nakomaru

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  1. This is really neat. I love the use of precision liquid dynamics here. It reminds me a lot of this 2019 thread which is simply about storing infinite hatches to gain their lifecycle resources, but with slightly different goals. I hear that grooming now trains husbandry skill, so I'd definitely like to try this in my next game someday.
  2. This sounds like more than I could have hoped for... Thank you for the thousands of hour of joy you have given me so far.
  3. Congratulations! Thanks giving us so much fun.
  4. The gas output tiles of the Sublimation Station and Gas Range are probably in error, and placing tiles in these locations will cause their mass to be deleted during output. The tiles are indicated below. Note that the rooms maintain vacuum.
  5. This is a bug report version of this discussion post. Although I didn't see it in the patch notes, I think this might be intentional. But it could also be an unintended side effect of balancing the swamp. Polluted water tiles in classic ONI off-gas 0.1% of the tile mas per event. Here you can see the results of a 1000T PW tile doing this: 1T of polluted oxygen evaporated. ↓ In the DLC alpha, this is limited to 1kg per event ↓ oops it broke part 3.sav
  6. There was a claim that this was fixed, so I checked, but it is still present in the current live game as of 2020-12-01. I notice that if I save 1 tick before a power shutoff is given the green signal it will trigger the bug upon loading. (Previously, I thought it was when we saved at the same time as the green signal.) This can be controlled by watching the signal to an e.g. ribbon reader one stage before the shutoff wire in slow mode (ctrl-F5) (e.g. watching the center wire in this image). To trigger it, you can save when the center is green and the bottom right hasn't yet updated from red. Here is a device to trigger it 100% of the time without debug.
  7. I can't check the file right now, but this can also happen when a dupe exhales while inside of a door below the room the CO2 appears. See if there are any doors directly below your chlorine room. For some reason, it doesn't always see the door as a valid tile. So when a dupe tries to emit CO2 inside of it, it keeps checking the tiles above for fluid tiles to displace. This can also happen with phase changes without a dupe involved. (This behavior was discovered a while ago; I don't know if it's been changed.) By the way, you can use naphtha (40kg max) on the lower tile of your 2-tile liquid locks to prevent being displaced by breathing or off gassing of volatile debris when passing through. [edit: looks like teleporting CO2 can still happen from below]
  8. That's an old one! Nice. Thanks for the update.
  9. Thanks so much for the hard work on performance and bug fixing Klei. The new toys are icing.
  10. It's 0.00001. And some mechanics don't even care about that, such as flash boiling. Insulated insulation tiles will boil liquid hydrogen when they're above -250C. It's a neat mechanic, and a great way to bypass conductivity.
  11. Abyssalite transfers to liquids when it has enough energy to instantly vaporize 5kg of liquid and remain above the liquid's boiling point. It may also transfer to high conductivity tiles because it is not an insulated tile, and tile-tile conduction uses the average of the conductivities. It will also transfer to most tempshift plates. It may also transfer to debris if the debris that is on it does not transfer with the tile it is in (due to either equilibrium or low conductivity). Those cases are probably not bugs.
  12. If you mean to surpass the 10kg/s limit, no. For one, the pump can only perform at 10kg/s. For two, a pipe segment can only pass 10kg/s. The reason the pipe is blocked is because this sort of sequence happens every second: Tick 0: Pipe is empty. Tick 1: Pump places up to 10kg of material into the pipe. Ticks 2-4: Pipe now has a non zero amount of material in it. The pipe is no longer eligible for pump outputs. Pipe is blocked. Tick 5: Material from pipe moves to next pipe segment. Pipe is empty. Tick 6: Equal to Tick 1. I haven't counted the ticks to see exactly when the pipe empties. It could be synchronous with ticks 1/6. But basically this is what is happening. It won't matter if you have one path or four for Tick 5 to alternate between. The pump only outputs to a single segment, and that segment will block.
  13. The bug and current workarounds are described here: