Storm Engineer

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About Storm Engineer

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Oxygen Not Included
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  1. Gasping for air while mouth half covered by water?

    The game thinks in tiles as units. One tile can only have one material occupying it. His legs are in a tile occupied by water but his head is in a tile of air. While the animation cause shim to haunch over and lower his head, that's only visual. They also can't differentiate the depth of the water in less than one tile units. A full tile of water and a tiny layer of water is the same for the game, which is why you see a blueish mist over thin layers of water as it takes the whole tile, and also why liquids sometimes look weird sticking to the ceiling above them and such despite being only a little amount.
  2. I would say that a vent not getting over-pressurized in an otherwise high pressure room is definitely not intended behavior. I actually got scrwed over by this, when a small pocket of some gas got itself stuck on top of an oxygen vent in my base. I was just wondering WTF happened to my atmo suit docks not getting enough oxygen when the pipes should be backed up... only to find that this one went in the corner of my base was perpetually outputting while my base had over 7kg of oxygen per tile... I'll definitely call this a bug.
  3. Moral effect duration

    Hey, I made my expanded table in Google sheets: It's still a work in progress, but I calculated some ratios form more bonus, use time and buff duration for comparison purposes.
  4. Moral effect duration

    Thank you, I was looking for the use time everywhere! I wanted to make a copy of your list with additional columns added, but I can't for the life of my figure out how, because I'm unable to edit the copy-pasted spoiler in this stupid failure of a WYSIWYG editor. :/
  5. Are they really? Because I sometimes see gases do weird random things, especially after loading a save. Is there really no way a pocket of oxygen somehow makes its way to the hydrogen pump? Only if they are always moving full 500g packets, thought I guess that's why you have pressure sensors. Hmm, you have a point I think. Ah yes, thank you! I know the concept, I have just never seen the abbreviation before. True. Really? Is this a bug? Which is why both exists from the filter loop have a shutoff on them, so gases stay in the loop until they can leave through an open shutoff. So as for overall conclusion, I think I've learned a bunch form debating with you and others, so thank you everyone for the feedback! I hope I didn't sound too defensive.
  6. [MODS] Nightinggale's mods list

    UPDATE: So I tried manually installing the mod and it still crashes the same.
  7. [MODS] Nightinggale's mods list

    EDIT: I just came here to say it's crashing for me and I'm on Linux. Any development about this?
  8. That's exactly what I did. I guess nobody had the patience to read down to the part of my post where I show that I have TWO modules in that room. The first screenshots show one module in a room built for two. The idea is that I start with one module and I can keep adding more later on demand, like this: That's why I point out that it's tileable. Also each module is independent with its own turnoff switch just because I'm a control freak. You still need at least 2 pumps per electrolyzer if you want everything to run constantly because they create 1000g/s gas and a pump can take 500g/s. Also, mechanical filters are not foolproof. Element sensor filters are. There is no way my hydrogen generator can ever take anything other than hydrogen, even if I reconstruct the room and gases are mixing all over the place. On the other hand - You use an extra pump, and consume more power - You use a pressure sensor so you still use automation, plus that is not foolproof. My filters are. - My room is fully accessible to dupes without deconstructing anything or building extra ladders, which was a design goal for me. - I can rebuild the room, change parts, do whatever and it doesn't matter if outside gases get in there, they will be filtered out with 100% precision. Don't get me wrong, your design is nice, if you don't care about any of the above, and don't mind that if you touch the room you need to shot it down or your hydrogen generators start taking whatever gas happens to float around as you tear down walls. It's a simple, "build and forget" (once you initially removed everything from the room that is not hydrogen or oxygen, that is) design that does its job. But I prefer the versatility and foolproofness of my approach. It's a matter of taste. P.s.: What the **** does "SPOM" mean? Everyone uses the term but nobody explains what it is and Google didn't help me either. But that's not right. 4 electrolyzers = 4000g/s of gas, 7 pumps = 3500g/s of gas. And the ratio of hydrogen and oxygen is 1 to 8, not 1 to 6. Those electrolyzers will stop all the time due to overpressure. I don't "need". I could remove the redundancy diffusers and just wall it up like yours. But I simply prefer if every room is accessible in case I want to change anything or maintenance is needed for whatever reason. Walled up stuff is a real pain in the ass if you need to change/repair anything. Not needed. The bottom pumps will pump oxygen at full efficiency creating 500g packets while the top one will pick up either oxygen, which then gets merged with the 500g packet coming from the bottom pump into a 1000g packet, or it picks up hydrogen sometimes, which then slips in between two oxygen packets. And the 100% foolproof filtering means this is absolutely fine. As such I have an almost continuous flow of 1000g oxygen packets, as you can see on the screenshot: I store the geyser water itself instead. This is especially better because a liquid reservoir is only 2 x 3 for 5,000kg of water (meaning 4,440kg of oxygen, or 740kg of oxygen per tile) while a gas reservoir is 5 x 3 for 150k of oxygen (meaning 10kg of oxygen per tile) But that's exactly what I do. The diffuser ONLY kicks in if the pressure in the room gets very low, which can only happen of the electrolyzers are not producing anything. But it doesn't need to be outside either. Plus, this way it still runs through my cooling room. The shutoffs won't open if they have no power. But if they have no power then the electrolyzers and pumps don't have either so it doesn't matter. And they only consume 10W per shutoff (as opposed to the 120W of the actual "gas filter" building, which is not even foolproof) So... we are talking about small, scaleable oxygen generation for our dupes to breath... You post a monster hydrogen factory that vents oxygen into space. Dude...
  9. Ohhh! I see it now. My bad! That empty space is there because the room is built for two units. XD My apologies for not being clear on that. Yeah, for that you would need slightly more than 1 pump per electrolyzer, but I can't be bothered to do the math. Probably something like 11 pumps per 5 electrolyzer or similar. But then there is also the fact that gases need to move around, the electrolyzer shots off when local pressure around it gets too high, etc. Welcome. I'm actually surprised, I thought everyone knows that design. It's around since the shutoffs were added, no idea who came up with it first. The actual "Gas filter" building is unreliable and if one pipe clogs up it just sends everything the other way, but this solution is foolproof. And of course works the exact same with liquids. You could also use thermal sensors instead of element sensors to achieve specific temperatures, eg. keep something running through a heater/cooler room in a circle and use this filtering to let packets that are hot/cool enough to leave the circle, or combine the two to create gas/liquid within a precise temperature range.
  10. How so? It wasn't easy to fit all the gas piping and automation into a 4 wide space! An electrolyzer creates 1000g of gas (112 hydrogen and 888 oxygen) per second and a pump takes 500g of a gas per sec, so you need at least twice as many pumps as electrolyzers to pick up all the gas (in practice a little more if you want the electrolyzers to run uniterrupted, because how they can only pick up one type at a time.) The double element sensor+shutoff design filters one gas at 100% precision, and is unable to clog up as long as the output pipes are not full. Whenever an output pipe is full and the gas has nowhere to go, it will circulate within the filter loop indefinitely until the output pipe has space. It consists of a loop of two element sensor+shutoff pairs in a chain, and a bridge to set the direction of the loop. To make sure it works you input into the filter loop via a bridge that attaches between the output of the direction setting bridge and the the first element sensor. Because the gas never stops moving and because of how timing works in the game, the only gas that is able to enter a shutoff is the gas that has triggered the element sensor right before the shutoff. Simplified example: In the above example the gas loop goes clockwise. Input into the filter loop is through the bridge on the right. Both element sensors are set to the same element, but one negated so everything that is my selected element leaves through the bottom shutoff and everything that is _not_ my selected element leaves through the left. This design is incapable of error, it cannot send my selected element into the negated shutoff and cannot send the wrong element into the filtered shutoff. I'm using this in my above design, just in a much more compact layout. Now, this only filters the hydrogen so my hydrogen generator won't break. The other pipe gets everything that is not hydrogen. That's OK, since my dupes literally never enter this room except to fill up the backup diffusers but that should only happen in an emergency when the main system is inoperable, so if a tiny amount of other gases get into my base then what? No big deal. I have another filter on the pipe feeding my atmo suit docks however, so those can only get oxygen and anything else is dumped into the wild with a high pressure vent. I don't understand what you mean. You can copy-paste this side by side, as everything, gas tubes, automation, machines etc. is fitted into a 4 by 10 area, with power and automation wires lining up where they need to, without overlapping where they shouldn't. On the top I merged the outputs of the hydrogen filters since two electrolyzers combined still don't produce as much hydrogen as to clog up a single pipe. On the bottom each oxygen filter has its own separate output pipe. You can expand your generation with one electrolyzer at a time as your colony grows. The pipes merging on the top are the hydrogen output pipes and the pipes going towards the bottom-left corner are the individual oxygen output pipes. Because I didn't mop up? *doh* I have deconstructed my previous setup to build this one so there is water and debris on the floor from the deconstruction. It's a vacuum airlock to create thermal insulation, as otherwise airlocks, being made of metal, leak heat like crazy. The center airlock destroys gases creating vacuum. If dupes pass through, depending in air pressure there is a small chance of gases from the outside getting in, but dupes never need to enter that room once built and cleaned up, and if a little other gas gets in it will sorted into the not-hydrogen pipe where I can filter it out with another loop if I want to. Not 100%, but as far as I observed they more or less operate constantly. But due to the numbers in gas created and how pipes work you can't have 100% efficiency in a small system, either you have too many pumps and they are inefficient or to few and the electrolyzer sometimes stops. My goal here was to create something that is - compact - Relatively efficient - Easy to expand as my colony grows It was never meant to be perfect. For now I simply run it through a room cooled by wheezeworts, which is good enough to keep the oxygen roughly around 25 Celsius. Geez, why is everybody so obsessed with the water? I just didn't mop it up yet... Once again, how so? Feel free to show me how do you fit all that piping and automation into a smaller space in a way that it's still accessible for repairs and can me modularly tiled to expand it. What?! Where did you get that number from??? Because let me tell you it runs almost constantly when the pipes are not backed up. ??? Why not? They will keep oxygen flowing if there is no water, for example, which can happen when your geysers have long downtimes and you use the water for several different purposes.
  11. Just another design I felt like sharing. This is my oxygen generation unit. I call it a unit because you can place any number of these in a row and they will tile (the Blueprints addon comes really handy). It uses electrolyzers, but it also has a fallback system with an algae deoxidizer (now "oxygen diffuser") that kicks in if pressure in the room falls low, meaning the electrolyzer is not running. While it uses the double element sensor + shutoff filtering to filter hydrogen with full precision, I also positioned the pumps above and below, so one pump will always pump oxygen and the other will pick up all the hydrogen for simply more efficient gas packets inside the pipes. Each unit has its own on/off switch that toggles the electrolyzers and pumps. However, the bottom pump will turn on regardless if the fallback circuit is activated. Normal power consumption is 620W per unit, potential maximum if backup circuit and main circuit are on the same time is 740W, meaning that a single coal generator with a battery as buffer can about keep one unit going in normal mode in a pinch. With a hydrogen generator added, a single coal generator can keep two units running indefinitely. Here is a single unit built: The element filters are set to Hydrogen, the atmo-sensor to Below 500g, and the oxygen diffuser to 9 priority so they keep them fully stocked in an emergency. Electrolyzers, diffusers, pumps and shutoffs need to be made of gold amalgam, as the room can get quite hot. Electric wiring and all the automation other than shutoffs can be made from lead. Here are two units in action, with some slight modifications: I added a secondary water input, removed bits meant for tiling with neighboring units on the edge, and installed an override switch on the right, that enables the diffusers regardless of pressure. The hydrogen output pipes are merged and run into a hydrogen generator. P.s.: Ignore the unusual colors. It's a mod that colors buildings based on their material so it's easier to see what is made of what.
  12. That would make the automation significantly more complicated: first close the middle door, then open up the side door, then close it again, and only then open the middle back up. I would need to use at least two mechanized airlocks instead of one, the automation footprint would be double at least, maybe more, and the whole process would take longer as well. So the question is, is it worth the hassle only to save a little bit of gas?
  13. Renaming colony?

    Nah, mine is named Furry Convention 8.0. I increase the main version number when I start a new world. (Since I always only play one until updates change things so much that I need to start a new one.)
  14. Hmmm true. But I never really noticed, because mostly use these for places where there are huge heat differences, so that means cooler and geyser rooms, where they very rarely go once they are built. My main base exists use waterlocks with insulated tiles around the water which is far from perfect in insulation but is a perfect gas seal and doesn't obstruct movement.