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Septic System V2 (Continuous 10kg/s flow)


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14 minutes ago, Khullag said:

what's the point of the build if it's clearly unintended behavior? 

We don't know if it's unintended behaviour. I think what they intended to fix was that polluted water was off gassing from liquid tanks. If they actually intend for liquid and gas storage to work differently than any other storage in the game remains to be seen.

15 minutes ago, Khullag said:

what's the point of the build if it's clearly unintended behavior?  5 ton tank of liquid with germs cleaned by 2/20 kg per tile chlorine... do you really think that this bug will survive more than few patches? :)

Because it's fun!  I built things exploiting the old Tepidizer Bug, and those builds were fun to make.  I remember making steel before the automation update by melting doors.  It was great!  I generally avoid the bugs I find to be obvious bugs, but sometimes it can be hard to distinguish unintended behavior from the wacky physics of ONI. 

Just now, Saturnus said:

We don't know if it's unintended behaviour. I think what they intended to fix was that polluted water was off gassing from liquid tanks. If they actually intend for liquid and gas storage to work differently than any other storage in the game remains to be seen.

just think about masses involved - 2/20 kg of gas cleaning 5000 kg tank of water. chlorine is not THAT strong :D

2 minutes ago, Khullag said:

just think about masses involved - 2/20 kg of gas cleaning 5000 kg tank of water. 

2kg of chlorine can clean 10 full storages full of slime easy. That's far more broken but that's been the reality forever.

i'm fully ok if there would be building which will require bleach stone or what's more interesting - liquid chlorine as input resource and also polluted water input and resulting in polluted water clean of germs

Just now, Saturnus said:

2kg of chlorine can clean 10 full storages full of slime easy. That's far more broken but that's been the reality for ever.

that's also weird but it is how gas interacts with solid elements. gases and liquids DO NOT interact. otherwise we should get slimelung in water touching polluted water + food poison in gas touching germified water. from the simulation workflow chlorine + liquid tank interaction is clearly unintended behavior

4 minutes ago, Khullag said:

just think about masses involved - 2/20 kg of gas cleaning 5000 kg tank of water. chlorine is not THAT strong :D

1 gallon of liquid chlorine can shock a 12,500 pool. I'm actually ok with the 1 to 2,500 ratio you don't like. :D

3 minutes ago, Khullag said:

that's also weird but it is how gas interacts with solid elements. gases and liquids DO NOT interact. otherwise we should get slimelung in water touching polluted water + food poison in gas touching germified water. from the simulation workflow chlorine + liquid tank interaction is clearly unintended behavior

You'll eventually come to the same conclusion as a lot of others here that's it's completely impossible to predict what Klei considers intended behaviour and what is not before it's actually patched. Let's talk then.

26 minutes ago, Khullag said:

what's the point of the build if it's clearly unintended behavior?  5 ton tank of liquid with germs cleaned by 2/20 kg per tile chlorine... do you really think that this bug will survive more than few patches? :)

Just a learning experience for me, there's some complexity without being a big project like a boiler.

I do hope Klei will keep the tank/chlorine behaviour though, it may not be realistic but that's a cool addition to the game imo.

5 hours ago, Neotuck said:

Hope not, my build only uses 40w at a time

Shut off valves do not use power. The 10W is only used for circuit overload calculations and to make sure it's actually connected to a power source.

Even if Klei changed the power consumption to actually count it would only use power for the 0.1s that a change in the status takes. A shut off valve that uses continuous power wouldn't make sense.

Just now, Saturnus said:

Shut off valves do not use power. The 10W is only used for circuit overload calculations and to make sure it's actually connected to a power source.

Even if Klei changed the power consumption to actually count it would only use power for the 0.1s that a change in the status takes. A shu off valve that uses continuous power wouldn't make sense.

Even better :D

1 minute ago, Rebrait said:

inside, 2 liquids ports, one for the liquid store and one for liquid chlorine for sanitizer

This would be the ideal solution for me. And if they have trouble implementing 2 liquid inputs, you could always insert solid bleach stone or even a crushed/granulated version. 

1 minute ago, beowulf2010 said:

This would be the ideal solution for me. And if they have trouble implementing 2 liquid inputs, you could always insert solid bleach stone or even a crushed/granulated version. 

solid bleach stone!!! very easy, or make a bulding just for sanitize

On 05/09/2018 at 12:04 AM, Neotuck said:

we just had another update:

Still no mention of reservoirs being "fixed" so fingers crossed

 

But i don't see dev coding a tank we need to put in a close room, maybe they don't correct this because they want to add a gas input to the reservoir to kill germ by adding some chlorine gas in it 'cross finger'

Since a long time i think why adding a chlorine vent and we can't use it (we can but how use so much chlorine with for the scrubber?)

On 9/4/2018 at 11:59 AM, XEVEN said:

Do germs die in ”open air" liquid exposed to chlorine gas?

testing if a single puddle of germy pwater surrounded by airflow tiles of chlorine will get the "surrounded by chlorine" debuf.  Will update with results later

5 minutes ago, Kabrute said:

testing if a single puddle of germy pwater surrounded by airflow tiles of chlorine will get the "surrounded by chlorine" debuf.  Will update with results later

I already know from experience chlorine on top of the puddle won't kill germs so I doubt it

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