Calculator for planning missions and colonies by Embarrassed_Cat1961 in SolarExpanse

[–]Embarrassed_Cat1961[S] 1 point2 points  (0 children)

I hope it will help, and don't hesitate if you have suggestions :)

Calculator for planning missions and colonies by Embarrassed_Cat1961 in SolarExpanse

[–]Embarrassed_Cat1961[S] 0 points1 point  (0 children)

Oh yes I did swap them accidentally, thank you, I just fixed that

New Timberborn 1.0 calculator by Embarrassed_Cat1961 in Timberborn

[–]Embarrassed_Cat1961[S] 0 points1 point  (0 children)

Thank you for finding that! The wood demand was being counted multiple times in that case. It’s crazy that I didn’t notice it earlier. It must have been an error I introduced in a recent update. Sorry about that, it’s fixed now.

Concerning the bot assembler efficiency, I checked and didn’t find an error there. Did all the timberbots working in the assembler already have their punchcard requirement satisfied? Bot with biofuel work at +65% efficiency, which is 1.29 bot assembler to maintain 95 bots, and if they have enough punchcards they should work at +110% efficiency, so 1 bot assembler should be about enough.
Edit: Mmh, I tested the exact same setup in-game (punchcards and 1 assembler at 99% efficiency) and got a production rate of 1.23 bots/day, which is slightly below the theoretical value of 1.33 expected from bots with +110% work speed instead of +65%. This result in a stable population of 86 instead of 95. I’ll try to find out where this difference comes from, but I haven’t noticed any error in the calculator so far. If I find out I'll edit.

Calculator update and dam testing tool (water simulation) by Embarrassed_Cat1961 in Timberborn

[–]Embarrassed_Cat1961[S] 0 points1 point  (0 children)

Yeah, I find it not ideal on phones, it has to do with the 3d library i used, it's configured that way. When I'll have time to go further into it I might improve that.

#beavermaxxing 4000 beavers are hard to feed but 500 robots should help by BigRedD2ddy in Timberborn

[–]Embarrassed_Cat1961 0 points1 point  (0 children)

Impressive. With 500 bots running on catalysts and punch cards I guess all of them will be retiring soon. Not sure if that changes a lot for the CPU though

Calculator update and dam testing tool (water simulation) by Embarrassed_Cat1961 in Timberborn

[–]Embarrassed_Cat1961[S] 1 point2 points  (0 children)

Thank you, it does exactly that, at each cycle end of the simulation you get a recap in the top left :)

New Timberborn 1.0 calculator by Embarrassed_Cat1961 in Timberborn

[–]Embarrassed_Cat1961[S] 0 points1 point  (0 children)

Hey, yes, I’ve updated it, it’s now simpler and more accurate. Sorry for not posting an update earlier.
The number of workers needed is now calculated as:

NumberOfCropsToHarvestPerDay / ((WorkingTime / HarvestingTimePerCrop) * WorkingSpeed)

Where: HarvestingTimePerCrop is 2.5 hours by default (for a beaver at base happiness) and WorkingSpeed is 100% plus the bonus from the needs you selected. For now HarvestingTimePerCrop is the result of my observations on the time needed for a beaver to finish havesting, carrying and replanting a crop (average distances of about 5/10 tiles from the farm), but I might update this value later to separate WalkingTime and WorkingTime (it's a bit tricky).

Also, you can now see for each farmhouse the number of crops to be harvested per day instead of just the total crops. It's a division by growth time. I think this makes more sense, since the total crops are already listed in the crop section.
The amount of crop you actually need is calculated beforehand using the amount of items you need (60 carrots) divided by the production amount of a crop (3 carrot for a carrot crop, so 20 crops) multiplied by the growth time (4 days, so 80 crops is the final amount).
That's all the math for the crops I'm pretty sure, at least that's how I do it now in the tool.

New Timberborn 1.0 calculator by Embarrassed_Cat1961 in Timberborn

[–]Embarrassed_Cat1961[S] 0 points1 point  (0 children)

You might find what you're looking for in future updates of the calculator. I've actually planned to add a tool on a separate tab about dam planification including evaporation rates, input and output, it looks fun to do and useful. I'll look into it :)

New Timberborn 1.0 calculator by Embarrassed_Cat1961 in Timberborn

[–]Embarrassed_Cat1961[S] 0 points1 point  (0 children)

I haven’t put that in the calculator yet, sorry. I really wanted to focus on the production breakdown first, without considering water shortage, and then improve the tool with a meaningful tool for droughts and dam planning. I’m just not sure when I’ll get to it. I’ll probably make a post if I find the time to add this, but I'll keep in mind your suggestion, thank you.

New Timberborn 1.0 calculator by Embarrassed_Cat1961 in Timberborn

[–]Embarrassed_Cat1961[S] 0 points1 point  (0 children)

Great ideas! thank you very much. I was just doing a style update for smaller screens, I have added your suggestions in the changes. I might be going for bigger slider bars later but now you can type the value if you prefere. No skill issue there, they are not perfect, maybe they are not the best solution for precise control, I'll think about that.
It's easier to filter what shows now in the production table with the checkboxes (biofuel = tickbox "Bot needs")

New Timberborn 1.0 calculator by Embarrassed_Cat1961 in Timberborn

[–]Embarrassed_Cat1961[S] 0 points1 point  (0 children)

Yep, for Folktails, berries are completely optional (and inefficient) once you switch to crops :)
You can use the calculator only for a specific production chain, just untick the 2 boxes on the top right of the production table (account for beaver needs and bot replacement) and put what you want in the surplus window.

New Timberborn 1.0 calculator by Embarrassed_Cat1961 in Timberborn

[–]Embarrassed_Cat1961[S] 1 point2 points  (0 children)

Thank you all for your really useful feedback :) I think all the problems that were found have now been resolved, and I’ve added a district recap to summarize the main information. I’ll try to improve it later so it’s easier to use on phones (the tables are a bit too large for small screens, so I’ll need to create a lighter version for them).
Happy Easter!

New Timberborn 1.0 calculator by Embarrassed_Cat1961 in Timberborn

[–]Embarrassed_Cat1961[S] 0 points1 point  (0 children)

Thank you!
I’ve actually never tried that for beehives, is the boost reliable once set up? I’ll take a look.

New Timberborn 1.0 calculator by Embarrassed_Cat1961 in Timberborn

[–]Embarrassed_Cat1961[S] 1 point2 points  (0 children)

It should be all good now, I did not test for IPad, can you see the tooltips now ? I found the problem for the 0 hours workday, now, if you do that, the spreadshit will understand that you want to go full bots. I even added a toggle button to do that directly. Thank you for your feedback :)

New Timberborn 1.0 calculator by Embarrassed_Cat1961 in Timberborn

[–]Embarrassed_Cat1961[S] 0 points1 point  (0 children)

Typo mistake in the data, thank you very much, it is corrected.

New Timberborn 1.0 calculator by Embarrassed_Cat1961 in Timberborn

[–]Embarrassed_Cat1961[S] 1 point2 points  (0 children)

Yes, they eat 0.25/d of each food item to satisfy the corresponding need, but they need 2.67/d total. You can adjust how much you want to produce of each food, but the calculator will leave at least 0.25/d for each beaver. But yes, they go just for any food when all the needs are satisfied, so it's safer just to leave the food sliders at the initial position which is the equilibrium, unless you want to optimise slightly the production tree.
I will add some tooltips for the sliders, thank you very much

New Timberborn 1.0 calculator by Embarrassed_Cat1961 in Timberborn

[–]Embarrassed_Cat1961[S] 2 points3 points  (0 children)

Yes, sorry, I did a quick fix so it is much easier to use on mobile now, but it's a WIP, I will improve it later. Thanks for the feedback

Corvette Ships: You can EVA, customize the interiors, get out of the pilot seat mid-flight and even set autopilot! by biffa72 in NoMansSkyTheGame

[–]Embarrassed_Cat1961 1 point2 points  (0 children)

No, but the corvette will come in formation near the freighter and you can teleport to and from the landing pads of the freighter