Yobbo

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  1. Yeah, i've been using this type of thing in various configurations as well for a long time. I'm a bit surprised it's not more common. I did test several configurations of the pumps and electrolyzer. Previously i was always offsetting the right-hand pump down by one, so the extraction areas match up perfectly. But i found it doesn't actually matter much - the most important thing is sitting one of the pumps directly on top of the electrolyzer so it can pump directly from the output tile. The placement of the other pump had only minimal effect. I also tried blocking some of the non-pump tiles so there was almost nothing that wasn't reached by the extraction area of one pump or the other. But it actually made the hydrogen efficiency slightly worse - i guess the back-pressure from blocking off space the gas could otherwise expand to leads to more situations where a packet of hydrogen can't move away quickly enough and gets deleted.
  2. It is a common misconception that cavemen are stupid. This is untrue. If you had to live in a cave, would you survive? You might! Because you are smart, like a caveman. Or like a cave-woman. The point is that living with complex things is easy, but living with basic things is hard. And so i present to you the Caveman SPOM. It converts water into oxygen. It needs no external power. It requires no refined metals, no fancy gold amalgam, and minimal research. It will give you oxygen before you finish building it. You can mess it up as much as you like, and just keep rebuilding it until it works. And once it's up and running it will keep running just doing its job and giving you oxygen. You can even open it up and tinker with it and it will keep doing that while you work. You can stop using the oxygen, and it will stop making the oxygen. Then when you start using it again, it will start making it again. It is not the fanciest of designs. If you want something fancy, go search for "Hydra", or "Rodriguez". But you can build it at the start of the game and it will give you oxygen. Job done. And if you are concerned about efficiency, it is 99.5% oxygen-efficient, and can run at up to 98% of theoretical maximum capacity. That's up to 865g/s of fresh O₂, enough for 8.65 duplicants. Hydrogen is wasted. But that is perfectly fine, because you can neither breathe nor eat hydrogen. The plumbing could not really be much more simple. The wiring also. The ventilation however is complex, which is why caveman must be smart. It's not all that complex though. It's just a mechanical / valve filter for the hydrogen, bridged onto by two separate gas lines, which then join into one oxygen output line. The hydrogen output has an overflow, which it will almost never need. Later when you have fancy smart batteries and automation, you can replace the dumb battery and tap the hydrogen overflow. About 5% of the produced Hydrogen is wasted by the design, which ends up reducing excess to around 85% of its theoretical maximum. Which is pretty much the same as a poorly-constructed Rodriguez. Or one where you just didn't set one of the atmo sensors to the precisely correct arcane value. If the pumps and electrolyzer are constructed with gold amalgam, then it can accept a higher temperature of input water. Using another metal such as copper ore, it requires relatively cold water (under 60°C) to be fed in. The water will cool the machinery. If the machinery is made of gold amalgam, then it can handle input water up to 95°C or higher. The output oxygen will be hot, but it will work. Now if you know what a valve filter a.k.a. mechanical filter is, there's probably not much more to say about this build. But maybe you don't, so i'll describe exactly how to construct it. If you already know how to construct this from looking at the above images, there's no need to read the rest of this post. Step 0: Research Step 1: Build the electrolyzer Step 2: Prime the filter Step 3: Hook it all up Step 4: Insulate Done
  3. On the public testing branch several screens are displaying with miniscule UI on my 4K display. This makes them almost unusable, and the starmap is so small that its background doesn't even cover the full screen. This includes: The printing pod selection dialog The starmap The skills screen The research screen The research screen shown here is on the maximum possible zoom level. The starmap is on the default zoom level, and zooming zooms only the transparent grid overlay, leaving the background as is. Actually the zoom for the grid overlay seems fine, and is well sized at both minimum and maximum zoom, it is only the starmap background that seems to be sized incorrectly. Tested on patch 507045.
  4. You're assuming a "starting direction" - that all the liquid is initially coming from the aquatuner, and this is providing some sort of pressure which pushes liquid away. That's not how pipes work in the game (though it would be nice if it were). As far as the game is concerned, the origin point of all liquid could in stead be the valve output, because all it sees is the green outputs, the white inputs, and the pipe connections. In that case the liquid should all push toward the input furthest away from the valve output (which happens to be the valve input), and that is what was happening in the non-working case. A good rule of thumb is that you should always have sequences like "green green white white" and never "green white white green", because ultimately that's all the game can see. The first sequence has unambiguous direction everywhere, but the second sequence has no way of determining the correct direction in the middle white-white segment, without some extra notion of pressure. The fixed version you have now uses all the first type of sequence, and thus has no conflicts. It does also require some care for loop filters. If you bridge on to them in the wrong place you get the same problem, which can lead to some confusing behaviour.
  5. well.. which way *should* the flow go there? It either terminates at the white bridge input, or it terminates at the white valve input. If the game doesn't know for sure which one should be the terminus, it will make a decision... that decision is not always consistent. It's best to make it absolutely clear which way flow should go, by adding another bridge or valve between the two white inputs. Even if it were consistent in some way, what would it be consistent to? If you flip it upside down, should it do the same thing?
  6. The default size (and maximum possible zoom) of the starmap seems to be set according to UI scale. Only at 100% UI scale does it correctly span the width of the screen.
  7. So, additional relevant info is apparently that i'm using ~140% UI scale. If you're going to scale the starmap with UI scale, you should also scale the zoom levels of the starmap.
  8. When using "copy settings" to copy settings from one automated notifier to another, the "type", "name", "pause" and "zoom" settings are all copied, but the "tooltip" setting is not copied.
  9. This seems to apply for any liquid (the pump liquid is always blue), and also applies to the aquatuner (liquid shown inside the aquatuner is also always blue no matter what it's cooling). I'm not sure why i never noticed this before but now that i've seen it... i can't unsee it.
  10. You need a dupe's feet to stand in the area to reveal it. In this case you can build a tile or ladder underneath it and force-move a dupe to go there, which should reveal it. Of course it would be better if it revealed itself with the rest of the POI - i'm not sure why it sometimes happens like this.
  11. The recipe for the diamond press lists the radbolt requirement as "available radbolts / radbolts needed for recipe". This is completely backwards to everything else, including the carbon amount directly above it. All other recipes list the requirements as "amount needed / amount available". This recipe appears like it should be producing, as the left numbers are less than the right numbers. Of course it is not:
  12. When emptying or filling bottled nuclear waste at a bottle emptier or pitcher pump, the animation for the emptier/pump shows a bottle of colourless white liquid, in stead of using the actual colour of nuclear waste.
  13. The Spaced Out starmap has rather limited zoom, which means that it is not possible to zoom out and take a screenshot of it. For the normal base there is a "screenshot mode" button, ALT-S, which disables UI and allows one to zoom out further for base screenshots. However this does not work for the starmap, and in fact the starmap completely disappears when you use it.
  14. Just a quick note that the number given in the tooltip could be erroneous (see https://forums.kleientertainment.com/klei-bug-tracker/oni/mass-numbers-displayed-in-tooltips-can-have-10-which-is-greater-than-9-r33766/ ). The value given in the "properties" tab when clicking on the liquid seems more accurate.
  15. This happens here because the two tiles of the airlock do not actually close at the same time. The primary tile (bottom if it is vertical, left if it is horizontal) will close a fraction of a second before the secondary tile. This pushes the water to the right in the "buggy" setup, then deletes the remainder as it has nowhere to go. Fradow's example is similar except vertically oriented. I'm actually making use of this behaviour to push things rightwards using horizontal doors and upwards using vertical ones. But it is nonintuitive and unexpected, given the symmetry of the animation.