riwenna

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About riwenna

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  1. I knew that in general, just never.. thought about it's application to critters and how they "spawn twice" during their life cycle.
  2. They're wild Pacu's, I'm not farming them. So they're all in the same pool, breeding as mother nature tells them to. So it's not that I'm "chilling" them (well, not on purpose), it's that they spawn at 30*C as baby Pacu's, cool down till (in some cases) 5*C just before they grow up, and as they do, their temperature resets back to 30*C. So I'm just wondering if this is the intended behaviour or not. I mean I could basically use baby gulp fish to cool down warm bodies of water, and as soon as they grow up, their temperature resets again to below zero when they grow up and I move them to the main pool of cold water. I knew about fixed output machinery, but critters that not only spawn at a fixed temperature but also reset that temperature five cycles after spawning... interesting.
  3. I've suspected it for a while now, but I just caught one of the Pacu Frys growing up, and wile it was nice and chilled down to 5.7*C while a baby, a few seconds later, as it grew up, it reset to the default Pacu temperature of 30*C and now I need to start cooling it down all over again in hopes of producing Gulp Eggs. Intentional or bug report material? Pacu fry: Temperature: Age: A few seconds later it grows up, and Pacu: Temperature: Age: (still the same)
  4. I guess that's not a bad setup for the water, if I had planned for it. But, what exactly causes the overcrowded debuff with the pacus, and what is the precise difference from the cramped debuff?
  5. Interestingly, I have 8 pacus (from the pod) in an 10x2 space, but none of them have the "cramped" debuff, only "overcrowded". They lay eggs normally. However, as soon as an egg is laid, they also get the "cramped" debuff and the rest won't lay eggs until I remove it.
  6. There's some oxylite lying on the floor. I can't select it with mouseover, but works fine when cycling through the available resources from the drop-down menu. As you can see, if I hover over the tile I only get "Oxygen" but no "Oxylite".
  7. What is the exact difference between "Overcrowded" and "Cramped" debuffs? The wild Pacus will still lay eggs when "Overcrowded", but not "Cramped".
  8. I've managed to build a small pool at the bottom of the base, close it off with doors, and can just open it when I happen to get the pacu. All my little shine bugs ran away (I was keeping 5 untamed ones in the same room with the printing pod), but I can just move their eggs back if I so wish. The Pacu's seemed to be just flopping left and right when the penumatic doors at the room exits were closed, not interested in attempting to pass through them. Or is it just for vertical ones that they pass through? However, I am totally confused with wild pacu statuses (as we can't see the reproduction rate for wild critters). I've put them in a room of 2x10 water tiles, and they all got the "Overcrowded" and "Glum" debuffs as soon as they all jumped into the pool. They seem to be laying eggs normally, which I can move to where I'd like to keep them. But, when a single egg is laid, they additionally get the "Cramped" debuff and the rest won't lay any eggs until I remove the ones already in there. Now, I understand that the "Overcrowded" causes Happiness -5, which in turn causes "Glum". But, what exactly causes the "Overcrowded" and "Cramped" debuffs? They both sound like they're telling me "too many critters in a room", but they obviously don't have different causes (one appears without the other), and they have different effects.
  9. I would assume that if a material increases the Overheat Temperature (OT) of the building, the Metdown Temperature (MT) would be affected in the same way (i.e. I would assume that MT = OT + X, where X is determined by the building, and the OT calculated from material properties as base+material). And so... when will that Conveyor Loader melt then? Can it withstand temperatures up to 275 before starting to break, or will it melt 15 degrees before that?
  10. I've only recently found/realized that mesh tiles behaven as whatever material is "filling" them. But, in general, mesh tiles (hm, ok, and airflow tiles, and doors, and also um... paintings and scluptures, and all the buildings) are the only mechanic in the game that allows us to place two elements on the same tile (one element from the metal tile itself + gas/liquid that is in the tile). Therefore, I see three different options for their thermal conductivity: a) Ignore the material filling them and go with pure metal tile properties. b) Ignore the mesh tile properties and go with the properties of the filling material c) Combine the properties of the metal tile and the material filling them The possible results of those options, as I see them: a) Ignore the filling material - mesh tiles become metal tiles which allow air and liquid flow - super-conductive air chambers? One could build a set-up to hear or cool CO2 or Chlorine efficiently using mesh tiles as a cheaper alternative to tempshift plates. It would also allow us manipulating the "heat storage" capacity of gas chambers; increasing it for unpressurized gas chambers (Hydrogen SHC of 2.4 (DTU/g)/*C sitting at 2Kg/tile can store less energy than Gold mesh tile with SCH 0.150 (DTU/g)/*C at 100Kg/tile --> a room full of Hyrdrogen at 2Kg/tile but covered in mesh in this variant would act like a room full of Hydrogen at ~6.25Kg/tile with no mesh tiles; but covering a room with more than 6.25Kg/tile of Hydrogen with mesh tiles will start reducing the heat capacity of each tile) - increasing conductivity and massively reducing the specific heat capacity in liquids (similar calculations to above, except H2O sits at 1000Kg/tile. We get 0.150 (DTU/g)/*C for 100Kg of mesh tile compared to 4.179 (DTU/g)/*C for 1000Kg/tile of water, in which case that water-filled metal tile acts equivalently to a plain tile of ~3.59 Kg of H2O). This would again likely allow for much more efficient water cooling systems, where you'd effectively have to spend ~279 times less energy to heat up a pool of water b) Ignore the mesh tile itself - this is how it currently works c) Combine the properties of mesh tile material and the filling material - i started typing a different explanation here, but I just realized I actually don't know how exactly the heat exchange of gasses/liquids and the surrounding buildings works. Do they act like two separate entities in the same tile and exchange heat accordingly? - if the answer to the above is "yes", then mesh tiles could work in a similar way. They exchange the heat with their adjacent tiles based on their properties, and so does the gas/liquid that fills them. Additionally, they also exchange heat with the material filling them following the same rules of exchange that is applied to buildings and decore items. - an alternative could be that they act as a "single element" tile, somehow combining the properties of the mesh tile and the filling material. I don't think there is any heat interaction in the game that relies on the properties of more than two elements (i.e. two adjacent tiles). However, if this was done by weighted averaging the element properties weighted by their mass, the effects would be that mesh tiles+gas work very similarly to pure metal tiles (as we will be combining between 2-20KG/tile of gas, and 100KG of metal for the mesh), and mesh tiles+liquid work close to liquid (as we are now combining ~1000kg/tile of liquid + 100kg of metal) except that the thermal conductivity of the liquid is slightly increased. I personally don't think this will happen in any form as it introduces a completely new type of element interaction and allows the player (to some extent) to "build" a material with properties not available in the game. The question got me thinking so I tried a bit of analysis Hope my maths holds water at least to some extent. I'd be happy if somebody corrected my assumptions if they spotted any holes in them. At least for me personally, after trying to analyse the effects of each of the two possible options for change (as far as I can see), it seems like they would introduce some very inconsistent behaviours as well. So my assumption is that (at least sa far as the heat-conducting properties go) the mesh tiles will not change. I can't speak to the light/sunlight issue, but that one does seem a bit odd to me as well. Oh and BTW, how exactly does the heat exchange work when there's a building + gas/liquid + surrounding tiles (e.g. flooring or undug tiles)?
  11. The overheat temperature breakdown still exhibits the same problem as described in this and this bug report ("base value" marked as *C, but expressed in K, despite the whole calculation being in *C). I believe this is an addition to the bug: as seen on the screenshot, the Converyor Loader "Begins overheating at 275*C and melts down ad 260*C". Unlike the previous bug, which was is just funny, this one gives contradicting information. When will the Conveyor Loader stard melting down?
  12. You are. And, it's not just "going out and killing it", it's more of a, "look, there's an option of getting 8 pacu and I've no way to get them, but I don't want to stop the printer rotation while I build an aparatus to make use of them. let's just get meat for now and worry about it when I need it" But then again, now that you say it... maybe you're not, and I'm not concerned enough.
  13. Just a passing thought really... I'd occasionally have my printing pod print me 8 pacu when the option was available, tell my dupes to kill them and feast on their flesh. Um, I mean, make barbecue from the resulting meat. Now I really don't need the food supplement any more, and I've just raized the map around my base, resulting in two cold pools of mixed P-water and water (it was already mixed as a result of P-ice and ice melting) sitting at around 0-5*C. I don't need the water either, but is the perfect temperature to keep Gulp fish in. Considering that I only had 4 Pacu accessible (which I didn't transfer directly but rather waited until they laid eggs and then moved those), and that I don't want to farm/tame them to increase their numbers, I was thinking it might be nice to take the 8 Pacu from the printing pod when/if they become available, and add those to my little purifiers. Any suggestions on how to capture the Pacu from the printing pod? Since you'd need to use a Lure to catch one normally, and I do not keep my printing pod in a puddle... As a side-note, for the fish, is the "room" size determined by the number of (P-)water tiles they can swim in? And what are the space requirements (i.e. how many tiles/pacu)?
  14. As seen here, when inspecting a gas pump's Overheat Temperature details: The breakdown says Total Value: 125*C (OK) - Base Value: +348.2*C (<<-- problem. It should be 75*C or 348.2K, but since everything is in *C, I'd guess the former ) - Gold Amalgam: +50*C (OK)