Trego

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About Trego

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  1. On all the Arborias I've looked at so far, rushing rust deoxys or just rushing electrolyzers was a very viable option.
  2. There is a similar exploit possible using battery charging and shutoffs controlled by automation, that kabrute discovered back in January. I'm not sure your picture actually demonstrates this, or any, exploit, however. Sending 2k of power over a conductive line and then via transformers to two normal wire lines each powering 8 refrigerators works without batteries, and without exploits. original exploit thread:
  3. No, your post was clearly meant to be funny. I'm still trying to figure out the intended tone of Risu's response.
  4. why is everyone trying to tell me what I'm saying today? That's not a fun game. It is true that the energy requirements to electrolyze 1 kg of water per second are probably closer to 120 MW, than 120 watts, but that's not what I was saying before. But yea, since the power requirements are already close to a million times too low... So you're saying that the relative power required to heat or cool the water is relatively insignificant next to the existing power errors, and therefore you don't mind it at all, nor do you think the fixed output temperature is stupid. Okay then.
  5. No, because it's energetically more noninclusive.
  6. High temperature electrolysis is the future. Thermolysis is ONI's future. (Apparently at around 3000 Kelvin and with the right pressure, water spontaneously decomposes into hydrogen and oxygen: thermolysis)
  7. Multiple inputs with one output usually works fine, sometimes it bugs out and i figure out why, sometimes it bugs out and i never do. You probably could have fixed it by just removing one pipe section and rebuilding it, if that's the case, but it doesn't hurt to overengineer with extra liquid bridges to help the pipe code out.
  8. it looks like you have multiples inputs and outputs on the same pipeline. In general, that's a good way to mess up pipelines, so not really a bug as a pipeline design error. If that pipe coming from the left is another input as I suspect, then try demolishing the end of it where it merges in, and merging that other input in with a liquid bridge instead. that will usually get your throughput back to full, bridges are useful for that purpose as well as their normal purpose.
  9. Exploit with transformers

    This is a special case of a broader bug already reported, and the problem is not with transformers, it's that circuits don't check overloads from generation, batteries, or transformer consumption, only from direct device consumption.
  10. Transformers power consumption

    This bug is harder to notice when all your transformers are hooked up to almost full circuits. Hook up 4-5 transformers with absolutely nothing on the other end, so that they should be zero, and it is quite noticeable when they start drawing 700 watts each.
  11. I just want to raise the point that a geyser ingame covers 4 tiles. When you hover over 1 tile and it says the geyser is emitting x grams of natural gas per second, there are two possible interpretations. It seems like most people in this community are interpreting this to mean that the entire geyser is supposed to emit x grams per second; however another reasonable interpretation is that only that square is emitting x grams per second, as you are only hovering over that 1 tile, which would mean that the entire geyser is actually intended to be emitting 4 * X grams per second. So there are three issues at play here. 1. How many grams per second is the geyser supposed to emit. 2. How many grams is it actually emitting. 3. How to make it intuitively clear to the user whether the description shown in-game applies to the entire geyser or just the tile being hovered. I raise this here because it seems possible that the original intent of the code here omitted the .25 intentionally, depending upon the original intent for (1-3) above. As an editorial note, I think most are in agreement that 480g/s per NG geyser seems too high.