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I hope the bug disappears soon


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deleting heat above the base overheat temp of the battery(75c), only works after reload because on initial build batter over heat temp is 125c when gold.  They are showing the heat clamping "bug/feature/implemented hacky patch" used in other super cooling builds

Honestly, I think the tepidizer bug (the reason we have any heat clamps) isn't even that important anymore.  We can use magma from volcanoes to achieve the temperatures we used the tepidizer glitch for. 

I think temperature clamps are far more dangerous to the game.  They are also harder to avoid.  I am in favor of removing temperature clamps on all buildings, or at least removing temperature clamps from all buildings except the tepidizer. 

But I think there is a better solution for the tepidizer.  The tepidizer should only work on liquid of a certain mass.   It would increase the computational load of tepidizers, but there aren't very many tepidizers in a player's base anyway.

1 hour ago, alficles said:

What are these "heat clamps" you're talking about?

58 minutes ago, gary9996 said:

I believe there is a bug where upon loading a save a building snaps to below it's overheating temperature

56 minutes ago, alficles said:

Oh, yeah. So it deletes some heat on reload. Not ideal, but really annoying to try to abuse.

Not quite.  Heat clamps limit the heat around buildings.  Before the Automation Upgrade, the tepidizer was the best creator of heat in the game.  What you would do is have the tepidizer have one tile of gas (I used chlorine for its low conductivity back to the tepidizer), one tile of naphtha, then 2 tiles of coolant (I used crude oil).  If the tepidizer was turned on, then the chlorine would heat the chlorine to as high as you wanted.  The chlorine would hit a nearby tile, which would transmit the heat to other places.  Using this, we could achieve absurdly high temperatures.  I actually crashed the game using this to attempt to melt food, so I got to over 9000 C.

At some point (I think automation, but maybe later), they "fixed" this by applying a constant thermal clamp, stopping the setup from heating the chlorine by making it so when the tepidizer turns on.  The way it works is if any tile of liquid or gas connected to a building is above a certain temperature, it sets it to a specific temperature, which I believe is the overheat temperature.  It has nothing to do with loading.  This is constant.  They applied these changes to all sorts of buildings.  I don't have a complete list, but some of the buildings that have clamps are the tepidizer, the space heater, the hydrogen generator, the natural gas generator, and I guess the large battery.  

If you want to test it, you can paint in 1000 kg/tile of 1000 C gas and have it travel through a room with a running hydrogen generator made of copper to a second room, the gas will be 75 C.

Any building that produces heat on it's own is effected by heat clamping.  The only buildings not specifically effected by it are the thermal-regulator and the aqua-tuner which those buildings technically do not produce heat.  They simply transfer the heat they're removing from the working fluid into themselves.

 

That being said, there is a bug in the temperature clamping in that it resets to the base overheat temperature of the building after a save/reload.  So, any building made out of a material that boosts its over-heat temperature will, instead, clamp the temperature around it to the default over-heat temperature of the building.

 

IE:  Build a battery out of gold amalgam, giving it +50C over-heat temp.  Save and reload.  The battery still functions as if it's over-heat temperature is 125C and won't over-heat until it hits that temperature.  However, in the fluid around the battery, the heat clamping will destroy heat as if the battery's over-heat temperature is instead 75C.  Effectively making it impossible for the battery to over-heat and giving it the ability to destroy ludicrous amounts of heat.

 

So ludicrous it goes to plaid!  :D

 

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