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      [UPDATED] Physical Megapack Disc Issues   04/16/2018

      We are now ready to accept claims for PS4 Megapack replacements.  Once again, our deepest appologies for this entire situation. We understand that your purchase of the Megapack was a show of support by our fans, many of which already owned the game. Please know that we have done our best to push as hard as we can for a quick and fair resolution to this issue. This has taken WAY too long to be resolved but we have done everything in our power to make sure our fans get what they purchased.   We are going to use the voucher codes we have been using to provide the digital version to claim the physical replacement discs. For North America, we are handling these requests directly through our own store with help from our friends at IndieBox. Claims will be handled at no cost to you. For claims outside of North America, 505 will be taking your information and processing your claims.  Those who purchased the Megapack after 4/26/2018 should have been given a voucher at the time of purchase on your receipt.  Those who purchased before 4/26/2018 or did not get a code otherwise can contact us for a voucher code that will entitle them to the digital megapack and can be used to claim the physical replacement discs. We have been handing those out for a while now, but if you are in this category and have not requested a code, you can do so here: http://support.kleientertainment.com/customer/en/portal/articles/2935839-physical-mega-pack-disc-support-information Once you have a voucher code:
      For purchasers in Europe (SIEE). To make a claim you will need to make file a claim through 505 here: https://docs.google.com/forms/d/e/1FAIpQLSckru65CWkXH5RZ_3j2f5_h1djNiAyrl8R0PCvdKPmGwItyvA/viewform For purchasers in North America (SIEA). To make a claim you will use our support site and use the voucher code to claim a replacement here: http://support.kleientertainment.com/customer/portal/articles/2952265-ps4-faulty-disc-claim If you have any questions or concerns, please let us know here on this thread or contact us at livesupport@kleientertainment.com Thank you.   

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  1. So I'm going to sidestep the existing conversation that's wandering around the forums, and hopefully change the intent. It's an idea that's been in my mind for a while as I try to build a 100 cycle colony that can do whatever you need to afterwards. The idea for me starts with the question of "What is reasonably self-sustaining?" and moves forward from there. In the end, I realized it's all about managing dupes and/or time. Everything else moves from that point. Without dupes it doesn't matter how much time you spend, because you can't build anything else afterwards anyways, so the first, and perhaps only, consideration for sustainment is dupes. What are a dupe's general characteristics? Well, there's the obvious 2 big ones: food and oxygen. With those two a dupe will survive, if not well. That's simply assumed. But if we change the idea to "What else would we consider sustainable characteristics for a dupe?" the topic becomes much more interesting. It also tends to get bent into interesting shapes when you consider the # of dupes you plan to sustain. Expectations for 5 dupes is much different than for 25 and again different for 50+, let's go over the top for that, 100 dupes. Let's use those as baselines for our discussion. Production of 100g/s of O2 / dupe. So, we need to produce 500g/s, 2500 g/s, and 10 kg/s. We can break this down a little further. 1 deoxidizer costs 550g/s of algae for 500 g/s of O2, and we can assume Electrolizers at minimum can produce (on average) 500 g/s of O2 for 500g/s of H2O. Deoxidizers cost 120w and Electrolizers can self power, even with an extra pump or two to distribute. Let's avoid Terrariums for now, they're a special case. PO2 can be consumed by Deodorizers into fresh O2 for 100 g/s at a cost of 133.33 g/s of filtration material. Let's assume we're not playing games with the slimelung. Deoxodizers: 120w and 550 g/s Algae | 600w and 2.75 kg/s Algae | 12kW and 55 kg/s Algae Electrolizers: 500 g/s H2O | 2.5 kg/s H2O | 10 kg/s H2O Deodorizers: 666.65 g/s Filtration | 3.33 kg/s Filtration | 13.33 kg/s Filtration. Food requires 1.66 kCal / s, or easier 1000 kCal / cycle. This means 5,000 kCal, 25,000 kCal, and 100,000 kCal. Also, most food will have a cooking component required. A chef with 4 skill creates food at ~41 s. That will cost you 2.46 kJ. Let's use that as a baseline for an additional cost for food. Let's leave farmer's touch out of the equation, for now. Mealwood requires 5 plants / dupe and is horrible to their psyche. I don't consider this a sustained food, it's a starter requirement. Fried Mushrooms and Gristleberries would be our base food stocks then. Fried Mushrooms are my preference for base foods. 2800 kCal / plant, 7.5 day growing cycle, 4 kg / cycle of slime which is in huge supplies for a long time. To sustain a single dupe requires 2.67 mushrooms. This means our dupes require (rounded up) 14 mushrooms, 68 Mushrooms, and 267 Mushrooms. 5 Dupes: 56kg / cycle of slime | 7.65 W (power is averaged) 25 dupes: 272 kg / cycle slime | 38.25 W 100 dupes: 1068 kg / cycle slime | 153 W Bristle Blossoms convert to 2,000 kCal as Gristle Berries, grow in 6 cycles, and requires 20 kg/cycle or 3.33 g/s. Sustainment requires 3 Berries / dupe. They also incur an additional price of a light source. They are relatively cheap, but the price will add up. Let's assume you can build at a nice average of 10 plants/light, which means 1w / plant. That adds up to 3.6 kJ / plant, which we'll add to our cooking value of 2.46 kJ, so it'll cost us 6.06 kJ... let's round that to 6 kJ / plant for easy numbers, we just want it for reference anyway. 5 Dupes: 50 g/s H2O | ~25W 25 Dupes: 250 g/s H2O | ~125 W 100 Dupes: 1 kg/s H2O | ~625 W All of the 'better' foods require Pincha Peppers. Wild grown pincha peppers and sleet wheat are typically enough if you reduce usage to only the top tier items for the top tier dupes, and for most of the top tier dupes, you can get away with spamming décor instead. Only the Exosuit workers would need to be regularly in low décor areas. This is an area of the discussion I'd like to have some help with, as I'm not sure of the best way to apply the requirements. Anything else we do is simply upgrades for the dupes, and are typically a one shot cost. Bedrooms, Eating Halls, nice transit paths, etc... are simply one shot morale upgrades. Morale sustainment can be pretty much made with only a water cooler at preferred areas, and the water cost for these are minimal enough to ignore. Only our exosuit dupes would require significant entertainments, and that's only if we can't supply upper tier food. Let's move past that concern for the moment, as only specific dupes would require special considerations. We'll ignore lavatory/shower needs, as that's water positive and power and heat negative , so it should end up balancing out or require special considerations. That leaves us cooling as our final concern, to make sure for sustainment reasons we don't die to the heat death of the universe. Dupes and Critters don't create heat. They do absorb or radiate it depending on what their spawn temperatures are but that's not something that's easy to measure for, and isn't a consistent concern anyway. Let's target the base for 77 F/25 C. It's an easily found number and is in the range of our dupes comfort levels. O2 comes in two forms in our conversation, let's skip PO2 for the moment. Both of our normal O2 methods are static temperature outputs. Some references: Oxygen has a Specific Heat of 1.005 j/g, and Hydrogen has a specific Heat of 2.400. Deoxydizers outputs at 86F/30C for O2. 100g of O2 cooled to 25C will require 502.5 W. The equipment produces 7.5W while it's working, so that's 1.5w more for that, for a total of 504 W / dupe. Electrolizers output at 343.15F / 70 C. They also produce 6.25 W of heat while running. With our assumed average of overpressuring per five dupes, that gets us 100g/s O2 \ 12.6 g/s H2 needing to be cooled to 25C. O2: 4.522 kW, H2: 1.36 kW for 5.882 kW + machine heat for 1.25 w, totaling to 5883.25 kW of heat / dupe. Cooking a food component generates 22.5 w of heat for a total of 922.5 J, and produces a 1kg Ooze item near 210F / 95C degrees. Ooze has a Specific Heat of 3.470. We require 2.67 shrooms or 3 berries/dupe. Using the smallest price for heat, that's 70C reduction/mushroom unit, or 242.9 J/g, for 242.9 kJ. This brings our cost for food heat to 243.822 kJ, for an average (cooked once every 7.5 cycles) 54.182 W / dupe of heat for food. Yes, this means the higher calorie foods will make cooling cheaper until the weights are balanced. Our per dupe total comes to, assuming electrolizers and mushrooms, 6.127 kW of cooling required. A single wheezewort, if placed in Hydrogen, can handle 12kW of cooling. So, 1 wort / 2 dupes. So, that in theory ends up with what we'd need for basic sustainment per dupe: 100 g/s H2O 2.67 Mushrooms / 3 Bristle Berries using either Mushroom: 1.53 W + 17.8 g/s Slime Bristle Berries: 5 W + 100 more g/s of H2Oof power, half a wheezewort to cool it. That's it. Everything else is there to have fun. A single 'cube' of PH2O with 1000kg of PH2O converted to O2 will supply a single dupe for 16.7 cycles, assuming you run it through sieves. A rough average I personally use per Swamp Biome is 10x10 of PH2O, it's certainly not accurate but it's a starting point. So, that can supply 100 dupes for 16 cycles, 25 dupes for 64 cycles, or 5 dupes until the ice age.... errr, 220 cycles or so. My personal dupe target runs between 20-25 normally, so for 25 dupes, I can typically find 2 'cubes' worth early, and there's always 2 or 3 more cube worth once I start digging around. That's 250 cycles of just PH2O for 25 dupes. Assuming I've located my 2 steam geysers (Average: 1kg/s) that means I'm only supplementing for 5 more dupes. Self Sustainment until the ice age isn't my target. It's just to get myself sustained until I get all the fun stuff done and want to move on to a new map. Reasonable Self Sustainment can be controlled. So, what's your opinion?