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About TLW

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  1. PW only offgasses straight up, last time I checked. Fine in this sort of build.
  2. Depends on how high the rocket is to start.
  3. That would also help a lot for automation setups...
  4. Adding more bridges just disguises the problem. The aquatuner has state that most people don't think about - it can either be filled with liquid, or it can be empty. And depending on exactly when you turn on/off the aquatuner, you can end up in either state. The main issue I've seen is "overfilling". In quotes because it's not quite traditional overfilling. You're safe if you're using something that has at least one (two?) free space(s) of "buffer", and you ensure that no more liquid enters the loop while there's not enough space in the buffer. What this means is roughly as follows: The traditional single-bridge bypass isn't robust. If the aquatuner turns off (on?) at the wrong time, you can end up with it being deadlocked due to its internal buffer. The "standard" double-bridge bypass (e.g. ) is only robust if you fill it entirely with the aquatuner having never been run, remove the input bridge, and then (and only then) enable the aquatuner. A double-bridge bypass with the liquid input inputting into the bypass buffer (e.g. , but with the input bridge instead going to the empty space at the bottom left) is robust. Well, should be. That being said, this is mainly theoretical. I personally have given up and have started including a reservoir into my builds. It have become very apparent that "elegant" designs can't be relied on in ONI. If not today then tomorrow or the day after. Saddening...
  5. The liquid physics in ONI can be somewhat unstable and ends up with localized high pressure sometimes. It's most noticeable with e.g. overpressurized crude oil storage, where it'll happen even at 1x and onscreen.
  6. useless once you get to steam :: useless once you get to door compressors or space ...yeah, that sounds about right.
  7. This already happens when pathing is interrupted.
  8. I haven't tried this; you may be able to melt steel via bootstrapping though gold. Gold vaporizes at 2860C, IIRC, and steel melts below that (although not by much!). Run a molten-gold refinery through a tungsten radiant pipe in a steel tile in a vacuum dewer (with a relatively large buffer tank so you don't end up overshooting) and you may get your molten steel. You may be able to skip the tungsten radiant pipe and just use steel; you'll end up with gold mixed in with your steel. (Or you might try obsidian pipe instead; you'll have to be much more careful about not overheating.) A simpler option may be abyssalite on conveyors through diamond tiles (maybe with radiant pipes too?). Items on rails exchange heat way too quickly right now. As an aside, the steel loop is rather heat-negative - solid steel has a heat capacity of 0.49 whereas liquid steel has a heat capacity of 0.386. A pity we can't current (ab)use this.
  9. About the only sensible ways to deal with this are either 1. compress it and forget about it (until the game crashes at least) or 2. vent it into space or 3. door-pump it into oblivion. Note that all of these consume no power... although they do throw off the usual calculations for ethanol efficiency. Bonus points if you use it as a heat sump first. I've been working on a petrol generator room in my current game that's kept at ~140C. PW flashes to steam (and dirt); steam goes to steam turbines with some automation to only feed water back into the room if steam pressure is too low; CO2 gets door-pumped into oblivion. Works surprisingly well all things considered... though it's rather fiddly to set up because you want steam on top and CO2 at the bottom, but PW falls down. I've been half-tempted to build a base that avoids pipes for the most part. With (unpowered) door compressors and/or Escher waterfalls most things that produce non-piped fluids (gas or liquid) can be moved around for free - and once you get transit tubes you can route through them no problem (although you can't run things too hot or you are in for a bad time.)
  10. Even on 1080p it's a detriment. Or rather, the scrollbar and collapsible resources? Great idea. The fixed (and tiny) height? Not such a great idea.
  11. I mean, escher waterfalls are still alive and well, so far as I am aware.
  12. About the only way to have a stable loop is: Use variant C above. Fill it fully with the aquatuner never having been turned on. (Or rather, without any liquid in the aquatuner). Disconnect the filler. Then enable the aquatuner. And never connect the filler again. Rather annoying, I am aware. Now, if you could bridge the filler directly into the overflow bridge input you'd be golden... but you can't, and the extra pipe segment would cause backups. Personally, I've given up; I tend to use a reservoir in the cooling loop. Also helps with temperature stability (especially with the whole first-packet thing). Nowhere near as elegant though. an aside, it should be possible to (ab)use bridges/valves to temperature-mix. (Imagine taking half of every packet and delaying it by one pipe.) Does anyone have a compact design for this? I suspect it could be done more compactly than a reservoir.
  13. Does anyone know how many conveyor tiles in chlorine are necessary to kill all germs on bristle berries?
  14. It used to be that way. But now if you're building something when the game autosaves it seems to build a bunch even if you don't move the mouse... It's like the map scrolled for a split second or something. ...Does anyone know the coordinate system that ONI uses? Is (0,0) the top left? Bottom right? Other?
  15. I like the optional full collapse but the scrollbar extending down half (and only half) the screen is just weird. Especially given that the current UI scale / screen size makes the scrollbar completely unnecessary. Does anyone have any numbers on this?