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About Yothiel

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  1. Hey, nice to see that this old investigation of mine can still help people. When I started it, before we had proper automation, I was hell-bent on making correctly dimensioned radiators for my colonies. I remember doing a lot research in debug mode, then started digging into the code itself when I wasn't able to make sense of my observations! Now, I'd probably just slap together some automated AC system and call it a day R9MX4 already helped understanding that 25 vs 625 multiplier stuff, which was indeed caused by the solid<=>gas coefficients being asymetric. I'm somewhat surprised you were able to get accurate results using my works, since I remember something about using a log-average instead of the minimum conductivity in 2018, but I guess they may have rolled back that change. Aside from that, I'd expect errors for same-element gas or liquids tiles because I never covered the functions handling the additional stuff done on fluids.. MustardWarrior > I didn't decompile the DLL, I only disassembled it and interpreted the results. The "disassembly" is basically the "Instructions" window you have in Snowman. Disassembly interpretation & reverse engineering is very tedious and slow, especially with more complex languages (C was simple enough, I may not have gone that far with compiled C++), so you better arm yourself with courage and patience if you want to have a try at it someday! If anyone ever wants to write a more readable version of that thread, feel free to do so! I know that I tend to get very verbose, especially in English since it's not my native language, Even so, I probably cut a lot of chatter, but couldn't commit myself to just write a naked version because I had some catharsis to do after discovering all this stuff over the weeks! I think the simplest would be to focus on writing the pseudo-code, then gather all the info about "game/gamefile values" vs "pseudo-code values" equivalences somewhere else, but you may be unable to cut the wording past a certain point.
  2. After some googling, it may actually be a duplicate of the following issue already detected in previous versions:
  3. A meteor is able to destroy bunker doors a fraction of second after its construction is done. Molten steel at 2000+°C will be generated (and typically lost to space). A minable cell of steel can also appear. Issue detected during normal gameplay, but difficult to normally observe. Using instant build will greatly help (see steps to reproduce) Reproduced in QoL 1 preview branch. Also occurs with bunker tiles in similar condition: the tile building itself may remain, but the underlaying steel will be destroyed, and a cell of minable steel will be created nearby.
  4. A small pool of petroleum is loosing heat somewhat quickly. I couldn't find any source of cold (the only pipe through the pool is warmer). This keeps happening after reloading. This seems to be caused by the pump interaction with the liquid (it seems to be either the middle cell of bottom row or the left cell of top row). Deconstructing the pump stops the cooling and rebuilding it causes the cooling to resume. Issue detected in the live branch, and also reproduced in QoL 1 preview branch Subterranean Friends.sav
  5. It looks like the strange behavior for cell/building heat transfers hasn't changed since OIL/AT versions (including the part where building isolation is not part of the formula). Until it's adressed, the only difference for insulated piping is the mass of the building, there is no actual insulation (unlike insulated tiles). So as R9MX4 said, you'll want to use abyssalite piping (doesn't have to be insulated) for the best results.