crypticorb

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About crypticorb

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  1. It's been a while since I unearthed a new vent, but can't you simply dig out a single tile of the base of the vent/volcano/geyser? It will uncover and discover it, but unless I'm mistaken, the geyser won't output with a single tile uncovered.
  2. QoL = Quality of Life?

    Ration boxes and fridges take up a HUGE amount of space, easily 30x what a single food compactor like what I posted above can do. I typically let my food production run far ahead of what I need, and stockpile massive amounts of food and ingredients. Storing all that requires either a large quantity of fridges or some means of dropping it into a chlorine immersed space to pile up on the floor. Fridges take a load of power to run as well, unless you're willing to work with a sealed chlorine/CO2 chamber, which is awkward. Late-game (1000+ cycles) I'll typically run into issues with all my storage compactors taking up excessive amounts of space, and it takes a long time for dupes to run around getting materials. Eventually I end up putting it all into one small room in a pile on the floor. Recent changes made items on the floor, such as 50+ stacks of igneous rock, take up far less CPU power to just sit there.
  3. QoL = Quality of Life?

    I would love to have a "shipping vent". I typically have to use a complicated automation loop hooked up to a shipping arm to pile up food or hazardous materials in a safe space. It looks like this: Typically very annoying and complex to set up, but could be solved with a simple shipping dropoff. I'd be perfectly happy piling up coal next to a generator, or with the new changes to solid gasses to ship frozen oxygen or hydrogen (if possible), and deal with it upon arrival. In addition to a shipping dropoff, I would LOVE to have a shipping filter. I've created incredibly laggy and intricate shipping filters before, but they are power and CPU intensive.
  4. [Game Update] - 306910

    I feel your pain, but with pathing calculations moving to be multi-threaded, it makes a HUGE difference. Even on the test build on a laptop, it made enough of a difference that I don't feel the need to restrict pathing options. The threshold for when I needed to go out of the way to restrict pathing was about 20fps, but with the same base from before QOLmk2 I'm getting 10-15fps increase on a 500+ cycle base. And that's including the test build logging tools hogging processer time.
  5. All critters stand in one spot

    Does this occur if you save and reload the game?
  6. @Neotuck I've figured out how this new setup works. When adding new liquid into a reservoir, it averages all aspects of the liquid incoming with the liquid contained, and the liquid outgoing is also the average of all the contents. In the last reservoir, the germs entering are less than 1000 per 10kg, and the entire reservoir contains 5000kg of germ-free water. When a single packet of 10kg enters and adds that 1000 germs to the entirety of the reservoir, it averages out to 0.2 germs/kg, which is less than one. When the reservoir attempts to output a single 10kg packet of water, it can't send a fractional germ out, so it rounds to zero. I proved this by upping the amount of germs flowing in slowly until there were 5000 germs per 10kg flowing into the last reservoir, and only then did it pass germs on to the next reservoir. So long as the germs flowing are less than 5000/10kg, and you maintain full reservoirs, the reservoirs will never pass any germs onwards. Here's my latest and most simplified version of @hpongledd's setup, with a zero-flow shutoff and germ safety feedback:
  7. Sorry Neotuck! I've made my fair share of interesting designs that were made obsolete or useless by either lag or a better design. Part of the whole reason I post my ideas is to get others posting their ideas, which are sometimes infinitely better.
  8. I'm not 100% sure why, but after putting 5 reservoirs in series, bathed in chlorine, pumping in germy polluted water will always be germ-free on the other side. Since food poisoning in warm polluted water will always normalize to about 5,000,000 germs per tile, I painted in 6 million to be sure, and none got through. The 4th reservoir would occasionally have 0-500 germs, and the last reservoir would never have any. I tested it with the output of germy polluted water sieved into clean water (a realistic test) and there was never any germs past the 3rd reservoir. The only failure condition was when the source of water was cut off and all the reservoirs started to empty, and when the source of germs started again, they would pass through to the output, but a simple cutoff solved this.
  9. I just hooked it up too, it's laughably simple. I'm trying to think of failure conditions that would need to be accounted for, and the only one I can see is if you don't have those reservoirs completely full, the germs don't sit in the reservoirs long enough to cleanse. This failure condition would have to be accounted for whenever the germy water source stops (water geyser dormancy). If all possible failure conditions are accounted for, I'll probably switch over to this system @Neotuck. He's right that it's waaaay simpler to build, and any possible simpler system is better in long term games. I haven't seen this bug myself, but I always set a true condition for germ sensors when they detect below 1 germ, and this has never resulted in a germy packet getting past. Is it possible this bug is due to the detection of empty pipes? The status of an empty pipe is technically unknown, though it should read 0 germs. I know pipe temperature sensors are odd, as they read -273.6 on an empty pipe, which is wrong.
  10. To clarify confusion on this point: reservoirs with liquid flowing in will always output the contents on the output, so long as it isn't blocked. This means that with a flow in and nothing preventing outflow, the reservoir will function like a bridge, holding nothing. Reservoirs cannot be disabled with automation, which is why @Neotuck added the door underneath the reservoir, which "disables" it when it senses no floor. The reservoir will still accept input while "disabled", but cannot output. Lastly, reservoirs will output the average of the contents. This is important, because they will average everything that flows into them with the contents, including germs, temperature, and material type. If you have a reservoir that contains 50kg of petroleum at 100oC, and pump in 50kg of germy, 0oC polluted water, the reservoir will average every aspect of these new contents. Allowing the contents to flow out will yield a 50/50 mix of 10kg packets of germy petroleum at 50oC and 10kg packets of germy polluted water at 50oC.
  11. The main difference I can see is that @Neotuck's system is able to maintain 100% uptime 10kg/s flow by the use of rotating buffers (the reservoirs). Your setup, while far simpler, requires the water flow to stop and hold, with a period of zero flow in or out, while the germs are purged.
  12. Can you post a screenshot of your plumbing? I can't tell what your setup is doing with the liquid, and the automation isn't very helpful for reverse engineering that.
  13. Try an infectious polluted vent. It'll output 60oC polluted oxygen at an average of 100g/s, which is 60kg/cycle, the same as 10 morbs. Might be worth looking into, as vents don't hurt your CPU like morbs do. Edit: or use it for LOX! LOX systems don't give two hoots about how polluted or infected oxygen is.
  14. Yup, feedback loop is only a safety measure, mostly needed for the exact purpose I used it for, idiotic mistakes like missing wires.
  15. I spent way longer than I should have staring at that last night. It works great now. The loopback insertion works fairly well hooked up both ways, but feeding it to the output is better if the source feeds multiple systems and you don't want germy water flowing back that way. Feeding to the output keeps the germy water from leaving the system.