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About Sevio

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  1. If you're determined, you can still make steam in the current version of the game by tricking the Tepidizer. (Or that chlorine heater thing people keep posting about, if you don't mind it being much slower and less efficient) You can either trick it by contact with a cool liquid below 85 C under one of its tiles and drip your water onto it, (this method can generate a lot of excess heat that can even melt the tepidizer or other nearby machines if you use liquid CO2) or you can drip small amounts onto it with a valve and trick it into making steam using a hydro switch. (It will turn on and not care about the temperature until after it has run for a bit) You could look at some designs using the latter method in this thread:
  2. Making Steam

    The fastest way to make steam (save for magma but that is not renewable) is exploiting the tepidizer. You can trick it into making steam by dropping small amounts of water onto it and activating it with a hydro switch at a certain (low enough) pressure. If used at a large scale this will add a lot of heat to your base, (just like a steam geyser) so you need to have ways to deal with that. You can reduce the amount of heat with a heat exchanger, where incoming polluted water is used to cool the steam coming out of the tepidizer, and the pollued water in turn is preheated so it doesn't need as much heat from the tepidizer to make steam. You can check my most recent design here: That design is aimed at being heat neutral but since we can use hot water on just about everything without consequence, the thermo regulator step can be left out to make it much simpler and save a lot of power. If you're going to try building one of these, I definitely recommend experimenting with it in debug mode first since there is some tuning to be done with the hydro switches and valves and the length of the heat exchanger.
  3. I don't mean mechanical pipe filter using bridges. I mean a room layout that forces hydrogen (even at low pressures) to occupy the top tiles of a room and flow into a side room with a pump, preventing oxygen from reaching that pump and thus making any pipe based filter unnecessary. Some examples in one of my previous post, I'd recommend the rightmost one for stability if you're going with a half open design that does not use wheezeworts. If you do want to use wheezeworts you can use this Electrowheeze design, its throughput will be high but it could cause overpressure in your base if left unchecked, making it hard to use air vents for other purposes. Similar electrowheeze example build on the wiki as well:
  4. Some examples of oxygen liquefiers: If you're using the puft method of converting polluted oxygen to slime, you can convert the slime to algae and polluted water in a bio distiller. The algae can then be turned into clean oxygen with an algae deoxidizer.
  5. Going back to the OP's suggestion, since the next update is likely to require fertilization for plants when this is possible, the option to turn off fertilization won't be needed. Sleet wheat's current big advantage will disappear as a result as well.
  6. In that case your room is probably not using mechanical separation of the hydrogen then, (it requires a specific, intentional design to take advantage of) so you will be losing hydrogen to the aforementioned bug. (failure to displace oxygen, hydrogen placement gets skipped)
  7. If you're just using a big room rather than mechanical separation like some of the designs above, there is always a chance that the electrolyzer fails to place a hydrogen bubble because it can't displace all the oxygen in one of its tiles to make room. That reduces the hydrogen ratio.
  8. You're talking about late game setups with CO2 generation that the algae terrariums I suggested aren't meant to handle (see below). They're not meant to be scaled up easily early game, and late game the point is to make fertilizer a managed resource rather than an unlimited one. This is in anticipation of the fact that plant fertilization is not going to be optional anymore next update. Using algae water purifiers would also take away from turning polluted water into fertilizer for your plants (and more algae growing), so it's a thing you're going to have to balance if you use algae purifiers at all. I've been adjusting the wording of those bullet points as I was writing that post, so apologies that they're not quite making sense, will edit to fix. The balance was intended to be approximate as I'm not entirely certain of what the best niche is for the algae terrarium, and algae production/processing in general. If I was going to have the terrarium produce algae, I wanted there to be an alternative way to use algae as well, to clean up polluted water into fresh water. Algae in reality can be/are being used to treat sewage to capture nutrients, with the "enriched algae" becoming fertilizer as a result. I was attempting to capture that with the Purify mode without stepping on the Fertilizer Maker's toes. But maybe there's no harm in an alternate way to produce fertilizer with algae. Should algae growing combined with algae water purification be a net positive of fertilizer and/or water, or neither? How should algae terrariums and purifiers tie in with the large scale CO2 production of coal gens, natgas and fertilizer makers? A fair point, two separate buildings for these two purposes would suit the idea just fine as well.
  9. After doing some reading on the wiki page about Algae, I thought of an alternate mode of operation to the Algae Terrrarium, expanding on my initial suggestion. Both modes require light to be present or the algae in the terrarium will die off. The mode depends on the liquid the Terrarium is submerged in (bottom tile). Grow Mode - submerged in water, or can be supplied by duplicants with water bottles - (med) water - (small) fertilizer - (small) CO2 + (med) Algae + (small) Oxygen Purify Mode - submerged in polluted water. This mode uses the fact that clean water will sit on top of polluted water. Water is produced in the upper tile. - (med) polluted water - (med) algae + (med) water I haven't thought of exact numbers but I should stress that these are intended to be for early-midgame small scale operations, with a niche for late game. Since the grow mode requires CO2, you can only scale it up as much as your duplicant's breathing produces. You can supplement your oxygen and algae supplies with the excess CO2 you have early game at a reasonable cost of water, but on the whole picture not as efficiently as an electrolyzer. Most of the net oxygen benefit from the Grow mode should be in the Algae that it produces. (use with algae deoxidizer) If you're already using an electrolyzer, you could use the algae from the Grow mode (or excess you collect from the map) instead on the Purify mode to deal with some of the lavatory and shower water that's accumulating in that nasty cave over there that no one in the colony wants to go to. Using the two modes together in balanced amounts, the net balance would be something like: - (med) polluted water - (small) CO2 - (small) fertilizer + (small) oxygen Of course the fertilizer requirement would also have a tie in with the game's current favorite way of dealing with polluted water: The Fertilizer Maker. The fertilizer maker chain takes polluted water and produces (after the natural gas step) large amounts of CO2 as a waste product. The balance here would have to be such that you have to make a choice what you spend more of your fertilizer on: Growing plants for food (since that will be a requirement next update), or growing algae to help keep the place clean of all that CO2 from your natural gas.
  10. It needlessly introduces another fluid with the same properties of water but that will create a separate layer either on top or under water/polluted water in even small amounts, which looks bad. What useful interactions with the environment would you want this new fluid to have that aren't covered by simply having buildings that take algae and water and do something with it? (Like the Algae Terrarium which needs a better niche)
  11. I think the suggestion could be an interesting way of expanding the use of algae, but right now it doesn't really fit with the game's handling of one and only one element per tile. Maybe if they enable gases and fluids to have concentrations of certain other things in them, but I think there would need to be more things that make use of it than just algae, like pollution in water...
  12. It takes time out of their day to display those stressed animations, making them complete their jobs slower.
  13. Wait, bottled fresh water evaporates too? I hope that's not too quick. Does it just disappear, or does it produce a gas? As for the evaporation of bottled polluted water, this could be unintendedly useful if you have an oxygen liquefier or want to feed a puft to make slime, as right now it takes a lot of space to evaporate enough polluted water for one duplicant's breathing.
  14. Too much heat

    Geysers produce 150C steam right? So as you take away the water at the bottom of the pool, the actual gradient becomes 150C - 95C at the minimum, or more if you prefer cooler water. Without sufficient cooling, first your water pool heats up and then the steam no longer condenses once it reaches too high a temperature.
  15. custom scenario

    Well, I don't know what exactly gets eaten by void tiles. I thought it was only gases, maybe it also eats liquid or items? After some testing, I can confirm that void tiles do eat liquid that falls on to them. So anything that you can liquefy can be deleted by feeding it to void. Or just painting over it I suppose.