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Help required: Heat building up in base


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So, I have a favorite setup when it comes to base building which I call the "open matrix". It basically consists of platforms 8 tiles wide and 5 tiles apart of each other heightwise, spreading from the printing pod. The idea behind this system is to maximize gas flow, allowing CO2 to settle at the bottom by the water, hydrogen to rise to the ceiling, where it is processed into energy and oxygen to easily reach every part of the base. This system has always worked very well for me, but I always keep encountering the same issue:

Heat building up in my base.

Everything else is pretty easy to manage, but it would seem I never fully got a grasp on how to handle the temperature situation. This makes growing food inside my base tricky and over time causes discomfort with the dublicants.

Can anyone suggest how I tackle this problem without majorly altering the base design? I also have issues producing enough power to run everything, but that is less of an issue to me. I am leaving screenshots so you can get a better idea of the situation.

ONI1.png

ONI2.png

12 minutes ago, Nero Darkard said:

Everything else is pretty easy to manage, but it would seem I never fully got a grasp on how to handle the temperature situation. This makes growing food inside my base tricky and over time causes discomfort with the dublicants.

All answer for your question you can find in my topic that I posted just now, where will save file in attachments you can load it and see by your own how to cooldown your base, with materials was used for it and entire base blueprint with will encrease your game skill level.

 

Just now, Nativel said:

All answer for your question you can find in my topic that I posted just now, where will save file in attachments you can load it and see by your own how to cooldown your base, with materials was used for it and entire base blueprint with will encrease your game skill level.

 

I will get to it then right away. Thanks fo rthe help.

If heat is building up then it really isn't a good set up no matter how much you like.

Whenever I start a new map I have a few rules I follow religiously which ensures I will not encounters problems with heat.

All plants go below the level of the printing pod. It's going to stay cool longer without need of active cooling.

Everything that produces any kind of heat must be at least one level higher than the printing pod level so there's a buffer level. In addition I try to move it as far away from the centre as possible.

In the longer term I move as many heat producers out of my base as possible. 

What I do to prevent heat build up id that i have my "living quarters" ( Beds, bathroom, kitchen and my initial mealwood farms) within the start biome. which i close up with insulated tiles. I then pick a purple biome to build base coal generators  with batteries (2 circuits), oxygen production, metal refinery and I steam my polluted water that comes from bathrooms to recirculate it and most importantly create a  small water reservoir of bacteria free water in my kitchen. If things heat up in the purple biome i can easily cool drip it. 

The main Ideal is : nothing that builds up heat is allowed inside Especially near plants.

PS: I build my living quarters on 3 which are 20X5 with thick lathers and don't have any air flow problems. I eventually have a central building with a fire pole on the right and a lather on the left so my dupe "move clockwise". ill post more pictures later.

Quote

Whenever I start a new map I have a few rules I follow religiously which ensures I will not encounters problems with heat.

All plants go below the level of the printing pod. It's going to stay cool longer without need of active cooling.

Everything that produces any kind of heat must be at least one level higher than the printing pod level so there's a buffer level. In addition I try to move it as far away from the centre as possible

I don't have much heat issues in my base but usually end up building my farm above my printing pod because I tend to build an initial water reservoir but I can't believe that I also forgot about this simple rule of thermodynamic ! Thanks for reminding me and helping me "perfect" my early stage base build

This is all quite a lot to take in. This is all quickly growing over my head. I guess my main questions is how the tempshift plates are even used.

I never used them before because i do not understand the mechanics and purpose and how best to apply them.

51 minutes ago, Nativel said:

little help.

 

these are all nice cooling methods and I'm sure it works just fine but my OCD had trouble with your design. Plus the guy asking for help didn't go pass cycle 100 yet and probably isn't set up to build steam turbines all the other cool set up you got going on. He will most likely starve to death if he tries to set this up in his current base given the amount of heat already built up.

His best bet to save this base which requires the less amount of work is to move his machinery up like Saturnus said and cool down some carbon dioxide to pump in his farm area (by changing the airflow tiles surrounding it to normal ones)

1 hour ago, Nero Darkard said:

I never used them before because i do not understand the mechanics and purpose and how best to apply them.

Encreases termal conductivity as a result some buildings will recive/give heat faster like termoregulators w/o those plates will be overheated fast.

My current base has 100+ cycles. I'am using 4 cooling methods that are common around this community. However the base layout really has to have heat and cooling in mind as @Saturnus mentioned. It makes everything easier to manage. Your base looks a bit all over the place when it comes to managing heat.

1. Wheezewort rooms20180204190527_1.jpg

This is something you can set up fairly early on. It only requires you to have hydrogen (either produced from electrolyzers or found in jungle biome), and a couple of Wheezeworts. I usually set this up around the living areas and farms of the base.

You set up hydrogen rooms (homogenous) and put Wheezeworts in them. If you do it right, they will block off hot and temperate areas. In my base I have 3: One is close to the electrolyzer setup (70°C output) with 2 Wheezeworts. One is close to the berry farm with 1 Wheezewort. And one is below my insulated wheat farm with 4 Wheezeworts.

These are by no means exact numbers. But this is easy to set up and requires no power. In time you will add/remove Wheezeworts in those rooms to adjust them. Make sure they are more of a supportive measure rather than a main cooling solution.

2. Water cooling with Aquatuners20180204190604_1.jpg

Bases now require more cool water than before to be sustainable, because you want to feed your highest trained duplicants with at least berry sludge.

Water cooling in that regard needs to be exact. You want your cool water tank to be around 15-19°C (I use 17°C) for 2 reasons. First of all it is stabilizing as a sizeable water tank stores a lot of thermal energy (4 times the mass). You want it to be slightly below the base temperature that you want to achieve, so you can soak up heat from irregular sources. Secondly if you keep your cool water at this range, you can directly pump it through an aquatuner to achieve a temperature of 1-4°C which is ideal for wheat irrigation.

To set this up you need power. At least a small natural gas power plant is recommended. You need automation to control the temperature. And finally you need some way of cooling your aquatuners. If you want to do it exploit free then I recommend using excess polluted water from your powerplant which should be at around 40°C (+some degrees).

Cooling down the water directly is fairly powerefficient but you can increase efficiency by cooling polluted water and then cooling the water with that, as polluted water has a 50% higher heat capacity.

3. Fixed heat output cooling20180204190642_1.jpg

This is something you set up for powerplants. You want to destroy (some) of the CO2 with carbon skimmers, which have a fixed heat output of 40°C. Use this polluted water to cool down the skimmers and the whole powerplant before you pump it to your fertilizer makers / boilers / sieves. Water sieves also have a fixed heat output that you can use it in a similar way.

You need a steady supply of hot water (geyser) for this and a powerplant that produces CO2.

4. Borg Cube20180204190631_1.jpg

There is currently a heat bug that allows you to cool down liquids with just power. To set this up you need a method of cooling and a pump. All you need to do is pump slightly cooler liquid and drip it over a tile on top of your slightly hotter liquid coninuously.

In my current base I use this to cool down my metal refineries. If you want to avoid using bug exploits you can just use the above methods and be 100% fine. I used it in this case because I just wanted to try it out.

Most simple design, and most likely also one of the more inefficient ones, is put Aquatuner in polluted water and connect it to output of water sieve. If you can power 2 Aquatuners at once, put them in a row. Your water will now ALWAYS be at 12 Degrees, and the heat you created in the polluted water gets "removed" from your water sieve.

 

You will need a water tank of sorts if you can't power 2 Aquatuners at once, and then cycle the water through the aquatuner till your desired temperature is met. Use automation to avoid pipe breakage.

 

Remember to encase your polluted water tank in abyssalite.

1 hour ago, SkunkMaster said:

Most simple design, and most likely also one of the more inefficient ones, is put Aquatuner in polluted water and connect it to output of water sieve. If you can power 2 Aquatuners at once, put them in a row. Your water will now ALWAYS be at 12 Degrees, and the heat you created in the polluted water gets "removed" from your water sieve.

 

You will need a water tank of sorts if you can't power 2 Aquatuners at once, and then cycle the water through the aquatuner till your desired temperature is met. Use automation to avoid pipe breakage.

 

Remember to encase your polluted water tank in abyssalite.

You don't need two aquatuners at all. Water sieve max throughput is 5kg/s so you just make a feedback loop on the aquatuner by putting a liquid pipe bridge from the output back to the input. Automatic doubling of cooling using half the power of two aquatuners.

I actually made a picture of it yesterday for another purpose. You don't need the valve when you're just using a water sieve.

image.png.db5ed0f8ad27446511bdaccf8dfa9d

14 minutes ago, Saturnus said:

You don't need two aquatuners at all. Water sieve max throughput is 5kg/s so you just make a feedback loop on the aquatuner by putting a liquid pipe bridge from the output back to the input. Automatic doubling of cooling using half the power of two aquatuners.

I actually made a picture of it yesterday for another purpose. You don't need the valve when you're just using a water sieve.

image.png.db5ed0f8ad27446511bdaccf8dfa9d

True, if you "only" need 5 kg/s then a feedback loop is nice. And no, you're still using the same amount of power for the amount of water you cool, i'm sure. In other words, yes half power, but also half the water.

Just now, SkunkMaster said:

True, if you "only" need 5 kg/s then a feedback loop is nice. And no, you're still using the same amount of power for the amount of water you cool, i'm sure. In other words, yes half power, but also half the water.

Uhm. No. Not really. You wrote a water sieve. The max throughput of that is 5kg/s. So if you string two aquatuner on the output in series you're using twice as much power because the aqua doesn't care if it cools 10kg or 1g, it uses the same power to do it.

So, one water sieve, you only need one aquatuner.

@SkunkMaster the mechanism @Saturnus describes is specifically used for aquatuners and regulators, as they use a fixed amount of power for a liquid/gas packet of any size.

This is why you always want to merge packets to achieve the throughput cap. This is a more common problem with gas and regulators in particular as gas pumps only produce 500g packets and the max throughput is 1kg.

The way this works (picture above) is by using the I/O mechanic of pipes to your advantage. Inline inputs (white arrow) get prioritized, so the bridge is merging packets to to max throughput until they finally leave the loop, when the output side of the bridge is blocked by a non-mergeable packet.

A loop like this is a bit tricky though. You need to understand that some packets might be cooled multiple times.

Just now, Kabrute said:

@clickrush Pumps produce variable size packets up to 800 grams in mixxed gasses now.  I can personally confirm 800, can anyone confirm over?

Really? Haven't noticed. Must be a bug to be honest.

And not really that important. You can just use valves.

2 hours ago, Kabrute said:

@Saturnus  We begged for this, why is it a bug if they snuck the implementation in on us?

Who begged for that?

The tool tip and everything else says the gas pump pumps 500g/s. If that's no longer true then I certainly think that warrants a mention somewhere at least.

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