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About Ecu

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Don't Starve Together
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Oxygen Not Included
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  1. Well, I can confirm that I've gotten a few of the achievements already. So they can work, and I haven't noticed any bugs specifically regarding them myself. One thing I did notice is that if you started your map before the Steam achievements went live, you may have achievements you got on that colony, but didn't get Steam credit for. I do not believe it checks existing achievements of a colony and gives you Steam achievements accordingly. I think it only gives the Steam achievement when it gives the colony achievement initially.
  2. Actually there is a perfectly sensible use of the 4kw limit of the large transformers. That is to isolate a grid of multiple small transformers and allow them to share a set of isolated batteries. You can take a high voltage line and run that through the large transformer, using high voltage line through batteries to a set of four small transformers, which then run a set of devices on their own circuits. In this way, the main grid cannot pull power from the isolated battery bank, but the battery bank can pull power from the main grid. Quite useful.
  3. Primary reason to use vertical stables for hatches is to keep grooming time down, as hatches need less time to get to the station. You could certainly use sweepers to handle the eggs instead. Main benefit to my design is that it can be done with less research and resource cost. It does mean the spare space in the vertical farm cannot be used though (as eggs need to be able to fall).
  4. Critters themselves can stand on doors, so it only drops items/eggs. When eggs drop from the upper ranch, the falling egg counts as an egg for the bottom ranch instead and triggers that ranch to drop. This makes the whole farm stackable and cascading.
  5. I would assume you would want vertical ranches for slicksters, yeah. I haven't ranched them yet myself. I would probably do vertical ranches for pufts as well. The example I gave in my previous post though was the long corridor you mentioned. So my grid style works nicely for both styles of ranches. Creating 16x4 rooms ends up being only 64 tiles, which means you cannot get the maximum critters per stables. If you connect two rooms, you are at 128 tiles, which is too large for a stables. Just a FYI.
  6. With my 10x4 rooms, if I connect two rooms horizontally (and the ladder/firepole space between them), it ends up being 24x4 or 96 tiles, which is exactly the maximum size for a ranch. Alternatively, you can see the vertical ranch shown in the picture, which showcases making tileable vertical farms. Works pretty well, if you ask me.
  7. I have been making new saves since the release of the colony achievements to try do an all achievement run. As I have yet to accomplish carnivore, I'll be doing another attempt once launch is released. I tend to stick to a single save when playing. So once I've failed my run, I delete the save and start over.
  8. I generally design my rooms as room -> ladder -> firepole -> room. If I need a larger area, or a geyser/POI/etc. would be in the way, I just assign multiple rooms to wrap around them (plus the ladder/firepole space within the area). This way, the grid is preserved, but some constructions may occupy multiple grid slots, essentially. You can see an example of this here. This showcases a hatch farm design I created when trying to do an all colony achievement run. The farm is two grids wide (plus ladder/firepole space), and seven grids tall. Though it need only be four grids tall. The additional three are for another set of farms as the design is stackable.
  9. I used to do 16x4 as well, actually. However, I like having a smaller grid footprint as it gives me more flexibility for aligning larger builds.
  10. I actually grid out my base using 10x4 rooms (internal size). I will combine rooms into larger rooms to wrap around geysers/POI/etc. or to create larger farms. However, I stick to the overall grid as I play, as my OCD wouldn't let me do otherwise. lol.
  11. As I already mentioned, just because you double the potential neighbors to check, does not necessarily mean that you double the overall computational stress. It really depends on how their algorithm works.
  12. Sure. However, depending on how the simulation works, that may not actually increase the computational stress exponentially. Regardless, it would definitely be a increase in computational stress. It is just a matter of how significant that increase is. Edit: While this isn't exactly related to the simulation of liquids/gasses, it does showcase how exponentially increased complexity may not cause an exponentially increased computational stress [here].
  13. If you utilize pokeshell instead of the composters, you could generate sand with this setup. With that, I believe the setup could be completely automated. This would make the system generate pokeshell molt as well, which would be great for making steel.
  14. This is a very good point. Perhaps it isn't diagonal access that is the bug, but that gasses, heat, fluids, etc. cannot move diagonally. If they were to be able to move diagonally, the exploits would no longer function in the manner they do. Additionally, other exploits such as low mass liquid locks wouldn't work either as the gas could pass through diagonally. If you wanted to build liquid locks, you would have to use fully immersed locks or utilize viscogel. I expect there could be an increase in computational time if the simulations took diagonals into account, however, I'm not sure how severe it would be. Are there any other issues that people could see arising from having the simulation accord for diagonals?
  15. The way I look at it is ethanol processing creates many byproducts, not just power. You can utilize these other byproducts as you see fit and how you balance them determines what you get out of the process. I really enjoy this aspect of ethanol processing.