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Everything posted by asveron

  1. I've had problems with water locks letting too much temperature out, and I found the debuf annoying, so I tried using carbon instead. I just connect a vent from my natural gas generator's carbon to the side of the door and it is surprisingly gas tight / well insulated. The net temperature has dropped significantly faster the past 20 or so cycles and no carbon has actually gotten into the room. I'm not 100% sure if no hydrogen is leaking out since I had hydrogen in my base in the first place. Though the gass pressure has been really steady so I would say hardly any hydrogen has escaped. Since doors occasionally destroy gas, it also destroys a bit of free carbon for you. Also, whenever the door is opened the carbon pushes left, so I don't think hydrogen will escape. (I was afraid carbon would get into the room so I was considering a small cooling pocket below it to liquefy it, but It appears it was not necessary.) *Edit having played another 100+ cycles with this, I've noticed this setup is almost perfectly gas tight UNLESS your base is flooded with carbon and the carbon inside the base rises a few tiles over the lock. The extra pressure from the gravity of the carbon in your base is enough to push into the hydrogen. I didn't notice I ran out of water to pump into carbon scrubbers. Otherwise the carbon / hydrogen is really steady since the amount of carbon pressure is always the same due to the setup. **Edit after drastically changing the setup of the rest of the base I've noticed that very high pressure oxygen can also remove the locks ability to refill itself and then it'll just be replaced with oxegen, I ended up added another door above just to destroy oxygen so the carbon has a chance to replace itself
  2. Carbon Lock

    That makes a lot of sense.
  3. I'm not sure if it's air pressure or the way water works but somehow there's a tile that is completely being ignored by falling water. It's immediately going to the water to it's side. Then I thought holy ***** I can just build a tunnel back up and it'll have no choice to push upwards. I have now made an infinite loop of water being pushed upstream without a pump and then falling back down!!! Wow I was just listening to niel degrass tyson saying the universe is under no obligation to make sense to us lol. I hope noone has found this out yet, rather proud of myself for finding this! I guess this may be decent for cooling systems maybe? dunno. I've noticed the heat is barely getting transferred upstream though. Check new post in this thread for more precise info. I guess now you can pump up all the water in all the geysers without using a water pump. Since geysers introduce additional water, it'll be sufficient to pump itself up as far as you want. I think the key is the air pocket not allowing any more water cubes to form. bluelance also mentioned it might be the mesh tiles. I also thought that and tried to delete the meshtile to the far left already in the screenshot but it still is working but maybe you need a mesh tile there to start it up. I also don't think this is really an exploit if its based on the air packet. This can happen in real life except eventually the bubbles will find a way to get through the water. Since air can't move through water in ONI this is following ONI's standard physics. I guess if mesh tiles were giving infinite energy that would be a bit weirder though.
  4. Carbon Lock

    Yeah this is definitely a better design, I started having problems with my lock after 200 or so cycles. By the way do you ever have problems with oxygen pushing even further up into the room after the weezeworts/doors destroy some gas? It seems like if the hydrogen pressure dropped here oxygen would get in. (maybe if some oxygen got in it would be okay anyways). Regardless, I'm probably going to do this to my next game.
  5. I'm not completely sure what exactly stops water eventually since the original picture was just a column of hydrogen tiles that aren't even high pressure and yet they completely stoped moving. For my geyser, I couldn't get it to work until I closed off the air. I think having different gas types may be a factor but I think you just need water/air to fail some sort of pathfinding algorithm and decide they have nowhere they can go. I'm assuming there's a limit to air pathfinding algorithms to ensure computing speed. If the path it needs to take to be free is too complex, it might stop the water instead. It may take different amounts of time / height points before water stops rising and offsetting it to the side. I suggest putting mesh tiles where you let water drip through. The mesh tiles will keep some water in it to make sure the water dripping column is gas tight. Then close off all other paths of air. This would force the experiment in which one of the following must happen. 1. Water stops dripping left. 2. Air gets destroyed by forming new liquid tiles. 3. Water gets offset to the side rather than upwards. So far, I've eventually gotten rule #3 every time.
  6. After some tweaking, I've noticed its impossible to make this merely using mesh tiles. I mean mesh tiles help your tunnel from collapsing, but it is mostly not needed for this setup. I'm pretty sure now that air is indeed the actual factor of the pump. Water can drip through the mesh tiles slowly while preventing air from escaping. Water will gather upwards until it can no longer do so. I'm guessing it stops when it can no longer push two air tiles together or it gives the air a pathfinding algorithm and it fails somehow. A water tile will instead carry over 1000g of water and slowly stabilize back to 1000g. The excess water of 1000g is transported to the pump's end. Having 3 tiles of different gas will guarantee this setup will work since they won't combine. By the way, the large body of water surrounded by abyssalite tiles has already cooled to ~33c and it's barely even gone far from the source. *I've noticed that in many cases after the tile of water decides it can not expand upwards, you can release the pressure and it will continue to work. I'm guessing that for is for optimization purposes. Once the water decides it can't move upwards, it will stop calculating upwards paths until it detects some type of nearby change. *Edit: I think it might be possible to make some sort of super condensed water tile. Something with like 10,000kg of water. I would have to try it out but it does seem a bit too exploity and also hard to keep from overpressure. Might make a huge water explosion, that would be cool. **Edit: Okay these walls won't take the water up very far, you'll need probably need 3-5 tile tall walls all over to make it sturdy enough to pump very far up. The water went up about 75% of the screen here and the weight collapsed the inner structure so water rushed into the vent area. I also took all the weezeworts away but the left over temperature deceased the entire body of water to about 15c so this setup might accidently freeze easily.
  7. I think I'm gonna work on building an elevator for a geyser, I'll try and narrow down the possibilities. Though, I think you may be right. I just thought it would be a bit odd that mesh tiles would continue to pull water into itself even if it was "full" and then move that extra water to the next tile and even empty air tiles above it but not tiles to their left. But I guess a better way to think about it is that it's completely denied the left tile for some reason then is just expanding within itself.
  8. That makes sense, I kept thinking it was either that or the fact that the air pressure is really high so it can't form another square of water.
  9. Carbon Lock

    Hey @firshpear! I'm a little confused by what you mean. Wouldn't you have a vacuum lock instead if the gas pump is constantly pumping between the two doors? I first thought you were implying to make a vacuum lock, but then you also imply that ("after making the small room vacuum, it will still works because your dups will produce some little bit CO2 in the vacuum room)". That small amount of c02 turn into a vacuum because there is a gas pump active. A vacuum lock does sound pretty neat tho! For a little more energy you have even better insulation! I'll keep it in mind when klei fixes the door-gas-destruction bug that has been claimed to been fixed. Right now a vacuum would cause hydrogen rushing into the middle room and getting destroyed by the doors. The heavy pressure caused by the carbon vent in front of the doors guarantees that carbon rushes to the door and get destroyed rather than the hydrogen. It sounded a bit like you're implying that you would pump a vacuum then turn if off completely and remain with a small amount of co2 caused by duplicants. That amount of pressure would be extremely unsteady with changes in air density and significant amounts of hydrogen would easily leak out eventually even if it doesn't get destroyed by the doors. Sorry if I sound critical, I spent a lot of time figuring out and dealing with all the problems that comes with gas locks.
  10. Carbon Lock

    So far I'm only achieving good, I'm not sure I'm going to strive for excellent since the patch in a few weeks remove harvest grades. The way the temperature is dropping it'll definitely reach minimum wheezewort temperature, so maybe its possible to remove a certain amount of wheezeworts to achieve excellent grade but I'm not sure how steady that will be to consistently produce excellent grade. I decided not to use radiators because it seemed funner finding slight alternatives. This setup doesn't take any energy, even the carbon pumping is free since its from the natural gas generator. Do wheezeworts really? Hmm I've not noticed any hydrogen loss after playing 40+ cycles. I'll try to keep that in mind. Carbon dioxide is a lot more common and can be consistently pumped to the front of the door for free since natural gas generators pumps it for free. That way whenever the door is opened you can guarantee high carbon dioxide pressure to push into the lock and making it gas tight consistently.
  11. This is how I hope they would work -produce a tiny bit of excess algae. -very minor oxygen generation. -either A and/or B a. use up water quickly and can only replenish a small amount so its very labor intensive. b. occasionally create small amounts of polluted water if it's submerged in it, and creates polluted oxygen if it's manually watered. Therefore they would take up a lot of space and labor to produce enough oxygen. But it'll produce more algae.
  12. From the first new stream they hesitantly said AT LEAST a few weeks, 2 weeks ago. If you interpret at least a few weeks as "3-6" weeks, we still have 1-4 weeks remaining.
  13. I had a room enclosed with a door and water lock but a lot of hydrogen was lost in 10 cycles. What things cause hydrogen leaking / destruction? Oh right, also does pumping hot water through obsidian pipes into the plants make it hotter?
  14. Hydrogen Leaking?

    sometimes duplicants take water from the lock, so I just added a door in case. Also just from intuition it seems like having two "blockers" would make temperature transfer slower since the there's no actual gas exchange through doors even though it's conductive.
  15. Hydrogen Leaking?

    I think this nailed the problem. Since there was some water, the duplicants running in to clean the water must have caused too many door opening / closing thus destroying a lot of hydrogen. I think I'll destroy the doors and keep the water lock. Also I believe horizontal doors may cause even more hydrogen destruction, not tested but a gut feeling on how much gas I lost when i set the horizontal door to auto. *Sorry should have made clear that the hydrogen wasn't necessary leaking but just disappearing. The hydrogen pockets are from experiments long ago.
  16. Hydrogen Leaking?

    I've released some hydrogen though a valve in the past since there was too much in that room. The valve is now set to 0. That was many many cycles ago. I've then filled it back up to about 1.2kg per square. I think in this save there's still 800g but 10 cycles later some squares only had 200g left. It was rather drastic for just door destorying the gass. Perhaps horizontal doors still destroy a lot of gass? I dunno. I almost wondered if duplicants were breathing it since so much was gone, but the replies seem to imply thats not a thing. It could have something to do with weezeworts as some were mentioning. I did remove a bunch of weezeworts and plant new ones. I didn't save and load much at all though.
  17. Can someone point me to a place where I can learn why people choose to use hydrogen to pump into pipes or fill rooms? Also how do they cool the hydrogen in the first place? My first ice biome is slowing melting and it's only a matter of time before I have to use artificial cooling. I've tried searching around a bit but can't find any tutorials. Thanks! As layman as possible as I might not understand a short technical sounding answer like because the "because of the thermodynamics of it"...
  18. Man I was so looking forward to seeing new content, but after seeing it today, I can't play the current build anymore. I'm just like I could play this but it would be so much better with the next patch. Anyone wishing they didn't see the previews?
  19. So water locks only prevent gass leakage but doesn't block temperature?
  20. So meaning that if there's cool hydrogen and another hot gass in the same room, the speed of hydrogen warming up will be less than the speed of the other cooling down? I've googled heat capacity. " the number of heat units needed to raise the temperature of a body by one degree. " So are "heat units" the actual amount of "heat energy" in an object and temperature is just the amount it gives off? I've also noticed a few other things like people submerging a lot of cooling pipes into water. Does liquids and gass exchange any heat currently? Or does liquid and gass only exchange heat if there's pipes being submerged into it? I'm curious since I would expect water to cool down simply by sitting in a normal temperature room. I thought it was probably enough just to pump hot water into a bigger pool of water since it would cool down fairly fast (at least in real life) anyways. Then I could just cool the air since that should cool the water as well.
  21. Hi guys, I'm quite perplexed by certain characteristics of water flow in ONI. Summary: Why is it that situation 1 works, and situation 2 causes the shower to turn on for a few seconds before shutting off? Details: Ok so originally I dismissed it as a bug when replicants would hop in a shower, turn it on for a few seconds, then hop out. I googled ONI shower bug to see if I can find out how to avoid it. The first answer I found from people was that some people believed that shower works more often if water is pumped downwards because there is more water pressure. However after doing some experimentation, water does not seem to flow down wards on it's own at all. It doesn't seem to care which direction it goes.Water just follows a pipe until it finds a split then switches back and forth between the two. Then I thought perhaps the toilet is causing backflow and blocking the shower. However in situation 1, more backflow happens but it doesn't seem to matter as long as there's still somewhere for the water to go. Then my final assumption currently is that perhaps the pipe being destroyed deactivates the toilet, which is causing the problem. Somehow with both the toilet and the shower attached, only 1 of them will work. Even if the pipes are empty. So does that mean they try to reserve a free path before actually moving? That's a bit strange... I've had both pipes be completely empty with a viable vent built on top. The vent is not yet built here because I've replayed this day many times over to experiment with different situations. As long as both of them are connected it doesn't seem to work any longer.
  22. @KasuhaInteresting information, I'll be careful not to add multiple vents to multiple systems! That doesn't seem to be the problem though, if I add the red part, without finishing the extra vent on top, it will instantly brake the shower. I noticed that @Cuzell also has a sort of similar set up where the outputs of the toilet and shower is both connected to a single pipe. That specific setup, I've been testing by rearranging the pipes in this goundhog day, is what causes the shower problem. I think merging two sources into a single pipe doesn't bother any other machine because they can deal with a tiny delay in input/output and resume running. However, I think tiny occasional interruptions caused by merging of two pipes into one restarts the shower entirely in the recent hotfix. It's possible that this hotfix added the "feature" to let duplicants automatically stop showering when there's any interruption to the shower (otherwise the duplicants may wait infinitely in a truly broken shower system). As to why merging two sources into one pipe causes tiny interruptions at all, I still have no idea! *extra info I've also noticed that the interruptions start happening regardless of the existence of any liquid in any pipes in the first place. As soon as a toilet and shower's output is connected, these interruptions will start occurring. Ahh @Kasuha I read your second post more carefully and now I think that's what's breaking the shower. ** Ah no the second suggestion doesn't work either. However, after testing some more, I noticed that the order of the outputs is what matters. If the output of the toilet enters the single pipe before the shower it'll stop working. If the output of the toilet goes after the shower's output it'll still work! If @Cuzell could change the order of his toilet and shower it'll probably work too! A previous colony of mine always had toilet output going after shower output into single pipe and always worked. I think reversing the order in the new colony is what broke it.