VitaCoke Posted July 12, 2019 Share Posted July 12, 2019 made a bug report Link to comment Share on other sites More sharing options...
CannedSmeef Posted July 12, 2019 Share Posted July 12, 2019 What was so broken about wheezeworts? I can understand nerfing them to be less powerful or less passive... But both at the same time? Why would you restrict their utility in two ways at once? That's an overreaction for sure. Link to comment Share on other sites More sharing options...
Gurgel Posted July 12, 2019 Share Posted July 12, 2019 3 hours ago, VitaCoke said: ****, I discovered this a tittle bit to late. was about to post this too. It is always nice to have independent confirmation. Link to comment Share on other sites More sharing options...
PhailRaptor Posted July 13, 2019 Share Posted July 13, 2019 6 hours ago, CannedSmeef said: What was so broken about wheezeworts? I can understand nerfing them to be less powerful or less passive... But both at the same time? Why would you restrict their utility in two ways at once? That's an overreaction for sure. On the bright side, it seems the nerf didn't actually work. Both tests in this thread are indicating that wild and domestic Wheezeworts are producing the same cooling effect, despite the 1/4 effectiveness modifier that wild is supposed to impose. But that will likely get fixed going forward, so... Link to comment Share on other sites More sharing options...
Nebbie Posted July 13, 2019 Share Posted July 13, 2019 8 hours ago, CannedSmeef said: What was so broken about wheezeworts? I can understand nerfing them to be less powerful or less passive... But both at the same time? Why would you restrict their utility in two ways at once? That's an overreaction for sure. My understanding is domestic wheezeworts are supposed to cool as much as the old wheezeworts, so that it's an either/or (although I'm not sure you can wild plant them anymore after the pip planting rule change), it's just that they're currently bugged in that they just act like wild ones. Link to comment Share on other sites More sharing options...
nakomaru Posted July 13, 2019 Share Posted July 13, 2019 2 hours ago, PhailRaptor said: it seems the nerf didn't actually work 41 minutes ago, Nebbie said: My understanding is domestic wheezeworts are supposed to cool as much as the old wheezeworts... it's just that they're currently bugged in that they just act like wild ones. It is both power and consumption nerfs at the same time. They worked. 12000 W (old) 1333 W (new wild) 1333 W (new domestic) 5332 W (new domestic after potential future bugfix for 4x power) Link to comment Share on other sites More sharing options...
Gurgel Posted July 13, 2019 Share Posted July 13, 2019 1 hour ago, nakomaru said: It is both power and consumption nerfs at the same time. They worked. 12000 W (old) 1333 W (new wild) 1333 W (new domestic) 5332 W (new domestic after potential future bugfix for 4x power) They were somewhat under-powered before, for example for liquid cooling. Now they are a bad joke. Link to comment Share on other sites More sharing options...
PhailRaptor Posted July 13, 2019 Share Posted July 13, 2019 15 minutes ago, Gurgel said: They were somewhat under-powered before, for example for liquid cooling. Now they are a bad joke. I hate to say it, but if you were using Wheezeworts to cool liquids, you were doing it wrong... Link to comment Share on other sites More sharing options...
Gurgel Posted July 13, 2019 Share Posted July 13, 2019 4 minutes ago, PhailRaptor said: I hate to say it, but if you were using Wheezeworts to cool liquids, you were doing it wrong... Seriously? That tired old nonsense? Link to comment Share on other sites More sharing options...
Grimgaw Posted July 13, 2019 Share Posted July 13, 2019 1 hour ago, Gurgel said: They were somewhat under-powered before, for example for liquid cooling. 1 hour ago, Gurgel said: Seriously? That tired old nonsense? You just said that they were under-powered for liquid cooling. What makes you think that this 'under-powered' cooling wasn't intentional? Link to comment Share on other sites More sharing options...
VitaCoke Posted July 13, 2019 Share Posted July 13, 2019 guys stop it right now. keep the topic related to this post Link to comment Share on other sites More sharing options...
bobucles Posted July 13, 2019 Share Posted July 13, 2019 Planting a 400kg wort at a clamped temperature was pretty effective for sinking high levels of heat. But it has little to do with the wort's cooling action itself. Link to comment Share on other sites More sharing options...
ExtollerOfTrolls Posted July 13, 2019 Share Posted July 13, 2019 Everybody arguing about how powerful/broken Wheezeworts are while I'm just shocked you could plant them in a farm tile instead of a flower pot. Link to comment Share on other sites More sharing options...
fiziologus Posted July 19, 2019 Author Share Posted July 19, 2019 Retest with fixed WW. Testing ground: Start conditions in Cell painter, full load farm plot (12kg). Start energy 58.6Mj (via debug). After run-off Phosphorite (3 cycles) we have: Wild. Energy 55.6Mj, temperature above WW -6.1C or about 1.67kW cooling (2 deg/cycle) Domestic. Energy 53.4Mj, temperature above WW -23.2C or about 2.89kW cooling (7.7 deg/cycle) 4x boost for temperature scale (energy measure may be unclean, total mass change). Link to comment Share on other sites More sharing options...
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