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About Manarz

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  1. I dont have much time right now to contribute but i wanted to share one of my old design ideas based on this bug: I built a counterflow heat exchange tower where at the bottom of it is the big cold pile of ice in vacuum adjacent to a cold source. An autosweeper loads parts from the big ice pile into a conveyer loader and ships it up the tower inside the tower wall. The ice in the conveyer melts at some point and the resulting water is pushed into the tower and runs down towards the cold pile. Now you dont want it to freeze again so you have to get it back into droplet form to not exchange heat. Once the water hits the bottom it instantly merges with the pile without any coolness lost (in most cases). Infinite Cooling in a closed loop. Adjacent to the tower for example you can build another tower where you can route hydrogen through that gets cooled down. I try to post a screenshot as soon as i find some time.
  2. I did manage to generate quite some heat by just closing doors above the water inlet and opening them once when i reached 1000kg water. The steam above the door can be brought very high if you abuse the fact that hot steam conducts its heat downwards rather slowly. You just need to make sure that this very hot steam touches your water first and then route the resulting steam sideways towards the turbines. Its nowhere near as effective as the supercoolant design but it still generates quite some energy. The main problem with such designs is that i cant seem to find a way to avoid the temerature swapping heat loss since we generate a high pressure, high temperature steam tile that is flowing into a lower pressure, lower temperature environment underneath the turbines...
  3. The setup i posted does not delete any mass if you have enough chlorine pressure.I think I had to use above 4000kg/tile. It ran 20 cycles without deletion then
  4. In my setup some mass got deleted too so i investigated it a bit. I found that every thermal contact point touching the parent tile adds to mass deletion of the parent. A thermal contact point below the parent causes mass deletion. So you'd want to conduct heat out of the parent only by bridges to get rid of mass loss. I haven't yet identified the exact interaction that is responsible for the deletion though.
  5. I used doors for that too but saw some matter deletion so i scrapped it (atleast for those two elements). The little heat loss through conduction doesnt matter at all at this point. Doors are a great way to avoid letting the liquid flake since as long as there is no space for the child after flaking nothing will happen and you can safely heat the donor to any temperature you want. In my setup the gaseous supercoolant will always only be in the lowest tile and always completly changes state, so i didnt need this door mechanic.
  6. A simple (not at all optimized) space material setup like below can run 20 steamturbines on full power EASILY. I didnt test out its limits and i dont think it is needed... One time flake-swapping 795kg of supercoolant from sth like 400°C to 900°C generates 3.339.000.000DTU.... and how often you can use it basically only depends on how fast you can cool down the gaseous supercoolant. In my basic tests i managed to flake-swap around every 30-45 seconds. Btw this setup could also be used in row to multiply its effect with the heat of just one AT. I havent experimented with other materials yet but in theory this should work with no space materials at all at a lower efficiency.
  7. @mathmanican I still can't figure out the extra energy gain we see in our Turbinetests but i see it without liquid - gas contacts too: The output pipe of the Turbine is full this time, so i don't have any gain from reduced outputs
  8. After i posted i actually found the problem. I didnt use insulation between turbines and steamchamber thus the bleed was quite massive. Right after i changed itall made sense. Trying to fix this oversight let me to some interesting new revelations though. Here is my current best turbine: Runs stable at this power and only needs 2 tiles height! @mathmanican Here is the save. TurbineIteration.sav I am on Windows btw. I'll look into yours now too. Some observations and rules of thumb i found while iterating over diffrent materials and designs: - usually the higher the temperature of the AT gets the more power output i get (keep in mind i am always producing the same amount of heat) - slower heat transfer towards the right performed better (also steel AT is better than thermium because you can get higher gradients) - lower steam mass leads to higher gradients which again perform better TDLR steeper horizontal temerature gradients perform better. TurbineIteration.sav
  9. I tried to reproduce the 560Watts but cannot do it. With the same setup as u have i only reach 554W... I tested atleast 30 diffrent variations and i never got the magic heat u found. What could i possibly doing wrong? Is this a material thing? I tried thermium, steel and copper in diffrent variations.
  10. I knew that the bug is already known but i wasn't sure if it is really fully understood and wether all it's "variations" have been found. What i personally didn't knew was that the mass is deleted even if it's not directly above a vent but u guys probably were aware. Was the mass deletion in turbines present before the matter conversion fix? I cannot remember how much steam i put into the supercoolant flaking array but i can definately say that supercoolant got deleted as well. I started with 400kg per tile and now its down to like 380-390kg. I don't think its a 1:1 deletion ratio.
  11. When i made the supercoolant flaking turbine array i barely saved at all and used quite a high mass of steam. The steam was basically completely gone after around 150 cycles. So i would conclude the bug in it's core has nothng to do with pressure or save/load stuff. Of course the bug still might be amplified by it. My best guess at the moment is that something goes wrong when gas wants to move into one tile and at the same time another tile is forced to go into the same chosen tile (for example because of a phase change or dripping). Same thing could explain why liquid vents sometimes delete gas even though the gas could escape. Here is a showcase of the issue: Water input: 200g/s Steam: 200°C, 10kg/Tile The Carbon Dioxide will be deleted after a few frames when it is under the liquid valve at the wrong time. I didn't go through it frame by frame yet. I tested this with diffrent steam conditions and it always happend reliably. The placement of the valve does not change what is happening either.
  12. I got a cooling tower that works on that principle which cools literal tons of 70°C Hydrogen down to LH without barely any energy and also a small contraption that produces infinite energy. I'd love to share my findings if u want to investigate it further. Right now i try to use this stacking bug together with flaking and gas swapping in order to be able to call it the "TripplePhaseCooler". Im not quite there yet. Didn't have too much time but it looks promising. I had some other ideas to force a high gas gradient. Hope i can show it off soon!
  13. At this point im wondering if it makes sense to actually code a simulation for this model and run tests after each frame whether some unexpected behaviour emerges. The algorithm seems simple enough. Maybe ill get to it as soon as the AI im working on does what it is supposed to... i also still want to figure out the exact reasons for the mass deletion bug. My 30 turbine array fueled by supercoolant flaking lost alot of steam pressure after 150 cycles running... when i made it i ofc didnt obey to the rules we found here but still what exact interaction deletes the mass?
  14. From a coding Perspective this makes alot of sense. you would use immutable data structures to do parallel computing of all the cells which i always automatically assumed oni is doing. If not that would sure be a way to get rif of some of the Performance issues lategame. I never profiled onis performance on my cores though. also im wondering if they use compute shaders for some stuff?