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The liquid, gas, and temperature physics still need to be improved.


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Its great, that you're adding minor details to make the gameplay more wholesome, there's nothing wrong with that, thank you, but i think the physics are still sub-optimal. 

Temperature doesn't even out in a closed of airspace. My garden is like 3x16 or something, one half of it is 31 C, while the other end is at 27 C..... My plants are unhappy.
There is one singular pocket of chlorine gas jumping left and right endlessly, stifling the growth of my mealwood.

Water still doesn't flow from highest point to lowest.

Klei, i LOVE you, i LOVE your games, and I'm voting you as best developer during the steam sale, but please, polishing the physics would make my day, and would revive my interest in the game. I bought ONI 2 days after that widget thing became available, but i couldn't really get interested in the game because the physics turn me off, every time.

Please, i believe that better physics would make a bigger impact than more content. And for the better too.

1 hour ago, Magyarharcos said:

My garden is like 3x16 or something, one half of it is 31 C, while the other end is at 27 C..... My plants are unhappy.

That`s actually realistic. Heat takes time to transfer, especially through farm tiles. Dirt takes forever to heat up. Generally you need some extra cooling for your farms. Early on putting a wheezewort at each side works. Later you could switch to radiant liquid pipes for cooling.

1 hour ago, Magyarharcos said:

There is one singular pocket of chlorine gas jumping left and right endlessly, stifling the growth of my mealwood.

It`s super annoying but i found building a single airflow tile tends to fix that. Just let the chlorine drop to the bottom of the base.

1 hour ago, Magyarharcos said:

Water still doesn't flow from highest point to lowest.

Mostly happens when liquids are mixing. That`s kinda annoying since one tile can contain only one liquid so in small areas it looks wonky. Single liquids seem to work correctly.

2 hours ago, Sasza22 said:

That`s actually realistic. Heat takes time to transfer, especially through farm tiles. Dirt takes forever to heat up. Generally you need some extra cooling for your farms. Early on putting a wheezewort at each side works. Later you could switch to radiant liquid pipes for cooling.

It`s super annoying but i found building a single airflow tile tends to fix that. Just let the chlorine drop to the bottom of the base.

Mostly happens when liquids are mixing. That`s kinda annoying since one tile can contain only one liquid so in small areas it looks wonky. Single liquids seem to work correctly.

I was talking about air, not dirt tiles. Yes, i know dirt takes a while to change temperature, but i was talking about air. Air that has been sitting on those temperatures for 20 cycles now.

Yes, we can get around that chlorine thing, i never said it was a game breaking issue, but, it could still use minor adjustments. Im not saying its the worst thing ever, only that it shouldn't be a thing.

Well, yea, but, it could be better, still. Water is actually not that bad, and if i had to live with the current water physics I'd probably not care, because they are really not that impactful, its just that If you fix temperature and gas physics, might aswell fix the water, no? They are just a minor nuissiance i thought about mentioning. 

Also, PLEASE, make it so dupes can travel more underwater. Whenever i order them do to something underwater, they aren't willing to go farther than 4 spaces from the ladder, and just consider the "area unreachable". This has been a thing since the game launched, and it has always bothered me.

Edit: I dont know how the forum works, i dont know how to properly quote and stuff, sorry.

 

The games physics have nothing wrong with it

You still new to the game so if you click something and go to properties you can see its thermal conductivity, the amount of DTU that thing can transfer per second

Chlorine is the less conductive gas in the game and the heaviest also

Oxygen and carbon dioxide are soo trash to transfer heat as well

And thats how it also works in real life, heat dosent spread so easily and im actually surprised that you advanced so much in20 cycles, in my bases i literally insulate as fast as possible a area with 20C so i can grow up my meal wood

16 hours ago, Magyarharcos said:

I was talking about air, not dirt tiles.

The thing is the air lholds very little heat when compared to to solid tiles around. If the air is warmer in an area usually means it`s the tiles around needing to be cooled. But yes, air not mixing properly is a thing. Convection only works verically and there is no horizontal air transfer. Only the basic heat transfer from tile to tile.

Those problems don't have clear solutions.

The improvements I'd like to see:

  • When the game had tendency to pool heavy gases in lower-right and light gases in upper-left, the gases didn't form "piles" on flat surfaces like they do now. Would be nice if the "gas gravity axis" leaned to one side in a given cycle - the average would still be that up is up and down is down, but the CO2 would fall - sometimes to the left, sometimes to the right.
  • Buff gas-gas heat exchanges. They're painfully slow without tempshift plates to boost them. It seems that they only really matter when the gases are the same type (ie. CO2 merging and unmerging with CO2, but not CO2 on O2).
  • Allow liquids to swap diagonally. Anyone who has used oil wells has seen those "oil pillars" submerged in water. If oil is heavier than water, it should form a flat pool. Allowing heavier liquids to swap down-right or down-left with lighter liquids would fix this.
  • Massively buff heat exchanges of large "balls" of material. 20t ice ball won't melt in magma for years. Alternatively, allow them to sweat like tiles.
  • Allow "wrong" (lighter going below denser) gas exchanges once in a while (say, once per 100 gas-sim-runs). This would prevent O2/pO2 forming permanent layers, CO2 displacing water and staying there indefinitely (until a second cloud of CO2 "picks up" the stray tile). The distribution would become more like in real life, where gases diffuse and only form "soft pools" rather than unbreakable clogs.
16 hours ago, Magyarharcos said:

I was talking about air, not dirt tiles. Yes, i know dirt takes a while to change temperature, but i was talking about air. Air that has been sitting on those temperatures for 20 cycles now.

Do you have thing garden built in two biomes. I noticed that every Biome has its own temperature (that's why i always leave abbysilite untouched - unless i need to go through)

It might be that because it is on edge of two different biomes, and you do not manipulate with it (don't cool it, warm it by any machine etc) it will just stay. It looks like heat doesn't move with air sort of speak - heat spread loosing its own temperature and air spread using its own logic - so you might see in closed room two different temp in two corners (if we would add realistic physic the warm air should go above cold one -  but that would be very interesting to see in game).

Also i wanted to find out how heat work in single biome (start from middle of the biome and spreads or whole biome is set as some temperature and sort of goes to even it out etc.)

6 hours ago, Coolthulhu said:

Those problems don't have clear solutions.

The improvements I'd like to see:

  • When the game had tendency to pool heavy gases in lower-right and light gases in upper-left, the gases didn't form "piles" on flat surfaces like they do now. Would be nice if the "gas gravity axis" leaned to one side in a given cycle - the average would still be that up is up and down is down, but the CO2 would fall - sometimes to the left, sometimes to the right.
  • Buff gas-gas heat exchanges. They're painfully slow without tempshift plates to boost them. It seems that they only really matter when the gases are the same type (ie. CO2 merging and unmerging with CO2, but not CO2 on O2).
  • Allow liquids to swap diagonally. Anyone who has used oil wells has seen those "oil pillars" submerged in water. If oil is heavier than water, it should form a flat pool. Allowing heavier liquids to swap down-right or down-left with lighter liquids would fix this.
  • Massively buff heat exchanges of large "balls" of material. 20t ice ball won't melt in magma for years. Alternatively, allow them to sweat like tiles.
  • Allow "wrong" (lighter going below denser) gas exchanges once in a while (say, once per 100 gas-sim-runs). This would prevent O2/pO2 forming permanent layers, CO2 displacing water and staying there indefinitely (until a second cloud of CO2 "picks up" the stray tile). The distribution would become more like in real life, where gases diffuse and only form "soft pools" rather than unbreakable clogs.

I'd be down for changes like this

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