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A small hotfix for the beta branch. Full patch notes below.

Also a note for folks who've been asking about the new cosmetic skins we added to the Supply Closet in this beta: they'll be printable as soon as the full update has been released.

Changes and Improvements

  • All versions
    • Added search bar to Supply Closet inventory screen.
    • Added "Owned Only" and "Multiples Owned Only" filter button to Supply Closet Inventory Screen.
    • Added Lifespan and Space Required to critter database entries. Added links back to the relevant Field Guide section.
    • Updated Korean and Russian localizations.
  • Spaced Out! only
    • Added Copy settings to Critter Cargo Bay.
    • Added prioritizable to Critter Cargo Bay.
    • Critter Cargo Bay now drops critters in a wrangled state.

Fixes

  • All versions
    • Potential fix for Duplicants passing by a suit checkpoint without equipping a suit.
    • Potential fix for Duplicants unequipping a suit at a suit checkpoint set to vacancy only with no free docks.
    • Critters in the database should be sorted alphabetically again.
    • Corrected Element Filter sidescreen placeholder text.
    • Fixed a ranching crash that can occur if the Grooming Station room changes.
    • Fixed crash on Sandbox Sample tool when sampling Phosphorite.
    • Fixed crash when a critter tries to queue at an invalid Grooming Station.
    • Prevented Duplicants from trying to move unreachable critters.
    • Fixed a crash that could occur when research is canceled in the Research screen at the same time that a Duplicant is actively Researching it.
    • Fixed a crash that could happen in some saves with a Move To command queued up.
  • Spaced Out! only
    • Fixed an error where the Critter Cargo Bay's description of the captured critter was partially displayed instead of fully hidden.
    • Fixed a bug that displayed the Contents section on the Critter Cargo Bay's sidescreen, which should have been hidden.

View full update

  • Like 12
  • Thanks 1

Please add the following to ONI..

  • Add please element limit to Storage bins and Rocket cargos.
  • Automation input for a new filling of the Coal Generator.
  • Add please SweepByType Mode Integrated into the Game.
  • A WARNING System for players not to randomly mine Abyssalites to avoid Performance Issues.
2 hours ago, HagenAizen said:

Please add the following to ONI..

  • Add please element limit to Storage bins and Rocket cargos.
  • Automation input for a new filling of the Coal Generator.
  • Add please SweepByType Mode Integrated into the Game.
  • A WARNING System for players not to randomly mine Abyssalites to avoid Performance Issues.

how does not mining abyssalite help performance?

2 hours ago, Aki Art said:

how does not mining abyssalite help performance?

As a result of my tests, they do not transfer heat to anything near them and their mass only takes up space in the RAM memory and does not change.
Every 1x1 pixel is subject to processing. Since abyssalites remain the same, they do not create processing load.
Of course, this only applies to those with bad performance computers.

2 hours ago, Primalflower said:

this is already in the game

I guess I couldn't explain what I wanted to say. I Mean:
image.png.8c16794c55eb546ae8d59c41255c9b2a.png

Edited by HagenAizen
  • Like 1
14 minutes ago, HagenAizen said:

As a result of my tests, they do not transfer heat to anything near them and their mass only takes up space in the RAM memory and does not change.

digging out abyssalite is no more resource intensive than digging out any other material friend

  • Thanks 1
  • Big Ups 1
2 hours ago, HagenAizen said:

As a result of my tests, they do not transfer heat to anything near them and their mass only takes up space in the RAM memory and does not change.
Every 1x1 pixel is subject to processing. Since abyssalites remain the same, they do not create processing load.
Of course, this only applies to those with bad performance computers.

Indeed and most notably, it's basically the opposite of a space occupied by gas. Only a vacuum may be ever so slightly better. Shifting masses and temperatures at every tick is what makes this a simulation, for it's par for the course for simulations to require ever more processing power (for accuracy). Luckily this is a game, which usually have the opposite goal (accessibility). The sole/notable/intended increase (of demanding more power) were with the expansion which expanded the space. Maybe pipes, diseases and rockets count too but well, anyway.

At this point, I'm a little surprised that there is no 'quick mode mod' that instantly settles at least the gas and liquid movement in a simplified manner but that'd probably not be that simple... and even if, it may result in spikes when one 'pocket' connects to another (changing the amount of mass per tick wouldn't be that difficult I think but the movement would be).

I wouldn't really say though that it applies to low performance set-ups since ultimately the load a single CPU core and the GPU can manage only postpones when ONI slows down. Personally I'd also recommend to note that the difficulty (veiling their performance impact) depends on how many dupes one has since 1 Dupe=100%, 2 Dupes =200% work done does not always, if ever, apply. IIRC the whole pathfinding and priorities also takes a fair chunk of power, even after all the work that has been done to improve performance (which includes multi-threading some tasks if I am not mistaken. A lot has been done, so I utterly lost track on whether it was just pipes or if I just dreamed that).

  • Like 1
3 hours ago, yoakenashi said:

Are you playing with mods? Abyssalite absolutely does transfer heat to surrounding cells. I see it every day in the vanilla game.

If I recall correctly, it's only Abyssalite to Abyssalite which has absolutely no transfer going on (most evident by the volcanic layers) and no established mod I know touches that system. This renders both statements true, I suppose. Breaking an intact, several tiles wide, wall of it does impact performance.

  • Like 1
16 hours ago, JarrettM said:

Fixed a crash that could happen in some saves with a Move To command queued up.

I can confirm this works for an old save of mine where this happened. (I'd just canceled the command and kept gaming but it's good to know the bug's been quashed.)

Why is that an unreachable move? I don't get it. The dupe moved the other two burrowed hatches just fine.
image.thumb.png.8622555b9d9dca77641a52477fa4c20f.png

Edit: Dupes being dupes... :hopelessness: Jean needed a bit more time to cycle around their work and finally wrangle the two hatches..

Edited by sakura_sk
6 hours ago, yoakenashi said:

Are you playing with mods? Abyssalite absolutely does transfer heat to surrounding cells. I see it every day in the vanilla game.

The abyssalite tiles do, yes. The debris version does not unless you do major heat transfer exploits.

  • Like 1
On 9/27/2023 at 8:08 AM, HagenAizen said:

As a result of my tests, they do not transfer heat to anything near them and their mass only takes up space in the RAM memory and does not change.
Every 1x1 pixel is subject to processing. Since abyssalites remain the same, they do not create processing load.
Of course, this only applies to those with bad performance computers.

I guess I couldn't explain what I wanted to say. I Mean:
image.png.8c16794c55eb546ae8d59c41255c9b2a.png

Abyssalite does transfer heat, just very slowly. It's thermal conductivity isn't 0. You can see this in the game files. Neutronium, Vacuum and Void are the only materials with no thermal transfer.

As for the storage, this mod does what you want: https://steamcommunity.com/sharedfiles/filedetails/?id=2705421437&searchtext=

On 9/27/2023 at 11:28 AM, SakuraKoi said:

 

At this point, I'm a little surprised that there is no 'quick mode mod' that instantly settles at least the gas and liquid movement in a simplified manner but that'd probably not be that simple... and even if, it may result in spikes when one 'pocket' connects to another (changing the amount of mass per tick wouldn't be that difficult I think but the movement would be).

 

The simulation is ran from C++, it is not really moddable.

5 hours ago, Aki Art said:

Abyssalite does transfer heat, just very slowly. It's thermal conductivity isn't 0. You can see this in the game files. Neutronium, Vacuum and Void are the only materials with no thermal transfer.

As for the storage, this mod does what you want: https://steamcommunity.com/sharedfiles/filedetails/?id=2705421437&searchtext=

The simulation is ran from C++, it is not really moddable.

Abyssalite is one of the elements that was Cpu processed late. Thermal Conductivity 0.00001 (DTU/(m*s))/°C cannot theoretically transfer heat to the one next to it.
A question: How many cycles/second does it take for heat transfer from abyssalite(500kg-1500C) to Oxygen(2 & 3kg-25C) in ONI?
I didn't ask for a mod suggestion, I wanted it to be in the Official Game and I suggested it.

Edited by HagenAizen

 

6 hours ago, wachunga said:

0.2 seconds.

I just opened a debug and tested it. It's really a figure like 0.2s.
I covered it with Neutronium and placed the right and left elements as 2 compartments.
Does it ignore the abyssalites in the normal game? What is the explanation for this then?
This issue is starting to get very confusing.

Edited by HagenAizen
16 minutes ago, HagenAizen said:

What is the explanation for this then?
This issue is starting to get very confusing.

Most heat transfers use average thermal conductivity between two elements. So low TC of abissalite means nothing. It really matters only with two layers of abissalite. 

To get really zero heat transfer you need to build insulated tiles. They use lowest TC between two

UPD. Source with formulas

Edited by asurendra
  • Like 1
28 minutes ago, asurendra said:

Most heat transfers use average thermal conductivity between two elements. So low TC of abissalite means nothing. It really matters only with two layers of abissalite. 

To get really zero heat transfer you need to build insulated tiles. They use lowest TC between two

UPD. Source with formulas

I backed up my Normal Game and opened a debug there too. The thing that misled me about Abyssalit was the carbon dioxide airflow.
Additionally, in my 3,000 cycle game, the heat transfer to this oxygen corresponds to a figure of 0.7s.

I discovered something different. Steam Generators produce different KDTU after 30 seconds depending on the game speed. :confused:
Is this the same for you?
111x.thumb.png.e789cb54ab4eb4ce8660209910acb44a.png

-

222x.thumb.png.5b87673f1914d0251a39e7c6ef0c0388.png

Edited by HagenAizen

It's worth emphasizing that there's a 25x heat transfer multiplier between solid and gas tiles (there's also a 625x multiplier between liquid and liquid). This multiplier is applied very late in the calculation, so like heat transfer with Insulated Tiles always uses the lowest of the two thermal conductivities, but then the 25x multiplier is applied later, so generally speaking heat transfer between Insulated Tiles and Abysallite is 25x higher with gas than solid or liquid tiles.

When the gas has fairly high thermal conductivity such as Hydrogen or Steam (both of which have about 10x higher TC than normal gases), this doesn't increase heat exchange with insulated tiles because the insulated tile TC is lower than the gas TC, though the 25x multiplier is still applied. But it does greatly increase heat exchange with Abyssalite because of geometric mean rather than lowest TC being used, and the 25x multiplier is also applied.

So anyway the 25x multiplier results in reasonably fast heat transfer between Abyssalite and gases, even moreso with high conductivity gases.

It's also also worth noting that heat transfer is almost independent of mass in most cases, that is the amount of DTU's exchanged tends to depend on the respective thermal conductivities, temperature delta and multipliers, and mass doesn't appear in the calculation. So this means that a gas tile with 1/100th the mass, will change temperature 100x faster. This is why hot Abyssalite can almost instantly heat up small masses of gas to scalding temperatures, because it just doesn't take much DTU to heat up like a 2 g gas tile. 

  • Thanks 1
On 9/29/2023 at 12:36 PM, blakemw said:

It's worth emphasizing that there's a 25x heat transfer multiplier between solid and gas tiles (there's also a 625x multiplier between liquid and liquid). This multiplier is applied very late in the calculation, so like heat transfer with Insulated Tiles always uses the lowest of the two thermal conductivities, but then the 25x multiplier is applied later, so generally speaking heat transfer between Insulated Tiles and Abysallite is 25x higher with gas than solid or liquid tiles.

When the gas has fairly high thermal conductivity such as Hydrogen or Steam (both of which have about 10x higher TC than normal gases), this doesn't increase heat exchange with insulated tiles because the insulated tile TC is lower than the gas TC, though the 25x multiplier is still applied. But it does greatly increase heat exchange with Abyssalite because of geometric mean rather than lowest TC being used, and the 25x multiplier is also applied.

So anyway the 25x multiplier results in reasonably fast heat transfer between Abyssalite and gases, even moreso with high conductivity gases.

It's also also worth noting that heat transfer is almost independent of mass in most cases, that is the amount of DTU's exchanged tends to depend on the respective thermal conductivities, temperature delta and multipliers, and mass doesn't appear in the calculation. So this means that a gas tile with 1/100th the mass, will change temperature 100x faster. This is why hot Abyssalite can almost instantly heat up small masses of gas to scalding temperatures, because it just doesn't take much DTU to heat up like a 2 g gas tile. 

Sometimes I encounter very ridiculous things regarding TCs. I've stopped looking for logic.

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