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About calibayzone

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  1. Transporting Liquid hydrogen

    With the new mass depletion mechanic, hydrogen is only needed for places so far away that the 1000g/s fill time is relatively small compared to rocket flight.
  2. This belongs in the art/music/lore thread.
  3. Is there a topic about this in ONI university?
  4. You need a mesh tile on the middle to prevent heat exchange with the contents I think. But still you will get many uses.
  5. Sometimes they do, it is random. Bug? When in tungsten smelt territory, a vacuum is a must.
  6. Melting insulation? Setting up a regolith turbine plant? You may be worried about all the effort to cool the metal refinery off so it doesn't take heat damage. But why bother? Just add the repair materials to the delivery ingredients. The worker needs to wait for the refinery to refill it's not-so-cool coolant anyway, and with a good operating skill this leaves enough time to manually deliver all 4 ingredients and perform the repair themselves. The coolant pipe never stops flowing. The locked door lets him out at the end of the cycle (no one else can get in). Advantages: 1. No fuss from setting up a tile of liquid and supplying cooling. 2. Uses up a resource we have way too much of. 3. Easier to clean up if something goes wrong and the pipes break. Disadvantages: 1. More conveyor rails to set up. 2. The refinery will melt when it reaches 1410C. This takes a LONG time considering they only start to overheat when ~50-70C above the built temperature. We get ~20-30 times more time. It heats up by about 1.2C per smelt regardless of what is smelted, that's >1000 smelts! Turning off coolant flow and manually rebuilding it every eon or so should work.
  7. Rescue Mission

    An actual use for sightseeing modules! Don't load in a dupe and you get back a dupe. Your dupe has weird and wonderful effects, both good and bad. They hybridize with random critters. A shine dupe needs their own room. Pray you don't get a dupe that eats insulation.
  8. This would be glorious, the jet suits especially! "Damaged suit" debuff. Leaks 1 kg/s O2 and forces dupe to dock suit. As the game progresses duplicant expressions are less noticed and engineering is more so. But this would give a unique dupe problem.
  9. A typical 10kkm rocket world: Current mass: 128000t Maximum mass: 128000t Minimum mass:127988t Replenishment: 166.7 kg/cycle. I assume that we aren't allowed to go below 127988t? That the mass available is really only 12t, and the other 127988t are only decoration? That would make sense for balance. If we run this 12t dry will the rockets return mostly empty? Will running the 12t dry prevent replenishment? That would be bad.
  10. Yes. Research stations are that way (and every other piece of machinery), so why not telescopes? Are you sure though? Farther planets may take longer which could hide the time bonus.
  11. This. That being said the magic pump reach is far more crucial in designs that smelt insulation into tungsten, where the pump would immediately melt. For pumping magma both strategies are comparable. The oil recycle strategy makes it harder to move the pump when the magma drops because you also need a way to cool the insulated tile [unless you have space materials] (glitch with liquid on hot tile). However, you need to move the pump only occasionally and only for non-volcanic magma. The "repair on need" strategy only lets dupes repair once your magma supply gets low, so it's low-cost. And it saves you "exploit-karma". This lets you use the saved karma for other exploits such as infinite fluid storage. So both methods have their distinct advantages.
  12. Yes we do want to see numbers, and how it compares to the most efficient designs with space materials. Also, a sulfur boiler to space may be a turbine-free way of removing the net heat this would generate. I have always been a fan of steel pump in magma and <1kg/s pipe "exploit" (don't we all have to choose our exploits?). It's possible to set up a pair of liquid reservoirs and pipe element sensor so that dupes only are allowed to come and repair the pump when the magma supply gets low. The steel maintenance cost for such a setup is very low, only 40kg for at least 5T of magma which in turn transforms way more material.
  13. Liquid densities

    Fixed and post edited, my mistake. Super coolant, Lead, Magma, Niobium, and Tungsten cover absolute zero to ~6000K.
  14. It's been done with gases, but what about liquids? The trouble is there is no temperature at which all liquids exist. But it is possible to select 11 temperatures that together cover all coexist-able liquid pairs (I only include obtainable liquids). At each temperature we can order the liquids by decreasing density: -259 to -252 [temperature ranges ignore superheating/cooling]: Super coolant, Hydrogen. ~-183: Super coolant, Methane, Oxygen. The methane and oxygen coexist only because of super heating and cooling. -50 to -48: Super coolant, Napthla, petroleum, ethanol, CO2, Chlorine. -40 to -35: Crude (the heaviest liquid in the game), Super coolant, Napthla, Petroleum, Ethanol, Chlorine. With super heating of CO2 and super cooling of Crude, this range may be able to be combined with the last range. 44 to 78: Crude, Super coolant, Napthla, Petroleum, Ethanol, Phosphorus, Brine, Salt Water, Polluted water, Water, Visco gel (the least heavy and least dense liquid in the game). 115 to 119: Crude, Super coolant, Napthla, Petroleum, Sulfur, Phosphorus, Polluted water, Visco gel. 327 to 400: Crude, Super coolant, Lead, Napthla, Petroleum, Visco Gel. 1410 to 1464: Lead = Gold, Steel = Copper, Aluminum, Magma = Glass, Salt. In the screenshots below checkerboards indicate equal densities. It is not possible to have a checkerboard with different density liquids. 1535 to 1749: Lead = Gold, Steel = Copper, Iron = Aluminum, Magma = Glass. ~2477: Gold, Niobium, Steel = Copper, Iron = Aluminum. The aluminum can withstand a little superheating to a limit of ~2526C. 3552 to 3827: Carbon, Steel, Niobium, Tungsten. 9000 kg of each liquid in the screenshots below.
  15. Critters should show something like a simple ascending angel animation when they die of old age, to differentiate them from being killed. Maybe other forms of death (cold, heat, combat, drowning) could have their own animations.