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Found 8 results

  1. ... for heat generation purpose. Hello everyone, I present you the biggest and most expensive hamster wheel that duplicants ever encountered. The whole idea is based on the fact that solid fuel thrusters don't have to be filled to produce their heat and CO2 output during a rocket launch. Launched as a payload, they will still ignite and heat things up just like any engine and they have a low dry mass, low enough that you can launch 30 of these on a single rocket but the sweet spot of fuel spent/thruster is 17 thrusters on a petroleum rocket (well and it's already big enough with 17 of those). Witness the power of the thrusters, producing about 18t of scorching CO2 on lift-off only. Next to this 105 tiles high rocket, there are 9 turbine + heat sink that break contact with the launch tube when temperature reaches 187°C (more like 200 in the room when sensor is at 187) : Out of that single first launch and landing, 43 000kJ (that's a hamster wheel running non-stop for 180 cycles) were extracted from the heat; subsequent launches would have generated more as the obsidian is now heated up and the whole system stabilized at 125°C (it took 20 cycles to extract everything using 9 turbines). The cooling of turbines needed less than 2 000kJ of the total power produced and was assured by one aquatuner in a steam room. Repeatable every 3 cycles at the cost of 300kg of Petroleum and LOX. Some stats for the build requirements : Important note : if you really want to push this system, use one of the proportional pumps designed by @mathmanican and make use of the 35t of 125°C CO2 after it has been cooled by the turbines to feed slicksters. You can generate about 20MJ more. However, not trying to pump the CO2 allows the use of a Hydrogen engine where it can get crazier, temperature wise (36 thrusters max). Almost everything can be scaled down to 1 or up to 30 thrusters, it simply uses more petrolox per thruster.
  2. So I was looking at a video on a self powering natural gas heater designed that took large use of heat multiplication of crude oil going directly to sour gas (through method of the 1kg liquid pipe exploit), where the latter has a higher SHC, and I thought about using it for multiplying high temperature heat production. Now I presume something like this is already in the community at a large scale (I am out of the loop so I really don't know), so is there a specific name for it? Like Heat Multiplier; Heat Amplifier? I saw @mathmanican call one of his creations a Heat Energy Duplication Device which used a freezing melting mechanic to double heat energy(using lead). " " Is that the popular term to call these devices? What popular designs are out there currently? Anyways, I am interested in heat multiplication devices that work above the 1100c range. Specifically ones above the 3000c range. Looking at combinations of liquids and gases I think I saw 3 candidates for heat multiplication through SHC. Most obvious is running liquid crude oil at 1kg through a tungsten liquid pipe, that goes up a long shaft and at the very top I have a metal refinery outputting 3000c+ coolant that heats up the sour gas medium at the top to the same scorching temperature. The sour gas transmits the heat to the liquid crude oil so it gets above 3000c before exiting the liquid vent at the top. The super hot sour gas fills up the shaft transmitting most of the heat to the crude oil with some to spare. And then I find some way to use the spare heat energy to melt some natural ore tiles. Or slowly heat abyssalite close to its melting point; this cannot actually melt it though since this uses tungsten pipes (which melt at the same temp). In theory normal pipes made of insulation could be used to get hotter, but I don't know how long the thing would need to be to conduct enough heat, also it would likely require the gas to be super dense (I think pipes are buildings, so they should be heated faster by higher thermal mass mediums). An alternative liquid I saw was liquid salt. I need to double check but it seems that the SHC of the liquid is 0.7; while the gas is 0.88. That is a huge increase, plus if the gas condenses, you can put it back in the pipes; instead of needing to constantly produce new crude oil. It also has a far higher conductivity. Uses the same method as described with the crude oil. I also noticed molten glass and rock gas. Molten glass has a SHC of a small 0.2; but when you boil it you get rock gas with a moderate SHC of 1. So a gigantic increase even over salt. Although it does consume the glass, so you need constant production. If you decide to just melt sand without a forge; the efficiency drops because of the sand's SHC of 0.83; but you only have to heat it up to 1712.85c before you can shove it into the pipes; so you don't have quite as bad of a heat conversion as you'd expect. Alternatively you could use a glass forge, although it does delete 75% of your sand (then again you should have a lot of that with a simple ethanol pokeshell farm) and most annoyingly it needs dupe labor. Then again you don't need to worry about a liquid pump so that is a plus. I also saw that liquid steel and gas steel have a SHC difference; although no liquid pipe can survive that. There might be some way to use it, but it is above my head. I believe Mathmanician's Heat Energy Duplication Device might be able to be redesigned to use tungsten; although I don't know how it compares to these other methods. Yeah I know I can get tungsten from melting insulation pipes and have an easier time; and that this build idea already uses a lot of tungsten (technically I only need tungsten at the top where the hottest parts are); but I want to heat up those natural abyssalite tiles close to their melting point dammit.
  3. This isn't mindblowing breaking news or anything but it seems that a lot of new players are interested in avoiding the need for steel for a while.
  4. im trying to figure out a way to trap heat in a 8x8 or smaller area by using converyor belts and or water pipes and or insulation tiles. mostly insulation tiles. i want to siphon heat without using high voltage to trap extreme heat in a room, any ideas? -all materials and end game substances allowed.
  5. It seems that every day or two, another thread is started on how to manage heat post launch. This post is to compile those all in one place for easy access. If I missed one, sorry. Please add it below. We can use a page like this to point people to lots of resources to read.
  6. So every three cycles there is the option to have the printer pod output some non-duplicant materials, which also arrive at varying temperatures... which the pod doesn't tell you when you select it! The pod tells you, "Here's some mass," and when it arrives it's like, "by the way it's very cold!" I think it might be a benefit to the player to know in advance what temperature the material is going to be. For instance, my recent 3000 kg care package of fertilizer was -31 degrees while the air around it was about 21 degrees: by my calculation that's a 124.5 million DTU heat-hole! The free cooling seems really good, but knowing about it beforehand might also be helpful.
  7. Heat based diseases could still use some work. They happen when a dupe`s internal temperature changes too much but are timed debuffs while they should last until the temperature normalises. Dupes shoudn`t run around being 20oC. Another thing is clothing. With the new asteroids being hot or cold giving dupes sweaters or cool vests sounds like a good idea. But here`s the problem. While sweaters work nicely by increasing the dupes insulation so he doesn`t get cold they also work the opposite way making him not heat up in hot zones thus protecting from heat strokes as well. Meanwhile the cool vest reduces insulation meaning a dupe can get either disease faster... How to fix that? The main issue is the dupe`s homeostasis effect normalising his temperature. It being static favours the sweater. But if it was affected by the clothing type it would make both viable. Lets say sweaters add extra energy to the homeostasis simulating keeping dupes warm while cool vests remove energy from it making dupes cool down faster and heat up slower (with those changes the insulation thickness stat wouldn`t be even needed which is good since it`s non-obvious how it works).
  8. Hello, I'm trying to create a mod that will craft two stones, I managed to add the recipe in the recipe tab, and created the prefabs for them however when i click on the recipe to create those items I get an error without adding the AddPhysics() line I got an unknown error after adding it i got the error "attempt to call method 'AddPhysics' (a nil value)" below is the code of my prefab local assets ={ Asset("IMAGE", "images/inventoryimages/angelstone.tex"), Asset("ATLAS", "images/inventoryimages/angelstone.xml"), Asset("IMAGE", "images/inventoryimages/devilstone.tex"), Asset("ATLAS", "images/inventoryimages/devilstone.xml"),}local function use_stone(inst) print "started using" if inst:HasTag("angelstone") then print "used angelstone" elseif inst:HasTag("devilstone") then print "used devilstone" else print "WTF?" endendlocal function commonfn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst:AddPhysics() MakeInventoryPhysics(inst) inst:AddComponent("inventoryitem") --inst.AddComponent("useableitem") --inst.components.useableitem:SetOnUseFn(use_stone) --inst:AddComponent("inspectable") --inst.entity:AddTransform() --inst.entity:AddAnimState() return instendlocal function angelstone() local inst = commonfn() inst:AddTag("angelstone") inst.components.inventoryitem.atlasname = "images/inventoryimages/angelstone.xml"endlocal function devilstone() local inst = commonfn() inst:AddTag("devilstone") inst.components.inventoryitem.atlasname = "images/inventoryimages/devilstone.xml"endreturn Prefab( "common/inventory/angelstone", angelstone, assets), Prefab( "common/inventory/devilstone", devilstone, assets) what am I doing wrong?