ONI: I had another seed, but I was in low-bandwidth location featuring the very real & dark possibility of cannibalism, so I couldn't share. Anyway, I still have two days more off, and now I'm home, so let me share.
It's c267.
Features: My increasingly standard base, 8 beds wide, 16 dups. Directly below it is the industrial brick, which I'm really just now turning on full. West of the base are 4 hatch ranches and a full rodriguez, cooled by the AETN below it, and watered by that huge ph2o cistern.
East of the base is the drecko rig, below that the remnants of my starter power + industry area. Down below in the oil, I once again went straight for a petroleum boiler. By chance, I seem to have gotten the counterflow exactly long enough, oil's dripping in at 398c, perfect.
Current plans: 1) The drecko ranch needs jiggling, so that's next. I have two untapped gas geysers, so let's clean that up and get it to an infinite-reservoir. West side of the oil biome is completely unexplored. I'm drowning in food, so switching off of shrooms.
Okay, it's c275, the two ng geysers are tapped or almost so, the drecko ranch has been made right. Now we have an issue.
See this area? That ph2o cistern was my old metal refinery coolant. West of it is where the old power & industry were, and that's a cool steam vent. All three together mean the temperature around there is pushing/past 60c.
This is no good, no good at all.
Remember, I'm playing oxygenate-everything, so there's naked dups running around there. If we get to 70c, they'll scald every time they walk through. Here's my weird scheme: let's set that huge cistern up as the coolant for an aquatuner+turbine rig and just pipe around the area.
It'll take a while, and will definitely burn some coal, but I just don't want a whole region of open air to be that hot. While I do that, I may start my lettuce and sleet wheat farms. I turned off shrooms altogether, so I need that to come online.
I think maybe the best thing is to cap and tap the cool steam first, then deal with the larger cooling scheme. No worries, I got enough steel + plastic to have two cooling rigs, one for the vent and one for the area.
I started by making a chokepoint, just granite walls in a vertical line, blocking off everything except an exosuit access. This way I can freely order dups to do things w/o micro-managing their heat exposure.
Okay, got the cool steam vent capped, and, well, *technically* tapped, but I'm not stashing it anywhere yet, just letting it dribble into that pool around the rig.
So maybe we, quick like a bunny, make an infinite reservoir for the hot h2o. When I do one of those, I usually do a two-input two-output version: there's always at least two cool steam vents, and possibly a hot steam vent and/or a water geyser, so two inputs helps.
Okay, c292, and we've got an infinite hot water reservoir. Both the excess from the cool steam vent and the big pit near it are being pumped in. The ph2o cistern is slowly being fed to the rodriguez over on the other side. No sense spending all the energy it'd take to cool it.
I will seal off the infinite reservoir once it's fully filled. It may be faulty memory, but I seem to remember that if you seal it too early you get gas pockets.
While I wait for those two pits to drain, I'm going to turn my attention to food. Right now, I'm drowning in shrooms still, tho I cut off the farm a while back.
I want all frost burgers all the time, so I can crank out the skillsets of my dups. That's meat, lettuce, and frost buns. Ignore meat, a single shove vole will produce enough for a whole cycle of 16 dups, and I still have hatches & dreckos.
I want no-labor farms, so we're talking wild, unfertilized, drop-harvested plants. The ONI food assistant says 12 lettuce and 36 sleet wheat will do. Two gardens, one modest at moderate temp, one larger at cold temp. While I'm at it, I wish I had the perfect kitchen design.
Heh. I just spiraled out of control for 45 minutes looking at cool kitchen ideas. Let's get back to work. :)
This looks like a good spot for the sleet wheat farm. We can use the AETN later for cooling it.
I'll run down there and take a closer look, sketch in the farm, then we can talk about how to actually build it.
Something like this, at c297. That's a hard blueprint to read, but it's basically a large insulated room incorporating the AETN. The inner walls/doors are pneumatics and mesh tiles to allow free flow.
Those mechanical doors? That's where we'll make natural copper ore tiles. The bottom half of each mechanical door will become a solid copper ore, and the pips can plant wheat in them. This will take a lot of building and destroying, but it's simple enough, just tedious.
I'll show you what making natural tiles looks like when we get closer. And some of where I drew those doors, there's already a perfectly good natural tile to use.
(Looking at it just now, I realized I did an off-by-one. Imagine that whole room, just one tile lower.)
Okay, making natural tiles. Consider each mechanical door, and note that a) it's locked, and b) seen by itself, it is the vertical stripe in the middle of a "U" shape of other solid tiles. (The surrounders can't be pneumatic doors.) The U must be complete, cant skip diagonals.
(Side note: why are we doing this in three's? Cuz that's optimal pip planting, 3 on, 3 off. We could do the whole row as natural tiles, but why bother?)
Now I'll destroy the left-most door, which will create a natural copper ore tile in its lower half. (I have zero idea of why they decided to make it work this way.)
To destroy the next door to its right, notice I have to reform the U-shape by putting a tile above that new natural tile. You can, of course, do this cleverly in parallel, by destroying the two pairs of outer doors, then tiling, then the inner doors. You just gotta mind your U's.
Clear away all the extra tiles, and shazzam: we got us a nice place to plant some sleet wheat. To do that, we close in the room, get a pip down there, some sleet wheat grains, and block off everywhere we don't want the pip to plant.
Pip-planting is arcane as hell, but that 3-on/3-off plan works for all the 2-tall plants. We 1) get only the right seeds in the room, that's what the storage is for, 2) leave only the one spot for planting, that's the ladders, 3) work from right to left and top to bottom.
I did that all slow-mo so you could see it, but now I'm gonna knock out the rest of the farm in parallel.
Oh! Heh, I do this every time. Storage container is wrong for sleet wheat, I need a fridge. Will replace it and get some grains down there.
Tedious work, but it's done. You can't tell because of the debris, which I don't want to move because it's very cold mass, but all 36 sleet wheats are there.
This is an entirely labor-less sleet wheat farm that will produce enough to make frost buns for frost burgers for my 16 dups forever. Dupes don't fertilize or harvest, and the plants are wild, so they use no resources. I'll repeat this, but just 12 plants, for the lettuce.
I haven't just been doing that. I did a lot of touch-up here and there, opened the rest of the oil biome, and started pouring all available co2 into it.
It always seems like there's so much co2 to be dealt with on the map, but it's a filthy lie: slicksters eat the stuff, and even with petroleum and coal generators, I'll be hard pressed to keep it at 20kg of pressure once a slickster farm comes online. That's our next step.
It's prolly just my OCD streak, but I like a long linear wall separating the oil biome from everything else, which inevitably forces me to deal with crap like this mess. I'll wall it most of the way, dig out the ice, pump out the liquid. PITA.
The cool steam vent pool is emptied, but the ph2o is still slowly grinding its way into the rodriguez for o2. I'm tempted to rush this, but I think maybe I'll hold off until it's naturally gone. It's about halfway there?
Steel is at 22 tons. I could prolly head for space if I wanted, but why rush? I haven't even seen all the map below the base yet.
I need a place to put loose liquids to get them out of my way. It occurs to me you've not really seen my infinite liquid design, so here ya go.
Liquids never contact airflow tiles. That means there's no over-pressure risk. If there a way to over-pressurize a tank composed entirely of airflow tiles, you could store infinite fluids in that tank.
And there is. A quirk of ONI liquid logic, if a vent gets some liquid, it checks the pressure in its tile. If there's available pressure-room, it says "yes this liquid can go here". Only then does it try to put the liquid in the tile.
What if it tries to put that liquid in the tile, but there's already some other kind of liquid in it? Say, it wants to stash water, but there's crude oil in the tile. Liquids don't mix in a tile in ONI. So it looks to the neighboring tile, but it doesn't repeat the pressure test.
Instead it just asks, "can water go here?". If it can, it puts water in the neighboring tile, *regardless* *of* *the* *pressure* in that tile. That's how we get infinite storage. (A same-but-different strategy works for gas.)
So we need a liquid vent, and we need it to have a modest amount of wrong-liquid in the tile. Then we pump right-liquid, it passes the pressure test, then puts the right-liquid in some neighbor tile. Put that in an airflow box, and away we go. The rest is just details.
Here's the frame, it's gonna be a rectangular airflow box with two input pipes and two output pipes. The bottle emptiers are so we can put a little wrong-liquid in the two tiles that have a vent in them. I'm doing a salt water tank, so I can use any heavier liquid
We want our wrong-liquid to be heavier than our right-liquid, so it won't just float on top of it but will stay in that tile. In this case, I'm making a salt-water reservoir, so crude oil will work as the wrong-liquid. We'll put about 600kg's of oil in each tile.
The amount isn't super-significant, but it has to be less than a full tile of the wrong-liquid, and enough so that the first blast of right-liquid from the vent doesn't sublimate it or push it out. 600kg works consistently for me.
You have to keep your eye on those bottle-emptiers, which drives me nuts. Overpour them, and you gotta kill the airflow tile below the vent and try again. :)
I blueprint in the two pumps and their output pipes. I draw the wire all the way through, cuz I've learned that I often change around my power arrangement, and sometimes its best on one side than on the other. Lead is cheap.
We could add another level of airflow tile to those two inside barriers and call it a day, but there are two other niceties. 1) I use bridge mechanics so that if there's liquid coming in, and someone wants liquid going out, it just goes straight to output. 2) We want filters.
Two bridges added to the internals, a liquid filter added to each input pipe. I don't usually use powered filters, but I don't want to talk about mechanical filters just now.
Once we get the 600kg-ish we can seal up the box and we're good to go. NOTICE: the interior barrier must be two airflow tiles tall.
Aight, it's c324, and I need to tackle the oil biome. Part of it is just my long horizontal wall thing, but the serious part is getting actual oil production going. When that salt water is cleared out, I'll build a two-tier slickster ranch, 8 breeders and a "whole lot" drop-off.
c328, the result of that. The top level is the usual, 25x4 - the 4 internal tiles = 96, which can hold 8 happy tame breeders. Bottom level is a "whote lot" stable. The drop-off is enclosed, but once a day it opens.
The critters on the bottom won't be happy, so they won't reproduce, but they'll still eat co2 and poop oil. Can't tell in the picture, but it's right above my main oil tank, so it just drops right in.
In other news, the straight drecko part of my drecko ranch is full. I will now run a conveyor to start dropping drecko eggs into the kill pit in the kitchen: more barbecue.
I really like drecko ranching as opposed to plastic-from-petroleum or reed-fiber-from-plants. I have about 300 reed fibers, and 31 tons of plastic. I should prolly start defaulting to plastic ladders.
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Microtest TDD is a "way of coding", not an after-market bolt-on to old-school approaches, and as a result, we have to constantly intertwine our conversation about technique with our conversation about transition.
Geekery's fun for me, and it's comforting, but it's not the most important story going on around us. Enjoy this thread, but please keep working for and supporting change in the world.
Black Lives Matter.
Technique, skills, philosophy, theory, all of these are tremendous delights to me. I love to muse & mull & illustrate & analyze & argue & point, and I greatly enjoy doing it on the topic of the modern synthesis in software development.
This is Tommy Johnson, covering Charlie Patton's "Big Road Blues".
Patton is widely regarded as the "father" of Delta blues. Certainly, he was the first well-known professional country blues player. Composer, or liberator, of many songs that came to the canon, like this one.
He was also a well-known *trick* player. He'd put the guitar behind his head, or under his leg.
He had a travelling show, the first ever with advance men, posters, and reserved theaters.
If 30 people say they want me to twitch the first 100 cycles of an ONI game, I will do it. Say yes by just responding with "yes".
Okay, so that's a done deal. Sometime in the next week we'll twitch the first 100 cycles of an ONI seed. Now I just gotta figure out when. Stay tuned, I'll give a couple of days warning and several tweet announcements.
In microtest TDD, we describe collaborations as "awkward" or "graceful". The distinction is critical to understanding how the Steering premise and the Pieces premise work together to make TDD a productivity tool. Let's dig in.
Here in the states, it's Black History month. I urge my friends and followers to pay attention: American history and Black history are deeply & painfully intertwined, and we won't move on until we go through.
Black Lives Matter.
We talked the other day about understanding & manipulating dependency in microtest TDD. The awkward/graceful distinction is at the heart of this. It can be a long journey to get it all, but it *starts* as soon as you take TDD for a spin in your day job.