MustardWarrior

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About MustardWarrior

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  1. Alright I was able to replicate your test. I was wrong, it must be an edge case where buggy behavior happens. I thought it was possible methane would be destroyed during sublimation but I didn't think sulfur could be created and it repeatedly added up to 10kg it seemed to coincidental. What can I say, it was a very efficient test that assumed predictable behavior from the game.
  2. I just tested it again, I went into debug mode, created a single very cold 10kg square of sour gas in a single square confined area vacuum and when I did this I found it was 2 kg of methane and 8kg of sulfur. Seems pretty open and shut to me.
  3. Last time I tested it with the new mk 3 QOL update you only get like ~20% methane from condensing sour gas so that if you convert it from petroleum to natural gas you are going to be destroying polluted water in the process. In my opinion that change renders the whole thing pointless, I mean I guess I might try to make like a really small one to dispose of some sour gas that got created naturally. Otherwise you are just destroying oxygen which is the limiting resource. I should mention it used to be like ~60% methane so it was a big nerf.
  4. I've tested this in a few games and it works pretty well in my experience, you have your bedrooms, bathroom, rec room and dining room in a sealed insulated block with the hatch stables on the opposite side of the apartment. Put in the exosuits and waterlock your apartment, turn off the carbon scrubber, let your base fill up with carbon let it heat up or heat it up and then when you switch to oil power and your base is warm enough you switch from hatches to slicksters to avoid having to feed them, and they are conveniently located for your ranchers. In my base it's pressurized at 5-10kg depending where you look and it helps compress the other gasses and makes them easier to pump. All of your oxygen production is in one room beneath the exosuit room. It really lets you not have to care very much about thermal issues. I just think this approach has a lot of advantages. Although it does slow down your dupes until you get enough skill points for exosuit wearing. Here's a save file, I need to clean up a lot of stuff in the metal refinery/power plant area and do something about that 45 tons of steam in that bugged metal refinery that is too cold for a turbine. The Radioactive Bunker.sav
  5. My metal refinery has 45 tons of steam stored inside of it. Refinery Water Bug.sav
  6. 40kg/s Regiolith Melter

    Yeah I mean it is very satisfying getting a self powered petroleum boiler up and running I imagine the feeling would be similar with this. I guess it's a decent monument to OCD.
  7. 40kg/s Regiolith Melter

    I think the math works, specific heat capacity calculations are pretty reliable in my experimentation although state changes can screw things up on the margins, I've looked into this and even wrote c++ programs that have done accurate thermal exchange rate calculations for very simple tile to tile heat exchange examples. Here is a design that I threw together haphazardly that could likely be tuned to working. An issue you run into is cooling the thermium auto sweeper. you'd need to make a cooling plate and run the magma room in a vacuum and then build something like a counterflow heat exchanger. Since I just threw it together it has way too many temp shift plates you can space them out just make sure there is at least one overlapping tile in the 3x3 area. Could you do this? Yes crude oil has like 8.5 times as much heat capacity as regoltih and you have people have said that you get ~ 20000 kgs of regolith per cycle on average coming in from space. So 33.3kg/s should be something you can do with volcano especially considering the igneous rock flowing down the counterflow heat exchanger will has 5x the heat capacity of the regolith going in. The issue is that why would you do this? You probably get enough igneous from the volcano to provide all of your late game coal needs (just the kiln). I calculated it out and if you converted 20,000 kgs of regolith per cycle into igneous, fed it to your stone hatches and then burned all of that coal you would get around 400kg of carbon dioxide per cycle which from about 20 slicksters under ideal conditions would net you 200kg of petroleum. per cycle which would net you 200*(750/1750) = ~86kg of polluted water per cycle. Or about 127 grams of oxygen per second. Even when it's all up and running, I don't see how this is going to not take at least one duplicant's worth of labor to keep all of the hatches and slicksters and everything fed I suppose maybe a ton of unmaintained stone hatches in a small room or something. This seems like a complete waste of time to me.
  8. Detergent, soap, laundry.

    Yeah that makes sense. Like something which can be added to water that kills the germs. Or something with a liquid input and output that kills the germs. I think lime would make more sense but lime is already so scarce, they really should just have limestone be an abundant rock and allow you to make lime out of that and then you can use that for soaps.
  9. Basically just make a building with a fancy name like "surfactant mixer", requires power, petroleum, chlorine gas and makes soap or detergent also because not all maps have a chlorine vent, you might consider allowing lime as an alternative to chlorine or perhaps just making the number of chlorine vents per map consistent. Alright so I think right now showers are just another water input, output building, that just uses more water than the other ones. I think that without soap your shower morale buff should not last nearly as long and I think that soap should make your sinks/wash basins remove more germs or possibly be required for the washroom morale bonus. With you having to replace the soap after so many uses or else have the building not function as effectively. Also introduce a Laundry mechanic, with a washing machine/dryer that requires power, water, detergent and outputs polluted water. Basically just make it like the outhouse, dupes go to it and change their clothes and it has so many "uses" before a dupe has to do the laundry which requires detergent. Clean laundry provides a morale bonus. This would make chlorine useful.
  10. 100g of Natural gas is blocking 354.9 kg of water from passing through. I'm assuming this is a bug? It happened once and then I dug down 1 tile and it happened again.
  11. It's useful to have a table like that should I actually decide to make this program more user friendly and the flow rates look useful if I ever find any information on pressure changes. Okay so at least for cells it does look like the multiplier is always 1 or 25 except for genetic ooze and crushed ice but my program was wrong. Okay so apparently the multiplier is 25*25 for liquids, but for solids when interacting with a gas is 1 while for gasses interacting with a solid iit s 25. So you have gas-solid interactions have a 25x multiplier while liquid-liquid have a 25*25x multiplier. So his math equation is right but his description was a bit vague on gasses-solid being 25 while solid-gas being 1. Alright I'll update the .cpp file again.
  12. Oh I didn't mean to imply that you did. But in that thread Yothiel siad he used a C decompiler to decompile the sim.dll file and the .net decompilers wouldn't read it but a C decompiler did and then proceded to spit out a bunch of extremely difficult to parse code that is completely unreadable. I think I'm just going to stick to the Yothiel thread, it has gotten me accurate results so far and I feel like this decompiler stuff (which btw this is the first time I've decompiled a program) has been a waste of time.
  13. I don't have access to that document (edit: I require being granted permission) and I couldn't find the CreateBuildingDef function, it's like searching for a needle in a haystack and I tried to decompile the C simdll like the guy in the thread said and that is just completely unreadable.
  14. Look that thread may be tedious, but I think there is no interesting or more concise way to describe what amounts to a bunch of calculations. I mean we're talking a one line comment followed by the actual mathematical equation itself. I think the defining of quantities beforehand to make the later content more compact is very necessary, see if you can break something down into smaller bites, that makes it easier to understand and you kind of have to do that if you have so many if statements. But I will try, to a first approximation the (Thermal Conductivity*Temperature Difference)/(ticks per second) tells you how much energy is going to be transferred per tick, the in game value you see is accurate if you convert it from watts to kilowatts, even though the description in the game says it's in watts. While the heat capacity of the cell (Mass*Specific Heat Capacity) tells you how much this energy is going to change the temperature of the cell. So the amount of energy transferred decreases overtime as the temperatures equalize. That's a first approximation there are a bunch of conditional statements in there too. But to make this more concrete, for 2 1000kg tiles of Igneous at 500 and 1500 degrees respectively we have a thermal conductivity of 2.0 and a specific heat capacity of 1.0 for Igneous. So plugging that in you have (2.0TC*1000K)/(1.0SHC*1000kg*5ticks) = 0.4 degrees for the first tick, which is accurate but if then numbers were different it might be modified by one of the many if then, min, or clamping operations. There's a bunch of other multipliers and conditions that modify this, insulated tiles, 25*multipliers for liquid to liquid or solid to gas. That thread describes the precise process. I'm going to have to modify my code for multiple cells and do more testing, implement the other scenarios like buildings and stuff. Oh and i just spotted a bug, that apparently didn't effect the change the numbers in my particular experiment. I forgot to actually update the thermal energy for the cells see I initially defined and used a bunch of variables in the function and then to clean it up created variables in the class without changing all of the code completely. I edited the OP to include the updated version.
  15. Sorry for creating too many threads but this one deserves it's own and may receive updates. Basically I wrote a c++ program based on the post this Yothiel guy made and I confirmed that this is still accurate and I included it in the files. So far I only did it for the cell to cell thermal transfer and only for 2 cells at a time so this is pretty limited. I think I will probably expand this. But basically what I did was I created 2 1000kg igneous rock tiles in an insulated cell, one at 500K, one at 1500K. And the C++ program I wrote accurately predicted the temperatures using Yothiel's thread as a guide. Basically I watched the schedule timer and created the cells at the start of the cycle and paused it and end of the cycle to the best of my timing abilities and it was accurate not even off by 0.1 degrees so within the games limits it is accurate. I tested it another time with solid and gas too and it worked and should note that Yothiel's post mentions "(S1[type of cell 2] * S2[type of cell 1]" so for this you only want to multiply by 25 not 25*25. ONItemp.cpp