KittenIsAGeek

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Oxygen Not Included
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  1. They apparently never heard of ONI

    Why is the bedroom down at the bottom? That's a poor design! The CO2 will all build up there and your dupes will continually wake up in the middle of the night to catch their breath.
  2. Hatches in a 'wild tile' room will isolate themselves from their eggs during the day. So they continue to metabolize food and reproduction continues... Then night falls: I had ONE stone egg in here and forgot about it. Now I've got 33 smooth hatches and counting. ... I forsee a lot of BBQ in Nikola's future.
  3. So, I tried this and it works awesome! There's just ONE little catch that I feel might be useful to others... One aquatuner running continuously can't keep the steam hot enough to run a turbine.. The pump works awesome for allowing the cool steam vent to erupt without going over pressure. Between eruptions, the chamber drops almost down to a vacuum. The output from the turbine drops into the "cold" pool which has polluted water circulating through an aquatuner. I built everything during dormancy and "primed' the room by emptying some water into the top and running the aquatuner until the steam was at 200c. It ran beautifully. .... for about 20 cycles. At cycle 15 or so, the turbine was operating at 50% power. A few cycles ago, it got too cold to operate. (I'm not certain why the red thermometer disappeared). Anyway, the 110c steam from the vent completely overwhelmed the thermal output of the aquatuner to the point that the whole thing shut down. This is what happens when you think of a good idea and don't run the numbers first. The aquatuner moves 0.790 x 14c x 10kg DTU/s (110k DTU/s) from the polluted water coolant into the steam chamber. While erupting, the cool steam vent adds 4890.7g/s of steam at 110c. The time average during its Active period is 2410.7g/s. Since the aquatuner is running continually, we'll use the average emission rate of 2410.7g/s. Assuming our turbine's operating temperature is 180c, that means we must increase the steam's temperature by 70c. 0.790 x 70 x 2410.7 = 133.3k DTU/s needed to bring the steam up to temperature. Therefore, there's an overall loss of 23.3k DTU/s If I include the dormant period, then the time average eruption rate is 1363.2g/s which brings the totally necessary thermal energy down to 75k DTU. So.. I'll pipe some hot water into the cooling pool to keep the aquatuner running and hopefully some time during the dormant period the steam will reach operational temperature. If there's enough steam, perhaps thermal inertia will keep it operating through the next active cycle.
  4. To be clear: A fully submerged liquid pump will keep its output pipe full, regardless of the rate at which the pipe empties. IF the pipe is emptying at a rate less than 10kg/s, the pump will not run 100% of the time. The rate at which the pump engages is directly proportional to the rate at which the pipe is emptying. When the pump engages, it will draw 10kg of liquid. Thus, for that moment, the pump is drawing full power. However, it will remain idle and not draw any power while its reservoir empties into the pipe to maintain the 10kg full packets in the pipe. The power over time (watts) is then directly proportional to the amount of liquid that is being vented from the pipe. For example, over the course of a cycle, this pump is only running 2% of the time. Thus it is not continually drawing 120 watts of power. Over the course of an entire cycle, it draws an average of 2.4 watts/s. Yes, when it runs it uses 120 watts, but it isn't wasting power "using full power regardless." Its only running at 2% of capacity, and the power use is scaled accordingly. The opposite side of this is when a gas or liquid pump that is placed such that it can not draw a full packet. In that case, the pump WILL run "using full power regardless" and waste power, even though it is only putting a portion of its capacity into the appropriate pipe. I only ran it for a short time, and the up-time increased dramatically, reducing its efficiency. It only has 124.9g per packet of PO, but each packet requires 240 watts of power. Thus, in this case, it is "using full power regardless" by running continually. Another example of this is with the aquatuner with supercoolant. In this case, the amount of heat applied to the aquatuner is directly proportional to the amount of heat removed from the supercoolant (plus a bit for the operation of the building). If the coolant is already at its lowest minimum temperature, then no heat can be removed from it and no heat is applied to the aquatuner (aside from that generated by simply operating).
  5. This is partially incorrect. Submerge a liquid pump. Have its output go through a valve. Set the valve to 100g/s. It will use 1/100th the power compared to the valve being set at 10kg/s. HOWEVER, a pump that is set in not-enough liquid/gas will draw full power even if it can't fill the piped output.
  6. I'm in a survival game and only saving manually at periodic intervals, so I can't replicate the problem just yet. However, I have had it happen twice. In both cases, there was a vacuum on both sides. On one side, the vacuum was broken with high-pressure gas. The liquid stack fell away from the sudden gas pressure. I have never had this happen when there was already gas on one side or the other of the stack.
  7. I cracked open a room just outside of the screenshot area. 20kg of hydrogen spilled out on the left side. It pushed the petrol off the crude, making it fall to the right. No digging was done anywhere near the stack of liquids.
  8. Transit Tube Troubles

    Its happened twice in something like 280 cycles, so it isn't a constant problem. Restoring the vacuum will restore the thermal barrier. If it was important for this room to maintain a vacuum continually, then I would re-route the tubes. But in this case, having it break occasionally isn't a big deal. Besides, I used this mostly as an example of the problem with TUBEs.
  9. Checkpoint for supply

    There is a "Germ Sensor" in the automation tab. It detects germs within a range. You can set a threshold for the amount of germs. So, you can use it to close doors or whatever to prevent dupes from going beyond that point.
  10. Checkpoint for supply

    A checkpoint halts dupe movement without breaking their pathing. Thus a dupe will stop in front of a checkpoint and wait for it to turn green, but won't switch tasks or drop their load. A locked door will prevent pathing.
  11. Checkpoint for supply

    Currently my dupes have broken vacuum rooms by carrying off-gas materials through the tubes. Slime carried by a dupe through a tube will off-gas if the check happens while in a vacuum room. The only way to do this is in the case of a material harboring germs.
  12. I've found one more method of stacked liquids breaking. This particular airlock broke when I opened an over-compressed room and one side temporarily had a pressure over 20kg of gas. it pushed the top liquid off the stack and broke the airlock.
  13. Again: This was an example for the OP to show that overcrowding limits the number of Pacu that will lay eggs. In this particular case, the pool stabilizes at 7 Pacu. The OP's tank will stabilize at 5 Pacu.
  14. I know. This was a reply to the OP about why his fishies were dying off. Its an example of equilibrium due to the cramped mechanic based on room size.
  15. My pool equalized at 7 pacu. I originally had 10 in here. When the 7th egg is layed, the pool becomes cramped and the other pacu refuse to lay eggs.