QuQuasar

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About QuQuasar

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  1. Not to worry, the math on hatches isn't too bad. https://oxygennotincluded.fandom.com/wiki/Hatch Long story short, for 10 duplicants on standard hunger you'll need at least 15 hatches if barbequing them, or 24 if you're turning them into omelets. I certainly recommend upgrading from mealwood. Dirt shortages can sneak up on you if you're not anticipating them and sleet wheat is a much better use of your dirt.
  2. This is a pretty nice, simple freezer. It's based off of Occam Blazer's solution here. It lacks in the fine-tuned cooling aspect, but makes up for it with simplicity (I like building hydrogen chambers: just put an electrolyzer under it and install the floor once it fills up). But what I like most is the automation. It's a smart battery for food.
  3. Solving the presented problem as stated: Ranch Critter Sensor: Green if less than Eight critters | |---NOT---Egg cracker | Incubator However, the egg cracker does not have an automation input, so instead you would have to lock the door to deny access to it. Remember to add a second door with door permissions so that anyone who gets locked in can get out. Or better yet, don't crack the eggs. Just dump them in a storage container and wait for them to break on their own, or in a pool of water and let the newborn critters hatch underwater for meat instead of eggs. (Edit) That reminds me, I'd been planning to play around with conveyor rails to try and design an autowrangle-free ranching solution that delivers the oldest egg in storage to any production ranch that requests it. I don't know how to get them off the rails for hatching without losing track of which one is eldest, though. I wonder, if you drop them on the ground and then pick them all up again, does the sweeper pick them up in the order they were deposited?
  4. My goals after survival are: 1. Harness sustainable sources for every resource I am consuming in any amount. 2. Expand to 35 duplicants (gotta catch 'em all). 3. Renovate the base to be as aesthetically pleasing as possible. 4. Automate the base to detect and respond to any potential shortages or surpluses. 5. Maximize the living standard by obtaining all the morale boosts in the game.
  5. You are the one who implied that the playstyles of others were invalid when you declared that discussion of difficulty should not include attachment to the duplicants. Please answer this question yourself, instead of instructing the people who disagree with you to do so.
  6. So... simplifying things a bit, docks have 4 states: Unassigned - (Empty Dock) Awaiting Delivery - (Green outline in the dock) Delivered - (Suit in Dock) In Use - (Empty Dock because the assigned suit is in use) From what I understand, docks return to "Awaiting Delivery" status when a worn suit is returned to the checkpoint, so suit repair doesn't cause any micromanagement chores. There's a strong case to be made that the "Unassigned" state is simply not necessary. There's no reason to not deliver suits if you have them, and priorities can be used to ensure the right docks get suits first. This would also prevent (for example) docks no longer being used when I get my dupes to drop them on the floor in an oxygenated rocket. However, I strongly disagree with the idea of delivering suits to "In Use" docks. This would only create busywork for my duplicants, forcing them to cart a new suit over to the docks every time someone went outside. The current solution, one suit for every dock, is much better.
  7. Excellent! Can I ask for some specifics? 20%? 5%? I'm thinking of powering the fridges in my walk-in freezer simply to get rid of the unpowered icon and am wondering how much it will cost me.
  8. Good call. Actually, the range is the only thing that needs a wide variety of foods: the microbe musher takes a limited range of ingredients, and the grill always takes one ingredient per recipe. So theoretically, if I have two grills running different recipes... Okay, it's looking quite a bit cleaner now. I expanded it to 21x13 to fit a different spot in my base and that was the right call. This is much cleaner than the last one. The storage uses priorities system to gradually fill up from right to left... ... and the two fridges on either end can provide automation signals to detect full and empty states. Still need to work the wiring out to prevent them from always being on. The far right fridge can be used for... medicine doesn't spoil, so juicer and espresso machine ingredients I guess? I've yet to test this design, so there will still be some issues in it. The fridge in the hall needs to shut off the conveyor chute, for example. But it's coming along.
  9. Welp, I tried. This hasn't really worked out. It's not like it wouldn't function (sorta), but it's kind of an ugly build and the right-hand sweeper doesn't reach the grill. If I want cleaner lines and better d├ęcor distribution I'll need to make more space for it.
  10. Currently aiming to produce frost burger as a staple, berry sludge for rocket trips, and pincha peppernuts for coffee. It would be better to support more food variety than that, though. This colony will include 16 ravenous duplicants, and the space I'm working with is 18 on the horizontal, 10 on the vertical. 13 on the vertical if I'm willing to deconstruct some storage space. Those are just the particulars of my specific situation, though. I'm interested to see general approaches as well.
  11. Not that I'm against infinite storage, I just thought that with all the compounding requirements now needed for late game food supply it would be an interesting challenge to try and build a freezer/kitchen/great hall without it. Goals: 1. Sufficient storage space without using single-tile piles of infinite food. a. I make an exception for organized piles. For example, seperate piles for sleet wheat, lettuce and meat each on it's own weight plate. 2. Deep freeze and sterile atmosphere for all ingredients and prepared food items. 3. Sweepers to transfer food to and from the kitchen appliances without requiring any duplicant hauling. a. Ideally, the ingredients should remain in deep freeze right up until the moment they're needed. 4. Automation to lock off the farms and prevent overproduction. 5. Prepared food access as close as possible to the great hall. I'm toying with a few idea's but don't have anything concrete just yet. I've been trying to fit it all into an 18x10 interior space in my base, and it's not been quite enough vertical space for what I have in mind.
  12. Correct, but if it's priority 9 the sweeping will happen first. Assuming you're not setting massive projects to priority 9. And especially if you have a duplicant prioritizing storage tasks among your crew.
  13. Notable: spoiled food becomes "rot piles", not polluted dirt. There is a category for them in the storage compactor. A Priority 9 compactor set to recieve rot piles is great for sweeping up spoiled food specifically. (This is true in the DLC. Not 100% sure about the base game) When it comes to shove voles, it's best to not let them infest your map from the start. They can't path through pneumatic doors, hard materials or over two-wide gaps, so make sure your printing pod is an island and put a pneumatic door in the abyssalite between the surface and the rest of the map, and they will be contained to only those locations.
  14. Theoretically, bringing it as low as supercoolant will allow shouldn't be too hard to do internally. Once everything outside the steam chamber is cooled, turn on both pumps to vaccum the interior, then deconstruct everything except the lower layer of insulated tiles (you need those to prevent the debris from the hot aquatuner landing on the steel tiles and exchanging heat) and sweep it all out. (Edit) the gas pump outside the steam chamber is unnecessary, because the hydrogen will freeze. This also prevents temperature exchange, which will will kill the steam turbine. Luckily, the rockets steel shell can be brought to -272.2 C before that happens. -272.2 is supercoolant's minimum temperature, so I'm going to call that a success.
  15. Factorio is, for the most part, a deterministic simulation. By design, every conveyor and every structure interacts only with it's immediate neighbors, and only in well-defined, predictable ways. The only decision makers in the game are the biters, who basically just locate the closest structure and attack, and the drones, who only interact with pre-defined endpoints. ONI is multiple interacting non-deterministic simulations. Every duplicant has to make a rational decision based on hundreds of competing job priorities. Simple entities like animals are always checking atmosphere and room requirements. Even a single packet in a pipe in ONI is complicated by things like state change and temperature. Not much can be calculated in advance or in parallel because everything depends on everything else. Comparing the two is like comparing a formula 1 car to a freight train.