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About TheMule

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  1. Adding to that: the standard map is 384x256. You can fit 64 bunker doors in 256 tiles. Each door is 120W, so 7,680W for all 64 doors when operating. Times 45s it's 345.6kJ, o 8.64 (9) jumbo batteries for one operation. Closing is a little faster, so probably 17 batteries would do for a full close/open cycle. But I'd suggest battery bank(s) only if you have either solar or (uncontrolled) geothermal. If you're using any kind of fuel, you might find it easier to just store a suitable amount of it and build 8kW worth of generators. 4 petroleum generators or 10 nat gas/hydrogen ones. Storing 750kJ (rounding up for a good measure) in fuel is easier than a battery bank (and there's no runoff). It's 750kg of petroleum (a single reservoir contains 5t) or (about) 85 kg of nat gas or 94kg of hydrogen (a reservoir is 150 kg). Despite the power demand, the total energy isn't that much. Meteor showers are relatively rare all considered. Possibly a single geyers (nat gat or hydrogen) is enough, provided that you store the gas to account for dormancy time.
  2. We kinda have the same in Italian. We have "greggio" which is the closest to "crude", which can be use as a noun for crude oil, but it's a technical word, not commonly used. Most Italians would refer to crude oil as "petrolio". The best translations would be "gasolio" (gasoline/petrol) for the fuel and "petrolio" for crude oil. But then I don't think you can get plastic from gasoline.
  3. Power doesn't flow in ONI. It appears everywhere in the circuit. The same for load. Transformers provide power on the low side and make the load on the low side appear on the up side, limited to 4kW. They act as 4kW generators + a 4kJ battery on the low side and a consumer on the up side, for the amount that actually appears on the low side up to 4kW. Or using 5 of them to connect a 20kW wire to a 50kW backbone. They should be 20kW. Conductive wire -> transformer -> normal wire: - 2kW conductive wire -> 1kW transformer -> 1kW normal wire - 50kW conductive heavy watt wire -> 20kW heavy watt transformer -> 20kW heavy watt wire.
  4. My point being this conclusion is wrong. Ranching divergents (done properly) is much more efficient than ranching hatches. It seem super clear to me. Already acknowleded your numbers are correct if you produce sweetle eggs - we're past that, since my first comment. When comparing what's more efficient, it seems obvious you should use the best option available. My point being this conclusion is wrong. Ranching divergents (done properly) is much more efficient than ranching hatches. It seem super clear to me. Already acknowleded the numbers are correct if you produce sweetle eggs - we're past that, since my first comment. When comparing what's more efficient, you should use the best option available. And no, I don't mean it's better than farming, just that the difference is not as great as portrayed.
  5. How about actually reading my post? In your example one sweetle ranch (8 critters) feeds 3.2 dups, in mine about 9. How is that arguing about "decimal and fraction of percentages"? Sweetle ranches can almost 3 times more efficient than you claim them to be.
  6. Much more power for the same cooling, or way less cooling for the same power, what's the difference? You can daisy-chain 5 TRs, and you get a 1200W setup. The cooling (with hydrogen) is around 170kDTU/s. One AT, with pwater, is 1200W and 585kDTU/s. Of course with supercoolant it exceeds 1000kDTU/s. Or, for abount 4250W (short of 18 TRs), you can produce the same amount of cooling on one AT (w p water). It's rarely mentioned, and I think I've never seen somebody use it, but technically you can use steam in TRs, which almost doubles their efficiency. Of course that severely restricts their range of application. If something is above 125C, you can cool it down directly with steam and a steam turbine (no need for AT or TR). Below 112C it gets tricky (you can't allow steam below 112C enter the TR). That's why nobody mentions them. The same applies to super coolant gas, if something is above sc condensation point, you can use steam directly.
  7. 2.22% + 20% = 100/22.22 = 4.5 A regular critter (lifetime = 100) lays an egg every 60 cycles wild or 6 cycles tamed. Critters with different lifespan (75 and 150) have their number adjusted accordingly, so for sweedles it's 45 and 4.5 and for grub grubs 90 and 9. The result is 1 egg for wild critters and 15 eggs for tamed critters anyway, because you have to add 5 cycles as a baby at the start. That's what I meant with: To be picky, these numbers are not precise. They are based on a set of assumptions: - that everytime a critter dies, it's replaced instantly; delays make the numbers worse; - that the replacement is an adult; that's not what usually happens. Especially when using unpowered incubators, when a critter dies a baby replacement may not be available. When a baby is born, there may be no room in stables, and it sits in the incubator for a while... the two phenomena tend to balance out, but the first prevails slightly, so your efficency is usually down by a couple percent points. @wachunga posted some time ago a design for a hatch ranch that allows you to replace adults with adults. This tend to reach max efficiency: all the numbers should be adjusted replacing 100 with 95 (because that's the lifespan of an adult hatch). 70 for sweetles and 145 for grub grubs. Yet, this is irrelevant because it's not what I meant in my previous post anyway. We're talking +-5% here, I'm talking +200%. Here's you're considering ranching grub grubs, for grub grub eggs. Same as above. Not what I meant. I'm lost here I don't know what you mean... it seems you're talking wild critters now? I'm not sure. Of course I remove all eggs from the stables ASAP, drop them in a evol chamber, I have incubators set to sweetles eggs and a critter dropper inside the ranches set for sweetles only, as usual, so no grub grub is entering the ranches, ever. I'm ranching sweetles, and I'm making them produce (mostly) grug grub eggs. The numbers: 15x6000 kcal (BBQ) -> 90000 kcal / 75 cycles = 1200 kcal per cycle, 1.2 dups, so a ranch of 8 feeds 9.6 dups. That's a knife... no, ehm, that's what I meant. It's irrelevant if the actual numbers are 3.2 or 3.22, 3.6 or 3.66 dups per ranch, I'd never ranch sweetles to produce sweetles eggs or grub grubs to produce grub grub eggs anyway, not when I can ranch sweetles to produce grub grub eggs, combining the reproduction rate of sweetles and the yield of grub grub eggs. Now, I know not all eggs are going to be grub grub eggs. When initially introduced in the stables, new critters have they baseline distribution (98% swettles, 2% grub grub), and it starts shifting after a while (*). So they do produce some sweetle eggs, and the actual kcal numbers are lower than that. But also that's what keeps the ranch going, self sustaining. If all the eggs were grub grub eggs from the start, I'd have to keep a breeder sweetle ranch (w/o plants) just to produce sweetle eggs. I don't have precise numbers on the average ratio of grub grub eggs vs sweetles eggs that such a ranch produces over 500 cycles, but I've built such stables and I've seen them in action and they work extremely well. The critter:dup ratio may be not 1:1.2, it's a bit short of 1:1, hard to measure because I was using domesticated grubfruit plants, and they (with sucrose from sweetles) produce some food of the same quality (BBQ and preserve). IIRC in the evolution chamber there was a 1:4 (sweetle:grub grub) ratio, which is still good. (*) I suspected there weren't enough plants in the stable, and you confirmed that. When a new sweetle is introduced in the stable, it has a hard time finding a plant to tend, as it's competing with other 7 critters. They have the potential for tending 7 * 8 = 56 plants, I had about 20 (they were 4 tiles tall rooms, in retrospect I should have made them much wider). The results is that the shifting from sweetles eggs to grub grub eggs is slower.
  8. Great post! One thing tho, I don't think the numbers for ranching sweetles are correct. I mean they are of course assuming all eggs are swettles egg, but I'd never do that. I give them plants to tend so that most the eggs they produce are grub grub eggs. You get grub grub eggs (1.5 x the meat) at the rate of sweetles eggs (4.5c). I haven't computed how many plants you need to maximize grub grub eggs production.
  9. This definitely. Let's keep the game single player, and the meta game multi player...
  10. you keep repeating that... stressed dups are supposed to be extremely annoying, you should not have them so stressed in the first place. The game is punishing you for bad management of your dups. Skill scrub them and assign less skill points, then find ways improve their morale. E.g. do all of them have +6 from a Great Hall and +8 from eating BBQ? With +2 from a washroom and +1 from barracks (and +1 for being a dup) you should get 18 morale, which should cover most early and mid game builds with enough to spare to counter random stress debuffs. Of course make sure your dups eat and sleep regularly.
  11. Exactly. Now you have decent prints only. God prints are very rare, if not impossible. It seems they introduced a balancing system that - if a dup is very good in something, they must have major drawbacks.
  12. Why are you assuming that's a good thing? I don't seen anything wrong with things being unbalanced. This isn't a MMO. Nobody forces or presses you in playing in a certain way to stay competitive. There's not "current meta" or "emergent behavior". You do what you like to do in your games, OP or not. I'm all for some things being OP and other things being harder. I do find suits OP, but if find there's nothing wrong with that. The most OP thing in the game, IMHO, is stone hatches ranching, folllowed by 'all dups always in a suit' variants. If we could teach all newbies those two things, the learning curve would be much smoother. Is that bad? Not at all. Most of the time I play to relax, and yes the 1st thing I do is stone hatches ranching and the 2nd is to build a washroom (the 1st toilet loop, after outhouses) with integrated atmosuit docks. And yes that makes the game quite easy. What do I do when I want something more challenging? I don't do that, plain and simple. I use crops for food and use suits only where necessary. It's a choice I have. I don't like the idea of stone hatches or suits being "balanced". I can "balance" my own game, TYVM, by not using them, if I want to. Now if they add an option of that, ok, I guess. The point is that "a price" is a very lazy way of balancing things out, no matter what the said price is. Since suits are functionally OP, they could have addressed they functionality. Just for the sake of argument, think of reducing the O2 storage from 75kg to 25. Setups like 'all dups always in suits' would be much harder to do, and way less convenient. And it has nothing to do with introducing an extra, artificial cost, but it addresses directly the nature of their OP-ness, so to speak. What makes suits OP isn't their upkeep cost (or lack of it), it's: 1. they allow you to centralize all OP production, and take 95C O2, making O2 distribution and cooling non issues; 2. they last for longer than a cycle, making is possible to have dups 99% in suit (I used to build what I called Janus setups, that is a series of docks with checkpoints at both sides - dups stay outside a suit for a few seconds only per cycle); 3. skills completely counter their debuff - this means that having dups w/o suits makes sense only for rookies... after 100 cycles something most dups can be made suit-ready w/o any debuff, and the cost is only skill points Just by reducing their capacity you'd nerf point 1 and 2, since you'd have different checkpoints where they are actually needed in the map. As I wrote before, I'm not in favor of nerfing suits, but if they decide to do it anyway, at least they should do in way that fits the gameplay instead of just adding some random cost. Even better, they could make it configurable. 25kg / 50kg / 75kg
  13. I'm not sure why you're assuming this is a problem with the game. If that annoys you, don't do it. I haven't seen a single stress reaction in a long time. I've started playing in August '19 and by September '19 I had learned how not to stress the dups. Also, stress existed before the DLC, and even if the DLC may add a bit more to the stress, I haven't changed the way I play at all. Just keep a positive morale balance. Unless you're playing with harder settings then, even more, don't do it if that's not what you want.