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About asdf11784

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  1. As far as I know they always get an equal amount of power, but it doesn't try to even them out (for instance, if one of them has 10% charge and the other has 40% charge at the start for whatever reason, and you generate enough power to give 50% of each, it'll just leave them at 60% and 90% so the lower battery will still be lower - it charges them equally, but it doesn't make an effort to prioritize the ones that are already lower). Depending on the way your circuit is set up it's possible for the lower batteries to just never get charged up properly so they never get set to where they should be.
  2. [Game Update] - 352881

    I feel like there's a limit to how much effort wheezeworts are worth though, even if you technically can produce everything you need for them without spending any actual resources. A wheezewort removes what, 12 kDTU each? An aquatuner+steam turbine removes 585 kDTU with polluted water (and about double that if you get late enough in the game for super coolant, plus if you're using super coolant it costs almost no power to run), so we're talking about 48-49 wheezeworts to remove as much heat as a single aquatuner can remove, which of course begs the question of if it's actually worth the effort to set up all the infrastructure (not to mention gather the wheezeworts too) you need to get wheezeworts working when the aquatuner+steam turbine setup works pretty well anyway. Wheezeworts used to be pretty low effort to set up, but now they take a lot more effort to set up and frankly I think it takes less effort to just build the steam turbine+aquatuner for heat deletion instead, and it removes way more heat than wheezeworts will and it's easier to automate too.
  3. Food Rebalance Summary

    That 163kcal/kg of polluted water is not really an accurate statistic for measuring pincha peppers because you would've gotten 4/5 of that even without the pincha peppers just from eating the meat and pacu fillet which obviously don't cost any water at all.
  4. Food Rebalance Summary

    It is. For what it's worth, you can also get an extra 400kcal if the BBQ is then used in one of the new recipes too. For comparison, pincha peppers produce 4000g using 35*8= 280kg of polluted water (+phosphorite but you can get that for free by feeding balm lilies to dreckos), which is 3200 kcal, or ~11.4 kcal/kg of polluted water. A bristle blossom produces 2000kcal of gristle berry (I'm assuming you're cooking it because why would you ever not cook it) using 120kg of water or ~16.7 kcal/kg of water. If you used the BBQ in one of the new recipes it becomes roughly even in the amount of water consumed if you're comparing it to growing bristle blossoms, so growing pincha peppers is actually pretty reasonably efficient compared to other plants if you're using it for BBQ and then using the BBQ for either surf'n'turf or frost burgers.
  5. I'm honestly not sure how to handle difficulty in this game. I'd say the biggest problem with increasing the difficulty in any form is that you can always make the game easier by just using fewer dupes, so in practice pretty much anything that increases the difficulty is actually just making the game more tedious by making it take longer to get stuff done (since you have fewer dupes). I think before there can be a proper "high difficulty" setting there needs to be more of a motivation to have large numbers of dupes, otherwise it's just going to slow things down without really changing anything.
  6. Food Rebalance Summary

    I think the numbers are mostly the same as they were before, but when I looked over it in terms of the amount of resources spent vs. the amount of calories produced (without taking into consideration the quality of food, and assuming you're actually farming the plants not just growing wild plants), it seems as though lettuce and mushrooms are very resource efficient (but take a lot of effort to grow sustainably, plus lettuce has an upper limit to the amount you can grow because you can't convert other resources to chlorine conventionally). Mealwood, sleet wheat and bristle blossoms are pretty balanced compared to each other in terms of resources spent vs. calories gained, and pincha peppernuts are about even with those 3 *if* it's being used for surf'n'turf or frost burgers (if it's just being used for BBQ it's somewhat less resource efficient, and for everything else it's much less efficient). Overall frost burgers are actually surprisingly resource efficient considering the quality of food (provided you have some sort of sustainable source of chlorine/bleach stone, even if it's a chlorine planet - it's worth noting that I did some math and I found that with 1 random chlorine planet I looked at it replenished 11.1kg/cycle and based on the proportions of resources on it I found it could replenish enough bleach stone to sustain a base of ~70 dupes with frost burgers indefinitely) - I think getting frost burgers actually produces more calories in total even disregarding the food quality than using the same amount of dirt/water/meat feeding them meal lice+gristle berries + meat. Nosh beans are still just horrible and have no practical use.
  7. There might be a simpler way to build something like this, but I think this should work: First off, there's a mechanical filter here - this will need to be primed with some kind of gas (it doesn't matter what kind, any will work as long as it's just one type of gas). What's happening here is I have a known gas going in a loop, but the main pipeline will be prioritized over this gas - so as soon as anything enters the actual pipeline, the looping gas will stop going in that loop and go through a different loop which will trigger an element sensor (and you know what type of gas is in the loop so it doesn't matter what's going through the main pipeline). The top valve is set to 1g/s, the other 2 valves are set to 999g/s (since a mechanical filter can only handle 999g/s it might lose small amounts of gas over time in the system until it stops working if you don't use those valves). EDIT: Oh, okay, technically this won't detect *every* case - if you happen to be pumping <=1g/s of the same gas as the one you're using in the loop and the pipe isn't getting blocked up it will fail to detect that.. but that's a very edge case and I can't imagine any situation where that would be something you'd need to be concerned about.
  8. Tungsten

    Liquid oxygen isn't that bad without space materials (you can just use a thermo regulator with hydrogen for instance, and switch to an aquatuner using LOX once you have some of it to make it more efficient, and LOX is a lot easier to manage in an aquatuner than liquid hydrogen is), it's liquid hydrogen that's troublesome. As far as the number of rocket trips required - while it's true you'll need 6x as many trips, it's worth remembering that you're only going to 10000 distance planets so the trips will always be only 2.7 cycles (if you were going to further distance planets the trips would take a lot longer), so in practice it probably won't take *that* much longer to get the research done.
  9. Tungsten

    There are technically 2 ways to go about it. 1) You could get a small amount of liquid hydrogen by letting it break the pipes (technically you could also just keep doing that and eventually get enough, but that would be incredibly tedious), and then use that liquid hydrogen to get more liquid hydrogen by very carefully controlling its temperature (while the freezing and boiling point may be <14 degrees apart, remember that the boiling and freezing points will only happen if it goes 5 degrees past the boiling/freezing point, which does give you a small amount of room to work with where you could use liquid hydrogen in an aquatuner without it freezing if you set the hydrogen to the right temperature before putting it in the aquatuner). 2) If you have <10% of a pipe full, then state changes won't happen (ie. <100g for a gas, or <1000g for a liquid), in which case you can use any gas or liquid in a pipe and reduce it to any temperature and it'll stay in the pipes, as long as you keep it at a low density using a valve. I really have no idea why they designed the game that way - it doesn't seem like it serves any purpose at all to me, but that's the way it is.
  10. Tungsten

    For what it's worth, there's really not much you need thermium for that niobium wouldn't be good enough for (a niobium aquatuner overheats at 625 degrees which is more than enough for a sour gas boiler for instance). Tungsten is also technically renewable on any map (you can melt insulation on any map, it just takes a lot of effort to do). I think the biggest offender personally is not being able to use gold for super coolant if you have no gold volcano or gold planet. Super coolant is something that isn't really replaceable in the places it's used, and having a map where you can't get super coolant in any way feels kind of lame to me even if it isn't really necessary for survival.
  11. If you really care about doing this, you can use a pattern something like this: No automation, just piping priorities. The pumps at the top should be prioritized before the ones at the bottom, so the bottom pumps only get used if all of the pumps above them can't pump anything. At most there should be 4 pumps working at a time once it's set up (usually it'll only be 1 pump, but it can potentially go up to 4 under some fairly specific circumstances I think so plan accordingly with your wiring). EDIT: Actually, you can remove half of the pumps - having pumps on the same elevation on each side doesn't really help any with that kind of design.
  12. 73 degrees is the important cutoff, regardless of what type of gas/liquid you're walking through. Heat stroke depends on what you're walking through, but scalding is always at 73 degrees, so anywhere that's below 73 is safe-ish.
  13. It'll depend on what your exact requirements are.. I mean, obviously the easiest way to automate it is to just connect the rooms and let it happen on its own. I think for almost all purposes I think the best way to do what I think you want it to do is to just have 2 different pumps in each reservoir - put 1 pump at the top of each reservoir and one pump at the bottom, and then use pipes/bridges to prioritize the pumps on the top, so if any of the pumps on the top are submerged in a liquid they'll be prioritized and the pumps on the bottom won't do anything (ie. the pumps on the bottom will go through a bridge that ends on the top pipeline - bridges used in this way will only allow the salt water through if nothing is flowing through the pipes from the top pumps). This won't strictly keep it even, but it will ensure that they don't overflow (as long as you're spending salt water at least as quickly as it's being produced of course). If you wanted to you could put more pumps in between and make sure they're prioritized from top to bottom to make it have more cutoffs where they try to keep it more even (unless you put a pump on every single elevation it still wouldn't keep it strictly even, but it would for instance allow you to make sure that if one was overflowing it would always be prioritized, and if one was half way full and the other was less than half then it would always be prioritized etc.), but I'm not really sure why you'd ever need that.
  14. Here's a much simpler way to design one: There's just a germ sensor automating a shutoff. Everything else is just taking advantage of the way piping works. When the first reservoir isn't full it'll alternate between taking in new polluted water and circulating the polluted water that's already in the reservoir so the reservoir will gain 5kg/s, and once that reservoir is full it will start a second loop that prevents new polluted water from entering the system so polluted water will only circulate with that reservoir - the additional reservoirs just allow it to handle larger amounts of polluted water if the germs aren't dying quickly enough.
  15. I recommend putting them in a room at the center of your base with a wood burner. Don't try to recycle your carbon dioxide with oxyferns, just use the excessive amount of carbon dioxide a wood burner (or petroleum generator later on) generates to keep it covered in carbon dioxide and put a carbon skimmer (or slicksters) at the bottom of your base as usual. Putting oxyferns at the bottom of your base makes it hard for the oxygen to get to where it needs to go, and it prevents you from digging downward without messing up your oxygen production which is a huge nuisance.