Fatmice

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About Fatmice

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  1. There's always been a packet under the overlay whether you can see it or not. If you mouse it just right on the valve, you can see it. They should just show the internal storage in the detail window. Yes, this is exactly what I've been wanting. I tried to do it with pipe valves and the solution was rather unstable. I never thought of doing it with pipe bridges.
  2. What mod? Pipe behavior is still the same as before thermo update, less the mass conservation issues, which was not the pipe but the pipe junction to other things like pipe bridge, pipe valve, etc. Using either straight pipe sections (minimum of 5) or pipe valve prevents the musical chair problem with showers. The reason probably has to do with the physical simulation of the showers and pipes. They output a continuous stream of 1000g packets while being used whereas other objects, like the toilet, buffer their output then send out the largest packet possible to the pipe. Since pipe do not merge their contents except at junctions (T pipes, pipe->pipe bridge/pipe valve, pipe -> machine) any hold up of a packet can cause a cascading effect upstream if there isn't enough "slack." If the pipe is not updated every tick but only every two ticks, a continuous stream of 1000g could get "stuck" from this effect. A straight section of pipes or a pipe valve can provide the needed slack and thus ameliorate the issue. This issue with the showers is not new. It's been around since the release of Alpha...I've seen plenty of Youtubers exasperated with their dupes doing the shower dance, sometimes the entire cycle. Also the grimy status is removed from a dupe when a shower produced 45kg of polluted water. Thus a dupe need not finish a shower from beginning to end, just that it has to be there at completion of the "task." The shower is just a machine churning away at task when there is a dupe in it, much like a hamster wheel.
  3. I think it is the wheezeworts' doing. They have an internal storage for the gasses that they suck in. They "work" on these then expel them. If there are rounding issues at this step, more or less gasses will come out of them. Over time, the discrepancies can add up and the effect can be seen. The fact that it took hundreds of cycles before you took notice meant that the discrepancy is really small but not infinitesimally small. So it's likely a rounding issue. The door leaking issue was supposed to be fixed though. I've not had issues with vacuum room loosing their vacuum state from using doors.
  4. Make two rooms. Vacuum one room, put a storage and hatches in the room. Be sure you have diagonal access to that storage and set it to sweep only for ice. The second room is where you make ice. Build this however you like. Sweep the ice made in this room. Once the designated storage is full, empty it to feed your hatches. If you have issues with heat from your generator, just pour liquid on it. Once the liquid is hot, turn it into ice in the ice room. I personally use polluted water as coolant as there are several convenient and beneficial ways of getting rid of it.
  5. Finally someone brave enough to dig into the code. I also have been figuring this out but without the aid of code. I was hoping to figure out the rate in the first order rate equation through two separate setups, one between H2+Wolframite and another between H2+Coal, chosen due to the latter's interesting thermo conductivity number, 15 and 1, respectively. The measurements for the the second setup is incomplete but I will complete it today. Hopefully, the difference will point in the right direction for how rate is affected. https://docs.google.com/spreadsheets/d/14dZdXw_bNOSO4OYBTZuYeQliCeyzSyfbhDg0zFRKTsk/edit#gid=0 You actually do not need to reach equilibrium to deduce the rate. It is linear if you log it.
  6. According to my testing, it does both. Polluted water will transform into PO if there is some O as catalyst. The mass converted is more than the O input. There is a very very small mass loss for O. Once this the transformation started, the PO will also serve as catalyst such that over time more and more polluted water will transform into PO. The mass loss for polluted water is very small but noticeable over periods of say a dozen cycles. The transformation does pause if there are more than 5kg of PO above the polluted water. The best thing to do is to add some pufts to this system. They wander all over the room and will suck up PO as it is being created. The slimes dropped can be recovered and stored in storage containers and allowed to sublimate in another room. The sublimation rate here is better controlled and can be packed better than liquid.
  7. I know. I've made them in my base You need a very large production of PO, which can only be sustained by having lots of Morbs. If PO is generated through polluted water, you will have issues collecting enough of it due to the sublimation rate. You would need a large surface area which will have issues with mass flow.
  8. The most energy efficient method of making O2 is through the electrolyzer if you are not using the temperature glitch for pipes. PO->LOX->O is slower and less throughput.
  9. How's that going to work? I thought the liquid vent for clean water don't work when submerged.
  10. It would be nice if they bring back the smelter and liquid storage.
  11. Door don't work as switches though. I'd love to be able to open and close doors with thermo sensor or some kind of sensor.
  12. I'm pretty sure. The amount that they drop is for effect and not design for realism. The devs plan to change it.
  13. Ah, so the pipe connection is in the same location for both liquid and gas? Nvm, just saw your edits.
  14. Oh? I didn't see any pipe connection.
  15. Not so fast, where is the liquid input?