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About Trego

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  1. technically a true, original DLC is copied onto a DVD and mailed to you. Dvd Loaded Content. Or put on a hard drive and carried to you by a European Swallow. Disk Laden Content. Or, someone just ships you their entire desktop tower via UPS. Desktop Lorry Content. This whole internet thing is new, unproven tech that renders us vulnerable to Cylons and would not be allowed on my battlestar. Don't Let Cylons in.
  2. Yes, venting to space implies building it next to the space biome and letting the co2 diffuse out to space without pumping (which is why the word venting was used instead of pumping, although ironically the word 'vent' does originally come from the latin 'exventare', which means 'to stir or move by forcefully fanning'). Building just below the space biome is not difficult, even in the early game. If completing the vent is an issue in the early game, one can just wait 100 cycles letting the co2 build up before completing the vent. This is kind of a weird conversation, it started being about whether it was possible to run ethanol in a power positive way, and it's sliding into some other conversation where you're just kinda explaining why you're not going to use it? Hey man we're not the ATF taxing your ethanol by the litre, if you don't like it don't use it, or just let Meep drink it all.
  3. There are a ton of ways to handle the problem, obviously, but I'll outline perhaps the simplest one here, although it's not that much different than what soulwind said above. Vent the co2 to space, saving you the 4 carbon skimmers, while letting the co2 take away much of the heat generated as well for passive heat removal. Heat up the lumber in some useful way to passively remove even more heat, which is destroyed as you put hot lumber into the distillers. Heat up the polluted water coming out of the petroleum generator on its way to your arbor tree farm (If you're growing them domestically) for even more passive heat removal. Using manual labor to put the pdirt into compost bins is the cheapest way to handle that, power wise, although there are other methods of course.
  4. Whether or not it's bad game design, it's certainly relevant to bring up the difference from the other biomes and ask whether the difference is intended. Since he already acknowledged the mush bar strategy in the original post, a one liner response 'just make mush bars', on the other hand, is not a relevant response. I tend to agree with lbphero in the larger sense, I don't see anythign wrong with the difficulty between biomes being a different ratio at different difficulty settings. there are other strategies to increase food supply. Let 2 dupes die, now your seed to dupe ratio is 3 times higher in the early game. Voila we've just created more seeds, in a certain ratio sense. The OP here doesn't want to do that strategy either, I'd imagine, but it's still a strategy available to the player.
  5. On all the Arborias I've looked at so far, rushing rust deoxys or just rushing electrolyzers was a very viable option.
  6. There is a similar exploit possible using battery charging and shutoffs controlled by automation, that kabrute discovered back in January. I'm not sure your picture actually demonstrates this, or any, exploit, however. Sending 2k of power over a conductive line and then via transformers to two normal wire lines each powering 8 refrigerators works without batteries, and without exploits. original exploit thread:
  7. No, your post was clearly meant to be funny. I'm still trying to figure out the intended tone of Risu's response.
  8. why is everyone trying to tell me what I'm saying today? That's not a fun game. It is true that the energy requirements to electrolyze 1 kg of water per second are probably closer to 120 MW, than 120 watts, but that's not what I was saying before. But yea, since the power requirements are already close to a million times too low... So you're saying that the relative power required to heat or cool the water is relatively insignificant next to the existing power errors, and therefore you don't mind it at all, nor do you think the fixed output temperature is stupid. Okay then.
  9. No, because it's energetically more noninclusive.
  10. High temperature electrolysis is the future. Thermolysis is ONI's future. (Apparently at around 3000 Kelvin and with the right pressure, water spontaneously decomposes into hydrogen and oxygen: thermolysis)
  11. Multiple inputs with one output usually works fine, sometimes it bugs out and i figure out why, sometimes it bugs out and i never do. You probably could have fixed it by just removing one pipe section and rebuilding it, if that's the case, but it doesn't hurt to overengineer with extra liquid bridges to help the pipe code out.
  12. it looks like you have multiples inputs and outputs on the same pipeline. In general, that's a good way to mess up pipelines, so not really a bug as a pipeline design error. If that pipe coming from the left is another input as I suspect, then try demolishing the end of it where it merges in, and merging that other input in with a liquid bridge instead. that will usually get your throughput back to full, bridges are useful for that purpose as well as their normal purpose.
  13. This is a special case of a broader bug already reported, and the problem is not with transformers, it's that circuits don't check overloads from generation, batteries, or transformer consumption, only from direct device consumption.
  14. This bug is harder to notice when all your transformers are hooked up to almost full circuits. Hook up 4-5 transformers with absolutely nothing on the other end, so that they should be zero, and it is quite noticeable when they start drawing 700 watts each.
  15. I just want to raise the point that a geyser ingame covers 4 tiles. When you hover over 1 tile and it says the geyser is emitting x grams of natural gas per second, there are two possible interpretations. It seems like most people in this community are interpreting this to mean that the entire geyser is supposed to emit x grams per second; however another reasonable interpretation is that only that square is emitting x grams per second, as you are only hovering over that 1 tile, which would mean that the entire geyser is actually intended to be emitting 4 * X grams per second. So there are three issues at play here. 1. How many grams per second is the geyser supposed to emit. 2. How many grams is it actually emitting. 3. How to make it intuitively clear to the user whether the description shown in-game applies to the entire geyser or just the tile being hovered. I raise this here because it seems possible that the original intent of the code here omitted the .25 intentionally, depending upon the original intent for (1-3) above. As an editorial note, I think most are in agreement that 480g/s per NG geyser seems too high.