M.C. Posted April 28, 2019 Share Posted April 28, 2019 I've tried using a pulsed tepidizer for my dirt cooker and it doesn't work the way it used to. I can get it to boil water and heat steam up to 125C, but after that it refuses to produce more heat. Was this a QoL III change or was it made earlier and I simply didn't pay attention? Link to comment https://forums.kleientertainment.com/forums/topic/105510-rip-pulsed-tepidizer/ Share on other sites More sharing options...
Coolthulhu Posted April 28, 2019 Share Posted April 28, 2019 It won't heat beyond its overheat temperature. Make it from steel. Link to comment https://forums.kleientertainment.com/forums/topic/105510-rip-pulsed-tepidizer/#findComment-1186898 Share on other sites More sharing options...
mathmanican Posted April 28, 2019 Share Posted April 28, 2019 Upon save/load, all liquid tepidizer gimics break. Deconstructing and then rebuilding often allows the gimics to work again. I've be able to overheat break my tepedizers (in the past) just fine. Link to comment https://forums.kleientertainment.com/forums/topic/105510-rip-pulsed-tepidizer/#findComment-1186931 Share on other sites More sharing options...
M.C. Posted April 28, 2019 Author Share Posted April 28, 2019 1 hour ago, Coolthulhu said: It won't heat beyond its overheat temperature. Make it from steel. I did, actually. It's still 125C. I've managed to heat it to 125.3C without overheating but it won't go beyond that. 1 minute ago, mathmanican said: Upon save/load, all liquid tepidizer gimics break. Deconstructing and then rebuilding often allows the gimics to work again. I've be able to overheat break my tepedizers (in the past) just fine. This was done without reloading the game. It still stopped at 125C. Also, FWIW, my glitched tepidizers survived reloading without any problems. I don't know why, but I never had to rebuild them. Link to comment https://forums.kleientertainment.com/forums/topic/105510-rip-pulsed-tepidizer/#findComment-1186933 Share on other sites More sharing options...
mathmanican Posted April 28, 2019 Share Posted April 28, 2019 1 minute ago, M.C. said: FWIW, my glitched tepidizers survived reloading without any problems Got a save you want to share? Link to comment https://forums.kleientertainment.com/forums/topic/105510-rip-pulsed-tepidizer/#findComment-1186935 Share on other sites More sharing options...
M.C. Posted April 28, 2019 Author Share Posted April 28, 2019 Just now, mathmanican said: Got a save you want to share? Ugh. I replaced it with an aquatuner and I don't have older autosaves anymore. You should be able to reproduce it pretty easily, though. If you manage to make it work, let me know what your build was. I really don't want to deal with an aquatuner in this setup. Link to comment https://forums.kleientertainment.com/forums/topic/105510-rip-pulsed-tepidizer/#findComment-1186936 Share on other sites More sharing options...
mathmanican Posted April 28, 2019 Share Posted April 28, 2019 5 minutes ago, M.C. said: This was done without reloading the game. It still stopped at 125C. I wonder if the old "gold battery temp reset at 75C" returned. This could easily be the issue. Tepidizer's would stall at 125, batteries at 75, and so on. Anything that heated the environment would reset temps to this, upon overheating. It was actually a pretty slick way, back in the day, of deleting way more heat than a steam turbine. A single battery could cool your entire base. If this is the case, then I'll have to build a showcase to make sure the devs realize how ridiculous it is. Time to cool 25 aquatuners with a single battery. Mwhahahaha!!!! Link to comment https://forums.kleientertainment.com/forums/topic/105510-rip-pulsed-tepidizer/#findComment-1186937 Share on other sites More sharing options...
M.C. Posted April 28, 2019 Author Share Posted April 28, 2019 Just now, mathmanican said: I wonder if the old "gold battery temp reset at 75C" but returned. This could easily be the issue. Tepidizer's would stall at 125, batteries at 75, and so on. Anything that heated the environment would reset temps to this, upon overheating. It was actually a pretty slick way, back in the day, of deleting way more heat than a steam turbine. A single battery could cool your entire base. If this is the case, then I'll have to build a showcase to make sure the devs realize how ridiculous it is. Time to cool 25 aquatuners with a single battery. Mwhahahaha!!!! I think batteries overheat just fine in this version. I nearly lost almost all of my space industry to a pair of overheating smart batteries... Besides, my tepidizer isn't really overheating, remember? It just stalls. Link to comment https://forums.kleientertainment.com/forums/topic/105510-rip-pulsed-tepidizer/#findComment-1186939 Share on other sites More sharing options...
mathmanican Posted April 28, 2019 Share Posted April 28, 2019 4 minutes ago, M.C. said: I nearly lost almost all of my space industry to a pair of overheating smart batteries. Has to be a gold amalgam (regular) battery, with overheat temp at 125C, but the battery says 75C. The same issues is with the tepidizer which overheats at 125C, but a gold one will go up to 175C. I'll look into it soon and let you know. 15 minutes ago, M.C. said: Besides, my tepidizer isn't really overheating, remember? It just stalls. Well, I built something. The tepidizer seems to be resetting the nearby temp to 175C. It is clearly overheating. This is before a save/reload, which is how it worked before the bug was in the game. After a save/reload, here's what it looks like. This appears to be very similar to the same bug as before. I've been playing briefly with the battery cooling issue, and while it's not resetting to 75C, it is definitely resetting air near it to some cooler temp. I think the devs are still trying to figure out how to deal with the tepidizer. It's not the same overheat reset bug as before, but it's definitely related. And it appears that a save/reload activates it. If anyone else wants to head down this rabbit hole and figure out exactly what is going on, please feel free. I probably won't have time to fully exploit it. Link to comment https://forums.kleientertainment.com/forums/topic/105510-rip-pulsed-tepidizer/#findComment-1186941 Share on other sites More sharing options...
Saturnus Posted April 28, 2019 Share Posted April 28, 2019 1 hour ago, mathmanican said: I think the devs are still trying to figure out how to deal with the tepidizer. It's not the same overheat reset bug as before, but it's definitely related. And it appears that a save/reload activates it. Should be fairly simple. Each time it's activated it should check if it's submerged and temperature is less than the allowed maximum before actually turning on. I think almost everyone is fine with such a solution even if it means a slightly longer delay. Link to comment https://forums.kleientertainment.com/forums/topic/105510-rip-pulsed-tepidizer/#findComment-1186960 Share on other sites More sharing options...
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