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Klei Bug Tracker

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Everything posted by nakomaru

  1. As an alternative, if you are worried about achievements, there's a mod to keep them enabled with debug mode active.
  2. He did prime the system with oxygen on the top and hydrogen on the bottom, because that's the way it is on my save. The reason why hydrogen is on the top in that image is simply because the water lock has been destroyed. Congratulations Ix.
  3. Crude should sink due to 500 vs 250 molar mass. But I checked with 10kg/tile of water and it works just as well for me. Since we get different results: Have you tried disabling all mods? Are you on windows?
  4. It does sink below naphtha. But the comment about naphtha wasn't related to the build. It was a comment on the overflow mass of naphtha, which is much higher than most other liquids so it will not flow at 10kg.
  5. Indeed. I cannot find any issues with mass deletion in the build as described. As you may be able to tell from the image, we have 20kg of total supercoolant on the top. The machine outputs all at once in this configuration - one time per second. This is unlike the common understanding of its function of outputting 5 times per second in a plus shape. When it outputs, it places hydrogen on the top left and displaces the supercoolant to the top right. It also outputs the oxygen above the top left at the same moment. The next frame 5kg of the 20kg of supercoolant flows back. The remaining 15kg of supercoolant then becomes 12.5, 11.2, 10.6, 10.3, then again 20 when another two tiles of gas are ejected. No mass deletion is occuring in this configuration for me. You can delete the top metal tile. I just used it to understand the system better. By the way, water on the top works just as well. We can tell that the sim has more than 5 ticks per game second because the 20kg and 15kg occur in the same 1/5th second tick. Perhaps when you are lagging heavily, these ~20fps subticks are omitted, which might be able to cause problems. For example, if your 20kg remains 20kg for the full 1/5th second, your hydrogen might be able to swap with oxygen. See what happens with this save file for you @Ixenzo.
  6. No. Atmosuits are made out of dirt regardless of which recipe you used.
  7. I'm pretty sure you're right about the mechanism. That's the same way that bead pumps can destroy mixed gas. I'll upload a save when I can with some working cases and see if you are cursed. (I meant for you to put 10kg of supercoolant on the top tiles.)
  8. Ethanol as coolant

    It really depends on your use case. But PW is generally going to be the most useful coolant until you get supercoolant. In high temp ranges it's naphtha. Those three tend to cover most situations the best. Then you use metals for extreme temps.
  9. Thanks so much for the hard work on performance and bug fixing Klei. The new toys are icing.
  10. Bummer. Try 5k or 10kg per tile on top. You can do this easily by deconstructing pipes. Naphtha will be different due to the high overflow mass, but most other liquids should perform the same at these masses.
  11. No. Only the tiles it occupies. Tempshifts occupy a 3x3 region. Oil wells occupy a 4x4 region. Other buildings are as expected. No. Only the tile itself and one below. Yes. I tend to use naphtha for its good temperature range and high mass, and therefore high heat capacity and inability to be displaced by off gassing.
  12. Contents in uninsulated buildings are debris, and they transfer heat with the same tile it is in - the root of the building. If it cannot (if the conductivity is too low, or it is at equiliibrium) it will transfer instead with the tile below it at 1/4th the ordinary rate. Insulated tiles conduct at the same rate as ordinary tiles for this purpose. If you need perfect insulation, put a mesh tile in vacuum under the root of the building. If you also need cooling, place a drop of liquid in contact with another part of the building, then cool that drop.
  13. If you are happy with less than 100% uptime that is fine. Of course, it's good enough for most people. Hydrogen is destroyed by its consumption in your hydrogen generator. Filtering and storing gas in a separate area requires you to pump twice once you use storage. Instead, with what I believe is the simpler design, you just have the 100% uptime electrolyzer directly output to high pressure oxygen/hydrogen storage rooms. You can even mix in rust deoxidizers in the same room, with a partition between hydrogen and chlorine on the bottom. I assumed you are not always getting 500g per packet 100% of the time with high uptime electrolyzers, e.g. in Drak's numbers. Well, it's been a very long time since I've tried. Here's essentially the 100% uptime version of Drak's 4x setup.
  14. Since it was asked, some reasons why I don't use baby's first electrolyzer designs: Less than 100% uptime on electrolyzers. Destroys precious hydrogen. Requires filtering. Requires separate storage for gasses. Runs pumps at less than 500g packets.
  15. @celest-kn After you have a vacuum, just pump in some oxygen to the top and hydrogen to the bottom. To obtain 10kg liquid tiles, deconstruct pipes filled with liquid from above. Yes, with this build with the oxygen and hydrogen swapped, I would often see liquid deletion and contamination.
  16. Visco-locks

    I just mop it up, starting with the tile one gap away from the lock (they mop adjacent tiles). It obviously reduces some mass each time you do this, so if it's a regular thing it could possibly be a problem for your use case, but I haven't had any issues yet.
  17. How to stack liquid

    Yep, it will do either of those things thanks to single element tile physics.
  18. Those are really high liquid masses compared to what I use. 10kg supercoolant / 118T oxygen / cycle 21000+ stable I have yet to see any quantity of gas displace any quantity of liquid, except from below where the liquid is falling, and discounting generation in the same tile. Try the build pictured here.
  19. I realized you can be like this person and reroute the top right gas to the bottom. Just in case, make sure you're not doing this: It should be that the oxygen is on the top right and the hydrogen is on the left of the output cell. If you're doing that already I'm mostly out of guesses. This mechanic is somewhat picky. You could try a different liquid mass or element.
  20. This problem also confounded me for a while. Two things that seem to prevent it in my experience: place your oxygen on the top layer and hydrogen on the bottom. Also, place a solid tile above the top left square of the electrolyzer.
  21. The debris follows certain rules as to where it will be displaced within the door or if it will be moved outside. A single door setup with mesh on the bottom would trap the water on the top without deleting it for me. But depending on your design, you can have it eject wherever you want.
  22. The bar is indeed showing the oxygen stored in the dock, which is independent from the oxygen stored in the suit. I can see a use for this in setting up a temporary outpost to dig something out quickly, if you haven't moved to 100% uptime suits yet.
  23. Is a rodriguez some machine translation error, or is that an actual piece of machinery, engineering concept or something else I haven't heard of?
  24. It transfers heat much more quickly, doesn't have the building penalty, and doesn't cause performance problems like rails. If you trap it ordinarily, it will exit on the top:
  25. Wait till you try trapping some ice in a door.