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About KittenIsAGeek

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Oxygen Not Included
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  1. There are a large number of uses for polluted water. Feed it to pinchapeppers for food, or thimble reeds for paintings. Sieve it into clean water and feed it to bristle berries and/or sleetwheat. Fill up containers, drop them beside deoderizers, and let them off-gas to provide your base with oxygen. Its been quite a while since I actually had a seed with too much water. I always have a use for more water.
  2. Because this is a simplified simulation environment and not the real world, certain methods exist in ONI that aren't elsewhere. Most buildings that produce a product emit it at a given temperature, regardless of the input temperatures. A list of some of them are as follows: Electrolyzer Water Sieve Oil Refinery Oil Well Algae Terrarium Steam Turbine ...and others If you so desire, you can use any of these to delete heat. Why are you singling out the oil refinery? This behavior is somewhat necessary because of problems that arise when a material is close to its phase change point when it is produced from the machine. A good example of this is how the old plastic presses used to operate. If they got warm enough, they would produce naptha instead of plastic. There was a posting on the bug log a while back showing that it didn't produce plastic that melted after it dropped, it became naptha immediately as it was produced. If Klei removed the fixed temperature outputs of various devices, you would run into problems like a sieve producing steam. I'm not completely against such a change, but I think it would create a huge amount of stress for new players. Your closed-loop shower/latrine/sink/sieve system? Eventually you'd start breaking pipes and cook your base unless you stuck an aquatuner on the loop (Or some other method of heat control). The point is, I don't think there's a problem with this mechanic, and I think it even solves several bigger problems in the process. If you WANT to delete heat, there are a multitude of methods to do so. If you don't, then don't use them. Unless you're all like my mom and unable to make rational decisions. I can't buy ice-cream because if its in the fridge, she'll eat it until its gone, then complain that its my fault she ate all the ice-cream....
  3. With the sandbox tool you can click off the 'auto build' checkbox and your dupes will perform the building and digging, even if you don't have the research. However, they will only use existing materials. Also, there is some unofficial mod support from the devs, since several patchnotes have stated changes here or there to make modding more accessible for us.
  4. I think its amazing that because of the formal logic arguments developed by the ancient greeks (and other cultures), we can use a simple NOT gate to build pretty much all our technology. ONI, video streaming, cell phones, teh intertubes, whatever. It all boils down to NOT gates.
  5. That's a very good question. I haven't noticed as my starting biome has thousands of cycles worth of algae if I also off-gas the PO2. I'll have to test.
  6. Actually, if you built those bottles up by using the algae terrarium, especially under lights, then it comes out to much more efficient than an electrolyzer. I see in your next post you addressed that. Anyway, while its true that the deoderizer reduces the oxygen by 10% while cleaning it, you have to remember that a bottle of polluted water will, eventually, off-gas completely to polluted oxygen at a 1:1 ratio. So essentially if you use deoderizers, you're at 90% efficiency while with an electrolyzer you're at 88%. If you use terrariums to fill the bottles, then any time the terrariums are operating increases the efficiency dramatically. Even without a light, the terrarium produces 40g/s of oxygen for every 9.66g of water -- basically 4 times more efficient use of water. If you're going to produce oxygen by off-gassing polluted water or slime, the germs need to be dealt with in one way or another. If you get your water by algae terrarium, then it doesn't have germs to start with -- however letting PO2 build up in your base is a bad idea. The first time one of your dupes accidentally brings slimelung germs in, they'll spread like wildfire through the PO2. So using a deoderizer to turn it into clean oxygen is definitely necessary, whether or not you're needing a supply of clay.
  7. Wheezewort-Powered SPOM

    Hahahah. This is great.
  8. Until the hotpatch fixes it, enable sandbox and clear the debris from the floor.
  9. Central cooling mk2

    I like your build. I've played around with using a pool from a slush geyser for base cooling that used similar techniques. I think it should also be pointed out that isolating the wheezewarts from your base coolant allows you to bring the hydrogen to a much lower temperature which also helps in handling your intermittent high-heat loads.
  10. Wheezewort-Powered SPOM

    I used to use that method for a long time. @Beowulfe, you probably didn't find it because these forums suck to search for old stuff if there isn't a flag set. I do like the variation you made, in that your one pump runs continually to pick up the hydrogen and oxygen while the wheezewart moves additional oxygen. It makes it very efficient. I tried a similar one back in the past, but it was before the pump mechanics were 'fixed' and pressure would sometimes buck hydrogen out into the other room with the wheezewart and cause all kinds of trouble.
  11. Long Commutes

    I can understand running from the top to the bottom of the base generating long run times, but when you have a pile of debris 5 tiles away from a storage container, you can still trigger the "long commutes" warning by sweeping it up.
  12. Some thoughts on thermodynamics

    As @Neotuck mentioned, this topic has been discussed a LOT. Many of the pages have calculations and example and show how some ideas work and others don't. Unfortunately, there isn't an easy way to search the forms. Generally, there are several methods that have been used a lot: Counter-current heat exchangers to preheat crude for boiling petrol "Oven" type set-ups using doors in vacuum to transfer heat to a cooker or boiler Closed (or open) loop piping (gas, liquid, rail) through radiator type layouts One problem that I've personally run into is that until you get supercoolant, most of the materials available to store and move heat are temperature limited. It is difficult, for example, to boil oil into petrol using water. So I generally end up with a number of disconnected systems that all use different materials for dealing with heat. Another problem is that heat transfer works best with a high-temperature differential. Want to boil 10kg/s of water into steam and have it hot enough to run your turbine? Its going to be very tough to do with the 'waste' heat from your newly-boiled petrol. Finally, there's the problem that any work you do with heat results in some of that heat getting deleted which throws off all your calculations. Running a turbine with steam more than 10c warmer than it needs to be? You're potentially deleting a huge amount of energy. In fact, I think I wrote a post sometime in October talking about how simply boiling water into steam causes some of that heat to be lost -- I think it was a post about cooling your base by boiling water. However, if you want to use methods that some others label as 'exploits,' things suddenly get a LOT easier. For example, I built a turbine that boiled a continual 7kg/s of polluted water into clean water that was output at 10c AND produced power for my base in the process. I had to trick the turbine into running continually, since the turbine destroys more heat than cooling steam to 10c via aquatuners produced., but you get the general idea. Most of my bases don't use wheezewarts or AETNs -- my current base is an exception. I try my best to keep and use heat, but it always ends up so convoluted that I don't feel comfortable writing up a post. The concept is good -- use "waste" heat to do work -- but implementing it neither easy nor straightforward.
  13. Long Commutes

    I think a part of the problem is that there are dupes that are doing cleanup jobs, such as sweeping. These particular jobs are almost entirely travel time. Dupe runs somewhere, picks something up, runs somewhere else, puts it down. Wash, rinse, repeat. This artificially inflates the dupe travel time statistic, since the dupe's job IS traveling in this case. Sweeping and similar jobs will inevitably trigger the "long travel times" warning even in a small base -- even if their average travel distance is only 8 tiles. For most other jobs, the dupe runs somewhere, does some work, then moves on -- such as digging a hallway, crushing rocks into sand, running on the hamster wheel. In these cases, the travel time is not inflated, since the dupe spends a fair amount of time doing the work after traveling.
  14. Can we get a look at your actual system? I am somewhat confused. It sounds like you're using dupes to move water to a sieve for cleaning -- except that the sieve only accepts water via a pipe.