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Matter Converter Processing Plant - Fully Automated, disease free (optional temperature controlled)

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Well, this week has been a fun one.  Infinite power, then matter conversion.  While Stinky was searching for El Dorado (he found it - then got bored), he thought, "Why not make a machine that will take in every possible gas, and return back whatever gas you want?" 

Here's the latest contraption (automation and liquid in the spoilers). 





What are you looking at?

  • All floors are 4 tiles high, just to help the OCD in each of us. Could easily be compacted. 
  • Pump any gas you want in at the bottom (current max in is 2kg/s per gas).  This can easily be expanded. I know many people already make these kinds of rooms, so this just adds to those rooms. -- Opps, I forgot to add a spot for chlorine.  Just set up a liquid over vent system in the middle room. 
  • The pressure sensor in each bottom room opens the doors for matter conversion whenever the pressure exceeds 1kg in the room. At 1kg, the machine turns off. The two mechanical doors push the gases in the correct direction. One of the doors covers the converter space, no gas can get trapped inside. When the doors open, both gases must race the exact same distance to the converter tile, so no slippage occurs. Simple automation of the matter converter. 
  • All gases are converted to chlorine. Why chlorine? It kills all disease, and is the easiest to change temperature (more later).
  • The middle chamber should be filled with lots of chlorine. Just dump all your unwanted, or even wanted, gasses into the bottom. Pressure will build in the middle. In the current picture there is 2000kg per tile of chlorine.  This is easy to achieve with off gassing PO2, storing gas from all over map, etc. 
  • The upper chamber doors open if the gas pressure in the room ever drops below 20kg.  This ensures you always have plenty of each type of gas. Pump stuff out as fast as you want. As long as the pressure is high enough in the middle room, you'll see your <20kg pressure shoot up past 20kg in the 6 seconds or so your doors are open (at 2000kg pressures, I go from 20kg to 60kg in a few seconds).  No door pumps needed, just let the 10% conversion rate do the work. As long as you can keep that middle area above 20kg pressure near each converter tile, you can pump out at 2kg/s from every room. I'd aim for at least 40kg pressure in the middle area before I start using the outgoing pumps. If you are worried that you might drain gas from this faster than you pump it in, then add sensors to stop the conversion and/or pumps in the top region. This build assumes that your net intake of gas will exceed your net outflow. 
  • If wanted (not tested), add a temp sensor in the upper chambers, before the chlorine gas is converted back to your wanted gas.  Add radiant pipes, tempshift plates,  and a cooling system, and you've got cheap easy cooling/heating as well.  Chlorine has the lowest SCH of any gas, so best for this purpose. Add a sour gas room if you want your sour gas to convert to methane at 1:1 (though you will need to fiddle around with petro and fine tuning the on/off automation of the matter converter.



I've currently got my oxygen on a 2kg/s loop (out the top, in the bottom).  I'll leave it on all night and see if the gasses ever slip.  Edit: Done.  Not a single slip.  I also set it up so all 5 gases would pump all night long. The doors opened and closed hundred of times overnight. This was all done on 3x speed.  Seems to work just fine on 1x, 2x, and even Alt+Z speed.  Haven't bothered with Ctrl+U speed.

This build is completely doable in survival. The mechanical doors will make building matter converters much simpler.  Happy tinkering.


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6 hours ago, Oozinator said:

how could this ever be fixed?

Step 1: If 2 elements want to occupy a tile change the smaller into a special bottle

Step 2: make the said bottle offgass rapidly when pressure is low enough and there is a tile it can offgass to. Make it add to the mass of the same element if put in it.

Step 3: give the bottle gas physics so it flies around in the proper place.

Step 4: make bottles of the same element merge together when in nearby tiles and change into a tile if reaching higher mass then the gas they are in (compressing it or turning into a bottle)

Step 5: add art to the bottles so they look more like little pockets of gas floating around.

It is my idea of fixing the the onegaspertile problem i posted a while ago.

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4 hours ago, calibayzone said:

Just let one element win but forbid the other element from adding it's mass to said tile, preventing any conversion?

This is what it used to be (I believe), with mass loss from the element that lost the fight. 

Trying to push the loosing element back to its previous tile comes with a potentially infinite recursive loop (say goodbye to your FPS). If the element was completely forced into the vacuum (another higher pressure gas was there), then the loosing element now has nowhere to go. Pushing back to the original square causes every other calculation to revert, and this reverting process could hit another element that is trying to avoid being deleted, resulting in the infinite recursive loop.

A complete fix may require a complete rewrite of the entire algorithm (using additional forward searching checks - time consuming - FPS DROP). along with a whole new collection of bugs, errors, etc.  Mass loss might be the simplest fix.  Maybe there are others.  It all depends on the algorithm they are using.  Now that parallel processing has been added, one option might be to pick an algorithm that can do forward searches and be split across processors. Who knows. 

Things that on the surface might seem like a simple fix can have huge unintended consequences. 


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2 hours ago, Hellshound38 said:

Can you make steam with this method?

Of course.  You can also make gaseous gold (the search for El Dorado has ended). See the original post, second spoiler, where I use petro instead of water as the liquid. Making gold requires using Niobium as the liquid, and steel/vacuum/niobium conflict (discussed in the original post as well). 

2 hours ago, 0xFADE said:

You must be stopped!


But don’t stop.

Haha!  My next plans are to use the 500% return from dreckos, along with limiting water flow to bristle berries, to turn gaseous phosphorous into every other required element for survival.  Then I'll build a self contained colony that requires zero input (not even a geyser). True self sustainability.  Then I'll see how many dupes I can get before my computer crashes. Haven't checked all the numbers yet on this one, but it's my next plan and I think it's doable.

Anyone know of a better than 500% rate from some source?  I think it's the best one out there. For now, matter is matter, regardless of what type of matter it is. Who knew that phosphorous and chlorine would become the most useful elements on the asteroid.  

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Dreckos eating balm lily is completely free phosphorus unless they recently made balm lily consume something.  I can’t imagine how many you would need to sustain a base.

Do they produce more than morbs?

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