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Found 16 results

  1. While playing around with @Mullematsch questions yesterday on "Big Boy Power System Help," I stumbled on a way to create infinite power. A brief search in the forum bug reports did not reveal anything (I'll post a bug report after a discussion). Let's start with pictures. What are you looking at? The 6 small transformers are followed by a battery (smart or regular) that never gets any charge, and then a smart battery switch that disconnects the 1kw line from the 20kw line. The left most 3 transformers take all the power sent to them and push it out to the 1kw line, which cycles back and fills the smart battery switch. Every tick of the game, the power essentially doubles. Read on. The key piece that makes this work is the empty battery between the transformers and the smart battery switch. Remove this battery (which supposedly does nothing as it never charges) and the build responds correctly, with power being consumed. How does it work? Not sure. (Edit: My current hypothesis is explained, with a formula, here.) I am guessing that the transformers try to pull from both the smart battery switching section, as well as the empty battery, and somehow successfully draw full power with half drawn from each. The build above effectively outputs 3kw from the transformers, but only drains 1.5kw (doubling the power in the system). You can use the extra 1.5kw to power whatever you want. Swap out the 6 transformers above for 5 big transformers (20kw of cycling power), and you can power 10kw of whatever you want (already tested it out). All of this can be done before cycle 10. Coal power? Why? Just use a wheel to insert a tiny bit of power into this thing, and then watch the power double rapidly (put the smart battery switch sensor really low to see it expontially fill). Crazy? Yep. Anyone know if this has been seen before? I know other bug reports are out there involving transformers pushing more power than they are supposed to push, but I don't recall them magically creating the power when trying to draw from an empty battery. Who needs infinte power from turbines anymore. Just use transformers and batteries. Haha. Have fun tinkering.
  2. A special thanks goes out to @M.C. for starting the "Cooking dirt without digging" thread and @biopon for the bug post "Fertilizer doubling mass when it turns into dirt at 125C ". Also, thanks to @R9MX4, @nakomaru, @Oozinator, and @Neotuck for their comments and fun discussion that spurred on this project. I now present the Water Duplicator 23.7 (way to many different versions - finally got this one). Liquid, Power, Automation, and Shipping in spoiler. What are you looking at. This thing will produce just shy of 20kg/s cool water at about 3C (plus or minus a degree). The only reason the cap is 20kg/s is that this is the speed of the conveyor. The rate could easily be made to be 40kg/s, with some modifications that include 8 pumps and 4 aquatuners with crude (or 2 with super coolant). The exterior pumps on both sides take water near 1C to the top region. Aquatuner cooled oil quickly freezes the water to ice, which then gets stuffed in the conveyor loader. The rails, coupled with tempshift plates and solid doors on the bottom of the build, rapidly raise the temp of the ice and it melts while on rails. This is the fastest way I know of to melt ice (all other attempted versions were drastically slower, probably by a factor of 25 times slower - thanks @Yothiel for your temperature post). Almost every time the ice melts, the mass doubles (the key bug). I am currently seeing >90% doubling rate, some cycles at 100%. Sometimes doubling does not occur (not sure why). I have noticed that if the ice melts one tile further left (so right next to the wall), then the entire mass is lost. The conveyor loader should not extend further right or left for this reason. I think that the doubling must occur on the bottom row of liquid, as when I had conveyor receivers on the top row of water, I would not get 100% doubling. Sometimes the oil cools the ice too much, which leaves a chunk of ice on the rails too long, reducing the 20kg/s rate a tad. Shouldn't be a problem though, as this is more liquid than any map seed will give, period. @babba, if you are still around, I think you'll like the ability to increase your water flow. The liquid temp sensors on the aquatuners are currently at -14C for the crude oil. If the oil gets too cold, then the ice freezes too cold and takes too long to melt on the rails. If the oil gets too warm, then it takes too long to freeze the water. Both cause a slow down. Somewhere between -15 and -10 is an appropriate temp. More testing needed. Clearly super coolant could reduce the power requirements, but that requires going to space first. This can be done without. With supercoolant in your pipes, you can do this exact same build with crude oil, instead of water, to create crude oil at 20kg/s. Because the water duplicates at negative temps, the tepidizer is needed. Even with full time running aquatuners, the temp of the entire bottom area will continue to drop. The tepidizer is connected to a 3C sensor, which keeps the water temp hot enough to melt the ice. At 2C, the ice takes too long to melt one run through the bath. Increasing the bath length (making this wider) would allow you to drop the temp to 2C, or even 1C. Increasing the temp would guarantee faster melting, but also increase freeze time (which could be offset by a lower temp on the aquatuner). The hydrosensors control the liquid pumps that keep this thing running. If the water level is too high in the top region (above 50kg), or there is too much water in the bottom region (above 2000kg per tile), then the pumps shut off. This prevents the game from crashing because you have too much liquid pressure (this thing will get out of hand really fast if you don't pay attention to it. After 100 cycles you could have 100000+kg in a tile, and at some point I know the game crashes). The hydrosensor in the top stops the pumps from adding too much water up top, should your cooling not be enough. There are two pumps in the bottom to extract the water at 20kg/s, if you can use that much, lol. Water is no longer a limited resource. If you want 600 dupes in your game, just build a few of these, and use @Lilalaunekuh's berry farm (see this post) for automated harvesting. Let your dupes play on the arcade and dance all day long. Here's a few other builds I played with along the way (versions 1-23.6, only a few shown). A baby <10kg/s version is located later in this thread. Here's the basic idea. Here's @Saturnus's "mini" version (averages about 8kg/s), and avoids over pressure issues. Click here to jump straight to the details for this one.
  3. Here's the latest in my crazy antics. If you want a very low key way to keep the CO2 levels in your base from rising, try building a waterfall staircase at the bottom of your base. This could probably be much smaller, but I was walling off the bottom corner of my base and figured I'd use all the space. The CO2 in your base will pool at the bottom. The waterfall uses the matter converter principle (two gases race towards vacuum - constantly created by adjusting the valve to 50-70g) to either (1) pump the CO2 upwards (a 2:1 ratio moves up:left) or (2) matter convert the CO2 to O2 (once you hit a spot where O2 lies above CO2). Basically, everything gets fed towards the upper right corner, and as long as it remains oxygen, then everything will get converted to oxygen. I've currently blocked off the upper right corner of this so that no CO2 can fall from above. The O2 gas pressure is generally high enough that new oxygen is rarely created, so my algae cost is very small. The CO2 levels in my base have been steadily dropping since I built this, and I expect them to continue dropping until only the very bottom of this waterfall sees any CO2. People aren't generally gonna build something like this on purpose to scrub CO2, but anytime you have water falling, matter conversion comes into play. Hope you enjoyed. Back to the metal production facility. I will probably wait till after the preview to write "Exploits 101: How to bug the **** out of ONI." Maybe it should be "Exploits 499R." Happy ONI all.
  4. As of QoLIII, this build no longer works. Great Job Klei - I'm seriously very happy that it no longer works. As promised last week and @Sigma Cypher reminded me, here's a redesigned exploited steam turbine that is easier for newer players to recreate in survival. Many of the things below are not required, rather designed with a simple fix to a hard problem in mind. Advanced players will probably comment that you don't really need specific parts (the kinds of insulation I use, the type of waterlock, way to get chlorine, etc.). You can play with this and change things as your skills increase I do truly hope that this build becomes obsolete at some point with a redesign from the devs. Let's start with the build at the moment the turbine starts working. (The rest of the pictures will be in spoilers). I'll assume you have access to exosuits, crude oil, petroleum, and plastic. Here are the steps needed to produce the build above. Start by locating a place large enough to build it (30 tiles wide, and 16 tiles high). Block it in with either tiles or natural materials that will not offgas when dug out (no slime or bleach stone). Surround the thing with ceramic tiles. No heat will escape, so put it next to your beds, farms, wherever. Note: If you plan to tile in a lot of space, it's generally faster to build from the bottom up. Create a U-bend liquid lock with crude and petro. (Build a bottle emptier, and bring 200kg of crude first, then 200kg of petro second). After the right side of the waterlock is finished, hollow out the interior of the region, starting at the top and working down. Build the interior frame, add ladders, add the other 3 water locks, pipes, liquid vent, and tempshift plates (gold amalgam or diamond are the only I've tested). The two waterlocks next to each other at the entrance are important. The right waterlock will get really hot. The left waterlock will not change in temp provided you keep a vacuum between things. Build the insulation tiles near the temp shift plates with ceramic (any tile that will touch the petro, needs to be made of ceramic. Build a ceramic metal refinery on the bottom level (should still be in vaccuum). Use 4 insulated ceramic pipes from the outflow to the inflow section (so they won't drop in heat). Fill it with petro. While doing everything else, you want to get the petro heated up to above 400C (technically it can be less, but aim for this). If you already have lots of refined metal, then refine steel or iron to make this fast. You'll need 1600kg of refined metal for the turbines, so make lots of gold if you don't have much yet. Build an atmosuit station and a bottle emptier under each turbine. Fill each atmosuit station with oxygen (200kg), and deliver 800kg of water (4 loads of water) to each side. [Edit: Note: Some have suggested just 600kg to the left side. The water and oxygen levels can be adjusted after this is built. so it's not 100 crucial you nail this step perfectly.] You can deconstruct the bottle emptier, but DO NOT DECONSTRUCT the atmosuit station yet. Make sure you do not get a wrong element sent to those stations, otherwise you'll have to pump the region back to vacuum. Use a filter if you are not 100% sure the only thing that will get pumped in is oxygen. Build the turbine as soon as you can. I didn't have much metal, so I built the turbine later in the process. You can build it right at the start if you have the materials ready. Clean up any loose materials near the tempshift plates. Then wall the region in. You're just about done. I like to clean up materials all along the construction process in the entire region. One the turbine is built and the region below is walled in, deconstruct the atmosuit station. Oxygen will fill the region. Feel free to deconstruct oxygen pipes in the turbine rooms, or send any extra oxygen away with bridges to push things where you want them to go. Build a liquid tepidizer where the water is. Add automation to the tepidizer (a not gate, followed by a buffer gate), and connect it to power. You don't have to adjust any properties, and it will quickly boil the water (if you save/load at this point, you will have to deconstruct the tepidizer and rebuild it - a bug). Your oxygen and steam are now all set to go. The oxygen will rise to the top and start fighting with the steam for control of the second to top layer (pressure tricking the turbine to work). Now we add chlorine. Build a storage container in the metal refinery section. Bring in a single bit of bleach stone to this container, let it stay for a brief second, and then remove it to somewhere else in the base. You should have a very small amount of chlorine in the region. Deconstruct a ceramic block so the chlorine can spread up to the tempshift plate region, and then replace it. We now deliver the hot petroleum (I like to aim for high 400C temp). Just adjust your outtake pipe, and then rther. efine 2 final orders. Add wires that touch your turbine. You're done. This thing should run forever. The temp inside will stabilize at 159.1C. Provided you used both liquid locks, with the vacuum between them, the heat will not spread out the left side. The other areas are sealed with ceramic, so no heat leaves either. Enjoy your 4kw power station. To get the power out, I like to use a regular wire and then a smart battery switching station somewhere else in the base. Remember that the steam turbine is a massive heat deletion machine. I decided to add 6 metal refineries in the now chlorine filled section under the turbines. The turbine will cool the petro for me. You could instead put aquatuners inside the turbine chambers and use them to transfer heat to the steam.
  5. Platform: Steam Mods: Geometric Placement and Combined Status Version: Current Issue Title: Multiple Ro Bins Steps to reproduce: Pick up the egg while it is in its hatching animation Describe your issue: If Ro Bin's egg is picked up while it is in its hatching animation, the egg will enter the player's inventory but Ro Bin will proceed to spawn as normal, along with its Gizzard Stone. This is followed shortly after by another Ro Bin and its own Gizzard Stone. Each Ro Bin will follow its own stone and their inventories are independent from one another. If the egg is placed on the ground from the player's inventory after this, it will immediately despawn. EDIT: After about an in-game day, without restarting the game, the Ro Bin now follow either stone.
  6. Using little droplets (beads) of liquid, we can create a percentage based gas pump that moves gases upwards. The principle is very similar to a real life Sprengel pump, just in reverse (thanks @Zarquan). Maybe we should make the name "The reverse Sprengel pump" (comment below on your opinion). Edit: It's very similar to a "Bubble Pump" which focuses on collecting air below liquid, but instead this pump focuses on forming little "beads" of liquid above a body of air. Both pumps are "air lift" pumps. This post attempts to explain (1) exactly how this principle works, (2) what it's uses are, (3) how to reproduce the effect reliably, (4) how to control the pump, and (5) some limitations. Of course, I'll aim for extreme case uses that massively exploit this mechanic - as always. First, some history and credits: What is a Liquid Bead Gas Pump? Use liquid mechanics, one-element-per tile, and tile-swapping rules, to cause little beads of liquid to force gas upwards. That's its. These are central mechanics to the game, so probably won't change. I won't call it a bug, rather I'll call it an exploit. There are probably ways to fix this, but I don't think the devs should focus on this. There are much bigger things to fry. Why should I care, or How Can I Use This? The maximum pumping speed has no upper bound (aside from game restrictions on maximum mass, if there are such things). The effective use requires a single gas (multiple gasses can cause problems). The pump can reach vacuum conditions quite quickly. So the uses require single gas settings where speed and/or high pressure are important. Sounds like the steam turbine and gas storage centers are main uses. The fixed 10kg/s of the steam turbine is no match for the percentage based speed of the bead pump. If the bead pump is not fast enough to keep your turbine(s) running (yes - multiple), then add more steam. Eventually, the pump's speed will overpower any number of turbines (crazy!). While you can provide the required pressure difference for essentially ANY number of turbines with ONE single pump, unfortunately this won't keep them all hot enough (but we have other fun exploits for that - mwhahaha). Here's a few examples The bead pump can empty a room to vacuum. High pressure storage is quite simple. Should the "liquid over vent" trick ever be fixed, this provides an alternative to unlimited gas storage. Other uses - I'll add them here as people find them. Thanks to @Zarquan, we have a simple pump that can suck up 5kg/s CO2 from meteorite impacts, and collect it all in a tiny little room. Quite insane. How do I form the beads reliably? The beads automatically form when a liquid, located above another tile of liquid, is forced to move sideways, and then sits atop a layer of gas. This is most easily forced by having the lower tile of liquid being a different heavier liquid, however with a more tricky setup can be accomplished with a single liquid (see this for an example). Back to the easier setup. Here's a simple setup that guarantees beads, and one that fails to form beads - the difference is the two walls left of the liquids. The second forms solid liquid trails (also fun, but that's another post for another day). Now the explanation. Place a heavy liquid (such as crude) in one spot on top of some solid tile (undug, air, regular, normal, door, etc.). Note that this heavy liquid will naturally drain all liquid away except for a small amount. We could call this the "natural minimum" or "overflow" mass. I like to think of it as a measure of the liquid's viscosity - the liquid tends to bunch together in certain minimal size chunks. You can get chunks that are less than this, because of other external effects, but those aren't "natural." For both crude oil and petroleum, this "minimum" mass is somewhere between 350g and 400g. For water and polluted water, this value is between 35 and 40 (a factor of 10 less). Put a tile on one side of this heavy liquid as well as a tile above that (these are right of the crude and petro above), so things will drain on only one side (this is important). If things drain on both sides, eventually ONI liquid mechanics will displace the heavy liquid and your pump will fail. See the spoiler below. Put tiles on the other side, leaving a gap for the beads to form. Both tiles are needed. Leave out the top tile, and the beads will disintegrate. Leave out the bottom tile and you might end up with a long liquid trail. Could be fun to use for a new airlock pre-viscogel. Now add a constant flow of lighter liquid to the tile above this blob (petroleum is lighter than crude - water is lighter than polluted water). The top liquid accumulates mass and then every so often will push the excess liquid sideways. This creates the bead. Increasing the flow rate causes the beads to form faster, up to a point. This leads to the next section, "How do I control the beads?". How do I control the beads (i.e. start/stop the gas pump)? Note, the "overflow" mass discussed in the previous section is important for controlling the speed of the pump. You can quickly estimate this amount by dropping liquid over a single tile and letting the excess flow away. The amount that remains on the tile is this "overflow" or "natural minimum" or "viscosity rating". This natural minimum value depends on the type of liquid, and appears to be independent of any other factor like temperature, surrounding liquids/gases, etc. To control the speed at which the beads form, you just change the speed at which you drop liquid on the top tile. Valves are perfect for this, though an escher waterfall works too if you need more than 10kg/s to make things work (for example you want to work with liquid metals, magma, or whatever). To stop the pump, set the valve to zero. Anything above zero, provided it's large enough to not disappear when leaving the vent, will start to form beads. You can watch patterns form based on valve settings. Pause the game and look for a pattern such as "bead, gas, gas, gas, bead, gas, gas, bead, gas, gas, gas," If you ever see "gas, gas" in your pattern, then the pump speed can be increased. Once you hit a little above twice the natural minimum mass (or overflow mass), you'll see the pattern becomes perfectly alternating as "bead, gas, bead, gas, ...". At this point, you've hit maximum speed. The room you are pumping from will reach vacuum, and stay vacuum (though don't 100% trust it will say vacuum, yet). For now, grab the number from the spoiler above, double or triple it, and set the valve to that value. For petro, I used 800 for a while, but once saw gas slip. At 900g, I haven't seen gas slip backwards at all. More testing needed. To control the height of the pump, there are several options. Have your pump stop on the floor where you collect the liquid. Simple and easy to setup. Just put the liquid pump (supplying the beads) in the pool on the floor, and let it run. Done. Or let an escher waterfall collect the liquid at high pressure, and use liquid pressure mechanics to send it back up. Have a gap in solid tiles, on either side of the bead column. What? When a bead forms, it constantly looks on both sides for reasons to unform. If there is a solid non mesh tile next to the bead when it forms, then you can continue building the wall as far down as you want, and watch the bead follow the wall. When you stop building the wall, the bead doesn't disappear. It only disappears when you build another solid tile, at which point the bead disappears and transports to the bottom of the fall in the usual, liquid teleportation, manner. Let the liquid bead hit a floor, and then teleport for a while without being a bead, and then reform the bead. Do this several times along the downward descent, and you can create multiple pumps, all fed from a single bead setup. This allows you to stack turbines and drain the top region of the turbine to the next turbine's bottom region, keeping the pressure difference quite large. It also allows for infinite gas in a fairly compact environment (the example below can be compacted even more). What are the limitations? This list is in the works. Here are a few. If you try to make the beads form on both sides simultaneously, it's possible for the bottom liquid to get displaced, at which point the whole process stops. Only use one side, and use a tile to prevent the bottom liquid from moving. Avoid multiple gases. Consistently, you can only guarantee the pump works with a single gas. The pump stops working once you get a blob of gas trapped where the beads should form (and then you have an escher waterfall). Its fun to watch water fall at different speeds with some falling in bead form, and some falling in teleportation mode. The teleported water arrives sooner. I'm sure we can find a way to exploit this too, though I'm not sure right now how (would having liquid arrive in 20kg/0kg/20kg/0kg patterns affect anything in game?). If you use walls on one side, or both, remember that if you have any gap at all in the wall tiles along the downward decent, then the bead will stop being a bead once you start the wall up again. Gaps in wall tiles are fine, on either or both sides, but once the wall starts again, bye-bye bead. This is both a limitation and a feature. I'm sure we'll find more limitations, more uses, and we'll find errors in what I wrote above. Have fun playing with this. Here's my save file with experiments (very early cycles - so quick loading). Viscosity.sav Viscosity.sav
  7. This exploit uses the freezing of water to multiply CO2, Pulsing water onto solid CO2 causes it to liquefy and refreeze, which causes a multiplying effect on the CO2 mass. Here is a video of it in action. easy to get setup though it is rather picky about the operating temperatures. In the video, the setup starts with 12Kg solid CO2 and multiplies it into 1314Kg in one cycle. I have run this many times and it has highly varied results. Attached is the save file in case you want to play around with it. The setup is already chilled and ready to go. co2 test.sav
  8. A little background first. Or just skip the spoiler and see the build. I added Philosopher's Stone to the title, thanks to @M.C.. I now present Gaseous Element Converter 2.0 What makes this work? The liquid valve supplies 70g/s of liquid (works with 50 and 60 as well, but not 100). The tile to the right of the vent constantly swaps from water to vacuum. The 5 lower tiles should all have sufficient water to never swap to another element. When the tile becomes vacuum, the gas to the right (PO2 in this example) and gas from above (O2 in this example) both fight for the vacuum spot. The gas from above wins, and the gas from the right is converted. This can be any two gasses A tick later, the water returns to the tile and forces the combined (now all O2) gas upwards. The gases have no time to swap spots, and are forced back to their original positions. I've tested this with all the major gases (O2, PO2, H2, NG, CO2, Cl), on both sides. Not once has this element converter failed on any of the 3 in game speeds (haven't bothered with ultra fast speeds). This even works as a pump on the same gas, pumping gas upwards (making a high pressure room above from regular pressure gases). EDIT: The gasses will equalize pressure if both sides are the same, and if one side ever reaches vacuum, then the other gas will spill into the vacuum room. The uses are endless. 2nd EDIT: The gases don't equalize pressure. Instead, the gases reach a 2:1 ratio, with twice the gas in the upper chamber than the right chamber. This is what I've noticed after 150+ cycles of letting this thing run. If you need a broader range of temperatures, then swap the water to petroleum, and change the value to 500g/s (only done simple testing - not extensive - with this one, though it seems to work just the same). So convert any gas you want into steam, and then cool the steam somewhere else back to water. Needed more water? Done. Convert your NG to steam directly, then back to water, and skip the power plant completely with a perfect conversion rate. Attach this to a strength training gym, and you can instantly convert highly pressurized PO2 to O2, ready to breathe without any wait (though you don't your beautiful clay for ceramics... sad). Crazy? Yep! This definitely needs to be addressed by the devs. Edit: I'm currently fiddling with an automation on/off control for this thing. Thought I had one. It flopped. I'll add it here once I get it working. If you can figure it out first, I'll just link to your comment once we get the automation down. I tried a door, to stop the top gas from combining, but that failed as the door pushed the upper gas down. Edit 2: Haha. Simple automation. Increase the flow rate. Just add on an extra filter and shutoff valve that sends another 100g/s through. The tile will never become vacuum, and the process stops. Once the process stops, you can then shut the door and turn off the pump. I'll let those interested build this themselves.
  9. Well, this week has been a fun one. Infinite power, then matter conversion. While Stinky was searching for El Dorado (he found it - then got bored), he thought, "Why not make a machine that will take in every possible gas, and return back whatever gas you want?" Here's the latest contraption (automation and liquid in the spoilers). What are you looking at? All floors are 4 tiles high, just to help the OCD in each of us. Could easily be compacted. Pump any gas you want in at the bottom (current max in is 2kg/s per gas). This can easily be expanded. I know many people already make these kinds of rooms, so this just adds to those rooms. -- Opps, I forgot to add a spot for chlorine. Just set up a liquid over vent system in the middle room. The pressure sensor in each bottom room opens the doors for matter conversion whenever the pressure exceeds 1kg in the room. At 1kg, the machine turns off. The two mechanical doors push the gases in the correct direction. One of the doors covers the converter space, no gas can get trapped inside. When the doors open, both gases must race the exact same distance to the converter tile, so no slippage occurs. Simple automation of the matter converter. All gases are converted to chlorine. Why chlorine? It kills all disease, and is the easiest to change temperature (more later). The middle chamber should be filled with lots of chlorine. Just dump all your unwanted, or even wanted, gasses into the bottom. Pressure will build in the middle. In the current picture there is 2000kg per tile of chlorine. This is easy to achieve with off gassing PO2, storing gas from all over map, etc. The upper chamber doors open if the gas pressure in the room ever drops below 20kg. This ensures you always have plenty of each type of gas. Pump stuff out as fast as you want. As long as the pressure is high enough in the middle room, you'll see your <20kg pressure shoot up past 20kg in the 6 seconds or so your doors are open (at 2000kg pressures, I go from 20kg to 60kg in a few seconds). No door pumps needed, just let the 10% conversion rate do the work. As long as you can keep that middle area above 20kg pressure near each converter tile, you can pump out at 2kg/s from every room. I'd aim for at least 40kg pressure in the middle area before I start using the outgoing pumps. If you are worried that you might drain gas from this faster than you pump it in, then add sensors to stop the conversion and/or pumps in the top region. This build assumes that your net intake of gas will exceed your net outflow. If wanted (not tested), add a temp sensor in the upper chambers, before the chlorine gas is converted back to your wanted gas. Add radiant pipes, tempshift plates, and a cooling system, and you've got cheap easy cooling/heating as well. Chlorine has the lowest SCH of any gas, so best for this purpose. Add a sour gas room if you want your sour gas to convert to methane at 1:1 (though you will need to fiddle around with petro and fine tuning the on/off automation of the matter converter. I've currently got my oxygen on a 2kg/s loop (out the top, in the bottom). I'll leave it on all night and see if the gasses ever slip. Edit: Done. Not a single slip. I also set it up so all 5 gases would pump all night long. The doors opened and closed hundred of times overnight. This was all done on 3x speed. Seems to work just fine on 1x, 2x, and even Alt+Z speed. Haven't bothered with Ctrl+U speed. This build is completely doable in survival. The mechanical doors will make building matter converters much simpler. Happy tinkering.
  10. Did the water on air vent exploit get nerfed? Started with a around 1600g water, each puff of hydrogen reduced the amount of water on the vent. Within one cycle, no water on vent, no water inside the enclosure.
  11. There have been lots of posts in the last few weeks about the steam turbine. The three key things we need to make sure the turbine run are: Steam in at least one spot under the turbine. (Why not require all to be steam - I'll force this condition on this build.) A hot spot under the turbine (500K or higher). This currently can be a solid tile, another gas, or hot steam. Only 1 tile must be hot. A pressure difference of 3K (uses MAX pressure of tiles below and MIN pressure of tiles above). Ooooh - fun. So as long as one tile underneath has high pressure, we can do whatever we want with the others. Time to EXPLOIT this MIN/MAX problem. I've seen lots of arguments pointing at tile blocking as one of the biggest current exploits. The chlorine clamp design definitely uses it. I wanted to know if I could remove the chlorine clamp, and still obtain a 100% uptime turbine, with minimal to no additional heat needed. I present to you a modification. I have not tried to optimize this, rather wanted to see what I could do without a chlorine clamp (not usable if all 5 ports must be steam). Turns out the clamp isn't needed. The turbine above will run for a few hundred cycles, without any external heat source. All I need to get it to run forever is to very rarely add some heat, or come up with a better design that takes advantage of fact that any thermal transfer below a specific threshold gets rounded to 0. Here's a couple possible alternatives. Conclusion: The steam turbine needs more work than just forcing it to run with all ports unblocked. Now, if the rules change and the turbine compares the MIN pressure below the turbine to the MAX pressure above the turbine, then this build is completely destroyed (and it might even ruin any gas conflict builds - might). Currently the turbine looks at MAX pressure below and MIN pressure above (which is where the exploit comes from). Happy ONI everyone. I'd love to see a condensation run version of this, but figure I'll leave that fun to someone who found this post interesting.
  12. So i saw a reply somewhere in some oni forum, i think it was this forum, about submerging electrolyzer in liquid a few weeks ago but too bad i can't find that reply again. the idea is similar to infinite gas chamber, submerged electrolyzer won't get overpressured. and yes, this setup also able to store infinite gas. after tinkering for a while i find that the gas actually spawned on top left corner tile of electrolyzer. so you only need to provide two tiles beside it to store produced H and O2 and also those two tiles can store infinite gas. the setup needs to be initially vacuum and since H is lighter it will always fill the top tile. the electrolyzer is submerged in 10kg pwater and 10kg water. that is the most basic setup and obviously it's not survival friendly so you can upgrade it to something like this: just add some room for gas pumps and add an airflow tile to prevent liquid from spilling. the electrolyzer is submerged in 200kg of pwater and 200kg of water which is perfect for auto-bottling. obviously you can use other types of liquid but i think water and pwater are the easiest. you need 2 different types of liquid to prevent electrolyzer from drowning. or you can just store produced O2 inside your base. because without cooling system or atmo sensor what could possibly go wrong right? and finally a proper O2 production setup.
  13. I feel like its to easy to live off of seeds right now.
  14. Please choose a category [Exploit] Platform Steam Version Number - Issue title Birds landing in one spot repeatedly Steps to reproduce It happened after I accidentally dropped a seed while standing right up against a firepit (I was standing at 10:00 if you pretend the pit is a clock). I got rid of all the seeds there, which was about 5 of them after I finally noticed, but they still land there every 10 seconds or less even if I'm standing right there ready to stab them with a spear. They don't come at night, just every day and dusk. Describe your issue I noticed birds keep landing in the same spot and then taking off really quickly, no matter whether I'm standing right there or not. It's pretty exploitable, I've killed a few of them while they're briefly landing on the ground but they keep showing up, landing on their dead buddies.
  15. Harvesting and collecting I have been playing this game for a little while now and find it quite enjoyable but one thing that seems to be getting old fast when you reach late game is the time it takes to gather and pick up resources. Though I think it is important for it to take a little bit of time to acquire things, I would love to be able to research something like a magnet hat that picks up stuff around me or a scythe for slaying that grass in a hurry. I guess I just want to spend more time on hunting and less time gathering
  16. I have noticed that when you make a stew using monster meat, you don't lose any health from the stew. In my opinion monster meat stew should definitely have a downside because otherwise it's an endless food supply if you have about 10 spidernests nearby.