Beowulfe

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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. Yeah, I'd seen that before, though that relies on pushing spaces towards vacuum - this occurs even with tiles at 2kg+ levels, and just with an overpressured vent (which is very common in most regular ONI bases), not even with a particularly deliberate setup... which is more cause for concern for the regular player, rather than useful knowledge for those trying to maximize Elecrolyzer output.
  3. 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.
  4. I'll be posting this in bugs as well, but since I don't think I've seen this posted (at least I wasn't aware of it until I ran face-first into a serious case of it), thought I'd post it here for visibility. 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): If this was already known and I just missed it somewhere, let me know and I'll delete the post. That being said, 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.
  5. 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.
  6. 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?
  7. 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.
  8. It might make sense to show recipes once you have all but one of the required ingredients, leaves some element of discovery but also leaves in some guidance as well.
  9. 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.
  10. Incorrect - from the QoL patch notes: The QoL update changed meteor bombardment. You no longer have to worry about protecting the surface.
  11. 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.
  12. I haven't tested or verified if this indeed has much of an effect on temperature, but I think repairing objects transfers some small amount of heat from the repair material to the object being repaired...? Is it possible that you're stuck in a loop where you're cooling your pipes, repairing them with warmer material (and warming them up again), and then damaging them again because of it?
  13. Yeah, you'd definitely need space materials for that. I suppose complicated was the wrong word - you definitely need to be *progressed* in the game far enough that you've likely been using oil refineries for a while already. Or, at least, I personally get into oil refineries before I start sending off rockets.
  14. The sensor alone isn't enough to make boiling crude oil simple, you still need a relatively complicated setup in order to manage it. The oil refinery works well as a stepping stone until you get to that point, and it's natural to eventually upgrade from one to a better solution, you don't need to forcibly keep players using it for longer. I don't think it needs any changes.
  15. Lights Out

    Could even have a challenge mode where fog of war covers everything that doesn't have some form of light - just need to add some early sources of light that don't roast your base (The printer provides enough to start immediately off the bat, but you'd need something short term/temporary to expand further early)!