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Everything posted by nakomaru

  1. I think the only use is pre-ceramic or economic insulation. Can't even be used for liquid piping, unfortunately.
  2. You shouldn't be wasting much power once you have access to smart batteries and an automation wire. The batteries can turn the generators off.
  3. It looks like you might not be using thermal bridges (liquid, automation, etc) in these designs, correct? They significantly improve performance, especially in 4 tile tall exchangers. (Buildings are usually HC clamped, so use high SHC materials like igneous rock and steel) For discrete exchangers, they are already insulated in the horizontal direction, so use high TC like diamond.
  4. It depends on what your input rock is, but if it is at 1409C, that means your ΔT is 13K. The two smaller designs you originally linked (one imaged, and one described) were performing at ΔT of 1.3K and 0.3K.
  5. Short answer: no In the linked thread you can see some prototyping with some discrete exchangers. If space is no concern, you can probably push the limits with such a design. But in my experience this was unnecessary and lead to worse results within the same space. Still, I would be happy to be proven wrong. This should be the same equation you linked earlier. For debris-to-tile-below, it's either 1/4th that speed (per 2017 data) or 1/16th that speed (per wiki).
  6. Exactly as @occamrazor says. Debris transfer uses the lower conductivity. Regolith has conductivity 1, so the best material for this has a TC as low as possible without going under 1, to minimize left-right transfer. Up-down transfer is desired, and largely done through all the bridges. Obsidian is the best constructed choice available here (with a lower SHC than Igneous Rock, it will reach steady state in 1/5th the time and have 5 times the minimum ΔT for thermal clamping). You could also try to use regolith itself, or even refined carbon by cooking coal (both TC 1). This is still a thing. Although the path tries to optimize this (10 tiles are transferring heat in this way), half of the time it isn't allowed to happen because the debris never stays in the bridge entrance tiles. The bridge entrance tiles are placed to the outside of the block, which maximizes the time debris spends inside the block. This has apparently been fixed! The large numbers of conveyer bridges in this design creates a large number of individual conduits. A while back solid conduits (rails) were the only type to not be multithreaded. If that is still the case, this design likely harms game performance more than a design without conveyer bridges, which are now unnecessary due to the fix. You could try a variant like this to preserve the one-tile-below transfer mode.
  7. Seems like it's time for a rocket powered liquid steel fabricator.
  8. Probably not flaking: The tile is 1840kg, which is the default spawn mass of granite (e.g. when you spawn with debug, when the map maker spawns it). Probably not accidental spawn: OP doesn't have debug enabled and there's also no sandbox button. Probably not weird bug that spawns natural tile at default values: The default spawn temperature would have been 27C and it won't move to 184C quickly by gas conduction. Probably just a normal tile: My guess is that this block was a natural map tile and was unwittingly left unbuilt, only being noticed again after a big deconstruct order.
  9. Not the only way, but not much to gain by going over 1T here.
  10. @JRup The reservoir is a closed loop used to drive the bypass. It doesn't matter what combination of liquids you use as long as it's not equal to or heavier than your bypass sealant (crude oil in my case). You could use the input PW, however you might not always be pumping in more and more PW, so the pump would turn off in that case. The safety bridge will be used once the top zone goes above 1T of PO2 per tile. It's needed to prevent the top vent from accumulating more than 10g while over pressure, which will break the system on next vent. I recommend simply recycling it. Even if you remove the reservoir, you can just have a closed loop which is topped off with a bridge from your input. This won't break, but will turn off if the top loop ever runs out of liquid, and gracefully resume if you add more again. The 8 segments shown here should only need to be refilled after 1333 cycles of uptime. You definitely want to be sure that the input only ever going to be PW.
  11. Glad it's working for you now, but I'm unable to reproduce that problem.
  12. Maybe you have new info. Could you share a save?
  13. Yep, Yunru's design with 3 full tanks in feedback with no automation is the oldest known instance of it in the English speaking world. 10kg/s, low tech, compact, dead simple, and objectively best.
  14. Nice little tool. Safe and humane. Doesn't even dump them in magma.
  15. Compared to gas, salt has a lower SHC as a liquid and ethanol has higher SHC as a liquid. Ethanol can delete heat as you cycle between phases just as salt can create it. Check it out.
  16. Can confirm you used to have to use steel doors in the past, and I posted a bug report around when it was changed. It happened in the series of patches that tried to fix critters escaping through doors set to auto when a dupe held them opened to pass through and I guess this was a byproduct of that. Happened around June 2019 or so.
  17. The message is to let you know that dupes cannot disembark without a gantry. Place it so that it is underneath the command capsule.
  18. I am not talking about real world pressure. I should have merely said tile mass. It would be very easy for them to check adjacent tile mass and destroy tiles (in fact, they already do, but have also decided to allow unlimited mass in many arrangements).
  19. What? How? Even at the abysmally slow rate of supercoolant gas to abyssalite, it wouldn't be infinite. And with a high enough melting point, abyssalite wouldn't flake. We also already have simple and unlimited heat deletion built in to the game, so this trick would have to be simpler than turbines to break gameplay. Our disagreement on this is mostly our personal feelings. I think these allow for awesome designs (and have therefore been tacitly integrated), and you think they break the game (but can't be fixed). Infinite storage could be made very difficult if they made high pressure mass gas/liquids break adjacent or overlapping tiles/doors.
  20. If abyssalite was not meant to melt it would be trivially easy for them to make it not melt. See also neutronium, genetic ooze. Foreseen? Probably not. Infinite storage, bypass pumps, mechanical filters, and liquid locks are probably all counter-reality emergent gameplay elements that came from more fundamental design decisions (tile physics), and they are also ones that have been maintained for years for whatever reasons. Alchemy, mass loss and huge thermal imbalances have also come from this, and yet they work hard to try to fix those. I don't think the differences here are a coincidence.
  21. It depends on the skill of the dupe and the light buff quite greatly. A maxed speed dupe will use very little power, and generate the same heat per load.