TheOneFinn

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About TheOneFinn

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  1. Yup I have a cool steam vent powered teleporting ethanol waterfall (mostly just for fun, although it allowed me to use a rust biome as a heat sink before I had turbines) in my current playthrough.
  2. so the "pocket" of cold liquid gets propelled upwards on its own evaporated exhaust gas like a little bottle rocket? As much as I recognise how broken this is the imagery is fantastic.
  3. I think at the very least I'd put the pump on a buffer timer, so it switched off after a significant amount of time of no demand. Otherwise the default state is to convert all pwater as fast as it can. Chances are when it comes to decommissioning, at least when I'm playing, there will be a significant delay between the build of its replacement and its tear down, left long enough all the pwater will be converted and become significantly more of a pain to relocate as a gas than a liquid. Given that its literally just a vent to be automated it doesnt seem like it would hurt to support long-term suspension. I'm not sold on filtration control as a means of regulating o2 production, it just doesnt seem like it would be capable of maintaining any kind of accurate pressure. I think you can put deodorisers on doors for instant control (I know it works for terrariums and seemed to control pressures to within 100g or so) but you lose the neat po2/o2 seperation. Meh!
  4. Thankyou, this is the detail I was missing, I hadn't quite realised the consequences of all of the pwater being merged to one tile. That would presumably be mitigated with the a larger number of sources, the pwater source is 6 tiles wide, so you could potentially fit 2 in for your 10 (12) deodorizers for your hypothetical dupes but by the sounds of it 2 would not be enough to guarantee continuous production. We could expand the pwater tile side ways to the full width of the build, as I understand it average output is based on mass so it doesn't matter if its in one tile or several, the more tiles the closer to a continuous stream of average production we would get. I suspect your right and that O2 output is going to need to be limited too. I'll admit I am more interested in this as an early to mid-game build than end game, something that can be built for 30 dupes when you have 6 and then forgotten about, that uses the minimum of pwater and produces just enough oxygen whilst producing a steady supply of clay for ceramic. That needs almost zero power initially but can be expanded by adding gas pumps over the deodorisers to feed to suit docks once researched and built.
  5. I mean the actual "raw amount in kg" of pwater is irrelevent, and is purely a function of desired PO2 production, which is itself a function of desired O2 production, the quantity we care about is final O2 production, the rest are just "whatever value is needed to meet that" so not numbers that we actually care about. I'm also not sure you have understood what I meant from my reply I propose moving one of the tiles under the po2 storage air tiles down to add in a one tile gap to put an atmos sensor in, this would disable the bypass pump vent when po2 is above say 2kg and disable pwater being added unless po2 is below the level for say 30 seconds. Assumption: the bypass pump can VERY quickly move po2 from just above the pwater into the airflow tile reservoir. Thus pwater offgassing can be fairly accurately controlled and that offgassing is reasonably closely tied to the bypass bump operation. It might overshoot on pwater initially, but then it will shut down the input and off-gassing will naturally decrease the amount, initially it will overproduce slightly causing the bead pump to run intermittently, but as the pwater mass decreases the bypass pump is going to run more and more often until the pwater is "maximally off-gassing", the po2 still isnt reaching the threshold so we start adding more pwater, thus it will always vary between very slightly below and some value above the required amount, but over time the average should be within a reasonable margin of error of the minimum required.
  6. Thats basically what I proposed above, but does it need 20kg/tile of po2? From what I could gather deoderizers are not pressure dependent? If the deoderizers are unlimited they will keep converting po2 even if we stop the bypass pump to stop its production, so even if the we stop the bypass pump when o2 pressure reaches the desired threshold it will still continue to overproduce by whatever po2 is buffered in the airflow tiles. Thats why I was thinking of limiting the po2 with its own pressure sensor to less than 2kg so you have at most 2kg x width o2 overproduction when you hit the o2 pressure limit. Secondly by stopping the pwater being added whenever either o2 or po2 are at a "reasonable pressure" presumably we'd only every have just enough pwater to match the po2 demand (which is dependent on o2 demand). Probably having the bypass pump hooked directly to the sensor with maybe something like a 30s filter on adding pwater, either that or 2 different pressure limits for bypass and pwater We dont actually care about how much pwater is in that tile, or the flow nescessary, only that we are producing at least as much po2 as nescessary which can be ascertained by po2 pressure? (What we really want is the rate of change of o2 pressure, but Oni's automation system doesnt allow that ) The only issue i see is that the "ramp up time" is limited by how fast you can add pwater, a sudden massive spike in demand is going to require time for pwater to be added to ramp up production, but so long as you do that fairly regularly it should stay fairly close to the maximum limit (assuming you are nowhere near needing 10kg of pwater per second). The natural latency in the system is going to tend to mean you will have more pwater than required and a less than 100% uptime on the bypass pump I'd have thought?
  7. Sure I get that, but its incredibly frustrating when it seems like people refuse to even acknowledge there is a problem that could be desirable to fix, let alone discuss the merits of different solutions. I'm not trying to convince anyone that they should switch to a more economical playstyle if they dont want to, but equally why do I have to fight to justify an efficent logistic and production system? As a programmer, its the different between robust, encapsulated and reusable modular code, and a quick hack that solves the problem but will be a maintenence nightmare along the line. Why would you want a system that I had to manually adjust when I took on a new duplicant when a "fire and forget" build that will automatically adapt (and even play an alarm if supply is unable to meet demand) is achievable? I guarentee I'm going to forget to do so, especially with 5 other minor crisis going on. I'm not trying to be provocative or argumentative, I just want to discuss solutions that actually solve all the problems is a robust manner rather than half-way measures that solve only some of them or having to argue why these problems need solutions in the first place.
  8. why not use any of the variety of free cloud storage (dropbox, onedrive etc) services instead? just hardlink/junction your ONI folder inside whatever folder is automatically saved. Its what I do and it works fine, you occasionally get an "unable to write the playerprefs" file error on loading a save but it seems to be harmless. Even as someone who regular plays across multiple pcs, implementing cloud saves is extremely low priority for me when DIY via free cloud service works absolutely fine.
  9. That will signifcantly cut down on production though, since po2 offgassing is dependent on gas pressure you actively want to keep the area above the pwater at very low pressures. I dont understand though, why is my idea of an controlling production via a pair of atmos sensors bad? It doesnt even need any more tiles since you could simply move one of the tiles below the airflow sensors down to add a one tile gap to get a pressure reading? Thats what I dont like, "fixed" builds, I much prefer something that actively monitors current demand and alters production dynamically to compensate.
  10. Only off of the pwater, thats being pumped into the airflow tiles by the bypass pump so as long as that bypass is running the pwater will keep offgassing and adding more po2 to the reservoir of po2 inside the airflow tiles. The purpose I was trying to acheive was to gracefully throttle production so that it matches demand, even if demand is signficantly below the maximum production with no unnecessary buildup or resource usage. So far the replies have all been along the lines of "why would you want to do that?" rather than potential problems in the solutions I proposed. Personally I find the resistance to even think about throttling production to match demand, baffling. You never just keep producing steel in factorio with nothing to use it.
  11. First i'll preface my reply with i'm a programmer, coming from factorio, building complex systems is pretty much the sole reason I play any of these games. I have no fear of automation and am usually looking for an excuse to add more. All my builds try to cope with any demand from zero to full in a graceful fashion, I dislike large buffers as all they do is hide resource bottlenecks (this definitely comes from factorio) and prefer all my production pipelines to operate in a "manufacture just as much as is needed" fashion with enough production capacity to meet peak demand. The only buffers should be to deal with intermittant supply (eg geysers) As pointed out in the linked thread you need some form of throttle on it if you want to release the O2 directly into your base. And put simply why would I want to turn pwater into o2 that I dont need? Disabling the sweepers will not stop p02 building up in the airflow tiles, or pwater continually being pumped in for no benefit, and removing it later will become a major pain in the neck with the po2 buildup, its going to be bad enough with the overpressurised pwater tile. So I'm currently thinking remove one of the tiles next to the airflow to add an atmos sensor to the p02 area, once you hit say 2kg a tile of p02 you can stop both the bypass pump and the pwater input. That way a) you dont keep unnecessarily adding pwater, if your production of po2 is able to meet demand you have enough water in the tile. b) your only risk of explosive decompression on removal is the pwater, which should contain the minimum level of pwater needed to meet demand. So bypass pump and pwater only run when o2 above deoderisers is <1800g and po2 < 2kg per tile, you'll get a fair amount of wavering around that point (should still stay well under 3kg of o2)
  12. Seeing as the original thread is locked and I cant reply there, a couple of methods are discussed about how best to toggle it on and off, any reason you cant just switch off the bypass pump? Automation wire to the pump vent (probably hooked to an atmo sensor on the o2 side) and it should stop pumping po2 causing the p02 above the pwater to overpressure and stop production with no resource build-ups. (Stopping the regolith/sand as suggested would not stop p02 production and build up?)
  13. I like consistency, and the fact that it uses different rules is annoying. Also it really puts a spanner in the works if you want to build a manual desalinator (480W FFS!), presumably a pre-heat stage is going to have to get it within the threshold of the phase change (possibly doable with just a counterflow heat exchanger) to prevent flaking? Or should you do the counter-intuitive thing of disabling conduction using an insulator and using bridges as the only heat transfer mechanic whenever you need a phase change to multiple outputs? (and care about the second output) Sorry, kinda went off-topic for this thread.
  14. Thanks, guess I dont need to worry about superheated dirt in my steam room then. I think i'm starting to hate flaking as much as you do.
  15. So does flaking completely ignore the additional matter generation? I just dumped a load of hot iron into a pwater room and got no dirt generated at all, steam seemed to be generating in 5kg chunks so I'm fairly certain all steam was generated via flaking.