Metal Refinery output liquid temperature


bzgzd
  • Branch: Live Branch Version: Steam Fixed

Often temperature of output coolant after refining metal in Metal Refinery is not calculated correctly.

On my PC this happens about 20% times. Here in this save are 10 refineries and 10 duplicants making iron. Input is freezing 0C water and buildings are same and bellow 10C. Output water temperature should be 32-33C. (as it is after first refine)

Sometimes instead of "averaging" output temperature it is somehow added together with current temperature (even if current mass is 0kg). So if that happens output water is 65+C. (also sometimes it is 0C instead of 32C)

If I am "lucky" it can happen 2 times and then output is 98+C and sometimes when it happens 3x water can get to 130C and pipe break. (as at the end of the video)

 

 

Pit.sav


Steps to Reproduce
Load save and monitor output water temperature.

Status: Fixed

This issue has been fixed in either a future version or updated in a previous version.


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A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.
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I have noticed in my save that the refinery is not outputting 100% of the hot coolant, but is dropping a large portion as unsweepable bottled liquid in front of the machine. I am using polluted water, but another poster over here says the same thing is happening with crude. The dupes will empty my bottles into a polluted water bottle emptier, but I can not select them.

 

Edited by TheScaryOne

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Output coolant, until it is pump out (so while still in the machine) is pickable. Duplicants can pick it from machine output (like from storage) and they do it if you have bottle emptier for that liquid somewhere. (probably not intended behavior)

Those unclickable bottles appear when duplicant pick as bottle all available output liquid and 0kg is left. (when you have more bottle emptiers or there was less than 200kg in the machine output at the pickup moment)

Those bottles have 0kg and are not on the ground "flying" and also debug tool "clear floor" is not clearing them but they should disappear with save + load.

qNzQbZt.png

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The same issue occurres when the output pipe is broken. No warnings about the blocked output pipe, Duples continue to use Refinery and water accumulates inside with a huge temperature.

Screenshot_2.jpg

Edited by tenko007

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I confirm experiencing the same bug here. Two things needs fixing:

1. Fix the temperature calculations for the refinery output buffer by applying the temperature increase only to the amount of liquid that is transferred from the input to the output buffer, not to the whole output buffer. Then combine the two amounts of liquids like for any other liquid interaction, with a weighted average of the temperatures.

2. Add "output buffer < 50% full" to the set of conditions required for assigning a dupe to work at the refinery (along with raw material present, input buffer coolant present and power available).

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I ran into this as well, tonnes of superheated water in the refinery.

I destroyed the building and the resulting steam "purged" all life from my base. Fun!

 

Now I also understand why for a long time during game the my water reservoir was hotter than I could explain.

Edited by Erikvv

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I can not normally build metal. Constantly overheated outlet pipe. The construction of the pipe from the thermium does not help. I tried to build a factory in another place - there is no effect. The screenshot shows everything. 2333.sav

20181019083712_1.jpg

20181019083737_1.jpg

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On 19/10/2018 at 2:42 PM, KrabKley said:

I can not normally build metal. Constantly overheated outlet pipe. The construction of the pipe from the thermium does not help. I tried to build a factory in another place - there is no effect. The screenshot shows everything.

Your coolant is just to hot at the beginning.

 

Supply the refinery with coolant cold enough, and you'll have no more issues with the output pipe. ;)

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1 hour ago, Gwido said:

Your coolant is just to hot at the beginning.

 

Supply the refinery with coolant cold enough, and you'll have no more issues with the output pipe. ;)

This is not the case. Read the bug. 

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Did you take a look at the temperature of the coolant in the screens of KrabKley ?

It was at 88,3 °C, and he was melting steel, which output 144,2 °C water, that is far beyong the evaporation point.

 

So, as normal, liquid that goes beyond the evaporation point in pipe damage this one. And if it's too much hot ... it breaks. ;)

KrabKley just have to pay attention to the temperature of the coolant.

 

The only bug of the refinery is that it can still work with a broken output pipe, and that the water stacks with increasing temperature.

But if you supply coolant at good temperature, this bug can easely be ignored. ;)

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Changed Status to Fixed

In the next major release, the metal refinery will cease working if the output pipe is blocked, so it won't be able to stack up infinite coolant like this.

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On 15/11/2018 at 6:28 PM, Ipsquiggle said:

Changed Status to Fixed

In the next major release, the metal refinery will cease working if the output pipe is blocked, so it won't be able to stack up infinite coolant like this.

Will this stop dupes from re-using the refinery before the previous recipes coolant has been processed ?

Thats normally the cause of the over cooking...

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@Lifegrow If a dupe has fast enough machinery speed and/or the output pipe is periodically blocked, it's still possible to get a backlog of output coolant; I'll make a new bug for this and see what we can do. 

A bug in the coolant temperature calculations has also been fixed though, which means that even with a backlog of output coolant, it won't get explosively hot unless the input starts coming in hot.

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