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About KittenIsAGeek

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  1. If you think it is a reverse flaking bug, then set up an experiment to find out. Set up a vacuum room using Insulation tiles with a known quantity cold tiles up top (say, 1000kg granite at -200c). Then add a known amount of supercoolant at 5c above its boiling point and calculate how much heat it has. Start the simulation, watch the super coolant vaporize and fill the room, making contact with the cold tile up top. After the room is vacuum again, calculate the heat energy lost in the super coolant and the heat gained from the tiles. They should be equal quantities. If the super coolant is too cold, then you're right and there's an energy loss bug.
  2. I was looking for some old screenshots and I haven't found them (yet). Anyway, when the Thermal expansion hit, there was nearly no side-to-side transfer of heat through gas. You could, for example, have a generator 3 tiles to the side of a farm, and your farm would never overheat because the heat would only go up from the generator. I suspect the temp-swapping stuff was added as a fix to this phenomena, helping the heat to diffuse out and adding extra bugs in the process. Hah! I found one. This was documenting a bug where a puff of polluted oxygen (or other similarly small packet of matter) would gain heat energy from a building (say, a battery) regardless of the mass involved. Fun times. Anyway, the point for THIS post is that as you can see, the heat from the generator is going up and not really spreading out much.
  3. One side note on all this gas filtering stuff.. if you're using mechanical filters, there are two things to keep in mind: 1) If your filtered gas packet is 1000g, you need a double-bridge setup, otherwise 0.1g of the filtered gas is going to go out the wrong pipe. 2) If your filtered gas output gets clogged, the filtered gas will start going out the non-filtered pipe. If you're using a gas element sensor connected to a gas shutoff, you need to remember these tips: 1) If you lose power to the shutoffs, you won't filter. 2) If your filtered output gets full, you won't filter. With the gas filter building, if either output gets full, the filter shuts off instead of sending gas down the wrong pipe. If the power goes out, no gas continues through. So you don't need to worry about any sort of feedback with the filter building -- it takes care of all of that. If you're filtering in any other way, your design needs to ensure that your gas goes where you want it when things aren't going right. If I'm confusing, I apologize .. I should have been asleep a couple hours ago... ...but..but.. ONI!!!! Edit: PS: If you're using the gas element sensor and gas shutoff, pairing it with any additional automation can have unintended side effects. For example, connecting the gas element sensor to a not gate, intending to filter "not hydrogen" for example, may open the shutoff too late. There is a propagation delay that needs to be accounted for: Gas sensor trips, then not gate trips, then valve opens.
  4. One electrolyzer running continually produces 888g/s of oxygen and 112g/s of hydrogen. 112/888 * 1000 = 126.126126126g/s of hydrogen if you're pumping a steady 1000g/s of oxygen out into your base.
  5. I can vouch for this. It works very very well. Basically it doesn't matter what temp the water is that goes into the terrarium -- the bottle of PW that pops out is 40c. So given enough time, it'll eventually settle around 40c. Of course, I did this months ago. I haven't seen anything from the patch notes that would alter this behavior, however.
  6. Seriously, if you want more hydrogen stop building SPOMs. Yes, you will produce excess hydrogen from a SPOM, but you're burning a good portion of it to keep the thing running. Every 9 or so dupes will consume all the oxygen produced by an electrolyzer, leaving you with the hydrogen to burn at your leisure without worrying about what to do with all the oxygen from the process. I also start storing hydrogen as soon as I begin producing it. Here's the rough-and-dirty system I've been using to take care of my dupe's oxygen needs: It doesn't run all that often (most of my oxygen comes from ferns) but I've still managed to save up 2.8 tons of hydrogen. Shortly I'll be building a more robust system that will guarantee 1000 g/s of oxygen for my base and by the time I reach space, I expect that each cell in my storage room will be closing in on 1000kg of hydrogen. Lets assume that you're producing 1000g/s of oxygen for your dupes. If you're not producing it with a SPOM, that's 126g/s of hydrogen you're going to be storing away. In one cycle you'll have 75.68kg of hydrogen -- just from giving your dupes the oxygen they need to breathe. If you're running a SPOM that guarantees a constant 1000g/s of oxygen, on the other hand, you'll be using between 80 and 100g/s of hydrogen depending on your design. Lets assume a middle ground of 90g/s. This leaves you with 36.13g/s of hydrogen which adds up to 21.7kg per cycle. That's a measly 28% of your potential. If you want hydrogen for your rockets, stop building SPOMs.
  7. Or infinite free energy via escher waterfalls pumping 400kg/s of water... *whistles innocently*
  8. I can't really take the poll, as my benchmarks aren't listed for all fields. I'm kinda similar to @Gurgel in my objectives. Early game is while I'm trying to survive. Once I have food/air somewhat stabilized, I consider myself entering the mid-game. Mid-game usually ends around the time that I've completely stabilized my colony and have started working on other tasks, such as space exploration or designing weird machines.
  9. You could build two systems, one atop the other, each allowing dupe travel in only one direction. Dupes go in one lock, go out the other. Problem solved. Er, yeah, what @wachungasaid.
  10. I really haven't had an issue with an inability to get enough hydrogen. Generally by time I reach space, my dupe's oxygen supply comes primarily from electrolyzers. That said.. I do like @Trego's "Methane Cracker" idea for a late-game building.
  11. Gas temperature has always preferred to transfer heat up rather than down. I've used that mechanic in the past to protect my farms from heat producing buildings before I could get active cooling into place. I haven't noticed any anomalies with my base over the temp-swap bug. Below, I've got cooling at the top, heating at the bottom, and a smooth transition between them. Here's a room filled with CO2. It was on average 45c when I started cooling. My coolant line runs behind the petrol generators. The bottom is still warm simply due to the mass of hot water that got compressed there. I remember when thermal expansion first hit. The tube on the left of @Lifegrow's test is how gas thermal transfer originally behaved and I made a lot of my models based on it.
  12. Polluted water can be a problem if the area around the pump isn't full because it will start to off-gas.
  13. I feel like an idiot. This is so simple. I've done things like waiting for the mix of gasses to be right, then build the last block when all I had to do was use a stupid flipping pipe. *sigh* Clearly there was a short in my brain somewhere. Thanks for this... it changes everything.