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About Beowulfe

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Oxygen Not Included
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  1. Perhaps this could be solved by making it so dupes don't drop whatever they're holding (in this situation) until they're standing on a solid surface?
  2. Overpressured vents are currently deleting gas when there's any sort of gas "fighting" for space over them. If you have, say, a room full of 2kg of Hydrogen (at max pressure for a vent), with a vent coming in and outputting Hydrogen, and two other tiles of Oxygen and CO2 fighting for space over the vent (causing the vent to temporarily no longer be over-pressured), the vent will output Hydrogen and delete the gasses fighting on top of it. This may also be connected to the gas conversion/deletion with Elecrolyzers. To be clearer, here's some pictures showing exactly what happens, and how serious it is (this happens very rapidly and very easily): This seems like a pretty serious issue that could result in a lot of gas just disappearing (esp. near oxygen output vents). Realistically, oxygen output vents deleting other gasses would probably work in the player's favour, but still a relatively serious bug.
  3. That's cool! I hadn't seen that, somehow, despite my searching. That being said, while that is certainly similar, it's not going to get the same output, and also has a chance to lose the vacuum on the wheezeworts, which can break the entire system. It won't be nearly as stable or reliable as my build. It still works! I've been testing it for the last two patches. I've had higher than 500kg compression on the current patch, no issues. The main thing is you need to ensure you keep a vacuum at the tile at the base of the plant (not the flower pot), by building tiles on either side of it. As long as it's only one kind of gas moving through, the vacuum will hold and it'll compress infinitely. If a second type of gas passes through the wheezewort, the gas displacement can cause the vacuum to break, which will cause the compression to fail. My system is designed to avoid and correct for that specifically.
  4. Hey guys, Wanted to post a SPOM design I've been working on lately, using the unique compression "technology" of Wheezeworts! It's a single pump, highly efficient design, generating near maximum oxygen and hydrogen amounts (no gas conversion from oxygen to hydrogen, though), with built in cooling. Without using gas conversion, I believe this is the most efficient SPOM setup there is. I'll throw out some pictures first, then go over the design briefly: So! Wheezeworts have a very interesting property - when used properly, they can compress and move gasses even faster than a regular pump can. If you block the two tiles directly left and right of the bottom tile of the plant (the plant, not the flower pot), and then pump a single type of gas through it, it will eventually build a vacuum at the base of the plant. Once that's there, the throughput and compression properties of the plant skyrocket (though cooling amount goes down - you don't want this vacuum for a cooling chamber). Utilizing this, the design uses the wheezewort beside the electrolyzer to pull oxygen away from it, preventing overpressurization, and also allowing for a large amount of gas compression in the tiles above the wheezewort (while I would not recommend letting it back up if possible, I have tested it up to 500kg oxygen per tile and the vacuum and compression held). The oxygen is then passed by the metal tiles below the wheezeworts in the cooling chamber, which cools it off to a balmy 12C/53F/285K, and then is passed out the mechanical door into the world beyond. This means you'll need to position it to allow the oxygen escaping to flow outwards into your base, but the good news is that the outgoing pressure is always high enough that it will flow relatively quickly outwards (and the flow is controlled by the atmo sensor T4, which shuts the door when the exterior is getting overpressurized). The single gas pump is there to pull in all hydrogen, and outputs any non-hydrogen gasses to the high pressure vent just above the primary wheezewort. This ensures as much hydrogen as possible is produced, and prevents any from flowing through the wheezewort track, which can potentially break the vacuum. The hydrogen is initially pumped into the cooling chamber to prime it, but afterwards is sent to hydrogen generators. Enough hydrogen is produced that you will need either a storage system or multiple hydrogen generators to use all of it. Using only a single hydrogen generator, without an outflow for the excess, will cause the system to back up and fail. Last but not least, in some extreme circumstances (when oxygen backs up too much, if another gas sneaks it's way down the wheezewort track, or some other unforseen disaster occurs), the vacuum on the wheezewort can break, significantly lowering throughput. If this happens, the automation near the electrolyzer and gas pump (T1 and T2) will temporarily shut the electrolyzer and gas pump off, allowing the wheezewort to push the remainder of the gas out of the chamber and rebuild it's vacuum. If this happens, don't worry, it will fix the issue and start up again on it's own relatively quickly, and there will be enough compressed oxygen in the chambers that oxygen flow won't falter. This shouldn't happen under normal circumstances, though I have seen it occur once or twice immediately after loading a save (after hundreds of cycles of testing). Automation The settings for automation are as follows: T1: Below 150g, connected to S port of Memory Toggle T2: Above 1600g, connected to R port of Memory Toggle T3: Hydrogen T4: Place this 6 - 8 tiles away from the outflow door, in an area the oxygen will be flowing to, and set it to "Below X", where X is slightly higher than the oxygen level you'd like to target (I'd recommend 1850g-ish, to avoid popped eardrums) Other Notes Note that the automated door is unpowered, it should not be plugged in at all. I used Conductive Wiring, but this isn't necessary for the circuit, overall power use is very low. Do not use airflow tiles in place of mesh tiles, as these displace gas on save/load and can break the vacuum on the wheezewort relatively easily! You will need to initially power the system from elsewhere until the cooling chamber is primed (and the cooling chamber should have as many gasses removed as possible before filling it with hydrogen!), but this should take less than half a cycle and very little power (a single manual generator can handle it). While a vacuum is not strictly necessary in the cooling chamber, the more hydrogen you can fit in there (and the fewer other gasses), the cooler your oxygen will be! In order to get proper cooling, the hydrogen in the cooling chamber has to reach equilibrium with the external temperatures. To speed this up, once the cooling chamber is primed with hydrogen, disable the electrolyzer (you can do this by modifying the atmo sensors), and then wait until the hydrogen at the top of the chamber is down to around -10C/14F/263K. Once at this point, start the electrolyzer back up again, and it should be near equilibrium. In the cooling chamber, three wheezeworts (once equilibrium is reached) will leave the oxygen at about 12C/53F/285K. If you'd like, or you have very few wheezeworts to play with, you can remove one of the three. This will leave the oxygen (again, once it reaches equilibrium) at approximately 30C/86F/303K. You can optionally even remove the entire cooling block off the top to save space/wheezeworts, but you will be getting very hot oxygen output! I used a High Pressure Gas Vent to output the excess oxygen from the pump. This does mean the build requires plastics, but there may be alternatives. I still need to look into options for a regular vent (do not place one at the bottom of the system or it will overpressurize), but if you are eager to get this working before you get plastics, I would recommend using the output directly in places where temperature doesn't matter (such as exosuit docks!). Just remember that pulling this out of the system will impact the amount of oxygen coming out of the primary mechanical door exit! Gasses in the primary chamber that are heavier than oxygen (such as C02 or natural gas) can wreak a bit of havoc with the atmo sensors, and will take a while to get sucked out of the system naturally. If possible, try to ensure you vacuum these out (optionally with the pump that's already in there, as long as it doesn't pump it back into the system) before turning the elecrolyzer on. If you can't do this, you can optionally try to move the atmo sensors into the space left of the electrolyzer and right of the wheezewort, though this may require altering the values on them slightly as well. Statistics Oxygen per second: 866g Hydrogen per second: 105g Dupes Supported: 8 Excess power (without Engie's Tuneup): 470 watts Excess power (with Engie's Tuneup): 885 watts Oxygen Output Temperature: 12C/53F/285K (once equilibrium is reached, see notes for ways to speed this up) I think that's it for the initial post, any questions/comments/concerns/criticisms?
  5. You need to have all the ingredients available for recipes to show up now! Make sure you have bristle berries available, and anything else they might need. Might not be ideal for new players, would probably work better if recipes showed up, disabled, with missing ingredients marked as "???"... that way they at least know the recipe exists. Right now the microbe musher can look useless when you first build it if you don't know what you're doing.
  6. That wasn't whining, it was legitimate constructive feedback. No need to attack people that are trying to contribute to the game in a positive way.
  7. When an airflow tile has a gas in the same tile and the game is saved and then loaded, the gas is (before unpausing the simulation) forcibly pushed out of the tiles - this can result in some incredibly strange gas compression/moving, and can potentially even be used for exploitative purposes. In my specific case, it's breaking a carefully regulated airflow system. Using mesh tiles does not cause this issue, so I assume it's related to the way it blocks liquids from entering the tile.
  8. Oh, for sure, which is a great starting point - and perhaps that's the best way to leave it handled going forwards, but I don't think there's any harm in hoping for less manual micro-management of the grill without building a full-on automation system for them, especially if they're in the process of rebuilding the UI and underlying code.
  9. It may be worth taking a look at the Rimworld method for inspiration - setup a queue of recipes to cook, and then have a couple limited parameters on when to cook it. So you could do, for instance (running in order from top down): Pepper Bread (while total Sleet Wheat Grain in storage is greater than 100) Stuffed Berry (while total Stuffed Berry in storage is less than 20) Pepper Bread (if total food is less than 100,000 kcal) Gristle Berries (if total food is less than 50,000 kcal) Liceloaf (if total food is less than 25,000 kcal) (It may be worth only including "allowed" food in the "total food available" section, or differentiating between "total food" and "cooked food" available) It always attempts to work it's way from the top down, only moving on if the condition is satisfied or there aren't enough ingredients to make it. Obviously my list there would need to be changed a bit to better fit the per-building basis used in ONI (since buildings can cook different things, unless there was some desire for a "cooking" menu that set overall goals for cooking), but beyond that it would give us a lot of flexibility, especially in terms of cutting back on dupe work without micromanaging the cooking system once we've got a large stockpile of food (since we can get them to stop cooking once we have enough stockpiled).
  10. [Game Update] - 217565

    You guys are going fast and furious on the fixes. Can't imagine the crunch you're going through right now. Hope you all survive the process.
  11. Klei treats it's community with more respect than any other studio I've dealt with. Thanks, guys, we appreciate it. Looking forward to early access!!
  12. I believe this is a bug they're trying to track down - you may want to post this in the bug tracker (on this site) with your dxdiag file attached, I suspect they'd appreciate the report.
  13. I haven't had any problems with piping, what kind of issues are you running into?
  14. [Game Update] - 210794

    Well, long term plan-wise, I would think they wouldn't want Hatches eating out of containers simply because you need a way to keep your materials in your base safe. Gives sweeping materials into containers a bit more purpose!
  15. visual c++ 2015

    This thread will resolve the issue, I believe... but you should definitely buy the game: