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About Saturnus

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    Duplicant Freedom Fighter


Oxygen Not Included
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  1. @Yank31 Updated the image to include meteors season output alternative. Also note, I wouldn't get rid of the calibration automation in case you have a failure of some sort at a future point, and you need to re-calibrate. Then all you'd need to do is hook up the meteor scanners again, and toggle the master reset.
  2. Yes, but it would take some additional wiring. The information is there already. For example between 24kg and 66kg of water it's copper season. You can figure out the rest from the valve settings.
  3. I'm sure you can figure that out by seeing that it's 10g/s per tile combined flow rate of water. So you can quickly see on the water level how many seconds it's into the the full 34 cycle... uhm... cycle. Just note that for the calibration to work, it start with the first peace season after a iron meteor season just like it says in the picture. Why would you need rocket scanners when it's peace season unless you have something else that requires it? You can just have the doors open during peace season.
  4. You can look at it this way. NASA and every other space agency don't just launch rockets willy-nilly. They calculate a launch window. This contraption allows you to do the same. And it'll cut your scanner array power cost by about 1/3rd.
  5. Not quite so anymore. It's much more complex. See But if you want to make absolutely sure you never have broken doors then you can use my updated water clock I posted a short while ago. It will tell you exactly when it's peace season or meteor season (precision is -0/+2 seconds), and then you can calculate forwards to only launch when you know it will land in a peace season. Mostly the peace season clock is to power off the meteor scanners while it's peace season as they're not needed.
  6. Many moons ago I made a meteor water clock that as the name implies just output a signal if it's peace season or meteor season so you can predict when the next meteor season is going to be. I've finally gotten around to updating it to the current meteorology in the game which is far more complex but as you can see the water clock is fairly compact none-the-less.
  7. I'd also add that steam normally isn't found below 102.1C so 100C is highly doubtful.
  8. I can expand on that and say that the return water mass can vary between 800g/s and 1600g/s. I've also found that a T-junction first packet preferred direction resets after a while so if you have an odd number of packets that will also cause variance. And since we're talking about builds that run over 100s of cycles that will eventually lead to one of the steam chambers becoming a vacuum (that's how I found out in the first place). All builds demonstrated here have run for minimum 400 cycles.
  9. It's a glaring omission because it's the intended behaviour of the steam turbine. The steam turbine checks the incoming temperature of all it's ports in order for it to average them in the power generation equation. So it can only be the intended behaviour since it wouldn't have been any extra work in simply putting a 125C minimum temperature limit, in fact it's probably more work to only have that limit on one port regardless of the number of open ports, so it can only be seen as the absolute intended behaviour of the steam turbine that it can and will accept steam at any temperature, as long as it's steam (and at least one open port sees above 125C steam).
  10. It wasn't changed. It's always been 20kg. See a doctor about your beginning Alzheimer's.
  11. @mathmanican I don't think I ever claimed that blocked ports and temperature differentiation was something I've exclusively discovered. It's been common knowledge on the forum for ages. Thanks in large part to your posts. The section on how that works is just a summary for those that might not have payed attention. What I do claim, at least as far as I know, is the much more important discovery that valves or any other passive pipe splitting set up cannot be trusted to split the return water output of a steam turbine correctly into the split turbine chambers, and finding a practical, reliable and simple solution to the problem. These builds presented here will also be difficult for exploit haters to object to since there's no exploits involved (unless you count the infinite hydrogen storage in the hydrogen vent tamer which some still object to). Blocking ports on a steam turbine cannot be considered an exploit as long as you feed each port the amount of steam it's supposed to take in as is done here. The builds are not using micrograms of steam on one port heated from a practically infinite heat source to trick the steam turbine or anything else involving the steam turbine set ups that could possibly be considered an exploit. Thinking that blocking ports is somehow in and of itself an exploit is a legacy from the old steam turbine where it definitely was. The current implementation of the steam turbine correctly identifies blocked ports and the steam turbine changes behaviour accordingly so if some people think that blocking outputs of the steam turbine is still an exploit then they can stick that opinion where the Sun don't shine as it has no merit whatsoever.
  12. If you'd bothered to search the suggestions forum, you know this is the n'th time this exact thing has been suggested.
  13. request thread to be moved to
  14. I'm sure changing every affect of the physics engine will go down well with the devs. Just drop the idea. It's not workable.