VitorF

  • Content count

    46
  • Joined

  • Last visited

Community Reputation

17 Good

About VitorF

  • Rank
    Junior Member
  1. I just tested it out. I launched a steam rocket from a very deep silo. The silo's base was just above the slickster/oil biome. I managed to condense all the steam from launch and landing, and the grand total was 3300 kg of water. It's quite a lot imo, since I just spent 695 kg of steam to launch it. I launched it with 5 research modules. The steam exhausted by the steam engine is considerably cooler than the one from the hydrogen engine, so condensing it was almost instant. It wasn't in debug mode tho, it took a lot of time to setup. The "deep silo" is just to the right, in the screenshot.
  2. Yes, I tested it again, and there really isnt diminishing returns when it comes to making the rocket silo deeper. I wish I could do it from the bottom of the map, but in the current map seed, there are a few indestructible structures (geysers and ruins) that prevent me from trying this out. Edit: btw, I know it isn't much water recycled, but in this map seed, clean water and polluted water is very scarce. There's only 2 steam geysers with small mass output. And other thing, if you're planning on making a rocket silo that deep, you should try out farming CO2 gas from meteors. I've had this idea for some time now, but haven't tried it out myself... My idea was opening the silo's bunker doors when meteor showers happen, and make the structures in the silo meteor-proof. Each meteor outputs tons of CO2, great for slickster farms.
  3. You're right, I tried re-creating it on sandbox, but I couldn't do it. But I still need to figure where that polluted water came from, I was sure it was the condensing carbon, since it started appearing at around -45 C. I might remove the output pipe minimum temperature and check it again. Super-cooling the silo is still not a great deal though, the carbon condenses and it's still a bad sight. Edit: also, the visco-gel door freezes shut
  4. Yes! I didn't know that either. I thought that my pipes were breaking, because polluted water kept appearing at the bottom of the silo. Turns out it was the liquid carbon. It merges with clean water and turns into polluted water. I don't know what the water/carbon ratio is though...
  5. It's only 70 tiles deep. But you do get diminishing returns from having a deeper rocket silo, since the rocket accelerates quickly. This one I built is just tall enough to fit all rocket designs. Also, watch out when condensing the steam using super-coolant. If you cool the air in the silo too much, the carbon dioxyde will also condense, and the water at the bottom will turn into polluted water on contact with the liquid carbon dioxyde. I usually limit the outlet of my aquatuners to -47 C.
  6. Yes, I placed tempshifts in every box, though they're made of igneous rock for their specific heat. I don't know how it would fare in a vacuum though, but the higher TC, the better also. I think that the best liquid would be super-coolant, but getting to fill all the "boxes" with it would be a nightmare. It would be nice though, if you had that much super-coolant to spend.
  7. I haven't measured exactly, since my silo's floor is too large, and it takes a while for all the steam to condensate. But with the Hydrogen engine, I can estimate I get about 800 kg of water per launch and 800 kg per landing. I can't confirm this though, and this depends on many things, such as how tall your rocket silo is, how fast you manage to close the doors to prevent loss to vacuum, and so on. It's way easier to cool down the petrol engins exhaust gas though, since the gas' temperature isn't as high, and carbon dioxyde's specific heat is much lower than steam's. (Steam = 4.179, Carbon Dioxyde = 0.846). I have no idea how much carbon dioxyde the petrol engine generates though. But it was a considerable ammount. When I was using petrol engines, I had 2 pumps with 100% uptime, and the pressure would still be around 3 kg in the silo. Slicksters were getting fat.
  8. Yes, hatches, morbs and other creatures won't walk over any liquid over 2 tiles high. The thing about this "trap" is that they manage to go in when circling the wall's edges, but can't get out afterwards.
  9. I made a visco-gel vacuum door between my rocket silo and an outside room, then this happened. Every drecko that got in couldn't go out. It's kind of useless, but I just thought it to be interesting how dreckos' pathfinding works.
  10. PW would work too! I only chose petroleum because of its thermal conductivity and thermal range in the liquid state. BTW, I'm still testing this idea out. And it's not even completed yet, since this demands a huge ammount of super-coolant (for the pipes that go along all the rocket silo)
  11. So I took a shot at cooling and recycling rocket exhaust gases, and it turns out that it is quite viable! The rockets have a fixed mass exhaust, so if you build small rockets with small quantity of fuel, it is even possible to generate more water with rockets. EDIT: i.e. You can generate more water than what you're consuming. It is possible to recycle water with the steam/hydrogen engines, and recycle the carbon dioxyde from petrol engines. I made this setup using a super-coolant loop and petrol pockets for heat dispersal and higher thermal heat capacity. The "squares" with petrol in them, altough expensive, help out in the heat dispersal along with the super-coolant loop.
  12. Kitchen automation?

    Thanks! It depends on your farm setup. In my colony I chose the following: - 2 with pincha peppernuts - 2 with bristle berries - 1 with meat -1 with sleet wheat (gathered from cold biomes) The rest of the food (like raw eggs) I just don't bother picking up. EDIT: Also, I put only one ingredient/edible in each loader. Placing more than one might get one of them stuck inside the loader.
  13. Aditionally, Kilns don't have an overheat temperature, so I guess this could potentially be abused to produce steam energy/heat. Also, sorry for bad english.
  14. So I was making a small setup to partially automate ceramic and refined carbon production, and I found an exploit of sorts, I think. I selected a single Kiln to produce refined carbon out of coal, then I copied the settings of that Kiln to the others. In less than a cycle, I had enough refined carbon, so I cancelled the prodution on the Kiln on the right, and copied the settings to the others on the left. To my surprise, the production halted on all of them, but in the Kilns that I "turned off" with the "copy settings" function, the heat production did not cease, and the coal in them was not being consumed. It wasn't only the heat production tooltip that did not disappear, the Kilns were still doing the active animation, and heat was indeed being produced.
  15. I use both. I usually use the door compressor on geysers to store the gases at zero energy cost. Vent over-pressure techniques are more reliable though, since the door compressors may sometimes delete gases while being background-processed.