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When is the Refinery going to be fixed?


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5 hours ago, Craigjw said:

Klei, when are you going to fix the refinery from super heating liquids if it can't be output quick enough due to dupe tinkering skill being too good?

Yes it is necessary to fix it, but neither is it something that does not allow you to play.
Does the coolant accumulate? Well, improve your pipe design so that does not happen and that's it.
I had a problem in my second colony, if not bad memory. 500 hours later I have not had that problem again and my coolant flows freely without overheating.

55 minutes ago, Mr.Trueba said:

Yes it is necessary to fix it, but neither is it something that does not allow you to play.
Does the coolant accumulate? Well, improve your pipe design so that does not happen and that's it.
I had a problem in my second colony, if not bad memory. 500 hours later I have not had that problem again and my coolant flows freely without overheating.

Except that you are wrong, proper pipe design is a pretty basic thing and not at all what is reported here.  Pipes can only take 10kg/s out of the Refinery so it takes 40 seconds to empty the 400kg created by a job.  A dupe with Tinkering skill of 4 or higher will finish the next job faster than 40s, causing the newly added heated coolant to mix with the remaining previous one and the bug adding substantial additional heat.

This wrecks havoc in precise systems that depend on proper mechanics, example:

 

@Sasza22 Exactly, water simply doesn't have enough headroom for the bug if you run more demanding jobs like steel.  Oil and petroleum have a lot more if the input is cold enough, thx to their much higher evaporation temperature (which compensates for their lower specific heat as well).  Input them at a higher temperature as in my build and it will still break.

2 hours ago, thejams said:

Except that you are wrong, proper pipe design is a pretty basic thing and not at all what is reported here.  Pipes can only take 10kg/s out of the Refinery so it takes 40 seconds to empty the 400kg created by a job.  A dupe with Tinkering skill of 4 or higher will finish the next job faster than 40s, causing the newly added heated coolant to mix with the remaining previous one and the bug adding substantial additional heat.

This wrecks havoc in precise systems that depend on proper mechanics, example:

 

When I said "improve your pipe design", I mean "use automatization".

You have liquid shutoffs, liquid sensors and buffers. Thats all you need.

My last colony, 1000+ cycles, +15 tinkering from my operate dupe and zero problem.

You can make a try while this bug is fixed.

Yeah I don't even understand what's causing the issue.  My last base up to +1500 cycles, had steel on continuous as I mined up fossil and stocked up for bunker tiles.  Was using pwater from a slush geyser with some automation setup to dump at a certain temp, and it was hands off the whole time, no issues at all.  My output went straight to a liquid vent and down to a pwater pool under the refinery.

I've never had an issue with the super heating coolant, but I also have a weight plate turn off the refinery if there's more than 90kg of anything on the output tile.

(Actually, there's a Smart Compactor and an OR gate too to turn it off when I have enough of the refined material) 

This bug has been around for at least 5 months so who knows when it will get fixed. You can avoid it quite easily with automation though.

RecircMRefinery1.thumb.png.71f0021a0bd49dac0a695903531703b7.pngRecircMRefinery2.thumb.png.c77a6d53b270d98f33ff6c6f273404f7.png

Bottom sensor is an element set to the coolant used and disables the refinery so long as coolant is still emptying out. Top sensor is temperature and controls the shutoff to recirculate the coolant until it gets too hot. Bottom pipe is your cold input, top pipe is your hot output. Very important to make sure the top pipe never backs up.

If you want to get fancy you can figure out how long it takes to complete a job and then use more automation to disable the refinery for just long enough. If a job takes 30 seconds to complete and it takes 40 seconds to empty, the refinery really only needs to be disabled for 10 seconds.

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