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I've had too world's generated back to back with Geysers right at the edge of the start biome making it a challenge to deal with. The first was a PW Geyser, which wasn't so bad. The second world was a major pain with both a Water Geyser and Crude Oil geyser on the edge and close to each other. I didn't save the seed for the first world, but here's the one for my current world: 768889499 What I would like to see happen is that geysers to be pushed away from the center by 20-25 tiles. This is a reasonable distance of being close, but not right on top of the start biome.
I never really did understand the point of researching a geyser. I know that researching it does give the active dormant cycles. However eh. If you know about what you'd get on average and play the game casually. You play to not rely on geysers for everything. They are there as a tiny little supplement to support a few extra dupes or feed your rockets or whatever the case. More information should be hidden from the start. Hey there's a geyser. Yup. That's all you should really know. Research it to get the output g/s etc. Cut the research down to half and you have to research it twice or 3 times to get all the information. I have never had a dupe research a geyser in 1 cycle anyways. If he's going to take 2-3 cycles to get it done. Break it down into chunks. After completed the geyser has the little wind vain and 2 options. The dupe takes the information back to the science center for further analysis. Takes him a few cycles to run the number and you get the full layout. How much output during eruption. How much in active period how much in a cycle, eruption/non erupting. How much over the course of it's life cycle. Option 2. Keep researching the geyser another day-2 what the numbers are. Better hope volcano isn't about to erupt.
Hello guys! (•ω•) Before you read: So this is my concept art for geyser pumps. My geyser pump is actually based on the oil well. Geyser pumps allows you to extract resources from geysers at a faster rate and you can directly (and safely) transport them into pipeline systems. However, to build a pump on the geyser (oil reservior not included.), the geyser must be investigated by scientists first. This is to avoid overusing the pumps at too early stage. A geyser pump has ‘+300°C overheat temperature’ property. However if you want to increase the limit, you have to use heat-resistant materials. With an exception. Materials to build a geyser pump including 1000Kg generic buildable and 500Kg refined metal. Geyser pump, like oil rigs do, it also has a pressure limit, counted by the accumulated resource stored in the pump facility. Overflown of resources will just simply dump into the surroundings, instead of direct damage and explosion (but possible to cause damage to the surroudings if the material is very hot, for example, magma.) Also, it requires electricity to run - 240W power consumption. So that’s all about the geyser pump. Please comment! (•ω•)/ P.S. I would like to see how it can be improved. Feedbacks please!
mathmanican posted a topic in [Oxygen Not Included] - General DiscussionA 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.