Sevio

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About Sevio

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  1. Sorry, I appear to have gotten you mixed up with the OP!
  2. @KittenIsAGeek @WanderingKid You might want to add Wolframite to your list of materials found in the ice biome. Also, thanks for making this useful picture guide!
  3. @KittenIsAGeek I've used a double 2-tall liquid lock like that for my steam turbine room where I extract heat from regolith and a petroleum coolant loop from the bunker doors in space. But setting these up has taken me a lot of trial and error. (which is also why there's still an oil tile in the petroleum bath) Is there a reliable way to set these up without too much hassle?
  4. @Greybear I messed around with non-liquid airlocks a while back, perhaps the images in my post from several patches past can still be of some use: It didn't get much response at the time sadly, but it is nice to see another non-liquid airlock design a few posts up now I haven't tested the airlock design in this thread but the one I designed back then was meant for maintaining a vacuum room, so that might be useful if the simpler one here doesn't do that well.
  5. If you haven't got Thermium, what are your Aquatuners built out of that they can go up high enough to boil oil into petrol?
  6. A tangential question I have to the expected influx of new players to the forums: Should we perhaps have a dedicated forum where those of us diving deeply into game mechanics and intricate builds such as oil boilers can post, share and discuss? A well written post explaining to new players how an oil boiler works along with annotated pictures takes a lot more time to make than your average forum post, due to having to make the build ingame (possibly in debug in a presentable fashion) and to write the post. The volume of new posts in the general forum is already high enough to push such tutorials/shared builds/game mechanics threads off the first page pretty easily unless the discussion is constantly bumped. Having them in a separate forum would also turn that forum into a repository of ideas and information for players new and veteran.
  7. Addendum: I've done some reading in that counterflow heat exchange thread you linked and it seems my notions of using high conductivity tiles like diamond or metal are surpassed by their experiments using (diamond) tempshift plates and hydrogen. If that is easy enough to build for you, definitely try that out!
  8. @Denisetwin I can't offer you formulas or a simple blueprint to copy since it depends on a lot of variables. (mass flow, specific heat capacity, the materials used for pipes and the transfer medium etc.) So you can't really get around experimenting with them. However i've made several counterflow heat exchangers in past projects so here's the general guidelines I use when making them. There are many different ways to make counterflow heat exchangers, all that is needed: Two streams of matter flowing in opposite directions. This can be any combination of solid matter on conveyors, liquids or gases in pipes as well as liquids flowing in the world due to pressure and gravity and gases being moved through a tunnel by a difference in pressure. A way to transfer heat between the two streams. If one of the matter streams is a liquid or gas in the world, you can put the other stream inside the same tiles and transfer heat directly but in most cases you will need a transfer medium. (one or more gas, liquid or solid tiles that are connected to both matter streams) Some points regarding the streams themselves: Try to ensure a constant flow in both directions for optimum efficiency, otherwise temperatures will spike. This can be mitigated by having a higher specific heat capacity in your transfer medium or just a more massive transfer medium. Slower flow in both streams increases efficiency without making it longer. Increasing the length of the streams increases efficiency without slowing the flow. You can add more streams in parallel to increase total flow, but that comes with an extra challenge in making sure the heat transfers well between all the streams. Now a few notes on the transfer of heat. If you imagine the two streams flowing horizontally in opposite directions, then your goal is to accelerate heat transfer vertically, but slow it horizontally: H =======> C ^^^^^^ vvvvvv H <======= C Vertical heat transfer is what makes the temperatures swap between the matter streams, while horizontal heat transfer (through the transfer medium) works to equalize both ends of the heat exchanger and reduces efficiency. Building notes: Radiant pipes where you want to encourage heat exchange. (where heat is most likely to flow vertically) Insulated pipes where heat is likely to flow horizontally (bridging gaps, making turns. High conductivity materials such as diamond are great as the transfer medium between pipes. Tempshift plates accelerate heat transfer both vertically and horizontally so they can be a double-edged sword. So last but not least, here's what you might consider (in terms of efficiency) a nearly ideal counterflow heat exchanger: Radiant pipes and diamond tiles surrounded by vacuum. Each diamond cell allows strong vertical heat transfer and no horizontal heat transfer. The bottom version can be done if you are exchanging heat between a liquid and a gas pipe (or conveyor and a pipe) and is the same effective length, but more compact. Now of course this is somewhat impractical to build in most survival games but you can easily substitute metal tiles for diamond and insulated tiles (igneous or ceramic) for the vacuum spaces between the diamond, then seal the whole thing in an insulated tile wall. I would highly recommend creating a sandbox/debug mode save to experiment with heat exchangers like this to determine a good enough size that you're happy with. Good luck! Here's what the metal & insulated tile version could look like: I should also note that these examples are pretty short in effective length (7 tiles of actual transfer) because of the space between each transfer cell. If you need high throughput and are short on space or materials, you may want to forego having insulated spaces between transfer cells entirely and get more effective length that way and use the most conductive transfer medium you can afford.
  9. Duplicate of: Which is apparently already fixed in a future build.
  10. In the Rocketry Update, I've noticed that pipes, conveyors, wires and so on are not shown behind window tiles anymore. I'm not sure if this is for performance reasons but it would look better if the pipes etc were shown again as in the Expressive Update.
  11. The display for Time Remaining when a rocket is underway (and after it returns) shows more and more "Time Remaining" lines every time you check it in the starmap.
  12. I searched for "exosuit" related bug reports before making this, unfortunately that bug report doesn't appear to contain that word!
  13. When you send an astronaut on a mission while wearing an exosuit, on return the astronaut will exit the rocket without their exosuit.
  14. I've been filling up the Telescope with oxygen for a while now in a test world, while having a duplicant research some stuff. So far it's past 600 kg of oxygen and counting! That seems like a really excessive amount of oxygen to store, even worse than the exosuit dock and especially since it will all vanish into space if the player discovers their telescope is poorly placed and needs to deconstruct it.
  15. One of the first things I noticed as I started a new colony, I decided to make a feedback thread about that very topic right away: