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Oxygen Not Included

Found 10 results

  1. So recently in sandbox mode I figured out that you can use a steam turbine to cool stuff to lower than 125C. I haven’t seen any builds utilizing this concept, so I wanted to share it to increase awareness because of how beneficial it seems to be, especially since it would open up more builds to using gold instead of steel. Basically all you need to do is separate the steam chamber into two separate zones by using insulated tiles. Dump the water on the exit side, and the steam turbine's cooler output water can cool stuff to lower than 125C. It seems to work well with steam chambers using 2 steam turbines outputting to the same liquid vent too. I just started messing around with it myself and it seems super useful. Anyone currently using this concept in their builds? Here's a short video demonstration showing the proof of concept with 1kg/s of 550C sour gas becoming safe for gold amalgam pumps.
  2. ... 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.
  3. How much steam should you have per tile for best effect on the Steam Turbine? Is it 1kg per tile under it? Is there a problem with having too much other than it takes longer to heat?
  4. My brain has been looking for ways to game the heat system here. I thought, what if there was something that need a lot of heat, and another thing that wants very little heat, and what if I used them together. I came up with this idea: A Metal Refinery making steel adds 93,566,480 joules of energy to it's coolant. If we use petroleum, we can safely get it over 400C. Then we can pipe that over to a steam tank for a turbine and release the heat passively in a loop till it's less than 250C and return it for coolant use again. Has anything like this been tried before?
  5. Hello, I used to cool my steam turbines by putting them in a hydrogen filled room cooled by zigzagging pipes behind the turbine itself. It wasn't neither satisfying nor clean to me and the control over temparture was not great so it had to be colder than theoretically needed. I figured out I could use ethanol temperature range for a condensation based cooling. The idea is quite simple, have liquid ethanol in direct contact with the turbine, cool the ceiling of the turbine room so that when ethanol boils off due to turbine heat, it evaporates, reach the cooler ceiling and condensate there, falling onto the turbine and restarting a cooling cycle. Here's how it looks applied to a double turbine room, notice the ethanol raining on the turbines : And its plumbing : How would you improve this system? Also, I actually have no idea what is the sweet spot of mass of ethanol needed; I did put ~100kg of ethanol per turbine and works like a charm but if min-maxing, what would be the best quantity of ethanol for cooling like this?
  6. I got a little excited when I saw the polluted oxygen vent outputs gas at 500C and thought maybe it could drive a steam turbine with @nakomaru's EZ bead pump. Like this. It's still dormant for another 20 cycles or so, so I can't tell you if it works. Is there a better way to do this? The top sensor opens the door if the steam gets above 200C and the bottom sensor activates the top EZ bead pumps once the PO2 falls below 220C. EDIT: the geyser outputs about 75 kDTU when active and the turbine can suck up 877 kDTU so ... yeah nvm. I guess it's a good heat sink for Puft farms at least.
  7. since we are on forum,we should do some contribution ,my skill is far from some great architects in this forum. but i think i should try to do some contribution,especially everyone is so helpful and friendly. i think my more newbie design help some new player after launch overall below was a simple steam turbine room(plz overlook some rookie part ) many idea is stole from the forum,all credit gone to respective origin. the final finished room the door pump is for pump magma to drop on metal floor(we could just build a large room below and let it drip,but i want to make it compact and square-like room) the first room next to volcano is vacuum with a hydro sensor to detect any water(magma level), if any liquid in it the door pump will stop(i just set it below 500kg).it connect to the second room with Auto-Sweeper via steel metal tile(could work with iron,i just to be safe).the heat transfer should keep magma forming a tile. the second room with auto sweeper is a heat sink(currently with 700kg of steam range from 230-270C),just dump as much heat in it as you can.with space stuff you could have a much better safe margin of error in the temperature range. the auto Auto-Sweeper is controlled by the Thermo Sensor in the same room,the loader is controlled by the Thermo Sensor in the Steam Turbine room. the auto sweeper use corner pick up trick the Thermo Sensor in sweeper set to below 245 C(i used 250 C the first time and cooked the loader) the Thermo Sensor in Steam Turbine room set to below 195 C. the sweeper on turn on when the room he sitting is below 245C(actually it very close to 275 when operating) the loader will only run and push out stuff when the steam room under 195(again hotter then expected) in between both steam room is a metal door because thing happen....when the whole thing start o run the water flash heat and making steam >super pressure water from on that spot ....you can see i have 6k water on that place....i try to do some repair and stuff and steam break out to every where>force a reload.thus that door is a must have ,or u need some better skill to slowly heat up the heat sink room. plz notice the loader placement must above Sensor,why?because i cooked it .the loader will transfer those very hot rock inside the metal tile line and move to steam room.....most of the time safe....once the room run for a bit long the temperature range will increase ,even just 1 tile closer to the metal tile will having 10-20 C more then the 1 cell above it.....since we using steel...the loader should keep away as far from the metal tile as possible. I add a extra metal tile 2 cell above the door for better cooling in the heat sink in final design inside the steam room,is iron metal tile and steel tuner ,with Conveyor Rail run insider it. the first level so metal should using iron only as those rock still very hot (700C+) another 2 section of metal tile(aluminium was used)they could use some lower melt point metal for faster exchange if you look back to the first screen cap,you can see i drop the Igneous Rock inside the steam room for more heat capture,because those rock leaving the room at 200 degree,those little extra time lower the temp to 180.I still looking for a way to better cool those used up rock. as you can see in many screen,when the whole thing start some pressure damage is expected....as the flash boiling really hurt and transfer a lot of heat very quickly.and dear Catalina run out of oxygen and burn to incapacitated with a full badder inside the steam room try to save the day lol. the whole setup took about 5 cycle to run in to full capacity.lucky i block some port,it creating energy too much fast now. maybe upload the automation later if needed EDIT:upload auto and rail,trying to install second tuner @Yoma_Nosme as suggested.... Ultra final form:added a small water tank inside the room ,those little rock come out at 120C ,yeah.(cooled by the left over from aque tuner) :
  8. Using the percentage based bypass pump (not an exploit), together with the NRGFREE-freezer automation bug/exploit that allows infinite power consumption, here is a new SSST (self sustaining steam turbine, thanks @tzionut), in a gigantic complex. I'll call it the SSSTC, or the SSST MkII. Each turbine provides roughly 250-275W, and the current only cost is the aquatuner. How it works: The tepidizers vaporize incoming liquid and raise their temp to around 124.5C even after save/reload. No temp control is needed as the game caps their heating at 125C. This 124C steam is pumped upwards to the aquatuner to be pushed above 125C. A 10kg/s line from one of the output feeds goes through the aquatuner. It moves extra heat to the 124C steam (pushing the temp above 126C). A liquid valve after the turbine deposits 0.1 g/s of water to enable the bypass pump (or jebaitor). Interesting enough, you can use 0.1 g/s of water to enable the bypass pump to work even though the water instantly turns to steam. Liquid, power, and automation in the spoilers. Currently i have an average of 80kg steam per open tile. Better placement, and more space for steam to move about, may reduce this amount. The top edge turbines are a little above 15kg in pressure and the temp is about 126.7, and rising. There is more potential for more turbines. I just stopped at the above, and wanted to share. If the devs fix the automation glitch on the tepidizers, this won't be as power productive (as you have to pay some power for the tepidizer). However, it will still work with a pulsed tepidizer. The point is that you can use the tepidizer to get close to 125C, and then the aquatuner to tip the scale.
  9. So I've got a really nice scenario. I've got a Water Geyser close to an AETN, which makes a great combination for an Oxygen factory. But I'm scratching my head a bit about where to apply the cooling to the overall process. The Electrolyzer's minimum output of 70 C means there's a limit to how much cooling I can do to the Water prior to the Electrolyzer. But the 95 C output makes me think it's still a good idea to do what I can beforehand, probably using a Steam Turbine setup. But the numbers on that aren't nice -- 1 pass wouldn't be enough, and 2 passes would be less than 70 C and thus wasted effort. It's also been a really long time since I've done any math involving AETNs and their effective cooling, so I'm not entirely sure what the best way to assemble a cooling radiator is -- how big it needs to be, what materials to use, vertical vs horizontal.... It will need to cool the Oxygen from <95 or 81> C to ~23 C for my base supply. I seem to remember a long time ago 1 AETN could about manage 2 Electrolyzers at 70 C output, but again, that was a long time ago, I don't know if that math holds up. Seed is 1469931496 if anyone is interested. It's a Terra asteroid. The Caustic Steam exposed is straight above the AETN, incidentally, and straight down from the Printer Pod is a regular Volcano.
  10. Well, I guess I should start a new series on exploits. Here's a rough sketch of something that I'm pretty sure can be improved on, but I figure I'll let someone else tinker with it. The top tepidizer keeps the petro and crude at around 300C, cycling on/off every 1 second with a typical pulser (not gate followed by a buffer). The bottom tepidizer engages only when the liquid level reaches 1kg. Its purpose is to make sure any liquid becomes steam (so another 1 second pulser). The tempshift plates in the upper chamber keep the 2 innermost inlets for each turbine around 300C, while the three outer inlets are around 110C. The point is that you only have to heat some of the incoming steam. Tepidizers are made of steel. You need enough steam in the room to keep the center two steam tiles just below the turbines to stay above 500g. I bet I could get this even more efficient if I keep the entire room at very high pressure, increased the walls on the central heating element so there was only a 1 tile passageway, and then made sure only 500g of gas stayed in the center region. ONI physics... The current build above uses about 1/3 of the power generated, leaving you with over 1000W to use however you want. It will run forever without needing any thing else (aside from an occasional flash of cooling to keep the top chamber under 100C - something a simple aquatuner that runs almost never can take care of). Free infinite power. Not as good as the old Steam Behemoth, but definitely simple to build. Please post any other steam turbine exploits you know of, that provide infinte power. Or feel free to improve this to get the efficiency up (I'd rather it use only 1/5 of the power or less, instead of 1/3, to keep things going). Smaller is also better. Built in cooling for the top could be nice as well.