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Gas overpressure


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Vents obviously shouldn't delete gases or liquids. Another bug.

Seems a lot of the optimisations done to improve FPS revolves around deleting gases and liquids around the map to reduce the number of calculations needed to be done instead of optimising how they're done.

2 minutes ago, Saturnus said:

Seems a lot of the optimisations done to improve FPS..

Sounds like a compromise for me. I liked the napthatowers and that storing stuff. I am on a map, where game forces me to grow other way, then i did before. I am forced to use sand, to get clean water. Also very low on reed fiber. Slows down expansion/exos too. I like the "more FPS" thing, for the exchange of gameplay, i am used to.
Some things feel a bit strange now. When maelwood would be not so easy to farm, i had never reached cycle 100, with this map.
I personal(on the other side) don't like, that stuff is "vanishing" without explaining.
In another chamber, i mixed more different gasses and it "feeled", like the majority is "eating" minority.
 

43 minutes ago, Oozinator said:

Sounds like a compromise for me. I liked the napthatowers and that storing stuff. I am on a map, where game forces me to grow other way, then i did before. I am forced to use sand, to get clean water. Also very low on reed fiber. Slows down expansion/exos too. I like the "more FPS" thing, for the exchange of gameplay, i am used to.
Some things feel a bit strange now. When maelwood would be not so easy to farm, i had never reached cycle 100, with this map.
I personal(on the other side) don't like, that stuff is "vanishing" without explaining.
In another chamber, i mixed more different gasses and it "feeled", like the majority is "eating" minority.
 

I've discovered a side effect of this bug in my current play-through. You can completely ignore CO2 produced by dupes. It will vanish on it's own now.

Unfortunately, it works a bit too well. Where I could before just close of the bottom of my base off. Let CO2 sink down and grow mealwood and store food in the CO2. Now the CO2 disappears completely fairly quickly. There's only a small pocket of CO2 left in the bottom right corner of my base now, and I can literally see the pressure of that dropping as it's being deleted by the game.

4 minutes ago, Saturnus said:

I've discovered a side effect of this bug in my current play-through. You can completely ignore CO2 produced by dupes. It will vanish on it's own now.

Unfortunately, it works a bit too well. Where I could before just close of the bottom of my base off. Let CO2 sink down and grow mealwood and store food in the CO2. Now the CO2 disappears completely fairly quickly.

Î use the co² trap too and something is different. It seems that co² is more active in escaping, when surrounding pressure of other gasses is low.
No longer "clumping" in right corner. No big pressure difference diagonal in one chamber.
image.thumb.png.b838b194cfc6def987c7ff8b2f77f39a.png

2 hours ago, Saturnus said:

Vents obviously shouldn't delete gases or liquids. Another bug.

Seems a lot of the optimisations done to improve FPS revolves around deleting gases and liquids around the map to reduce the number of calculations needed to be done instead of optimising how they're done.

Vents have been deleting gasses for a long time bud, there was a detailed thread about it when people were discussing different options for liquefying CO2/Chlorine - it's the old "if two things try to occupy one tile, something goes *pooft*" dealio :D 

As regards CO2 vanishing on it's own just with pressure - that's a new one on me :/ 

On 12/7/2017 at 2:11 AM, Saturnus said:

Just use a blob of P-H2O or crude/petrol like everyone else

I think he meant that he wanted to do the opposite, as in, over pressurize liquid by using a gas on the liquid vent, which, doesn't seem like it would work, at all.

I just tested it and it works.

https://i.gyazo.com/3d1f5eff83a6e018983326dfc27fa8ce.gif

I also testes gas overpressure (~6500kg of oxygeen) and it also works but gas vent and liquid need 2 tile width. When it's only 1 tile, liquid sometimes is deleted.

43b27125f08fa4fdc12005950e4c7c3e.png

3 hours ago, Neotix said:

I just tested it and it works.

https://i.gyazo.com/3d1f5eff83a6e018983326dfc27fa8ce.gif

I also testes gas overpressure (~6500kg of oxygeen) and it also works but gas vent and liquid need 2 tile width. When it's only 1 tile, liquid sometimes is deleted.

43b27125f08fa4fdc12005950e4c7c3e.png

Same for gas locks I've found. Make them two tiles wide with a vent in each.

Not really. If you leave only 1 tile, liquid will disappear and appear when vent is active but sometimes it don't reappear. When you leave 2 tiles, liquid don't travel (i hovered cursor over it) but also don't flick.

Funny things happen with liquid in very high pressure. It behave like in space but also values of liquid in both tiles don't change.

42ce8997b7573108b7174b3d72eb0724.gif

Needs room so it can move, after checking that its just repeating a sequence it cancels the visual calls but leaves the action going.  Gas bubbles work this way too, they just have to have left/right somewhere to go.  They hate going up/down and fight moving those directions.  Most probably what is happening is those gasses are being shoved into walls to make room for vented vapors

On 16.12.2017 at 8:15 PM, Neotix said:

 

Funny things happen with liquid in very high pressure. It behave like in space but also values of liquid in both tiles don't change.

42ce8997b7573108b7174b3d72eb0724.gif

Some feedback. When i use no airtiles(right side chamber), for the waterzone, water stays at one side and pressure blocking vent (overpressure).
With airtiles no fail, so far.
image.thumb.png.f3c2ae0ad96500c3b66f1dff3e20e07d.png

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