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About nakomaru

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  1. Any plant except arbor tree branches. Yep, it changed in July 2019, before Arbor Trees were released, when we discovered it was easy to do what you are suggesting in the preview branch.
  2. @Tranoze Branches take a very long time to harvest on their own. You can skip this delay by using a schematic by kbn.
  3. Basically this will only be worth it as an emergency resource. Algae is kind of rare and can't be reproduced easily and the mass gets halved upon digging. Moreover, doing it with a fissure is going to be a major hassle when even a copper ore aquatuner will do the job simply, using the heat from the dirt to cook the algae. You should instead stop using mealwood as soon as possible, going with mushrooms or bristle berries or wild crops, or some ranched or wild critter solution. When you need to mass produce dirt, you can do it easily with pips and ethanol production.
  4. Thanks for the report/info sakura. Overheat / max working / melting temps have always been different things. I don't think it should be a surprise that a copper platform melts well below it overheats. The same is true for a lead turbine. For buildings that have tiles, the melting temp doesn't use the "building facade", which is bugged for the platform at 20C, but the individual solid tiles underneath. For doors, the facade does some really weird stuff with temp. It only shows the temp of the root tile while closed. When closing, it copies the temperature of the facade to both tiles. When opening, and the tiles have different temperatures and it is conducting with something... it does a calculation that I don't understand (deleting or creating heat). For the rocket platform, each tile is 800kg thermally, but if any tile melts (*only left tile tested), everything else is deleted. I wonder if it is possible to duplicate mass by melting all tiles at the same time. You can see the individual tiles by hovering over them and observing their behavior as ordinary 800kg tiles. For doors, the tiles are hidden, but you can click twice to select them. Hopefully the facade can be changed to show the temp of the hottest tile, but it will probably just show the temp of the root tile when they fix it. Regarding the OP's comment about meshes: meshes can melt too, and wouldn't provide a shield against rocket exhaust which is kind of the point of the platform. I would consider adding cooling to your silo.
  5. Thanks. I think this can be clarified by saying "anything solid" to not include airflow/mesh tiles. For completion maybe, we can note that liquids and gasses can also be used. Too bad for anyone with hopes of infinite storage being removed.
  6. 1 length of sandstone gives +75% full tile mass pressure limit 1 length of obsidian gives +150% full tile mass pressure limit these add up dynamically, e.g. 1 tile sandstone = 1750kg water limit 1 tile obsidian = 2500kg water limit 1 tile obsidian + 1 tile sandstone = 3250kg water limit 2 tiles obsidian = 4000kg water limit 3 tiles of anything solid = no limit airflow tiles, manual airlock, mechanized airlock = no limit Max mass can be viewed at
  7. Yes, bottled material will state change into solid tiles when frozen without respect for mass limits, which is probably a bug. Previously, bottles could not state change, but they could change temperature.
  8. This is where we differ. This calculation doesn't make sense to me from a conservation of energy perspective. You not only deleted the energy represented by 1kg of water from 0C to 27C, but also from 0K to 273K. If we are going to conserve, let's conserve. The debug at least thinks in simple terms. If it's water, it has 4.179 J/g/K SHC. If it's 1000g @ 300K, it has 1000g*300K*4.179J/g/K. Therefore it represents 1.25 MJ. If you use 1000g packets, you can bring 300K water to 1K using pipes, so this is not exactly an untrue claim about the heat content of 300K water. But you are right about 0-273K having a different SHC under ordinary circumstances. Easily fixed - that info is all well defined in game and we don't need to reference reality. It's 2.05J/g/K for ice which begins at -0.65C. So the "purist" energy content could be said to be 674kJ (or 674kDTU if you prefer), which would heat 3kg of 300K oil to 433K. There is some nitpicking you can do about the 2.5K phasing heat and 1.5K rebound heat, but you can use mechanics to trigger that or not, or even trigger it multiple times, so let's just stick to the spec sheet numbers. Yep, the first thing that came to mind was dripping oil into liquid niobium confined by liquid carbon. Just add oil to create tremendous heat in nearly any liquid combination. If your liquid vent can withstand the heat, you only need two elements total (vent into a trapped single tile). This would even work with gas up to any temperature until your vent melts. You accidentally had 10kg of chlorine consuming a 10kg water droplet, both at a cool 300K? Well, now your chlorine is something like 2000K. Step one is converting water to oil. Step two is converting all of the matter in the known universe to supercoolant. Alchemy destroys game balance. Getting extra mass in this process because you preheated the substance is also strange. Deleting the mass is mysterious and unphysical, but that can be said about most of ONI physics and is there to protect game balance when there is no expedient solution. Also, take the example you posted. With this solution the oil will continue to be converted to polluted water indefinitely, perhaps unknowingly. At least with the deletion method, all of the polluted water will eventually be deleted and the oil will begin to accumulate. Now we're talking. I would have a great time making heat with the isobaric annihilator. It can blow up in your face real quick and gives you something to do with anything you don't want. It could be ONI's own E=mc². But also really esoteric, picky and way too powerful.
  9. Well, although I have no problem with deleting the mass as we have done until now, I would be very excited to be able to reach 4700K by using the proposed compression technique isobaric annihilator. 1kg of 300K water represents 1.25 MJ, which is 247ΔK in 3kg oil terms. I think you mean 3kg of oil at 547K, or I guess you have different ideas about conservation of energy.
  10. To create a hard link to a directory in windows, it's mklink /J Link Target For example mklink /J C:\Users\nako\Documents\Klei\OxygenNotIncluded D:\OxygenNotIncluded This will let you store the real files in your D:\OxygenNotIncluded directory. It will also probably result in the bug described in this thread which you can ignore.
  11. Adjacent to your empty/burst packet is a 979.7g packet. This probably means a 1020.3 packet was pumped after that, which definitely can happen with mini pumps - but I've only seen it happen when multiple elements are involved. I'm guessing it also happens in low volume environments like you have. So if you want to be sure use a valve.
  12. I agree that you shouldn't bother with the Closed-Opened-Closed resting state. This could only be useful if you wanted to allow for a thermal insulation between left and right, but since you are pumping one into the other, that probably doesn't make any sense here. Skip that and use Opened-Opened-Closed as your resting & state 1 pumping. Btw here is a solution if you don't need the isolating state (source):
  13. When debris gets split, the remainder debris believes it has its original thermal mass. (bug patched out last week, thanks sakura_sk) In addition, a powered fridge has infinite thermal mass.