ONINoob Posted March 15, 2019 Share Posted March 15, 2019 Inspired by Space turbine from SkunkMaster and the Pyramid solar panels build,i think if we conbine those together they will produce a lot of energy.So i made this.I'm gonna build this in a survival game but it still needs optimizing.Can u guys help me?Details are in the spoiler (Sorry about my bad english xD) Spoiler The idea is to use a liquid loop to cool the hot glass tile and bunker door,then the heat go into the steam turbine chamber to be deleted and also add a small amount of energy. This is the turbine chamber using door pump (Maybe Bead pumps from Mathmanican) is better.This chamber is mainly used to delete heat not creating energy tho. This petro loop will also cool the robot miners These coal gens will run at night or when the space scanners send active signal to the XOR gate What do u guys think about this?Pls let me know so that i can adjust it(or maybe can u pls adjust it for me :v)I'm thinking about make a way to add water to the turbine chamber and adding a liquid shutoff to stop the loop when the petro gets too cold. Here is the save file DSPP.sav Link to comment https://forums.kleientertainment.com/forums/topic/103897-incompleted-dual-space-power-plant-dspp/ Share on other sites More sharing options...
mathmanican Posted March 16, 2019 Share Posted March 16, 2019 The smallest option currently for turbines, if you're going to with a door pump/bead pump/gas conflict,(exploit - so non condensation) route, is to just use the gas conflict build. Once you learn how to set it up, it takes care of all the issues for just 5 extra tiles of space above the turbine. Quick, efficient, and very minimal requirements of steam and another gas. All other options take more space and more steam. Also, you can just build the aquatuner directly under the turbine, without needing the petroleum area. This removes several rows from the bottom of your build. Spoiler Link to comment https://forums.kleientertainment.com/forums/topic/103897-incompleted-dual-space-power-plant-dspp/#findComment-1165943 Share on other sites More sharing options...
Zarquan Posted March 16, 2019 Share Posted March 16, 2019 6 hours ago, mathmanican said: The smallest option currently for turbines, if you're going to with a door pump/bead pump/gas conflict,(exploit - so non condensation) route, is to just use the gas conflict build. I would not put gas conflict in the same group of things as door pump or bead pump. Gas conflict is tricking the building in to doing what it shouldn't and the other two are fundamental to the nature of the game physics. Bead pump will suit your needs well, they are far more efficient than door pumps. 14 hours ago, ONINoob said: The idea is to use a liquid loop to cool the hot glass tile and bunker door,then the heat go into the steam turbine chamber to be deleted and also add a small amount of energy. I don't think you can cool robominers like that. They need to transfer their heat to the tile they are on, but its vacuum (unless something changed). Even if they are made of space materials, they will eventually overheat and break. Plus, the bunker tiles block light. One thing to note is that it doesn't matter how many robominers you have (as long as you aren't overloading wires), because they have to mine out the same amount of regolith, so they use the same amount of energy regardless of how many you have. I build mine out of gold amalgum and set it up kind of like this: Spoiler This is repeated across the entire solar panel network with a gap of 5 window tiles. The robominer on the left can clear the 2 leftmost tiles above the right robominer, and the right one can clear off the rightmost tile on the left. If you repeat this, you will clear out the regolith faster for the same amount of power. The robominers are made out of iron, so there is no real bottleneck there. I put a piece of drywall behind each robominer. This allows me to have ~300 g petroleum on that tile. I can then cool the window tiles under the robominer, which cools the robominers through the petroleum. The lower window tiles and the robominers are never in thermal contact with the regolith, as they are not in contact with the tiles that are, so there isn't any need to cool the bunker doors or the regolith. You can if you want to though. This is what my space regolith clearing layer looks like: Link to comment https://forums.kleientertainment.com/forums/topic/103897-incompleted-dual-space-power-plant-dspp/#findComment-1166014 Share on other sites More sharing options...
mathmanican Posted March 16, 2019 Share Posted March 16, 2019 37 minutes ago, Zarquan said: I would not put gas conflict in the same group of things as door pump or bead pump. Gas conflict is tricking the building in to doing what it shouldn't and the other two are fundamental to the nature of the game physics. Fair. They could stop the gas conflict build by adjusting the steam turbine code alone. For example they could compare the MAX pressure above compared to the MIN pressure below, and even put a filter on the checks that requires this pressure difference to maintain itself for a few seconds (though the last bit would cause serious problems because of how steam is currently ejected, and the first bit could possibly ruin the build as well - maybe checking AVERAGE pressure above and below would be the best). The other two builds, door pump and bead pump, can't be solved by addressing just the turbine code. I like the distinction. 44 minutes ago, Zarquan said: Bead pump will suit your needs well, they are far more efficient than door pumps. Both pumps work off percentages, and the door pump is smaller. This could be debated. You can creat a simple 3 door, unpowered, door pump that can service any number of turbines as well, though I'm betting you need more steam for the door pump than you need for the bead pump If steam is the measure of efficiency, then bead pump wins. If space is the measure of efficiency, then door pump wins. Pros and cons to each. Link to comment https://forums.kleientertainment.com/forums/topic/103897-incompleted-dual-space-power-plant-dspp/#findComment-1166025 Share on other sites More sharing options...
ONINoob Posted March 16, 2019 Author Share Posted March 16, 2019 4 hours ago, mathmanican said: If steam is the measure of efficiency, then bead pump wins. If space is the measure of efficiency, then door pump wins. Pros and cons to each. Thanks.I only consider gas conflict an exploit Spoiler 4 hours ago, Zarquan said: I would not put gas conflict in the same group of things as door pump or bead pump. Gas conflict is tricking the building in to doing what it shouldn't and the other two are fundamental to the nature of the game physics. Bead pump will suit your needs well, they are far more efficient than door pumps. I don't think you can cool robominers like that. They need to transfer their heat to the tile they are on, but its vacuum (unless something changed). Even if they are made of space materials, they will eventually overheat and break. Plus, the bunker tiles block light. One thing to note is that it doesn't matter how many robominers you have (as long as you aren't overloading wires), because they have to mine out the same amount of regolith, so they use the same amount of energy regardless of how many you have. I build mine out of gold amalgum and set it up kind of like this: Hide contents This is repeated across the entire solar panel network with a gap of 5 window tiles. The robominer on the left can clear the 2 leftmost tiles above the right robominer, and the right one can clear off the rightmost tile on the left. If you repeat this, you will clear out the regolith faster for the same amount of power. The robominers are made out of iron, so there is no real bottleneck there. I put a piece of drywall behind each robominer. This allows me to have ~300 g petroleum on that tile. I can then cool the window tiles under the robominer, which cools the robominers through the petroleum. The lower window tiles and the robominers are never in thermal contact with the regolith, as they are not in contact with the tiles that are, so there isn't any need to cool the bunker doors or the regolith. You can if you want to though. This is what my space regolith clearing layer looks like: Won't the regoliths overheat your scanners? Link to comment https://forums.kleientertainment.com/forums/topic/103897-incompleted-dual-space-power-plant-dspp/#findComment-1166071 Share on other sites More sharing options...
ONINoob Posted March 16, 2019 Author Share Posted March 16, 2019 3 minutes ago, nakomaru said: I don't think scanners can overheat. And regolith can't melt them. Ok man Link to comment https://forums.kleientertainment.com/forums/topic/103897-incompleted-dual-space-power-plant-dspp/#findComment-1166088 Share on other sites More sharing options...
peachkillu Posted March 16, 2019 Share Posted March 16, 2019 If you make the robo miners out of thermium they dont need cooling You could do away with the aquatuners all together as they cost more than thry produce Connect your bunker ceiling directly to the heatsink that runs your steam turbine maybe even with the same radiant pipe loop and then all the heat that is deleted is 100% free energy Link to comment https://forums.kleientertainment.com/forums/topic/103897-incompleted-dual-space-power-plant-dspp/#findComment-1166092 Share on other sites More sharing options...
ONINoob Posted March 16, 2019 Author Share Posted March 16, 2019 4 minutes ago, peachkillu said: Connect your bunker ceiling directly to the heatsink that runs your steam turbine maybe even with the same radiant pipe loop and then all the heat that is deleted is 100% free energy Ok i'm gonna try Link to comment https://forums.kleientertainment.com/forums/topic/103897-incompleted-dual-space-power-plant-dspp/#findComment-1166093 Share on other sites More sharing options...
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