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A preliminary look at the new Mercury lamps


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These new lamps are pretty spiffy. With an advertised 130g/s, they emit 60k lux in a 3 tile width with a maximum range of 8 tiles (falls off after 5 tiles).  60k lux is a lot, and here's several novel and not so novel applications you can do with it now.

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Solar power

The lamps can be used to power solar panels (and in SO, solar battery modules). I'm not sure if this configuration is optimal, but it sure looks optimal packing a net 2884W using just 7 mercury lamps.

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Coolant restricted lamps (lol)

Like most input buildings, there's asymmetry between turning stuff on and off. In this case, throttling the mercury to about 64g lets you maintain 100% lux production with absolutely no downside. Using this trick above reduces the total mercury cost to 268.8kg/cycle, which is possibly within the realms of being able to replenish using the mercury/cinnabar ore space POIs.

 

More compact spigot seal stables

Perhaps the most practical of all is spigot seals with domestic trees actually makes sense. Using the above technique, we can use 128g/s (76.8kg/cycle) of mercury, 400kg/cycle of snow, and 480W of power to fully feed 8 seals from 4 bonbon trees in a relatively compact build. This converts into 320kg of ethanol/cycle, about 6.4 bonbon tree seeds/cycle, and either 60kg tallow/cycle or 3136 kcal/cycle of omelet and 4kg tallow/cycle if you decide to crack eggs instead.

 

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Excess spigot seals can automatically be frozen to death using the new critter scolding/scalding mechanics which only looks at the external temperature (so the small puddle of supercoolant is enough to freeze newborns) Using heat is ill-advised as the tallow can easily turn into crude oil unless that's what you want.

 

Gassy moo stables

Our cute grass grazing friend now has a powerful source of light for gas grass to augment natural sunlight In SO, exuberant gas grass still reigns supreme, but outside of that this could be a great option to turn on at night especially for Ceres start/fragment remixed worlds. The downside is we can't have one lamp cover two rows of gas grass as using plant boxes are unwieldy.

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This fits 9 gassy moo feeding on 18 gas grass. Just using the lamps is possible, but using 6 mercury lamps does take quite a bit of mercury.

Bright and Cheerful

One big advantage they have over sunlamps is that one lamp by itself is enough to get Bright and Cheerful. Even though you can't easily control these with a dupe motion sensor due to their startup mechanic, it could still be worthwhile to use in place of a sunlamp for beach chairs just for Bright & Cheerful.

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2 minutes ago, asurendra said:

IMHO its a bug. 60k is too many for any task we have ingame...

I would sooner posit the theory that it is meant to contend with light absorption in gas (see: Natural gas absorbs a lot of light, so it emitting more light than is necessary helps with the manufacturing of gas grass)

Whether or not the type of light that mercury lamps create is affected by this principle remains out of my perception

3 hours ago, asurendra said:

IMHO its a bug. 60k is too many for any task we have ingame...

You can reduce the maximum LUX by using a Liquid Meter Valve associated with a LUX sensor. I've tried with a normal valve it doesn't work contrariwise.

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I obtain a range of 8000 - 13 000 LUX that oscillate.

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2 hours ago, SamLogan said:

You can reduce the maximum LUX by using a Liquid Meter Valve associated with a LUX sensor. I've tried with a normal valve it doesn't work contrariwise.

I obtain a range of 8000 - 13 000 LUX that oscillate.

So you can regulate this because it changes slowly? Nice!

Have you tried with two a pair of regular valves and limiters that are set to different flow rates?

It doesn't require less mercury if the light is dimmer, so there's no practical advantage of keeping it at 10k lux vs 60k lux. You can do a 0.2s/0.2s pulse on the lamp, allowing what looks like 37g/s for 100% uptime of the lamp provided you're okay with the annoying noises (turning off the lamp doesn't instantly disable the light)

8 hours ago, Gurgel said:

So you can regulate this because it changes slowly? Nice!

Have you tried with two a pair of regular valves and limiters that are set to different flow rates?

With the regular valve, the only value seems to work is 64g/s, under the light finish to turn off, above the light turn on to the max LUX.

About the limiters, yes I've tried several parameters, the one I've showed it's my best result. But cutting the flow periodically, it allow to cut the LUX increase and let it go down until turn it on to go back to 10K.

At the listed values, that's enough for... 1 mercury lamp? 2 if you refine the ore?

At this rate, we're going to need a mercury geyser, perhaps a vent that emits 500°C mercury gas at the rate of a niobium volcano (~1.2kg/s, enough for 9 mercury lamps at 130g/s). If there are any more uses for mercury in the full release - and it'd be a little disappointing if there weren't - even that may not be enough.

As long as we do have late game alternatives, which we do I believe, I think it is fine that we can't indefinitely sustain more than a few lamps (even though one to two is very little IMO), as long as the map gives us copious amounts of mercury at the start. Many things in this game consume stuff that are a pain to replenish. With sustainability in mind, they are poor choices, but since we are given plenty of those at the start, they are staples of early to mid game none the less.

On 7/13/2024 at 1:10 PM, Primalflower said:

it would be fun if there was a mercury volcano just because I would love to geotune to hell out of it.

Imagine if they could implement somehow the idea of an underwater volcano? As in the geyser needs to be submerged in order to work and releases the resources as gas.

I feel like it would be nice to have something that's "different" not just like another niobium volcano.

actually and that can be the bottom biome of the starting zone, kind of like the bottom of an ocean with underwater volcanoes.

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