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About Yalp

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  1. For the most part it was just confirming assumptions. Minimize heat transfer within the door to minimize heat 'loss'. So Iron is king if the temperatures allow it. I did expect a timing between 0.2 (1 in-game tick) and 0.5 to be most efficient, but apparently 1.1 s came out on top. This might be different for other Δt. Musing on it for a bit; I wonder if you could run a (almost) whole map full of steam turbines from a single volcano and a chain of TempAMPs ... Nothing that stuck out to me. I'm not as active (lurking) on the forum as I used to though. This is the way. Just don't forget the TSP .
  2. I do tend to keep saves. Start = starting state, res = result eff = was testing with for timings Edit: Packed the files, didn't expect it to look as messy as it did . TempAMP.rar
  3. I did some testing on the Temperature Amplification a while back. The data is not really fit for presentation, but if someone is interested, knock yourself out: https://docs.google.com/spreadsheets/d/17Bscu7Ny1YLwRqYseTN7ObOM2u6w5x9CNCPEBBXf7hw/edit?usp=sharing (See second tab for one of the test builds) Some of the more theoretical setups allowed to amplify the energy by a factor of x200. With Plastic it was even off the charts (x400 in an even older test). The more applicable builds/materials for a TempAMP with reasonable heat transfer are more in the x5 - x15 range irrc. Keep in mind that there are a lot of variables and results will greatly depend on them. I also played around with combining the TempAMP and the Metal press in the last patch... Making one run of steel in the Metal Refinery would allow you to make around 150 t of Tungsten, some Niobium, and about 600 t of steel (liquid at 2430°C)... I planned on making a proper video on it, but it never happend, so here's the raw clip:
  4. Awesome build. You might want to consider spacing the TSP 2 tiles apart, so their exchange zones don't overlap. It should result in a higher horizontal temperature gradient for every level.
  5. To me most of those points are variable as the player becomes more experienced with the game. For the first few bases I'd probably set them all quite high. Later on they become additional content to play with. A lot of *advanced mechanics* are a double edged sword. Diagonal liquid/gas swapping for example can screw you up quite badly. (not on the list) Two more exploits: - Liquid Tepidizer "overheating" - Infinite power transfer on regular wire
  6. Melting Doors created 600 kg of mass. Bunker doors 625 kg.
  7. When a door is heated unevenly the hotter part (tile) will melt and the remaining solid part is just deleted. Example: Edit: 75% mass deletion for bunker doors
  8. Since I posted a somewhat lengthy post on the topic and it might be helpful:
  9. The game actually keeps track of how much mass is in a tile beyond the 32 bit. I tried/tested a lot of door pump setups, managed to break all of them somehow.
  10. @klei.ruby I just tend to use high masses + TSP for heat/cold sources when testing builds etc. That habit carried over . The last line in the spoiler tag mentions, that it occurs with more normal masses as well. I did 2 boxes of Insulated Tiles, filled with 2 kg h2/tile and a temperature delta of 20°C. Heating was 0.1°C, cooling was something like iirc 2°C. the box was 5x5 and the TSP connected to 3 tiles of a wall. The temperature values are from the middle tiles.
  11. Insulated Tiles cool down many times faster than they heat up when connected to a heat/cold source via TSP (Tempshift Plate). Normal tiles were unaffected when doing a brief test. Save file: Insulated Tile faster cooling.sav
  12. As shown in Research doesn't benefit from the Lit Workspace buff, despite the fact that it is shown in the duplicant's status! Either the buff is not applied or the status should not show up. Confirmed for Research Station and Super Computer. Planetary Observatory test was not conducted.
  13. Oh well, the 2 big icons that usually indicate your selected item are very very confusing then. Maybe Klei should fix that visual bug as well, while they are at it ...
  14. Your screenshot shows: Gilded Asteroid with Fullerene at 110 000 km, unreachable with the current rocket. My answer shows how you can get there with a petroleum rocket. My screenshot also shows that the rocket includes a cargo bay to bring Fullerene back. I don't get why you'd need to go 130 000 km.