Zarquan

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About Zarquan

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  1. I should note that this version ended up having problems. When you get in to the thousands of critters, occasionally all the slicksters will die due to them expelling too much crude oil or petroleum at once, causing them to sink. Since there are so many of them, they ended up drowning before they got a turn to think and you end up creating several million of calories of meat that needs processing. Due to this, I ended up redesigning the system and came up with something that looks completely different, but works. This uses the fact that if a door closes on a critter, they fall down. I have a three stage system. At the top, we have incubators. These replenish my slickster ranches over to the right, with any surplus eventually falling in to stage 2. In stage 2, there are a large number of eggs waiting to hatch in a door. I put them in a door so they wouldn't cause the other critters to be cramped. The slicksters that hatch eventually are in the door to the left and fall in to the one tile storage area, where they eat until they die at 100 cycles. Running this for many cycles, I have never seen an adult slickster in stage 1 or 2 (unless they were adults when they were added), though it is technically possible for these slicksters to stay up there for their whole lives. The slickster pens to the right were not designed perfectly and slicksters sometimes end up where they shouldn't be. If I were to redesign this, I would have built it a few tiles higher, put the ranch portion at the bottom level, and made an access shaft underneath. As you can see in the far left ranch, there is a misplaced slickster. This system is automatic, but not optimal. I use the extra space in the ranches to burn the petroleum from my 90+ kg pipeless petroleum generator. I don't actually need that much power, but I need the CO2 for the slicksters, as they are they are my primary food source. The timer sensors on the doors are set to 30 seconds open, 30 seconds closed. I am primarily using the incubators to generate extra heat, train my ranchers, and to replenish the ranches. If the incubators produce too many slicksters they get added in to the one tile unhappy ranch. Since I have so much extra power, I don't have to worry about extra slicksters being incubated. I would have put in more incubators if I had more space, as that would just be more experience for my ranchers.
  2. The sweepy itself doesn't overheat. You can still use it to mop magma.
  3. I thought that when there was cooler steam high pressure steam, the water could build up and there could be flaking and that was one of the observed problems.
  4. I think it has been determined that the steam turbine heat deletion issue is multiple bugs and this is one of them. I am planning on going in to the beta branch and seeing if their fix is good.
  5. I was thinking in survival. Like, we take a map seed and try to get efficient flaking off as fast as possible in survival.
  6. Part 3 has a 10 W liquid oxygen machine from room temperature. The most balanced build.
  7. Oh no! I would title it something like "pre-patch partial evaporation/melting." My thinking is that flaking will still be a useful tool for doing things like getting tungsten from abyssalite, and it would be good if the mechanics were well understood, so a post about how it works post-patch will be good. Perhaps I should add an "outdated" tag to my existing flaking builds. But there goes my "liquid oxygen race" idea to see who could get the fastest liquid oxygen.
  8. This bug is still here. I made a better showcase for how broken it is.
  9. Does this apply to natural tiles or liquids "flaking."
  10. I usually set up my grills to cook gristle berry, mushrooms, barbecue, and fish fillets forever. Sometimes I also do frost buns if I have a cold biome. Normally they spend most of their time on just one of them, but they are all cooked.
  11. There is a difference between artificial and precise. This situation is not artificial. But this isn't what I want. I want a system where, if there is excess capacity on a wire, the power used is unbounded, but if there isn't enough capacity, it is capped with internal priorities. I can so the internal priorities easily, but I can't do the unbounded part without keeping track of every machine on the circuit. Couldn't this be done with transformers and a wattage sensor along with a smart battery? You run the turbine and panels through the transformers and use the wattage sensor to measure the power usage. If you overproduce, this can be detected with a smart battery.
  12. I agree this would be nice to have, but is it necessary? If the power generation isn't high enough, a smart battery should be able to tell us that and perform actions accordingly, including cause brownouts on non-vital systems and use the new notifier to tell us.
  13. If this is the case, I challenge you to create an automation system that will only allow an oil refinery and pump to run simultaneously if it will not overload the circuit it is currently on. If the other machines happen to be off, the pump and oil refinery are allowed to run simultaneously. All other components on the circuit are generic (meaning they could be anything) and are considered to have priority over the pump, and are not necessarily controlled by automation. This device should change about as quickly as any other sensor if the pump should be deactivated. Keep in mind that this oil refinery is an example, so you should not rely on the fact that there is a dupe standing at the refinery when it is running. Additionally, I challenge you to make a device that detects whether a generic machine is currently running. This should work with any building, including an air tunnel, a juke box, a liquid pump, or an autodigger, without any modification to the setup (except changing values on existing automation components.). It should output "true" if the building is currently running and "false" if it is not, and be able to produce these outputs without any significant delay.
  14. Do you mean on conveyors or debris? Because I would love conveyor sensors. Out of curiosity, how did they act inconsistently before? I can see another purpose. If the power consumption is below a certain point, you could turn on some optional machines. You could use this with a memory toggle to turn them off if the circuit started overloading. Or, looking at it from the other side, you could turn off machines if the circuit is overloading. You could also use this to detect if a machine is on or off and do things accordingly. For example, I could imagine a circuit that could overload if I run the oil refinery and the associated gas pump at the same time, so I put in a device that detects if it running both would cause an overload.
  15. I'm happy you said NaN values, because I was getting those crashes occasionally and I am happy to not get them anymore, as they were very annoying. Perhaps details like that could be put in a more detailed spoiler if you feel that is too much info for the basic patch note?