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PSA - Liquid Tepidizers still have quite a few issues


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Yes, we know that we can pulse a tepidizer to output power past 85C. And many of us know that the power gain is capped at 125C after save/load. Did you know that this bug still works (found by @FIXBUGFIXBUGFIX with a bug post that is only visible to the devs).

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No pulsing needing. The liquid tepidizer will continue to output power (enough to power several turbines). The water, several tiles away from the turbine, passes both the liquid level, and temp check.  I use Naptha to separate the steam from the vacuum tile to its left. The water will never heat up, and the tepidizer will run forever, no automation flopping required.    You can find more details on page two of this post

The contraption continues to work after save/load, but the temp output is capped at 125C. 

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Technically, the normal operation of 64000DTU still emits, but the excess produced of 4,000,000 DTU is what stops after 125C.  

Mostly, I made this post so that I can point those on reddit to a place where I have much more control over the look of my posts. I hope some here on the forums would enjoy this reminder as well. 

Spoiler

 

 

As a side note, there are still many ways you can abuse the "excess produced" tag.  You can submerge a kiln in tiny amounts of liquid, and essentially prevent all the excess heat from ever appearing in the world. 

Spoiler

 

 

13 minutes ago, Lifegrow said:

let's squash this crap

The fact that everything resets after save/load already essential squashes this crap, at least enough to let it fall down the priority list. That's my guess. All the bugs around the tepidizer have been around for ages.  What we really need to fix this bug is a way to show how it affects every part of the game (but it doesn't). So for now, I'm guessing this bug will continue on in infamy. :(  

Any ideas on how to make a monstrosity out of this that would deserve enough attention to warrant it's squashing?  Or maybe we should just let it rest and allow the devs to focus on colonizing new asteroids. :) 

3 minutes ago, 0xFADE said:

automation on a door to break it for a moment

Unfortunately the tepidizer can float in mid air. No door tricks I know of will reset it. Though if we can figure out how to reset the flag, then we're in business. Thermium tepidizers will rule the world.

9 hours ago, TripleM999 said:

Will power cycling reset that flag?

I tried that once. Nothing I tried worked. My best guess is that the don't want the thing working over 125 and the bug is that it requires save/load to work correctly.

1 hour ago, 0xFADE said:

I avoid using the tepidizer completely.

That is a completely reasonable option. :)  I use it only when I want to keep something warm because I want to continuously run an aquatuner.  Then its role is to provide localized reheating of whatever the aquatuner is cooling. 

For the most part, I use the tepidizer purely to melt liquifiables and make sure my central water pool doesn't drop under 25 for any reason. 

Like Mathmanican, there have been the occasional situations where I've used it for warming something for an aquatuner to cool, but this is fairly rare for me to need to do. 

6 hours ago, mathmanican said:
12 hours ago, 0xFADE said:

Have you tried periodically entombing it?

Not yet. Have you?

Would algae work with this... like dropping a kilo of algae on the tepidizer to entomb it in dirt?

 

2 hours ago, TripleM999 said:

save/load fixing is kind of annoying

This is what tells me it is a bug, and not a feature.  I'm pretty sure they don't want us heating stuff up to 1500C with tepidizers by pulsing them (or building odd contraptions like at the start of this). The "cap at 125C" seems like the intended behavior, so the fact that you must save/load to get this behavior is my best guess as to the nature of the bug. 

6 hours ago, mathmanican said:

The "cap at 125C" seems like the intended behavior

If it intended behavior, it should let us just turn it on without pulsing.

80 or 125, choose one, put this number on building description, then make it consistent to have that max limit.

1 hour ago, abud said:

If it intended behavior

Right now the behavior I see with the tepidizer is that it turns on, without checking the surroundings, and then after a brief moment it checks to see if it should shut off. This is what allows the automation toggle. I'm OK with this kind of behavior in the game (personal validation, I know). It also seems to be true of other buildings (pumps for one). Things turn on, do something, and then shut off.

I am with you that something consistent would be nice. But I guess maybe Gödel's incompleteness theorem may be at play.  If we demand consistency, then maybe we loose completeness (and I think being able to have a complete game we can actually play is more important that consistency). :) I do think they could fix this issue though. 

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