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.
I will frame in the shroom farm (just above the reservoir, cuz shrooms need co2), but simultaneously work on my west wall and the hatch ranches.
c20. The shroom area is coming along, the west wall is, too. Notice, the water cistern is outside the base. That level just above it will be a pass-through, outside as well
I'm about to crack into the slime over on the west, to complete the hatch ranches and find my first shrooms.
c25. I tossed in a mess hall down by the mealwood, eventually to be a great hall. The first hatch ranch is up but not finished.
Things are slowing down, as they do when your population growth isn't smooth. I only have one builder, everyone else is mostly busy. It forces you to turn towards optimizing labor, which of course requires *more* building, so "new & cool" stuff kinda crawls until I get more dups.
And now c35. Still didn't get either a second builder or a cook. Hadda make my researcher a cook for now. Grumble grumble grumble.
My standard coal plant here. Coal will keep me going well into the midgame, that's why we're building 4 hatch ranches, which we'll gradually fill up with stone hatches fed igneous. The finished plant has 5 generators, 6 smart batteries, and 6 pairs of 1k transformers.
I rarely use the large transformers, as they put out more juice than even a conductive wire can supply. Instead I pair 2 small transformers. I don't screw around with jumbo batteries, but use the rock crusher to knock out just enough refined metal to get this up and running.
Off to the west, I've got a lot of slime and a lotta ph2o. That's great. What I'm doing is draining it into a sizable cistern to use as the coolant for a metal refinery.
c45: The ph2o's cleared out, I can throw together a metal refinery soon. At this point, I need to work on my base for a little while. I want to push up and try the new drecko rig, and there are lots of little things, too. Finally got a cook, so I'll re-skill my researcher.
I got a pipsqueak from the printer, so I will also go about making the vertical column in the base be a nature reserve. It's a very big morale boost.
Here's c55. The first layer of the drecko ranch is in. The vertical column inside the base is now a nature reserve. I love this trick. It gives a +6 for a quarter of the day every time a dup walks through it. All it takes is being comfortable with how pips work.
I have a feeling I may have screwed up the drecko ranch, btw, by planting too few mealwoods. We'll see. The next layer is for regular dreckos, and will get filled with chlorine. It'll be a pain for a while, but ultimately the rig can be fully automated, so no one has to go in.
c75. I did in fact screw up the dreckos. :) I fell back a little and did it differently this time. Dreckos required depth of *2* water to not wander. This does that. And I realized I had no need to grow lily balm, so no chlorine.
Those two areas are exactly 96 tiles. The third layer will be combination incubator and shearing area. It will be filled with h2 eventually, so I'll wind up with an exosuit entrance, but for the moment, no need.
In other news, I've started the bathroom loop, a carbon skimmer for the base, and the metal refinery. Likely a good 10 cycles before that's done.
Okay, just hit c100, and I'm going to end the narration here. I'll check back in if I build something cool. :)
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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.
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.
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".