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If telescope and scanners do not generate heat....


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It`s a dupe mining gun attached to a robo arm. Dupes don`t generate heat when mining. Similarly the auto sweeper shouldn`t generate heat.

It`s just a slight annoyance. I just vent some excess gas from the base to cool those.

On 10/28/2018 at 7:00 PM, Sasza22 said:

It`s a dupe mining gun attached to a robo arm. Dupes don`t generate heat when mining. Similarly the auto sweeper shouldn`t generate heat.

It`s just a slight annoyance. I just vent some excess gas from the base to cool those.

dupes do generate heat (body heat)

same argument can be said about sweeper arms

7 minutes ago, Neotuck said:

dupes do generate heat (body heat)

same argument can be said about sweeper arms

I am not questioning irl physics.  I just look at fun factor and sweepers with are annoying but not fun having to rebuild every 50 cycles due to slow death overheat most players wont even know why

Just now, chemie said:

I am not questioning irl physics.  I just look at fun factor and sweepers with are annoying but not fun having to rebuild every 50 cycles due to slow death overheat most players wont even know why

fair enough, I just look at it as a challenge to find way to keep them cool

personally I build them out of steel and temporarily let them get entombed by regolith, never had an overheat problem :p

My issue with the robo-miner is that I feel it's obviously intended to be used for regolith, which means in some capacity it needs to be exposed to space, at least from above or on the sides if it's mounted on the ceiling.  You have to either use a liquid or a gas as a conduit for the heat, and I've been unable to find a solution that doesn't involve venting said conduit into space.  The exception is the setup I believe Neotuck posted, where the falling regolith actually entombs the miners temporarily, which is brilliant and may be the intended solution.

For my solar array, I just use the good old sideways airlock crusher trick.  So much easier to setup and no cooling or power draw.  I'd rather use what seems to be the intended method, but it's such a pain to setup it doesn't seem worth it.

Here's what I came up with to cool a couple robo-miners I have clearing my upper level access routes.  There are petroleum lines running behind them on the way to my jet-suits.  I figure this should keep them from overheating.

20181108140155_1.thumb.jpg.35febb43e83dd0f833a168f0d7638f10.jpg

17 minutes ago, Nitroturtle said:

Here's what I came up with to cool a couple robo-miners I have clearing my upper level access routes.  There are petroleum lines running behind them on the way to my jet-suits.  I figure this should keep them from overheating.

20181108140155_1.thumb.jpg.35febb43e83dd0f833a168f0d7638f10.jpg

what's going on with the colors in your save

On 07/11/2018 at 9:13 AM, Lancar said:

I'd like a way to connect buildings thermally to the floor/wall/roof they're built on (or near to) without having to rely on gas or liquid to act as a medium. It'd make this problem much easier to solve.

It is the case for all buildings (have you never built a heat generating building on tungsten tile so it spread its heat directly to the tile, instead on relying only on the atmosphere?) except robot-miner...

It works for the gantries of my rocket silo, all in space, so same thing should work with robot miner too!

i20181108220252_1.thumb.jpg.6f3748a295a686c3415894ada9c485c6.jpg

Simple mechanisme are cpu compliant, i am at 15/20 fps, and i didnt have done the cooling for LOx/LH and i feel painful to do a complicated piping to cool the robot miner...

Every one says pathfinding of dupe is cpu intensive, but the piping system is so too...

1 hour ago, Breizhbugs said:

Every one says pathfinding of dupe is cpu intensive, but the piping system is so too...

I always make sure my piping systems only ever have one route that fluid can go.  I use bridges at intersections to force either combining or splitting, and avoid using regular pipe T-intersections as much as possible.  I haven't really noticed any FPS hits from piping setups, even when I have a LOT of piping systems.

I recently discover the priority power of bridges and i am tring to use them better. My cpu is quite old (i7 2600k) so maybe it is too sensible to every aspect of the simulation...

If you dont mind sharing your .sav so i can see what a "LOT of piping systems" is, i 'd be happy to test :)

2 hours ago, Breizhbugs said:

I recently discover the priority power of bridges and i am tring to use them better. My cpu is quite old (i7 2600k) so maybe it is too sensible to every aspect of the simulation...

If you dont mind sharing your .sav so i can see what a "LOT of piping systems" is, i 'd be happy to test :)

You're not alone in an older machine.. i've been pleasantly suprised how well things have been going with this patch.  much less slowdown.

sssss.jpg

6 hours ago, Breizhbugs said:

It is the case for all buildings (have you never built a heat generating building on tungsten tile so it spread its heat directly to the tile, instead on relying only on the atmosphere?) except robot-miner...

It works for the gantries of my rocket silo, all in space, so same thing should work with robot miner too!

I have not tried running a pipe past a robominer YET but i've not been able to cool it any way other than entombment.  Same for telescope.
i put tempshift plates behind a robominer and it matches the tile under it but the miner does not budge. Put debris on the tile and the debris/tile match but the robominer does not.  I wonder if some debris acts differently from others - i've used iron, mafic and igneous rock so far.  of course the odd pile of regolith too. its very weird, annoying and feels very random. :(

3 hours ago, DaveSatx said:

i put tempshift plates behind a robominer and it matches the tile under it but the miner does not budge. Put debris on the tile and the debris/tile match but the robominer does not.  I wonder if some debris acts differently from others - i've used iron, mafic and igneous rock so far.  of course the odd pile of regolith too. its very weird, annoying and feels very random. :(

I don't know what your setup looks like, but if the falling Regolith doesn't land on the Robominer itself you can use a row of Drywall or Tempshift Plates behind the Robominer, and then dribble even a little bit of a liquid on those tiles.  The liquid will become a transfer medium between the Robominer and the Tiles beneath (also the Tempshift Plate, if that's what you use).  But I am unsure how such a system would behave if the falling Regolith were to land on the liquid.  I would assume it would either crush the liquid out of existence (mass deletion) or push it out from behind the Drywall/Tempshift, where it would fade into the vacuum of space.

41 minutes ago, PhailRaptor said:

I don't know what your setup looks like, but if the falling Regolith doesn't land on the Robominer itself you can use a row of Drywall or Tempshift Plates behind the Robominer, and then dribble even a little bit of a liquid on those tiles.  The liquid will become a transfer medium between the Robominer and the Tiles beneath (also the Tempshift Plate, if that's what you use).  But I am unsure how such a system would behave if the falling Regolith were to land on the liquid.  I would assume it would either crush the liquid out of existence (mass deletion) or push it out from behind the Drywall/Tempshift, where it would fade into the vacuum of space.

Yes I've tested the liquid setup and it obviously pushes the liquid away. You have to have a couple tiles high backwalls of any sort and tiles on the side to hold the pushed liquid.

Robominer cooling is awkward but doable with just space debris and a cooling loop like @Neotuck is doing. The cooling loop has to be quite potent because it has to keep the miners (275°C overheat temp) and the space debris and later your silos below overheat/metling temp. Space debris comes naturally above overheat temp. Ofc the miners are made out of steel.

Door crushing is much more efficient in both initial and continous cost. But also not even nearly as fancy!

I did not say it was impossible to cool the miners.  My point was either make everything generate heat (telescope, solar panels, detectors etc) or none.  If you want players to come up with clunky cooling fine.  I just don't get why they purposely made solar panels not generate heat but the robo miner, specifically designed to deal with regolith in a vacuum, does.

I'm also annoyed they can get buried. If they can't dig themselves out, what's the point. I know you can build them in specific ways so they don't get buried, but in all honesty that's not worth the compromise on incoming light etc. Currently having one or 2 duplicants doing the digging up the regolith works so much better.

Oh well, let's classify it the same way as the hydro fan: useless.

I place the miners near enough that each can dig out his neighbors. Then, so long as they don't all get buried at once, the system can clear the jam. Or...shoot. Do the miners themselves block incoming light? I didn't think they did, but if they do, then this is surely exactly what you're talking about with the compromise on incoming light.

You could probably make it 100% foolproof instead of just 99.9% foolproof by putting one miner at the end that's got wall above and can't get buried.

17 minutes ago, Jumpp said:

Do the miners themselves block incoming light?

they don't

17 minutes ago, Jumpp said:

You could probably make it 100% foolproof instead of just 99.9% foolproof by putting one miner at the end that's got wall above and can't get buried.

Or just have dupe access with jet suits, while I haven't seen it happen yet if the system get's jammed I'll just mine out ONE of the miners and they will dig the rest out

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