ONI: offs, I let it run for two hours with no save. Now we start all over again. Good thing it's the second mini-Friday and mini-Saturday of the week. Let's begin again.
Same basic deal, a single column base. Last time I had good luck with a basic frame of 25 wide, but with small extensions out to the right. Hatches outside, dreckos inside. I found a *slick* drecko build that's three 4-by's tall and covers both kinds.
Gonna oxygenate everywhere, that worked well, but I got sloppy over time, and this time I'm gonna hold to the premise. The only real cheat: I happen to know the AETN /water geyser is off to the east. But I will still open up the west to begin, as that's how I did it last time.
Good layout to start, no water at least a 4-tall up or down. Can see NE boundary (caustic) and SW boundary (slime). First job is the same as always: get some shitters in place. I'll make mine right below the research area.
My three dupes are the same in all play-throughs: 1 researcher/decorator/X, one dig/build/X, one supply/operate/X. I like the X's, but don't insist on them. They let me stretch morale. I reject narcoleptic, allegies, anemic, and tryptaphobes.
I prioritize universal super-high combat, toggling, and life support. I block all decorators (until my researcher's got chops). I raise each dupe's priority to high for their specialty. research - build/dig - supply/operate. I turn on local priority in the gear.
I adjust the schedule right away, too. I move the bathtime to before the downtime, and replace it with a work. Rationale: early birds maximize their prowess. I target 16 dups, so that's 4 schedules of 4 each.
This time I have a night owl to start, so had to make two schedules right away.
First tiny task: pick where the single column goes. The place where the arch is makes a great research/rec room early on, and I like a ladder-space-ledge-door arrangement, and will put one of the research stations on one side and one on the other of the arch (for light).
This layout's not an accident, but the result of one helluva lotta play-throughs. That's just enough space for ladder/space/ledge/door and then the bathrooms to become a latrine.
Sometimes I dig a little more to the sides before I prioritize the shitters: it lets me get a sense of where the temperate biome's boundaries are. This time, hell with it. :)
This is just about a perfect first half-day. Toilets will be done in a jiffy. Next issue: o2 and research, which implies the first hamster wheel and battery. See that area west of the ladder at level -1? Bunch of copper there, and I'll dig into it enough to get those blueprinted.
Very weird looking layout, but there's method to my madness. The u-shape will ultimately hold water, which I want in the same area as research & kitchen. I just drew it to check ideas. Power above, oxidizer, & research station prioritized for day 2.
First research job: first food. I want planters for mealwood. Then power for the jumbo battery, then plumbing to get water to that little pit west of the ladder.
As we start day 3, I'm getting that water pit ready west of the research area, and digging out the area below the toilets: ultimately a great-hall, for now, where we grow mealwood.
Note doors added to toilets, which makes it a latrine, and to research area, which soon will make it a rec room and in any case lets me go ahead accept critters and know their corralled in the meantime.
Oh! Unusual for me to get a viable fourth on the c3 printing, but I got a farmer/rancher/supplier, a great combo. Now you see the water pit (empty) and the first set of planters. That odd ladder: gonna dig down to make my ultimate water pool.
It's telling me even when I get to 16 dups I only need 20 mealwood plants to feed them on liceloaf. I won't even get close to 16 before I have shrooms. 8 plants will do for a while.
Okay, whole lotta blueprinting goin' on. The only actual priority parts are east of toilets (for composts), and that weird ladder down. But I wanted to sketch in the east co2 lock & the bedrooms. Gotta feed the OCD monkey.
Even more blue-printing. The water reservoir is drawn in. I got my plumbing research, so we'll put a pump down there pumping up to the water pit west of research. Why so deep? Below toilets, great hall, hospital/rec room, shrooms.
And now c9.
Now I start slowing down the updates. You can see where I'm headed. Once the deep reservoir is done, I'll drill in to the water and dump it down there.
Kitchen is just east of research area (which is currently doubling as a rec room, +1 morale). I'll put a musher there, and soon be making liceloaf. The far east pit from there is where the food will be stashed. All of this has to happen before I get outside the temperate biome.
That food stash needs to be full of co2, that's why it's dug in. I'll dig up to the right in the granite and breathe heavily and the co2 will gradually fill the pit.
Okay, c12, I'm gonna crack the east water and let it run down, then the far northwest and let it run down, then the west one and let it run down. The pump will put it all in the pit west of research/kitchen.
Now you see it come together, I've drilled the one water pool, the pump is filling my tiny pit, and I have the other two water pools yet to merge. This lets me stop worrying about water, and start thinking about how to use the space where it was.
Going forward, but in a new thread, and assisted by tunez and beeeer.
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Successful microtest TDD depends on our ability to solve a goldilocks challenge: when we test our code pieces, do we isolate them too much, too little, or just right? Finding the sweet spot will mean letting go of rulesets & purity.
As is my wont, let me remind you, geekery isn't the only story going on around us. I write of it for my rest & comfort, and perhaps for yours, but it's a break from more important things.
Black Lives Matter.
Please keep working for change and supporting those who do.
The five premises we've been over: value, judgment, correlation, steering, and pieces, guide us in a complicated dance of software design. At the center of that dance is our awareness of -- and our manipulation of -- "dependency", how one part of the code uses other parts of it.
It's c14. The free water is nearly done draining into my big reservoir. I have a tendency to go off half-cocked and start exploring right away, but what I need to do is get my mid-game build on.
The next food source will be shrooms and bbq, both of them take a while to come online. I'd need 44 shrooms for my planned 16 dups, but by the time I got all that, I'd be moving off shrooms anyway. I'm going to shoot for about 25 of them.
Because microtest TDD is more a "way of geeking" than a technique or a received body of knowledge, building one's faculties is a long and sometimes perilous effort. Let's talk about learning.
(I, too, feel a little relief just now, tho not as much as some, because recent events aren't an ending, they're the beginning of a lot of work.
Black Lives Matter.
Stay safe, stay strong, stay angry, stay kind.
Let's keep changing this.)
I want to approach the question(s) of learning TDD in some ways that are a little different from others I've seen. I've written two TDD curricula myself, and am involved currently in helping with two more. I see all of them, including the current ones, as "interesting failures".