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About Nxf7

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  1. One option is Gulp fish. When they eat polluted water it outputs 25c water I believe, even if it was 99c polluted water. So your cooling is limited to how much co2 you have to keep the carbon skimmer converting the water into p-water (and secondarily limited to how many gulp fish you have but you wouldn't need many). Wouldn't be so easy to setup but should be very effective. Here's some stuff from VoQn: https://gyazo.com/0ff06201708b21c7604eb3e424ea30a1 https://youtu.be/UvRF26c-Vb0
  2. This has not been my experience when testing this. They flipped to the opposite state they were saved in, for 0.1-0.4 seconds until flipping back. Basically there's two situations, the game is saved while the critter sensor is in the off state, and another when saved in the on state. If it's critical that you stop the state flip in both situations then you need critter sensor > filter > buffer, in that order. Otherwise you only need a filter to stop off-on flip, or a buffer to stop on-off flip. Alternatively you can have the signal ANDing with something else which if it weren't for this bug may be pointless to you. It just so happened for my critter sensor, while both state flips impact me, the critter sensor is on for 99% of the time and the only side effect is it triggers another algae feeding unnecessarily, so I don't care if I get unlucky and save the game when it's off.
  3. Did you have any specifics. I noticed upon load that critter sensors will send the opposite signal for up to 0.4 seconds. As in, I saved the game with one critter sensor turned off and one turned on, reloaded the game several times. They would both toggle for a duration between 0.1-0.4 seconds. For my build I figured the only solution was to account for it, and have a filter/buffer at 0.5 duration or higher.
  4. So you've made the world's greatest algae restricted Pacu breeding farm, you're stockpiling fish for lime and fillet and wondering is there anything else you could be doing to squeeze the life get even more benefit out of them? There is. A tropical fry is born at 55c. Its temp resets when it becomes an adult, this heat is effectively deleted. And again when it dies of old age. This body of water is 95c, a Fry will reach 92c just as it becomes an adult. The adults get pretty close to 95c I think before dying. So math can be done on those temp differences. I worked it out to be 3562.5333 DTU deleted per second over the 25 lifecycle. Most CSV's seem to do 2.5kg/s average during active period. 125370 DTU per second needed to drop output steam 12c to 98c. Comes down to 35.2 pacu needed. Perhaps make it an even 40. If using as little as 36-40 Pacu then your water will approach 95c, which means for the metal tiles and the tempshift plates on either side this 95c is likely too high of a temp to use anything with lower TC than aluminium; otherwise the CSV will overpressure on occasion. However, if you have more Pacu in the pool then the equilibrium water temp will be lower, then a lower TC metal will be sufficient to prevent the CSV from overpressure. Mass is good to lower fluctuations so everything else is dirt tempshift plate, igneous graves. 4% chance of a bad egg, so get those shipped out, and a critter sensor is there to detect when it needs a top up from your breeder.
  5. I'm back with more animal abuse. This farm has all the slicksters at the same age, detects when their eggs are laid (all at about the same time), then drowns them all. Eggs hatch 20 cycles later, repeat. The triple doors at the top is an egg freezer, when eggs are crushed between doors it halts their incubation and their viability doesn't drop either. Why drown them? Why not let them live out their retirement and raise their young? I don't know the answer to these questions. I was in the zone. But seriously maybe you only care about the meat and either you want some of your FPS back, or you don't have enough co2 to sustain slicksters that live for 100 cycles. It's ~12.5 slicksters per dupe if making surf n turf or frost burgers. 19 slicksters if just plain BBQ. Ungroomed but fed (with co2) slicksters will lay an egg at age 55. They die of old at age 100. Important: Either normal or molten slicksters would work, but it must be one or the other, not a mix. If molten, obviously all the liquid must be petrol. And set the hydro sensor to above 730kg, because 2nd layer of petrol starts at only 740kg. You'll lose some slicksters over time because Klei has graced us with the gift of a 2% minimum on other breed types even if it's a hostile environment. At first I thought automating replacements would be easy: "couple critter sensors, first >1 and second <150 (arbitrary), AND them together, and make the breeder send some when it drops below 150." Nope, critter sensors can't be set higher than 64. I guess some eyeballing would need to happen by you every few hundred cycles. Or I'm sure you could also automate it to some extent, perhaps to enable your breeding station every 75 cycles and send out N eggs.
  6. Redesigned the automation significantly. It now produces more eggs because the lifecycle has been dropped from 3.28 to ~3.01. Also I think this iteration is completely resilient to modes even faster than the standard x3 (like debug's fast forward) however you won't get as low of a lifecycle as 3.01 when doing that. 3 cycle "lifecycle" clock that is variable in length, it's reset when the critter sensor goes from off to on (rising edge), so it could be 3 cycles + 4 seconds one time, or 10 seconds for another. This mins the risk and maxes efficiency. Buffer set to 0.6 immediately after the critter sensor because Klei is bad and when you reload the game the critter sensor toggles itself to the other state and then back. Doesn't matter which state the critter sensor was in before, it still toggles back and forth and creates a 0.4 second pulse of the opposite state. Proud as punch about this unit. It basically can't be improved by any significant amount anymore. Famous last words
  7. I need 4 time-triggered events because the three algae feedings aren't divisible with the 3.3 lifecycle. I did give Timers a shot, but unless if I completely missed something, it seems harder to setup those timers to do what I want. I would need to set the [lifecycle over] Timer, then physically wait until 0.3 cycles has passed, then set the first feeding Timer, then wait 1.0 cycles and set the 2nd feeding timer, etc. I did hear from someone that multiple Timers can get out of sync, I'm unsure if that was their own configuration error but that's a huge no if that happens despite the best laid plans.
  8. Each vertical feeder section produces a net of 2 eggs every 3.01 cycles at the cost of 3kg algae. It is easily scalable to fit your needs, just add more fish feeders to the right. Shown here are 3 feeders but minimum could be 1 if you so desire. You can either send the produced eggs to your 1x1 Pacu stack, or if you want the best hands-free food (omelette) this will sustain 3.7 dupes (4.2 if cooking and counting the Fish Fillet) using only 1kg algae each cycle (per feeder). If algae is a concern, and to put things in perspective, a single wild puft can sustain 3 of these fish feeders. Below is the default view. Note that this shows 3 feeders wide but you could make it 1 wide or as many as you can fit in the width of your map. Also note the video shows the old automation system, but this one is better. I mostly only frequent the ONI discord, on there my name is Mozzy but it seems I can't name change on this. I piqued a few peoples interest with my Pacu farms and then it took ages to explain it. The least I could do is make a decent resource for showcasing it. In general I advocate that if your map started with lots of algae and you aren't interested in omelette, only just lime or fish fillet, it's best to switch from Diffusers to Electrolyzers are soon as convenient, and then don't bother building an algae-restricted farm. Every 21 tonnes of algae you don't care to lose to Pacu stomach this way would produce about 100 Pacu. I would build this bottom up. Once it's built, you prime it by sending in a single tame egg, or more. That's it. See near the end of the video about how to send one in, if you need help with that. If you must use a wild egg, you would need to configure the counters to stop ejecting every 3 cycles, because that's not long enough to tame a Pacu. This would be a very silly endeavor though. Taming a pacu out in a nearby pool is not hard and not very wasteful of algae considering the efficiency of what you're about to build. Conveyor: Automation: Automation (old, it works but it's just not as efficient or awesome): Power: Plumbing: Pacu mechanics: Sandbox 2020.sav
  9. Over 8 times more energy efficient. If you want to be most optimal, use an AT until your cooling needs are met, then if you still need heat and it's under 85c then use a tepidiser.
  10. Nice design. Regarding these numbers, perhaps I'm missing something but how can it cost 3kg algae if there is a 5 cycle "lifecycle" and the sweeper is timed to deliver every cycle? Does the Pacu know that falling through the open door will lead to water or it doesn't and you're hoping it doesn't stay where it is for a long time?
  11. Some algae produced by the Algae Distiller is deleted/lost on a reload. I can reproduce this in a way that isolates variables and can identify which piles of Algae are missing. I've waited out a full cycle with no recovery of the lost Algae. I amassed 33 tonnes of Slime and started up the Distillers. 10 cycles later I had around 10 tonnes of Algae in reserve and ~600kg Slime. Saved and quit, started up again today, less than 2kg in Algae and 600kg Slime left. Lost 80% of algae upon a reload. Tried to reload all autosaves in the last few cycles, all of them had around 2kg Algae and the expected proportional loss of Slime. Mozzopolis 3 Cycle 134.sav
  12. I think it's just psychological. The first time you hear them it seems like they take ages to come, so over several attacks you get lulled into a sense of safety as you attempt to finish off whatever you were doing at the time just before the hounds approach, so that you aren't just "standing there" looking stupid as the hounds take their time.
  13. I think feeding pigs meat is considered a "nice" act since it plays a sound as you do it.
  14. I made over 30 pig villages around the existing pig king village in order to 'go to town' on them to get krampus. In hindsight I should have supplemented that with butterfly killing. In the end I think I killed around 50 Krampus until a sack dropped. Trainer if it's supposed to be a 1% drop rate it's pretty obvious that it's expected of you to kill Krampus 100 times before you get a sack, since every kill is an independent trial. Killing less than that would make you lucky and more than that would make you unlucky.
  15. Catching bees doesn't cause killer ones to spawn, and neither will any other bee try to attack, it's completely safe now. And they don't permanently lose bees over time either.