Mastermindx

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About Mastermindx

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  1. I tend to plug all producer straight to the backbone. Works well. I started to plan to change this a bit for AT/ST. Since aquatuner is probably my highest power draw, I started to design a setting where only the power needed in excess of what the steam turbine produces would be drawn from the main power grid in an effort to reduce the load because my power spike are getting close to 20 MW, and I'm definitely not ready to replace the whole network with conductive heavy wire! You can do the same with other part of your base that get intermittent but high power usage. I did that with the space biome. All bunker door are now supplied from the main infras by a single 1KW transformer and a battery array. So instead of drawing like 3-4KW when they are opening/closing, that part only ever draw at most 1KW. Just needed to make sure I had enough battery in that "subnetwork" to handle the power spike. So it's like : Main Power Grid -> Trans High -> Trans Low -> Batteries -> Trans High -> Trans Low -> Bunker doors Running low on power is actually what motivated me to crack the space biome open in my latest game. That's like 2300KJ(IIRC) of solar energy on a good day. I didn't do the math to check if it offset the bunker door consumption, but I certainly believe so.
  2. The simplest (albeit not particularly fast) way to melt steel is probably the rocket exhaust. IIRC, it can heat up to 2792 degrees which is enough to melt steel. As for volcano, I'd say gold is probably the worst of the metallic ones due to its low specific heat capacity. Iron would probably be a better choice.
  3. You can actually carry it to space biome, heat it and then vent... Would work as heat deletion... Not all that entirely useless. And having something that is a plain waste, I have no problem with that... That's kindda realistic too. Lots of processes have useless, undesirable byproduct that need to be taken care of. Unless you are really unlucky with your geyser/volcano on your map, I don't think it is needed. My latest base is running strictly on steam/solar, and I have overrun production. The only use I have for NG is for the gas range.
  4. In starcraft, APM (Action per minute) is one very important factor for success. Having 2 players "stacking" their APM effectively improve the efficiency of the team. What gain would ONI have in this situation? Are you ever so slow that your dupe go IDLE because you can't keep up with orders? On my end, I often let the game run by itself for a dozen cycle just so my dupe can catch up on me. Even relatively small building project can take 6-10 cycles to complete... The further from the "main base", the worse it gets. So I'm not sure how having 2 players planning digs/construction/etc at the same time would make the experience better. Just stream your game and have your friend joins a chat and plan together... You don't really need 2 inputs. I understand the interest of building something with friends, but when I do, I usually do so in a game where coop make thing better/faster/easier.. You know, the very point of cooperation. In ONI, it wouldn't be faster (dupe time limited and not input limited), it wouldn't be easier (Wouldn't improve resource yield, wouldn't reduce resource consumption, both player fighting eachother for dupe time), it wouldn't be better (For example, nothing becoming available because they are locked behind RPG style class). So, kindda why I don't really see the point.
  5. Well, in my latest Terra game, I have 2 salt geyser, 2 cool steam vent and 2 cool slush geyser... That's enough to supply oxygen for enough dupes to make my computer crawl. For Terra asteroid, I believe you are guaranteed 1 cool steam vent and 1 salt geyser which should be enough to quite a few dupe if you don't use it all on farming. I'm not sure what other asteroids offer.
  6. There seems to be a problem with the germs "growth" formula : The 2nd one seems accurate, the first one is not. My guess is, the current formula doesn't support properly Dead/cycle values that are >= 100%.
  7. I totally agree with you. I think as far as moral goes, a nice bedroom should be at the top of the list. And the bedroom makes barely any difference on the recovery rate (It's like 1200% instead of 1000% IIRC). And for a great hall, it would make more sense to me to have it apply a multiplier to the food moral value rather than giving it a flat value. After all, it doesn't matter all that much how pretty a dinning room is if you're eating a mush bar. And doing so would maybe make getting better food a higher priority early game instead of running on mealwood.
  8. A LOT of the morale stuff isn't exactly balanced... But I don 't think giving it +3 morale would be the right change (it would be worth more than many food). But maybe have a multi-cycle duration would be better?
  9. I had it happen in previous version when "Enable Proximity" was on. Removing "Enable Proximity" fixed it. It was quite long ago so, I don't really remember the details. I'm not sure if it still happens because I hardly ever play with Proximity enabled for that very reason.
  10. I kindda assumed oil well were categorized as "geyser" for the purpose of this challenge since the goal seems to be to remove endless sources of resources.
  11. No geyser at all guarantees a slow death because there is no conservation of matter. For example, dupe consume 100g/s oxygen. It's not converted to CO2, it's just gone. So, sooner or later, you will run out of oxygen. Maybe (just *maybe*), it's possible to survive with rocket bringing more resources, but since rocket typically burn as much fuel mass than they can bring back cargo, I don't believe this to be realistic. Might be an interesting challenge to reach the temporal tear before colony fails though.
  12. This is a terribly confusing way to display temperature if you never took a science class or don't understand what temperature is. When you understand what temperature is, this makes more sense than anything else. Everything is an offset. The type of building act no differently than the type of material. The material act as a +50C overheat temp? Well the building type act as a +348.2 overheat temp. When you start seeing the building type as a temp modifier the same way the material is, it just makes sense. And I think it might play an even more important role once mods get involved. Why? Just.... Why? I mean... They do give you a plain, final, overheat value.
  13. So... I'll try again since you failed to get the point. If you set temperature to Celsius, the "reference" overheat temperature is -273.2C. So if your building overheat at 75C, then your base overtemp is +348.2 (75 - (-273.2)) If you set temperature to Fahrenheit, the "reference" overheat temperature is -459.67F. So if your building overheat at 167F, your base overtemp is +626.6 (167 - (-459.6)) The base overtemp is NOT based on 0 *insert temperature unit of choice*, it is always based on 0K no matter what your preferred temperature unit is, which makes total sense, at least for everyone who ever took a science class. The game doesn't report overtemp is 348.2. The game report that it is +348.2, or 348.2 above absolute 0, which is -273.2. -273.2 + 348.2 = 75 Same goes for Fahrenheit. Reference value is -459.67(0K). If your building overheat at 167F, then it's +626.7 from reference value. -459.67 + 626.7 + 90 = ??? What does it equals? 257.03. Well, at this point, I'd trust them over you.
  14. As designed. All overheat temperature are assumed to be 0K. Then, the item base value being +348.2 degrees makes it 0K + 348.2K, which is 75 degree celsius. The Fahrenheit value is also correct : 75C to °F = 167°F 0K to °F = -459.67°F 167 + 459.6 = 626.6°F which make base overheat value 626.6°F above 0K.