I discovered some strange behaviour of the liquid tepidizer. I was working on some compact sustainable designs for steam turbines. I found a satisfying solution that was able to power two turbines with three automated doors and a tepidizer. However, when I reloaded the savegames it did not work anymore. Naturally I was assuming I didn't reach steady state in my previous trys and was looking for improvements. This went on for some hours after I realized this:
The tepidizers seem to have different thermal properties after I load my savegame (e.g. they produce less heat) If I destroy them and rebuilt them. Everything works fine again.
I am aware of at least two exploits for the tepidizers in this setup: using tepiziders above 85°C and using them in athmosphere and not water.
Is this behaviour known when these exploits are used with tepedizers?
Of note: submerging the tepidizer in a slightly different design in petrol is vulnerable as well - therefore I conclude it is not the "not submerged" part of the exploits.
This can be reproduced with my savegame and debug mode. Without rebuilding, the temperature drops until the turbines don't work anymore. Batterys are included as "starters". In case you run out of energy you have to inject some new hot steam - The design without this strange behaviour is sustainable, however. to rescue the design - destroy the tepidizer in the double steam turbine setup and rebult it (preferably steel).
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