Liqid tepidizers produce 4x more heat energy than they consume electrical energy. To prevent players from directly exploiting this fact, the game is supposed to stop tepidizers from working once they reach their target temperature (85C). However, upon receiving a green signal tepidizers turn on for about a second even past their target temperature and even outside of a liquid. This allows a trivial setup self-powering to extract about 2.5-3kW of free electrical energy.
This is an exploit that allows a trivial setup to generate unlimited electrical energy:
I think the problem can be addressed in multiple ways. Ideally tepidizers should not turn on when receiving a green signal past their target temperature -- this is an ideal "sane" solution, but I understand if there's technical reasons why this can be hard to implement. Alternatively, just make their target temperature also their overheat temperature, so that they simply break upon reaching 85C and disallow building them from advanced materials.
Another natural solution is to simply make tepidizers produce as much heat energy as it consumes electrical energy. So a 1kW tepidizer should just never produce more than 1kW (or 1kkDTU/s) worth of heat energy. Yes, it's a nerf to tepidizers, but space heating irl is expensive and I see no reason why this fact should be mitigated by magical hacks.
1) Build a liquid tepidizer
2) Attach to a timer that sends green signal for 1.5s and red signal for 0.1s
3) Observe that the tepidizer keeps producing 4x more heat energy than it consumes indefinitely, even past its target temperature and even outside of a liquid.
4) Extract the excess heat energy with a turbine to make a self-powering perpetual machine.
UPD: If the game is loaded from a save, then apparently one needs to remove the tepidizer and add it back, because due to some orthogonal problem the tepidizer does not load in its original state.
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