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About ghkbrew

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  1. Here's my earliest 3 backups from my current Terra start game: Cycle 12 Cycle 80 Cycle 119 Basically I subscribe to the "Pave paradise and put up a parking lot" theory of base building.
  2. Ha, well I mostly finished yesterday. At steady state I was getting about 66,000kcal of omlettes per cycle. That's significantly lower than my initial estimate (29pacu * (1egg/1.5cycle) * (5600kcal/egg) = 108266.7kcal/cycle). There were of course factors I hadn't included. The biggest ones being that the pacu are babies for 5 of 25 cycles and that 1 of 13 eggs per life go to replacing the breeders. So a more accurate estimate is: 29 pacu * (20/25) * (12/13) * (1egg/1.5cycle) * (5600kcal/egg) = 79950.77kcal/cycle. So I am getting about 83% of the theoretical yield. I attribute most of that efficiency loss to 1) the time spent waiting for dead pacu to be replaced and 2) the brief period that the pacu are overcrowded each time an egg is laid (~15 times per cycle). The overcrowding could be improved with multiple smaller ponds, but I think that would increase the time spent waiting for pacu replacement. Also this testing was at 10x super-speed. Both of those factors should be improved at standard speeds. Still I'm pretty happy with the results. For comparison you would need about 660 wild water weed for an equivalent calorie output. Or 66000 / (1000kcal / 30cycle / pacu) = 1980 starvation ranched pacu. And that's just from one instance of the build. I plan to fit 4 or 5 of them on the resin tree planet.
  3. I believe it's supposed to cause a the rocket with the module to "discover" adjacent tiles (without a telescope). You should be able to fly it out into the unknown.
  4. To be fair. I did link a build that required it above. But yeah it's rare. The purpose is not so much to decrease flow rate as to be able accurately deliver less than 20kg of debris at a time. For the record: it's not. Any amount of clay will form a tile of ceramic when heated to "melting". I think dirt -> sand is the same way.
  5. Grubfruit yields 250kcal per day for 10kg of sulfur. In the current build you get (food calories / 2) grams of resin when you feed the tree. Resins boils to 25% isoresin. It takes 15kg of isoresin to make 100kg of insulation. an insulated pipe is 400kg. So for one pipe you need 400kg insulation * (15kg isoresin / 100kg insulation) * (100kg resin / 25kg isoresin) * (2000kcal / 1kg resin) * (10kg sulfur / 250kcal) = 19200 kg sulfur
  6. I've been using a similar contraption I cribbed from algae loader in this build: The idea is to only activiate the loading sweeper when the element sensor on the rail is off. I think your version will overload the rail if it backs up. But the lag from the automation signaling means you only get 1 packet per 2 seconds. That's not been an issue for me, but you should be able to double it like here for a full 1 packet/s
  7. yeah. They are in a 58 x 4 pond of layered liquids. From bottom to top crude oil, petroleum, salt water, water. The reason for the layers is that this way each tile can have tiny amounts of liquid in it and still make a large pond for the pacu. I have 1kg/tile for crude oil, petroleum and water, but you could go much lower than that. The salt water actually needs slightly higher to prevent pdirt from off-gassing and breaking the layering. I have it at 2kg/tile. 290kg of liquid total vs the 230tons of water you need for the same sized pool of pure water. The pacu live in 1 tile of salt water directly under the feeder. They won't swim up into the water because too low volume for them. Pacu are a little strange because whether they're overcrowded depends on the size of the pool they're in, not the room like most critters. And that "pool size" calculation crosses mesh tiles and pneumatic doors. So I can have 29 happy pacu in my pool (59 x 4 / 8) even though they're in a room that's only 14 tiles. Other parts of the build: Wild arbor trees with stacked liquids covering their branches. The trees have 4 of 5 branches covered in liquid. This causes the branches to drown and break immediately/repeated. Each time a new branch grows there's a chance for the tree to spawn a new seed for the pips to rummage through them and find. Each tree is producing a little over 1 seed/cycle this way. I'm leaving 1 branch uncovered on each to let the pips eat. That way you can just leave a bunch of tame, ungroomed pips in the room to extract the seeds. There is a small incubation room to the left of the feeder, that automation keeps 6 eggs in that room which is enough to maintain a population of 30 pacu (25 cycle life / 5 cycle incubation = 5 pacu per egg). The door between the incubation room and the pool room only opens if there are fewer than 29 pacu. It would rarely happen but adding a single extra pacu will make all of them overcrowded and cause reproduction rates to go down 10-fold. eggs above the 6 in the incubation room are shipped to an automated omelette cooker (which wasn't implemented yet in the first picture): The eggs stay in the receptacles (in a vacuum) for 10 cycles until they break and drop raw egg into the 200C petroleum. When the raw egg gets hot enough (80C IIRC) they turn in to omelettes and are shipped out of the room.
  8. Of course, but there is still some lag from having that many critters. And you can keep fed pacu in a 1 tile pond too (like in my build). The real question is does the machinery needed to feed 1 pacu cause less than 56x the computation needed to simulate one starving pacu (in a 1x1 pond). I don't think it's clear which way is cheaper. I wonder how I could test that?
  9. In theory there's no limit to how many starvation ranched pacu you can keep (though once you get a few hundred maintaining temperatures really starts to be an issue). But practically, if you have too many it starts to lag the the game horribly. Since pacu eat (renewable) seeds in the DLC I think it makes more sense to feed them if you want mass calorie production. Each starving pacu produces 2000kcal of bbq every ~30 cycles = ~66.67 kcal per cycle. A fed pacu produces an egg every 1.5 cycles. Each egg makes 2 omelettes so 5600kcal (vs 2000kcal you would get from bbq for that egg) = ~3733.33 kcal per cycle. So a fed pacu produces 56x as many calories as starvation ranched ones. I'm in the middle of stress testing a design for 29 fed pacu You'd need ~1600 starvation ranched pacu to get an equivalent calorie output.
  10. So, because of the enormous amounts of calories needed. The plan is to optimize for 1) densest calories/tile 2) minimal dupe labor. The best plan I've come up with so far is pacu omelets. Using either a wild arbor tree with drowning branches, or a wild nosh beans for seed production. They have similar production rates when you factor in the space needed, but arbor start producing immediately vs waiting 84 cycles for nosh beans. The fish can be kept in ponds made from layered liquids to drastically decrease the water needed. The eggs can be cracked by leaving them in storage bins. Then cooked to omelets by heating manually. No dupe labor necessary. A happy pacu will lay 1 egg every 1.67 cycles. Pacu eggs make 2x 2800kcal omelets. For 3,360 kcal / cycle/ pacu. Each pacu need 8 tiles of liquid plus ~ 4 tiles for a third of an arbor tree to feed it. 3360 / 12 = 280kcal / tile / cycle
  11. Just adding all the numbers you see in (molar mas, max tile mass, max compression, min horizontal flow, min vertical flow) to the material properties tab would be a great improvement. Those numbers are specific to each material, but aren't available anywhere in the game. (I believe oni-db datamines them from game asset)
  12. Agreed. The ports in the command module should just connect directly to the rocket port buildings. Being able to directly pump oxygen/water and extract CO2/pwater would make topping off life support much simpler but not trivialize anything. You could even use a loop of cold water as heat removal. As it is they're pretty much unusable because they're tied to modules which noone uses, because of the low number of modules allowed per rocket.
  13. Can your dupes actually reach through that water tile and grab food? I'm pretty sure the tile-of-interest for the food container is the lower left. That would place it 3 tiles away and out of reach of the dupes. I've just been corner building a vacuum to store the food like this, but I remember it being unreachable with the access on the right.
  14. Ooh a use for the bug I found: You should be able to get ~70% conversion to isoresin. Edit: aww, nevermind. It's apparently been patched already.
  15. You don't even need the oxyfern. Morbs will delete small amounts of CO2. But I think you need to groom the shove voles. Unless they're wild, but then 2 won't feed a dupe. A while back, I tried to do basically this for an infinite rocket, but using pacu since voles arent in the DLC yet: