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About Hexicube

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Don't Starve Together
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Oxygen Not Included
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  1. Testing apparatus: Abyssalite is spawned in at 1K, 100kg tiles. One 1kg tile of oxygen is added at 100K in the top-left tile. Observe how as a gas the oxygen is losing about 0.1C per in-game second, but once it liquidates, thermal transfer is drastically reduced despite the large increase in conductivity (0.024 to 2.0). Additionally, one can observe casually when digging in the oil biome that oil dropping onto 1500C abyssalite will instantly convert the oil into petroleum and then sour gas. However, once the abyssalite drops below those phase change temperatures, the reaction instantly stops. There is a clear disconnect between mechanics, either abyssalite should be conducting with liquids better (to match gasses), or gasses are over-conducting and the phase-changing is a bug (to match liquids).
  2. Selecting the grill causes a very visible FPS drop, even if the game is paused. The attached save shows this issue. Move around with WASD without unpausing, then select the grill and move more. Q1 Test Save.sav
  3. If you want automated power out of your oil, you have to get some high-temperature materials first. The solution exists, you need to go to space first to get thermium for it. Asking for an extra building to solve the problem is a bit unreasonable, IMO.
  4. If added, please make it optional. Games that mute in the background with no option to disable it infuriate me, as they also mute when selecting another window on my multi-monitor setup even when set to borderless.
  5. This should be DTUs to match everything else. In this case, 93.6MDTU (93,566,480 DTU).
  6. The limitations are not the problem, the power is. 10g/s hydrogen for -80kDTU/s is not worth it when you consider the same area occupied by worts. 4 worts is -48kDTU/s, zero running cost, and is 2 tiles shorter. Even if you could build the AETN, it would not be worth it. This is the core problem.
  7. It's better to ignore any conversion from DTU to J, everything that involves heat works in DTUs now. It's a little weird having a special unit, but it's better than before where the heat capacity of stuff and the heat production of machines didn't line up at all. With DTUs, they've at least made it consistent in that something producing 10kDTU/s will actually apply the right amount of temperature change to a tile with a SHC of 1(DTU/g)/C.
  8. https://en.wikipedia.org/wiki/International_System_of_Units#Prefixes
  9. If the goal were to make them equal, you would have to make power consumption and cooling strength linked, by accounting for a liquids SHC; either increased power draw for increased SHC, or a fixed cooling rate. I'm not a fan of this approach, I think a tuner with super coolant should be best because super coolant is a space material, but I would still like to see the regulator be competitive early on. Given that the highest reasonable SHC available is 2.4, or arguably 4.179 (steam), compared to the 8.44 available with super coolant, the regulator could just be made more efficient (90W?). You would end up with an interesting scenario where it would be more efficient to use super coolant gas in a regulator, but that gas would be extremely hot to begin with, giving it few practical applications.
  10. You can use the memory gate with a couple liquid sensors, one before a reservoir and one after, so that when the reservoir is empty the refinery is active until it is full. https://imgur.com/a/S0Ot5sR The refinery will operate until the reservoir is full, causing petroleum to go into the overflow section at the top, disabling the refinery. Once the reservoir is empty, it turns back on as the output pipe will have no fluid left. Granted, this isn't very granular as you're working in either 150kg (gas) or 5t (liquid) blocks, but you can still do it. That said, I'd still like to see an automation option.
  11. The power of an AETN is seriously lower than it looks, 80kDTU/s is nothing. A metal refinery produces more than it can handle. For any cooling project, I would rather use worts or a steam turbine, depending on the requirements.
  12. This is something that just doesn't make sense, the regulator processes 1/10th of what the tuner does but uses 1/5th the power (half as efficient). Combined with the fact hydrogen has a SHC of 2.4 compared to water's 4.179 and super coolant's 8.44, and it's effectively worthless for the entire game, except for potential mandatory use making LOX if your planets suck. Making the tuner use 120W would at least make it slightly competitive early on, and it could also then be moved earlier in the tree to give it a role as an early-game heat mover. The tuner is always going to be better as it can use super coolant easily.
  13. You can get more from rockets. It's expensive, but a wort lasts forever.
  14. That's likely because the turbine is pretty conductive. It should output at a fixed temperature, 151.15C IIRC.
  15. 3MDTU/s is the minimum it will delete at 10kg/s, but the upper limit is higher as it drops the heat to a set temperature (75C below the minimum input) as opposed to removing a set amount of heat.