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About mathmanican

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    Liquid Tamer, Physics Abuser, Bug Chaser

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  1. No clue. Best guess would be the door's mass changes when opening (or maybe 1/5th's). When closed, the door behaves like two solid blocks. When open, those blocks disappear. I wonder if you can use this to create extra heat on purpose (not much). You can probabily mitigate the heat spikes by using well placed conveyor bridges to spread out the heat.
  2. Well documented. I'd say buried in bug reports is a better description.
  3. I'm not done with this yet, but here is a version that uses sulfur. The nice part about sulfur is I can use much cooler temps to keep the flaking going (which is false with super coolant). I'll have to stagger the petro chambers in the middle to avoid overpressure damage at some point, but I wonder how tall I can make this. Finally had some time to play, and @ghkbrew has already tackled supercoolant. Time to see if I can beat it. Probably can't.
  4. You are welcome to port the information over there. There is no place for discussion of ideas over there (not a simple, built-in, way). Whoever moved the two key threads on thermal conductivity ( @Yothiel and @wachunga ) over to the wiki did a great service (and they even left references for those who want more details). Feel free to move things over that you think are valuable.
  5. Another matter replicator. Mwahahaha!!!! What mods are you using?
  6. Bingo. Any regular conduction mechanic will reach an equilibrium that is not at 500C, and so at some point will be throttled by this issue. My thoughts were to see how large a region I can keep above 450 or so, and then flake 100C supercoolant into gas (as this part I know I can keep going without conduction heat bleed between the 450 heat region, and 100C super coolant). This is why I think flaking will win the challenge, hands down, but I have not yet designed the contraption. Ideas are brewing, and the discussion is fun. There will be all kinds of bridge/tempshift plates in my 450C region. That area will be a massive mess, most likely sitting in a pile of liquid petroleum (I want to use the 625 multiplier for transfer). Should be fun.
  7. Haha!! Yep. I forgot that the boiling point is NOT 530ish C (petros), but rather 436.8C. Let's change the challenge to 400C (rather than 500C), otherwise I'm pretty sure supercoolant will win the day with ease.
  8. @OxCD Sounds like I have a fun reason to open the game this week and play. Maybe it's time for an updated "Partial Metling/Evaporation" thread. I'll try to make it exciting, and keep the gory details in spoilers. For me the key would be to spread the 500C out rapidly enough to keep lots of spots open to flaking at 400C (or a bit lower). I do know that puts a cap on 25kg/s of material being processed per flaking point, but I don't know of any faster way to move heat (though I'm excited to learn). It' will probably be a few days before I can devote decent time, but I like the challenge. It will probably keep me up tonight, trying to devise something new. The game is on.
  9. I love the fact that ideas can become popular through YouTubers. It makes me happy to see other people popularizing forum ideas. I've considered starting my own YouTube channel, but frankly I think it would be garbage compared to the other gamers who spend time on twitch and YouTube. I'll stick to academic research into ONI principles, with write-ups that would make most mortals fall asleep. Then I'll smile a year to two later when bead and bypass pumps are all over the place, thanks to the glorious marketing team who propagates knowledge. Who cares that they don't all give credit to ideas. The fact that they took something and popularized it is amazing. For me, I love the details, engineering, bluntness, and level of sophistication that we often find on the forums. I'm excited for new content to come out, as I think it will release a flury of new innovation with all kinds of complicated contraptions to explore and dissect, and lots of fun posts to read and write. Honestly, I'm pretty sure I've spent more time with Klei forums than the game itself...
  10. Maybe "blunt" and "rude" are considered the same, based on culture differences. I saw your post as very blunt. Many people I work with consider blunt to be the same thing as rude.When I work with them, I have to be careful what I say so I don't offend. Others I work with are very happy with direct, blunt, statements, and don't take offense at all. I prefer to be blunt with those I trust most, and figure they won't take offense as they know my goal is to help them. This means longer chains of turbines to get sulfer down to 113C, before flaking it back up into the 300s to siphon off power again. I see this challenge as, "How many constant flaking contact points can I create with a single block of 500C material?"
  11. @gabberworld Digging out neutronium is easy (though it gives your dupe a permanent glitch - beware of the skill scrubber). Building neutronium is an entirely different problem which can't be accomplished without debug/sandbox. As per the split steam turbine, my guess is you would like the challenge to be involved with getting heat out down to the 125C temp turbines generally operate at. Removing this, then leads to building hordes of extra turbines to extract the last remaining heat down to 100C or so. I don't see split turbines as glitchy. I may have missed something, but I don't think this is true. They draw exactly the heat out that is available. One side just enables the thing to keep working beyond the 125C limit.
  12. Unless I'm wrong, @Zarquan would not consider partial evaporation a "glitch." The mechanic was updated to perform heat computations correctly. It is definitely NOT a heat creation bug (his choice of words was very precise). If you want to call it a glitch, then it is a "heat transfer" glitch, that bypasses thermal conductivity. @OxCD, I'm on board with that description, if that's a restriction you want to place on your own challenge. These mechanics are not a heat creation bug. @Zarquan , you may need to clarify this issue for any involved. Since you want to move heat, I can't think of any way to do it faster than using partial melting/evaporation (flaking) mechanics. They are not heat creation bugs, and have been reworked by the devs to the point I think we've decided they are no longer bugs, rather completely intended mechanics. I believe you can make just about anything in survival. Oh, we don't get to use neutronium however we want. Dang....
  13. @Zarquan Is the hidden intent behind this challenge, "Let's give sulfur a purpose for existence?"
  14. Short answer: Start at 100g, and start dropping the value till you're happy. Long answer, it's the solution to a linear difference equation, and several variables can affect the minimum valve time. The result I linked assumes you'll have flow every tick (to keep a waterfall going). You only need it every other tick, so the minimum value will be smaller. The design shared by @SamLogan uses the same "flooded" electrolyzer mechanic that I shared at the top. The flooding is just done with a stream of running water, rather than liquid that stays in place. The oxygen is pushed upwards, and the hydrogen pushed right (from the upper left corner of the electrolyzer). In terms of ONI principles, it isn't any different than the flooded electroylzer (but does look cool).