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Infinite compression pitcher pump


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I decided I was tired of needing multiple pitcher pumps and I was tired of running out of liquid in those pitcher pumps.  So, I built a waterfall-based infinite compression system for a pitcher pump.

Though this was built in debug, I actually constructed it using only commands dupes would be able to execute within the chamber (starting with a vacuum)  For example, rather than just painting in the gases, I instead pumped them in and deleted pipes to fine tune the gases.  This is definitely buildable in survival.

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This setup has the following design goals:

  1. Must be accessible to dupes (obviously)
  2. Must support the 8 main room temperature liquids (water, salt water, polluted water brine, ethanol, petroleum, crude oil, and naphtha) (can be adapted to support viscogel and supercoolant too)
  3. Must be stress-less (no soggy feet or sopping wet or popped ear drums)
  4. Must be buildable in survival.
  5. Must be somewhat stable.

The reason this works is due to weirdness in how liquid expansion works.  As far as I can tell, liquid will only expand in to a tile where there is gas if it can push the gas to the side or up in to a gas of the same type.  Since there is only one carbon dioxide tile with nowhere to go, it holds the liquid down.  Same with the chlorine. 

This could be made smaller by putting the vents in a 2x4 arrangement above the water, but I want this to be able to handle more than 10 kg/s

Since I am relying on this mechanic, I can't let dupes exhale CO2 in to the room.  I must make the room unbreathable, so I filled it with hydrogen.  Dupes never exhale unless they are in oxygen, so this prevents problems.  The hydrogen must also be much higher pressure than the CO2 and chlorine to prevent the gases from fighting over the tiles.

Additionally, I put the hydrogen at 2000 g/tile to prevent the polluted water from off-gassing.

I don't know how practical this build is, but I thought it was a fun idea.

Spoiler

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(In my test colony, I realized I accidentally brought in a flatulent dupe.  The problem is being dealt with.)

7 hours ago, 6Havok9 said:

I see that in your configuration the elements on the left side are lighter than those directly to the right.

Is this intentional? Is there a left/right bias for liquids? Have you noticed strange behaviour if you swap them?

Nice job :wilson_goodjob:

It's a coincidence.  I have not noticed any strange left-right biases.  Plus, I believe the crude oil is on the left and the naphtha is on the right.

6 hours ago, Lifegrow said:

Lovely little concept bud.


How does this handle save/load ?

It is stable across saves and loads.  There isn't really a glitch happening here with any of the structures in the game.  This is just how the physics works out.

There are only 3 ways I can think of that this setup would fail without any tiles being changed. 

If the hydrogen pressure in the room got below 1 g/tile from 2000 g/tile, the CO2 and chlorine would expand, allowing the water to push the gas upward. 

Additionally if new CO2 or chlorine tiles were added to the room, it would cause the same effect. 

This is leads to the third way this structure could fail (which is the most probable in my mind).  If oxygen or polluted oxygen gets in the room and a dupe exhales CO2, then that results in case 2 where CO2 is added in to the system.  This can occur if the hydrogen pressure gets below 1800 g/s and polluted water is pumped out.

3 hours ago, Zarquan said:

This can occur if the hydrogen pressure gets below 1800 g/s and polluted water is pumped out.

So ideally one should use 3kg hydrogen to be safe without popped eardrums. Or isolate the room, then hydrogen should settle at 2kg at every tile.

2 hours ago, TripleM999 said:

So ideally one should use 3kg hydrogen to be safe without popped eardrums. Or isolate the room, then hydrogen should settle at 2kg at every tile.

This is correct.  I isolated the room using a hydrogen lock with a one tile clearance.

 

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