Nick777

  • Content count

    18
  • Joined

  • Last visited

Community Reputation

5 Neutral

About Nick777

  • Rank
    Junior Member
  1. So I will be killing voles on sight, and not using solar panels as roofs, got it.
  2. The amount of heat made needs to be the amount of destroyed. You don't get to decide to cool some things but not others, any extra heat remains in the environment and is accumulative. If a map only gave you 4 wheezeworts and they each can do, at max, 12 kDTU/s of cooling. That means if you did more than 48 kDTU/s of heat, something somewhere would be getting hotter. Honestly I have never done an aquatuner + water sieve to straight delete heat, it is too trivial I agree with that. I use polluted water to cool my steam geysers before running the hot polluted water into the sieve, and I use polymer presses to delete heat from 460 C petroleum I run through my metal refinery, because I am not going to wait cycles and cycles for wheezeworts to cool the immense heat that comes from making steel. For the rest of my cooling I use an AETN but their use is limited to the amount of water you have have available to make hydrogen. As for maps with lots of worts, cooling is trivial. You put them in a box of hydrogen and run radiant liquid pipe through it. The only automation you need is to keep your pipes from freezing. And if you have a whole lot of worts you just put them on the ground next to whatever is making heat. Either they could add heat to the output or they could take heat damage if the input is too hot, or they could take extra heat from the input and put out into the environment making them a sort of aquatuner. For the polymer press they should actually reduce the power needed the hotter the petrol you send it since you are doing some of its work for it.
  3. Aye lifegrow! The master himself. I watch you on twitch from time to time.
  4. This happens to me sometimes if I alt-tab while loading.
  5. It should go active at equal to or more than the number set. It would be nice if it showed critter count, but you can still look it up with the room tool.
  6. In games like this where there are lots of little moving parts (gas/liquid pipe packets, heat exchange per tile, gas pressure exchange per tile), plus the path navigation and stats per dupe, it is extremely CPU intensive. I am surprised your i5 can handle 20 dupes without jetpacks. With my i7 and 16 gb of ram I do get frame drops after I build jetpacks in space and sometimes even complete game crashes to where I have to slow speed to 2x to keep it running. You could try playing at 1x and which would give your CPU more time to update the world simulation and path navigations.
  7. So the aquatuner heats up the environment, and the puzzle is how to get the heat from the environment into the water sieve. If put the heat into polluted water then you at least have to pump it into a water sieve so that is 1200 W + 240 W + 120 W = 1560 W of power, plus designing the aquatuner cooling loop, the polluted water tank and the water sieve input/output path. With the wheezewort it is just putting the plant down somewhere hot.
  8. With the machines the game becomes a puzzle where you have to concentrate heat and direct it into the machines, with the plants it's just finding them and putting them on the ground. If they do fix the heat deletion exploits I hope there is something better to replace it than stupid wheezeworts.
  9. Personally I prefer magic of heat deletion through machines than through wheezeworts, mainly because I think they look stupid and I am not too fond of running around the map collecting them. Also some map gens only have 4 wheezeworts. Without heat deletion, if the asteroid is completely insulated by space then it should always be a hot ball of magma as the outside should never cool. In RL space is cold because of black body radiation, which is why comets are composed primarily of ice. When I first played ONI I thought the surface was going to be cold since below it was hot.
  10. Obviously it is quantum nuclear generator recombining quarks in the hydrogen proton into neutrinos and electrons.
  11. So a shove vole dug through my solar panel and pooped hot rock on it. It absorbed the heat of the rock and overheated and even after my dupes repair it remains at 195 C. The thing is I am using the solar panel as the roof of a battery bank that is filled with dense 25 C hydrogen. The regular tiles used for the walls of the battery bank are at 25 C. Also I noticed that you can build drywall behind the solar panel tiles which make me think that the tiles are like ladder tiles and only support dupes walking on them. But then how are they containing the compressed hydrogen? https://gyazo.com/495f313e8296a8a192cc59378ba01ebe
  12. ^ haha I was thinking the same thing when I saw this post
  13. I'm getting the same problem, I have a regular container for my dupes to fill up and next to it is the fish feeder and it won't transfer the algae. >> EDIT >> After watching a dupe load the feeder I found it is loaded at the base tile. I assumed the feeder would be loaded from the top like a real feeder would be. I moved a tile blocking line of sight to the base tile and the auto-sweeper engaged. Yay! Looking at the OP's posted image, his right feeder's base tile is not in range of the sweeper.
  14. So I know the most common layout is to put all your power onto heavi-watt and run the heavi-watt across your base hidden in corridors just for them. But I have been seeing layouts where you can route power back to your batteries using transformers, which allows you to spread out the location of your generators. Everything is working as expected if I use one generator per line. But the math is getting wonky when I use multiple generators on one line. So where things work as expected is when I have one 2kW petrol generator: 1) (2 kW petrol) into (1 kW + 1 kW transformers) into heavi-watt power strip -> no overproduction, no circuit damage 2) (2 kW petrol) into (4 kW large transformer) into heavi-watt power strip -> no overproduction, no circuit damage Where things don't work as expected is when I replace the 2 kW petrol with one 800 W hydrogen and two 600 W coal gens: 3) (800 W hydrogen + 600 W coal + 600 W coal) into (1 kW + 1 kW transformer) -> circuit status reads 1800 W / 0 W and reports show overproduction of both coal and hydrogen but mostly hydrogen. 2 kW consumer network is flickering in and out of power. 4) (800 W hydrogen + 600 W coal + 600 W coal) into (4 kW large transformer) -> circuit status reads 2400 W / 0 W and wires burning up before transformer as it is filling up capacity, then it reads 2000 W / 0 W as the transformer's capacity stabilizes but reports show steady overproduction of the hydrogen generator, which is kind of crazy because my circuit is setup to use 2 kW continuously so to be having any overproduction with no power outage would mean that the gens are making more than 2 kW of power. I don't know if this is the intended use of power transformers because it allows you to easily bypass using heavi-watt wiring. I can basically build my petrol generator in the oil biome and use conductive wiring through walls to bring the power back to my base. This exploit could be fixed by only allowing transformers to output to lower wattage. So basically if you have 2 kW going into the transformer it can only bring the output up to 2 kW. Wonky Power.sav