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Joined 2 years ago
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Cake day: July 4th, 2023

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  • Area would help account for a really large yard, where you may want more eggs, or for a small one, where this calculation simply has too many eggs. So, egg density per square foot (or whatever unit they wanted).

    Undergrowth size to me seems like its accounting for how many eggs simply aren’t found. If the grass is 6" long, you’ll want more eggs because they’ll not all be found.

    This seems to fit especially because they’re added together, which means even a yard that was just dirt, no undergrowth, you’d get eggs from area alone. There’s a floor on it. If it were a separate multiple then no grass would mean no eggs.


  • For building my platforms, I moved my whole industry to volcanus.

    I have a blueprint called ship embryo that has a single turret, a couple of solar panels, and one building of the production chain from metallic asteroid to ammo. Wiring prevents overflow.

    This ship blueprint has requests for all the materials I need to build the next blueprint, called ship skeleton. By skeleton, I mean it rearranges the ammo production, and places the conveyers for all the turrets my final ship needs. Everything in the skeleton blueprint matches my actual ship blueprint, so theres no rebuilding or force-building needed.

    So I send up a platform, paste the embryo blueprint, and do other things whle it gathers materials from rockets. Then I check back in and paste the skeleton blueprint, and my new ship arms itself. Because the embryo ship requested everything needed, this happens pretty instantly. As soon as the skeleton ship exists, I paste the final ship, and I know that parts won’t get battered by asteroids as requests are fulfilled, because all the needed turrets and relevant conveyers were built last step.

    So with three blueprints (that I put in a book, for simplicity), I can reduce shipbuilding to 2 overseen steps. First the launch, where I paste the embryo blueprint, then when I paste the skeleton blueprint immediately followed by the final ship.

    Actually, I could program the route just after pasting the last step, if I configure an interrupt stop to wait long enough that all the construction is delivered. Then the interrupt will fall off and the ship can be on its way without even needing that step.

    I have overengineered this for someone with 1 transport ship per planet at the moment.