FIXBUGFIXBUGFIX Posted September 6, 2025 Share Posted September 6, 2025 (edited) Before starting Q. What is SimDLL A. A dll for simulate heat transfer/fluid flow/etc ------------------------------------------ Overview diagram Download the save file: The Super Duper Crew.sav ------------------------------------------ 1. Ambient radiation limitation Ambient radiation is limited to 9M rads. But the limitation doesn't always work. 2. Large mass liquid can pushes one tile small mass liquid to move, but not in vacuum → → 3. Overcompressed liquid (1.5x maxmass) with one tile different liquid on the top, can push gas in airflow tile to somewhereelse. The following structure demonstrates, I call it, static liquid-pushed gas pump 4. The structure 3 doesn't work in vacuum, because the target grid of diagnoal pushing must be the same kind of gas, not vacuum. 5. It is well-known that heat transfer doesn't happen between to tiles with exactly the same number of heat. 6. When Partial Melting happened, the solid tile will first try to generate liquid drop. The gas will loss the heat for heating the solid to liquid. → But if the condition of generating liquid drop is not met, the game will move the surrouding gas and generate a tile of liquid. In this situation, the gas will not loss any heat. → By the way, the easiest way to prevent liquid drop generation is build a airflow tile below. 7. Overcompressed liquid can't crack airflow tile, because the damage check stops at liquid/gas/vacuum. 8. Overcompressed liquid can't crack door, because the door gives unbreakable property to the grids. public partial class Door : Workable, ISaveLoadable, ISim200ms, INavDoor { protected override void OnSpawn() { // ...... foreach (int cell in this.building.PlacementCells) { // ...... SimMessages.SetCellProperties(cell, Sim.Cell.Properties.Unbreakable); // ...... } } } 9. The gas can't diffuse diagonal if one of the top/horizontal-adjacent grid is solid, or one is gas and another is liquid. 10. Overcompressed liquid (1.5x maxmass) will upwell, even the minVerticalFlow condition is not met. 11. The calculate range of Constant Type RadiationEmitter is X: X_Center - X_Radius ~ X_Center + X_Radius Y: Y_Center - Y_Radius ~ Y_Center - Y_Radius + 2 * X_Radius It means, the emitRadiusY must be equal or smaller than emitRadiusX, otherwise the radiation source may not work as intended. Fortunatelly, so far, there is no radiation source which has bigger Y radius. Spoiler Spoiler But if you modify the code or made some mods... public class RadiationLightConfig : IBuildingConfig { // ... public override void ConfigureBuildingTemplate(GameObject go, Tag prefab_tag) { // ... // radiationEmitter.emitAngle = 90f; // radiationEmitter.emitRadiusX = 16; // radiationEmitter.emitRadiusY = 4; radiationEmitter.emitAngle = 360f; radiationEmitter.emitRadiusX = 4; radiationEmitter.emitRadiusY = 16; 12. Up layer liquid will flow diagonally downwards, if the horizontal-adjacent grid is solid, and diagonal-downwards grid is gas, not vacuum. → 13. The property liquidCompression of Phyto Oil and Biodiesel is 1, not 1.01. But it never works. 14. The sublimation mass of multi-layered polluted water (PW) is 1kg, but the loss mass of PW won't exceed the mass of top layer PW → 15. In the below structure, if grid A is liquid with enough mass, game will move B to grid C, then move 1/8 mass of A to grid B. At same time, A will drop to grid E, D will drop to grid A. Therefore, game will move 1/8 mass of A from D to grid B, though the mass of D might not be enough. To reproduce liquid in this way, the only challenge is how to create this structure effectively. Spoiler Edited September 7, 2025 by FIXBUGFIXBUGFIX 5 Link to comment https://forums.kleientertainment.com/forums/topic/167854-infrequent-features-of-simdll/ Share on other sites More sharing options...
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