The Flying Fox

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About The Flying Fox

  1. You can, at least, play with the map gen right now. You can define you're own biomes using the elements that are already in the game, and there's serveral elements that the survival game currently doesn't spawn on maps. It's rather fiddly to muck around with though.
  2. Alright, so I tested this myself. Apparently, a sandstone bridge of some type is even better then an iron wire bridge.. You can even stack the bridges for even faster transfer. It was pretty quick with a tile plus the three bridges stacked together. Edit: I also found it amusing that the same trick I used for the liquid tepidizer and fooling it with liquid Chlorine also works with the space heat
  3. This is what I've more or less found in my experiments. Lock a morb into a small room with chlorine and all that happens is it gets compressed as the morb produces P-O2. Same amount of chlorine you start with. Morbs even produce P-O2 when you toss them into a vacuum and continue to do so until the room is 1000g. The interesting thing is that I've seen cases where chlorine does disappear in the general area where I've kept morbs locked up in survival mode. Like from a sealed room with no place for the chlorine to go. It's.. odd to say the least. I haven't figured out what's happening to it yet. But yeah, maybe its getting destroyed due to the interactions between the three gases of P-O2, CO2, and Chlorine that tend to be in the same area. Edit: Speaking of the void, when you start to mess with the map gen, it literally takes over the map when you do something wrong.
  4. @Artizan That is a really neat design, I like it! A few thoughts though. Connected wires/pipes (oddly) do not transfer heat among them themselves. In ONI, only liquid or gases can transfer heat. Even buildings sitting on tiles don't directly transfer heat to the tiles. The heat as to go through either a gas or liquid first before moving into a tile. Tiles, however, do share and transfer heat among themselves. So, all that heavy watt wire and empty gas pipes in the middle don't really do anything. Even the wire/pipe bridges don't transfer heat to the wires and pipes they're connected too, but the bridges themselves do move heat across the tiles they're going over which is why they're useful for moving heat. Another thing to note. Wheezeworts are most effective when processing a gas with high thermal capacity, much like with the regulators. So, having them cool hydrogen instead of the normal air, should make each wheezewort destroy 2.4 times more heat. My thought would be to put them inside a sealed hydrogen box with granite tiles for the ceiling and wire bridges and let the water flow over the top of it. Something like that.
  5. The liquid tepidizer is an amazing machine I hope they don't fix it's buggy-ness until they replace it with something better. Abusing it is kinda fun although not really practical in the base game just yet. I too found out that you can trick the tepidizer into running non-stop with a single tile of some other liquid. It can be any liquid in fact. It's best to use something that's 'heavier' then the liquid you're trying to pour onto the machine and trying to find out what's the heaviest takes a little trial and error. Cold liquid chlorine is apparently useful for this particular situation as it has a thermal conductivity of basically nothing. If you haven't already, check out this thread where I pour liquid phosphorus on tepidizers and burn them out to produce magma!
  6. I'm sure they'd tell you their first priority is gameplay and that the game is fun. It's obvious that they designed the foundation of the game around the elements and physics of real life, but at some point, a line has be drawn in the sand between gameplay and hard simulation. Not only are there considerations for the 'fun' element, but also for the simulation's sake. Computers can only handle so much processing so they've certainly had to skim off interactions that you'd normally find in real life, but aren't present in ONI. They have certainly taken an artistic license when it comes to the laws of thermo-dynamics, for better or worse.
  7. Well, the pincha pepper plants require 58.3~ g/s of polluted water (35Kg/per cycle) and you need quite a few of them per-Dupe since they grow oh-so slowly. That can be quite a lot of polluted water. 70 of them is over 4Kg/s. The Natural Gas Gen only produces enough polluted water for basically 1 Pincha and some change. So, unless you have some combination of 4 showers/air scrubbers running nearly full time with that many plants, then eventually you'll run out. To be fair, I'm probably over-producing on the pinchas, at the moment but at least I'm getting rid of all the pockets of polluted water this map tossed at me.
  8. Take a look in this thread where we tested various designs of electrolyzer setups. I'm sure you'll find a bunch of handy information there on how the electrolyzer works.
  9. I'd imagine then, this can effect other buildings, like the Algae Terrarium as well? When you drip water on it, as opposed to having Dupes feed it water? If you over drip them, then they'd soak up more and more water the higher the lag gets?
  10. It's a bug. Will be fixed in the next major update from what the Devs said. But yeah, more or less.
  11. Neat! I didn't know that either! So, if you can somehow move the stuff away that you'd dripping onto the tepidizer fast enough, then the machine wouldn't heat up so much.
  12. Yeah, no, I already tried all the metals they let you make the tepidizer with in debug mode. Tungsten is oddly not one of them. Also, the temp bonus some of them have does not matter in this case. It's the melting point of the material. The tepidizer starts to incur damage after it's over-heat temperature and it seems, the larger the melting point, the longer it lasts.. until you hit the melting point, at which point, it just melts instantly. Magma..! And liquid steel~ But yeah, I've definitely have gotten a good number of refined metals during my various tests of this thing. Notice how the wire is still there, so yeah, wolframite
  13. So, I've heard that people have been wanting to bake dirt into sand... Well, I think I've figured out how! First, you'll need this stuff. Phosphorus, it's produced when Phosphorite melts past 250C, so its quite possible to find it at the bottom of the map, already melted. The neat thing about Phosphorus is that it freezes at a reasonable temperature of 44C, so you can store it and pipe it within the base safely. I would suggest storing a few tens of degrees hotter then that. Really, the hotter the better. It has a nasty habit of solidify readily and creating a tile you have to dig. Next...! You build something like this! Muhahahaha! That's igneous rock forming under those granite tiles, they're melting... Don't use granite. Only use abyssalite and obsidian. Trust me. In fact, only use wolframite. No copper, no iron, no gold amalgam. Trust me. When things melt, they make a mess! Hint, liquid chlorine is apparently denser then liquid phosphorus. I tried polluted water, as you can see, but it kept getting popped out by the liquid phosphorus, and then making a mess. The tepidizer is reading the temperature of the liquid that it's 'submerged' in and it's basically reading the liquid chlorine. The chlorine doesn't really have it's temp changed much in that pocket. So, the result is that the machine just keeps running until it burns itself out. Creating an absurd amount of heat in the process! Your tepidizer's warranty will be void! Perhaps someone can come up with a way to have a Dupe fix it, without killing them in the process?
  14. Oh yeah, I can certainly understand using them in favor to the tepidizer. The space heaters certainly have their place for their ease of use. This does remind me when I was originally starting my Peppernut farm. I too had the idea of sticking them in a room with a steam geyser to heat them, but found, oddly enough, the air temperatures dropped after putting the plants in and I had to stick in a space heat to warm them up. (I was trying to get more seeds to make an actual farm) And then, after removing them, I do recall the room warming up again. It could also have been because I was drawing more water from the geyser, but this partially explains it. Another thing I was going to try for my Peppernut farm that could be useful. My sleet wheat farm is just below my peppernut farm. My sleet wheat farm is already fairly cool with a bunch of wheezeworts, but why not install some thermo regulators in my peppernut farm, to further help cool my sleet wheat farm? Since they're just basically heat pumps, they'll be moving the heat from where I don't want it, to where I do want it.
  15. Probably has more to do with the amount of ice that's packed into the storage container. Remember that the compactor can store 20,000Kg of anything in it. 20,000Kg of ice is worth, oh, 20 tiles of water. As many of us know, cooling and heating any amount of water can be troublesome! More over, that 20 tiles worth of water is now crammed into a tiny 2 by 1 box, made out of minerals that usually don't have much thermal conductivity to begin with. And, if you accidentally made the storage compactor out of abyssalite, you're going to be waiting for a long.. long time for that stuff to melt. Having the compactor dump the ice out would make it melt faster, but, it'll still be slow.