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Combustible Ethanol


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If I may make an educated guess...

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Spoiler

Just kidding, while Natural Gas has an Energy Density of 55 MJ/kg, Ethanol is half of that at 26.8. Diesel and Gasoline are at 45-46. That might count as excuse.

By the by Wood 16, Coal 24, Hydrogen around 120-142. Uranium 3 900 000.

 

If possible, then one wild tree would produce enough gas to 993 W of power continuously. One ethanol distiller would produce enough gas to produce 4467 W.

However I just noticed something. One ethanol distiller can produce enough ethanol to power one gas range. Maybe you aren't supposed to use natural gas to produce food, but if that's the case, then it's horribly unbalanced for maps without trees.

Now we need to know if you can use gas ethanol to power the gas range. I haven't tested this.

Nightinggale

I not test Ehanol steam as NatGas Gen supply, but i think now it can't work - int NG description - combustible gas...

Gaseous Ehanol flammable, but not combustible according to stats.

SakuraKoi

Its trivial that different fuels have different heat output per unit, yes -  ehanol have lower energy otput,but anyway it can be uset as fuel in liquid or gas form, just less heat produced per unit.

For balance maybe change energy output of generators according to fuel type not bad idea.

 

2 hours ago, Zakery said:

For balance maybe change energy output of generators according to fuel type not bad idea.

That's very unlikely to happen. People have been reporting the coal generator for the past 2 years due to.. let's call it non-intuitive and limited user control. I have released a mod to solve all the problems people report and I offered the modded code to Klei. Nothing happened. Launch test branch is released. Wood burning generator is added and it relies on the same disputed code as the coal generator.

It looks like Klei have decided to ship with the current generator code. My best guess is that it has to do with a general problem about not wanting to touch code in software even if you know you can improve it. If you touch code, it becomes your code and if it breaks, it's your broken code and you fix it.

Considering Klei apparently don't want to touch the EnergyGenerator component to fix a problem people have complained about for two years (likely for valid reasons), odds are that they won't touch it for whatever ideas about fuel you just randomly came up with randomly on the forum.

Your idea isn't wasted though. Considering that I already have a working modded EnergyGenerator, taking it one step further and make it rely different amounts of fuel/s or different power outputs depending on fuel isn't a farfetched addition. I'm certainly not sure I will add it, but I will keep it in mind should I make future additions.

On the other hand, the petroleum generator has code to handle two fuel sources. And the steam turbine has code to give variable production based on its input.

But now that ethanol comes out of the oven at 72C, it is trivial to boil it by adding another 8C. Any benefit they would give the player for going through the effort of boiling it would have to be proportionally minuscule given the current state of the game.

I think ethanol gas in the gas range would be great. It would give you a reason to have ethanol production in the late game.

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