WackoMcGoose

Block'hood Min'max 04: Aquaculture

Jun 23rd, 2022
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  1. Here's my raw notes and train of thought when coming up with the solution to this puzzle. It, uh, sure is a thing.
  2.  
  3. Video link: https://youtu.be/WtCzfslO2QM
  4.  
  5. -Challenge 4: "Aquaculture"
  6. -Produce 100 Fish and 100 Vegetables
  7. -5x5 space, Elevators available, 10 z-levels
  8. -Blocks:
  9. -Corridor: Money 0.5/None
  10. -Elevator: Money 1 Electricity 0.2/None
  11. -Planters: Water 1 Community 2 Fertilizer 1/Vegetables 4
  12. -Algae Farm: Greywater 8 (Greenhouse Gas 1)/Algae 4 Water 8
  13. -Fish Farm: Water 2 Organic Waste 4 Labor 1/Fish 4 Greywater 2 Fertilizer 2
  14. -Hydroponic Farm: Water 1 Fertilizer 0.5 Electricity 1/Vegetables 4 Greywater 1
  15. -Water Tower: Money 2/Water 8
  16. -Windmill: Money 1/Electricity 2
  17. -Sprinklers: Electricity 0.5 Water 1/Groundwater 3
  18. -Large Apt: Fresh Air 1 Electricity 1 Water 2 Leisure 3/Youth 3 Greywater 3 Organic Waste 3 Consumer 5
  19. -Small Apt: Fresh Air 1 Electricity 1 Water 1 Leisure 1/Labor 3 Greywater 2 Organic Waste 1 Consumer 2
  20. -Market: Electricity 1 Consumer 4 Vegetables 3 Fish 3/Money 10 Community 1
  21. -Greenhouse: Water 1 Labor 2 Fertilizer 3/Vegetables 4 Electricity 1
  22. -Grass: Groundwater 1/Leisure 3
  23. -Beech Tree Grove: Groundwater 3 (Greenhouse Gas 3 Pollution 1)/Fresh Air 4 Wilderness 3 Leisure 1 Pollution -0.2
  24. -Elm Trees: Groundwater 1.5 (Pollution 0.5)/Fresh Air 2 Wilderness 1.5 Leisure 1 Pollution -0.2
  25. -Ash Tree: Groundwater 1 (Pollution 0.2)/Fresh Air 1 Wilderness 1 Leisure 2
  26. -Wetland: Water 1 (Organic Waste 2)/Groundwater 4 Algae 1 Wilderness 1 Fertilizer 1
  27. -Unusable blocks (required input isn't produced by anything):
  28. -none
  29. -Valid blocks minified (delete produced that isn't consumed, or optional consume that isn't produced):
  30. -Corridor: Money 0.5/None
  31. -Elevator: Money 1 Electricity 0.2/None
  32. -Planters: Water 1 Community 2 Fertilizer 1/Vegetables 4
  33. -Algae Farm: Greywater 8/Water 8
  34. -Fish Farm: Water 2 Organic Waste 4 Labor 1/Fish 4 Greywater 2 Fertilizer 2
  35. -Hydroponic Farm: Water 1 Fertilizer 0.5 Electricity 1/Vegetables 4 Greywater 1
  36. -Water Tower: Money 2/Water 8
  37. -Windmill: Money 1/Electricity 2
  38. -Sprinklers: Electricity 0.5 Water 1/Groundwater 3
  39. -Large Apt: Fresh Air 1 Electricity 1 Water 2 Leisure 3/Greywater 3 Organic Waste 3 Consumer 5
  40. -Small Apt: Fresh Air 1 Electricity 1 Water 1 Leisure 1/Labor 3 Greywater 2 Organic Waste 1 Consumer 2
  41. -Market: Electricity 1 Consumer 4 Vegetables 3 Fish 3/Money 10 Community 1
  42. -Greenhouse: Water 1 Labor 2 Fertilizer 3/Vegetables 4 Electricity 1
  43. -Grass: Groundwater 1/Leisure 3
  44. -Beech Tree Grove: Groundwater 3/Fresh Air 4 Leisure 1
  45. -Elm Trees: Groundwater 1.5/Fresh Air 2 Leisure 1
  46. -Ash Tree: Groundwater 1/Fresh Air 1 Leisure 2
  47. -Wetland: Water 1 (Organic Waste 2)/Groundwater 4 Fertilizer 1
  48. -Minimum solution:
  49. -let's start with both target items and a market to resolve money... but is hydroponic or greenhouse or planters better?
  50. -Planters needs +1 Water +2 Community +1 Fertilizer, no byproduct
  51. -Hydroponic Farm needs +1 Water +0.5 Fertilizer +1 Electricity, Greywater byproduct
  52. -Greenhouse needs +1 Water +2 Labor +3 Fertilizer, Electricity byproduct
  53. -1x Fish Farm 1x Market, stand by on veg production for now
  54. Fish 4-3, Vegetables 0-3... Consumer 0-4 Electricity 0-1 Fertilizer 2-0 Greywater 2-0 Labor 0-1 Money 10-0 Organic Waste 0-4 Water 0-2
  55. -large apt makes enough consumer but no labor, 2 small apt makes enough consumer and excess labor, need 2 housing blocks either way so go with the less needy
  56. -2x Small Apt for Labor & Consumer
  57. Fish 4-3, Vegetables 0-3... Consumer 4-4 Electricity 0-3 Fertilizer 2-0 Fresh Air 0-2 Greywater 6-0 Labor 6-1 Leisure 0-2 Money 10-0 Organic Waste 2-4 Water 0-4
  58. -any combo of trees needs at least 2 to satisfy, so we'll go with the least thirsty
  59. -2x Ash Tree
  60. Fish 4-3, Vegetables 0-3... Consumer 4-4 Electricity 0-3 Fertilizer 2-0 Fresh Air 2-2 Greywater 6-0 Groundwater 0-2 Labor 6-1 Leisure 4-2 Money 10-0 Organic Waste 2-4 Water 0-4
  61. -I think I know what's left... water tower and windmill gets us almost there
  62. -1x Water Tower 1x Windmill
  63. Fish 4-3, Vegetables 0-3... Consumer 4-4 Electricity 2-3 Fertilizer 2-0 Fresh Air 2-2 Greywater 6-0 Groundwater 0-2 Labor 6-1 Leisure 4-2 Money 10-3 Organic Waste 2-4 Water 8-4
  64. -greenhouse now seems like the best option, but... we'll be one fertilizer short, and still need groundwater... go for wetland!
  65. -1x Greenhouse 1x Wetland
  66. Fish 4-3, Vegetables 4-3... Consumer 4-4 Electricity 3-3 Fertilizer 3-3 Fresh Air 2-2 Greywater 6-0 Groundwater 4-2 Labor 6-3 Leisure 4-2 Money 10-3 Organic Waste 2-6 Water 8-6
  67. -...oh dear... organic waste... since there's a mix of req and optional, it counts as 6 required... okay, swap a Small for a Large Apt, nix greenhouse and wetland, where's that leave us?
  68. -1x Large Apt, remove 1 Small Apt 1 Wetland 1 Greenhouse
  69. Fish 4-3, Vegetables 0-3... Consumer 7-4 Electricity 2-3 Fertilizer 2-0 Fresh Air 2-2 Greywater 7-0 Groundwater 0-2 Labor 3-1 Leisure 4-4 Money 10-3 Organic Waste 4-4 Water 8-5
  70. -actually, once things stabilize, wetland's optional org waste will always trigger on a 0, so un-remove wetland and greenhouse
  71. -1x Greenhouse 1x Wetland
  72. Fish 4-3, Vegetables 4-3... Consumer 7-4 Electricity 3-3 Fertilizer 3-3 Fresh Air 2-2 Greywater 7-0 Groundwater 4-2 Labor 3-3 Leisure 4-4 Money 10-3 Organic Waste 4-4(-2) Water 8-7
  73. Final totals: 10 blocks, surplus 1 Fish 1 Vegetables per cycle, Organic Waste /should/ self-stabilize...
  74. Build order: Water Tower, Windmill, Ash Tree x2, Wetland, Large Apt, Small Apt, Fish Farm, Greenhouse, Market
  75. SOLUTION VALIDATED, some cycles one of the farms or market will be unproductive but it eventually stabilizes (such is the nature of input=output resources)
  76. -Maximum solution:
  77. -with multiplications, we'll have enough greywater to use algae farms, but need at least one initial water tower to bootstrap
  78. -keep in mind that Windmills have an excessive TALLNESS attribute, so place any on the top floor...
  79. -let's start with 10 Elevators for max height, and the required 1 Water Tower to bootstrap water, plus a Windmill for elec
  80. -10x Elevator 1x Water Tower 1x Windmill
  81. Fish 0-0 Vegetables 0-0... Electricity 2-2 Money 0-13 Water 8-0
  82. -naive maximization: 20 copies of Minimum solution, but remove Water Towers, we'll resolve the water sitch in a bit
  83. -20x Windmill 40x Ash Tree 20x Wetland 20x Large Apt 20x Small Apt 20x Fish Farm 20x Greenhouse 20x Market
  84. Fish 80-60 Vegetables 80-60... Community 20-0 Consumer 140-80 Electricity 62-62 Fertilizer 60-60 Fresh Air 40-40 Greywater 140-0 Groundwater 80-40 Labor 60-60 Leisure 80-80 Money 200-33 Organic Waste 80-80(-40) Water 8-140
  85. -now let's take care of that massive water deficit... algae farms are 8GW=8W... the most I can do is 17 for now
  86. -17x Algae Farms
  87. Fish 80-60 Vegetables 80-60... Community 20-0 Consumer 140-80 Electricity 62-62 Fertilizer 60-60 Fresh Air 40-40 Greywater 140-136 Groundwater 80-40 Labor 60-60 Leisure 80-80 Money 200-33 Organic Waste 80-80(-40) Water 144-140
  88. -current space usage is 209/250 blocks... we can safely squeeze in 4x more prod units including algae farms... but max windmills is 25, so remove an elevator because windmills don't need access
  89. -4x Windmill 8x Ash Tree 4x Wetland 4x Large Apt 4x Small Apt 4x Fish Farm 4x Greenhouse 4x Market 4x Algae Farm, remove 1 Elevator
  90. Fish 96-72 Vegetables 96-72... Community 24-0 Consumer 168-96 Electricity 74-73.8 Fertilizer 72-72 Fresh Air 48-48 Greywater 168-168 Groundwater 96-48 Labor 72-72 Leisure 96-96 Money 240-36 Organic Waste 96-96(-48) Water 176-168
  91. -you know... we don't need all that MONEY... in fact, each produces 10, so we can straight up remove 20 markets and make room for other things, since only the windmills, elevators, and initial water tower actually need money
  92. -remove 20 Markets
  93. Fish 96-12 Vegetables 96-12... Community 4-0 Consumer 168-16 Electricity 74-53.8 Fertilizer 72-72 Fresh Air 48-48 Greywater 168-168 Groundwater 96-48 Labor 72-72 Leisure 96-96 Money 40-36 Organic Waste 96-96(-48) Water 176-168
  94. -now we have that huge CONSUMER surplus, why not replace large with small apts entirely... except the large apts were never about consumer, but organic waste... we can replace at a ratio of 3 small = 1 large... but if we're trying to put in more farms, that's more organic waste needed...
  95. -we're at 228/250 blocks in use, let's keep the large and small apts. how about we add units, minus the markets? oof, only two... but wait, electricity surplus... subtract 10 windmills balances things, then we can add 3 units (along with 3 windmills back)
  96. -6x Ash Tree 3x Wetland 3x Large Apt 3x Small Apt 3x Fish Farm 3x Greenhouse 5x Algae Farm, subtract 7 Windmills
  97. Fish 108-12 Vegetables 108-12... Community 4-0 Consumer 189-16 Electricity 63-59.8 Fertilizer 81-81 Fresh Air 54-54 Greywater 184-179 Groundwater 108-54 Labor 81-81 Leisure 108-108 Money 40-29 Organic Waste 108-108(-48) Water 192-189
  98. -we're at 244/250 blocks... let's add one more set but without the fish farm or greenhouse, for funsies
  99. -2x Ash Tree 1x Wetland 1x Large Apt 1x Small Apt 1x Algae Farm
  100. Fish 108-12 Vegetables 108-12... Community 4-0 Consumer 196-16 Electricity 63-61.8 Fertilizer 82-81 Fresh Air 56-56 Greywater 192-190 Groundwater 112-56 Labor 84-81 Leisure 112-122 Money 40-29 Organic Waste 112-108(-56) Water 200-193
  101. 250/250 blocks filled, 96 surplus Fish and 96 surplus Vegetables per cycle!
  102. Final totals: 9 Elevator 24 Algae Farm 28 Fish Farm 1 Water Tower 18 Windmill 28 Large Apt 28 Small Apt 4 Market 28 Greenhouse 56 Ash Tree 26 Wetland (changed, see below)
  103. Build order:
  104. -9 Elevator stack with Water Tower on top, build 8 Windmills around the Water Tower
  105. -Bottom floor, T shaped Wetland x4 on one side for connectivity, Market in corner for support
  106. -On second floor, Small+Large Apt above Market, 2x Ash Tree in front, Fish Farm & Greenhouse align to Elevator
  107. -We're about to run out of Water, so 2 Algae Farms on bottom floor corners of Wetland Ts (needs access)
  108. -Build another Market and the Apt-Trees-Farms stack on top
  109. -Build another Wetlands T for access, two more Markets and Apt-Trees-Farms stack above
  110. -On 9th floor build two arms of Wetland, the Algae Farms will extend off these
  111. -Now start duplicating the second floor pattern upward for 3rd through 7th
  112. -As needed, put Algae Farms on 9th floor, and Windmills on 10th
  113. -After 18 Windmills, put 6 Wetlands in final slots
  114. -Due to synergy, it's actually possible to make the same pattern be on floors 2-8, for 28 Fish Farms & 28 Greenhouses (and 26 instead of 28 Wetlands)
  115. MAXIMAL SOLUTION VALIDATED
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