cost and output, but the less efficient system uses more space, takes more materials, and takes longer to build. You only start running into drawbacks if you're running gas pumps with less than 500 g/s of gas to move. That's energy inefficient. If you're running more than 2 pumps per electrolyzer, you should probably add one pressure sensors to make sure they're moving enough gas.
  8. I've already said all that seems relevant about disease in the other thread. After spending some time with the new skill system, I'm a bit mixed. It's ridiculously easy now to get critical gateway skills. Morale, however, is more relevant than it was before. With the Jobs system, once you got 30 morale from the basic boosts (great hall, bathroom, bedroom, +16 food), morale no longer mattered, since all Dupes could get all skills given enough time. Now Dupes max out after mastering roughly 4 skill trees, and every point of morale you get after that lifts the ceiling a bit more. The net result is there's now a reason to care about things like decor and the additional recreation machines like the Arcade Cabinet and espresso machine. However, it's not a a strong reason, since all you're getting out of it is the low-value skills you skipped before, the ones that do nothing for your Dupe but add +2 to an attribute. Dupe Interests matter a lot more now than they did. In the old system they made skill gains a bit faster; in the new system you get that, and they reduce morale requirements for the relevant skills. A Dupe with 3 interests is going to have a cap that's 9 morale higher than a Dupe with none, if they take all the relevant skills. And if those are actually the skills you want. I think stating that the new skill system is "too easy" overlooks how easy the Job system was if you knew what you were doing. The old system was more challenging for new players, but both systems are pretty easy once you've mastered morale mechanics.
  9. Power setup help

    Looking at that diagram, it's logically the same, except that there's no delay on the primary pair of shutoffs. Which means for 1 second every time it switches, the power supply and the destination are directly connected. I would think that you'd get overloads from that. I'm also not seeing why that wouldn't lock up the same way my battery switcher did. The issue isn't the logic; the issue is that the automation works, but the power shutoff bugs out and ignores the automation.
  10. My overengineered oxygen plant

    I forced the plant to run at full speed for two cycles by using high-pressure vents. I'll be deconstructing those now that I've run the test. I had to build several more hydrogen generators to deal with the hydrogen production. So, 1893 kg oxygen over 600s = 3,155 g/s oxygen = 788 g/s per electrolyzer, so 88% up time. Not quite what I'd hoped. Due to ventilation mechanics you probably need more than 2 gas pumps per electroylzer to get 100% production. 1536 kj from hydrogen over 600s = 2,560 watts. Power draw is 3 kw, so that's a net power usage of 440 watts, or 110 per electrolyzer group.
  11. My overengineered oxygen plant

    That approach is problematic. I know it's common, but it can and does fail on occasion. People who use SPOM-like designs have to accept occasional failures where oxygen gets into the hydrogen line and damage stuff downstream. I don't think it's worth it. By the time you're running electrolysis for oxygen, you almost certainly can afford a 120 watt load. As I said:
  12. Power setup help

    Last time I did that, I found the switch unreliable. One of the four power shutoffs would periodically stop responding to automation signals. That said, this is what I built. It's pretty straightforward. The upper left battery controls the flow. If the control battery (top left) has sufficient power, it's connected to the load (right cable) and delivers power, while the bottom pair is connected to the source (left cable) to charge. When it runs down, that reverses. The OR gates are there purely to delay, so the shutoffs switch simultaneously. RE: over-20kw power grids, with or without battery switches. The simple solution is to break your grid up into roughly even chunks. Count transformers, so each new grid has roughly the same number of transformers. It's a reasonable way to guess as to evenly distributing the peak power demand. Now you need to apply power. One solution is to make separate power plants for each new subgrid. Another is to make small power plants for each subgrid, and one primary power plant. The small power plants are small enough that they should be running full time, and still don't quite provide enough power to that grid. The big power plant provides the extra capacity and sends the power where needed. The big power plant connects to a cable via 5 large power transformers. That backbone cable then connects to each subgrid by 5 large transformers. The big plant connects to everything, but the subgrids are still electrically isolated from each other. The backbone cable cannot provide more than 20kw because it's limited by the transformers. This means the primary power plant can have plenty of battery capacity in addition to generators, but there's no danger of providing too much power and creating an overload. As long as the total shortfall in the consumer subgrids is less than 20kw, the big power plant can take up the slack.
  13. My overengineered oxygen plant

    It's currently well over capacity for my base, so it's halted by the distribution system. I'll see about setting up a test to see how it behaves if it's not limited by air pressure for a cycle.
  14. I'm not seeing how a drop of liquid is an exploit, or even gamy. Granted, it's inelegant, and I'd rather that miners exchange heat directly with pipes, but that doesn't make a liquid heat exchange medium a cheat. If they do let miners exchange heat with pipes - which probably won't happen - I can't think of any good reason why the exchange would need a nerf like 10% of normal conductivity. You nerf things because there's something borderline exploitive about them, because there's a preferred solution that you would rather the player used instead. In this case we're talking about direct exchange vs. requiring a liquid or gas as an intermediate medium. I don't think encouraging players to do the latter is important.
  15. There are two pitcher pumps, one for the infected tank, and one for the clean tank. So you do what, disable the infected tank before making liceloaf? That seems like a lot of micromanagement. And don't the Dupes get germs all over their hands every time they move infected water to a destination like a terrarium? I'd want a sink next to that pitcher pump.