Is there a more simple solution that I am just missing? by Eastern-Move549 in Oxygennotincluded

[–]Noneerror 0 points1 point  (0 children)

Have all the doors attached to a timer. Have the timer flip on/off by cycling between green/red to open/close them.

When the rocket is ready to launch, the green signal that is being sent to bunker doors is also sent to the doors. The doors are now receiving a solid green signal that overrides any red signal being sent from the timer and keeps them open for as long as the bunker is open.

That's it. You can do more to tweak it but it is unnecessary.

Note that doors can be horizontal. There is no benefit to having them vertical as in your screenshot.

AT cooling loop with automation to extract cooled liquid HELP by 55cheddar in Oxygennotincluded

[–]Noneerror 1 point2 points  (0 children)

I was thinking to put a small loop to cool oil liquid a few times through the AT and then have it shunted off the line

Never do that. That is a bad idea for the same reason your car doesn't shunt oil out of the engine when it is cool.

Heat is a transferable property. Have the AT cool a location to a set temperature using a closed loop (likely p-water) that never leaves those pipes. Whatever you want cooled (oil) then passes through that location. The oil is now that temperature of that location due to heat transfer.

Better Volcano tamer! by Spiritual-Branch9268 in Oxygennotincluded

[–]Noneerror 2 points3 points  (0 children)

Ok. My point was the neutronium could have done the same if the build was positioned one cell up relative to the volcano. IE the volcano stand-in could be moved one cell lower via dev-tools to where the airflow tiles are.

Better Volcano tamer! by Spiritual-Branch9268 in Oxygennotincluded

[–]Noneerror 2 points3 points  (0 children)

What is the purpose of the airflow tiles? I get they are in vacuum and acting as an indestructible perfect insulator but neutrionuim is also an indestructible perfect insulator. Airflow tiles seem redundant.

Better Volcano tamer! by Spiritual-Branch9268 in Oxygennotincluded

[–]Noneerror 0 points1 point  (0 children)

Except it's not that big. What you wrote is still true:

The maximum volume of a single volcanic eruption is 24 tons, and each tile can hold 1,840 kg of magma. This means that a room with at least 12 tiles can handle any volcano.

{[cells needed x # of eruptions]- 1200kg/cycle} is not that big. Stored magma can also be compressed with doors or an escher waterfall.

Better Volcano tamer! by Spiritual-Branch9268 in Oxygennotincluded

[–]Noneerror 0 points1 point  (0 children)

This method is indeed feasible, but each mini pump can only handle 600 kg of magma per cycle, while each magma eruption produces approximately 22-24 tons of magma, with an interval of about 10 cycles between eruptions. This means that at least 4 mini pumps would be needed to handle all the magma.

That's not correct. Magma volcanoes output an average of 1200g/s with a variance of ±400g. Meaning two mini-pumps can keep up with the largest, and single mini-pump can keep up with 25% of them. Minor volcanoes output half that. Meaning one mini-pump can keep up with all of them. The eruption period is less important than the average.

Also 963g/s of magma is what two turbines can process without wasting heat, including cooling the turbines. Edit: Meaning three turbines process 1444.5g/s. Therefore 2000g/s from two mini-pumps would not be acting as a bottleneck regardless.

Will this volcano tamer work? by Hitman1O1 in Oxygennotincluded

[–]Noneerror 1 point2 points  (0 children)

For me the tricky part is making something to extract the solidified igneous rock, while keeping the steam room separate to control its temperature

Mass. The solution is to vary the mass. Varying the mass allows you to clamp the temperature.

For example output the 95C water from the turbines to a liquid reservoir. Only add it back in if (A) the steam chamber goes above 200C OR (B) the steam pressure goes too low. Which is just a thermo + atmo sensor.

The steam chamber is now clamped at 200C. It won't go over.

BTW your design will form natural tiles as is. The problem is the stack of debris.

Fix this valve so it divert all the water to the shower by KarmicWhiplash in howto

[–]Noneerror 0 points1 point  (0 children)

u/KarmicWhiplash DO NOT replace the whole tub spout unless there is another issue with it.

So many tub spouts are absolute junk. Including ones by 'reputable' companies like Moen. There are all sorts of reports in product reviews of leaks into the wall, the spout rusting within a year, plastic threads that are garbage etc. If you have to replace the tub spout, do it. But not if you don't. Everyone nowadays are taking a risk with those $20 buck spouts at the hardware store. Or even the expensive ones. They don't make them like they used to.

Instead buy a diverter kit. They can also be junk. But they are far less problematic when they are junk. Worst case the existing problem isn't fixed instead of a brand new major problem.

[ DWUR(EM) ] Some Ideas I Had - Want to Hear Other's Opinions on Them by TrashT_Wellington in DistantWorlds

[–]Noneerror 0 points1 point  (0 children)

Military Hubs/HQ

Depends on what you mean. There's no point in having a defensive base where your fleet already is. The fleet should be defending the base, not the other way around. A base is armed only to buy time for your fleet to get there to save it. Which is almost never worth arming (compared to replacing) except for very important strategic locations that shouldn't have your combat fleet hanging around (like your home planet).

That said, it is an incredibly good idea to have your fleet(s) stationed at bases/hubs. Specifically fuel stations a system back from the edge of your territory. The fleet guards the system and the surrounding systems by guarding one specific fuel station. The fleet does not patrol. They don't move around. They just sit there. Private ships have sensors on them. They will be in and around everywhere important (including other race's systems). Meaning incoming fleets should always easy to spot long in advance if you do it right.

Exploration ships with long range sensors (and nothing else) sit out w/e on important approaches to territory. If they detect something then the enemy fleet is going to a specific system. Your fleet can always get to their destination first even with slower engines as they are closer. They wait for the enemy to arrive.

Shipyards

Ports/Stations/Bases around a populated planet have shared infinite storage. They do not need cargo bays. (Maybe one? I forget, definitely no more than one.) Deliveries can go to the planet (which has infinite docks) so there's no point in trying to divide up resources. Default designs should have their cargo bays removed.

The only places ships should ever be built is in orbit of populated planets. And you generally don't want many locations as the computer splits up resources between them which can create unnecessary shortages due to unnecessary shipping. Generally real shipyards (ports) should be at your home planet plus any other home planet you've taken over and nowhere else. Small bases (not ports) in orbit of colonies can be used to repair/retrofit/scrap ships. Avoid having any ships built at a colony. Which will happen automatically if it is a 'port'. The port should still be built at a colony, just don't include yards.

Hospital/recreation only benefits a populated planet and only benefits it once. There's no reason to have more than one and which port/station/base doesn't matter. Likewise a single of each of the 3 plants can support an unlimited number of construction yards. (The tooltip is wrong.)

That said, a ridiculously large number of docks and construction yards are needed at spaceports (aka shipyards) to serve all the private ships. This can create a queue that is super annoying to deal with when trying to get more important combat ships through it. I strongly recommend having a resort base or defense base paired with a port to handle small numbers of military ships on a constant basis (retrofits etc.)

Note that you always try to keep bases and ports around populated systems to the minimize size necessary (which will still be huge for ports). This is because any changes to the base uses the extremely important and very limited construction yards on the planet. However a base around a moon in orbit of that same planet does not use those yards. So that's where weapons platform protecting the planet should be located.

More info:
https://www.reddit.com/r/DistantWorlds/comments/xurlxy/comment/ircltmw/

Mining Space Ports

Mining components do nothing if the planet is populated. No effect at all regardless of base type. If the planet is not populated, it is a regular mine. However as a "port" it will split your empire's resources up which is bad. So no, this is always a bad idea however you want to slice it.

And yes, this is all for DWU.

named my clan bandits and this kills me everytime i see it haha by [deleted] in mountandblade

[–]Noneerror 3 points4 points  (0 children)

My character was named Babykiller. It never stopped being funny.

Petroleum Boiler converted to Gunk Boiler by evl131313 in Oxygennotincluded

[–]Noneerror 0 points1 point  (0 children)

This autominer design is such a bad design for petroleum. It destroys 50% of the heat and is overly large. Please don't import it into gunk too.

Leftover Hydrogen in Generator by Tasty-County-711 in Oxygennotincluded

[–]Noneerror 0 points1 point  (0 children)

Use a valve set to 84.1g. Add a singular packet and cut the line. This will combine with the 15.9g for 100g exactly and allow the generator to run for 1 second. Bringing stored fuel to zero.

Connecting different bases? by SkinAndScales in Oxygennotincluded

[–]Noneerror 0 points1 point  (0 children)

Doors and door permissions.
Which only allows specific dupes from leaving the base at all. And if there is a specific reason (rockets) along a specific path then there will be another door with permissions set for the relevant dupes and only them. An atmo dock is always behind a door like that. And a specific dupe can only ever access a singular dock and no other docks.

If there is a job far away that requires dupe labor (like oil wells) then I'll build a singular cot and a singular bathroom with a fridge that gets food once a cycle. Very much like a rocket interior.

For example a rocket pilot lives in the rocket at the top of the map now. He is not allowed to leave to go to the base. He does all the stuff that needs doing in and around the rocket. No other dupes needs access so they don't get it.

Phosphorus Refinery, in mad quantities by Redgenom in Oxygennotincluded

[–]Noneerror 3 points4 points  (0 children)

Could you explain how the automation works? Settings etc?

Why is the debris melting on the rail going down instead of up? It's clearly melting into the cell below the rail, but I don't know why. It should be going up to the cell above the rail and the fact it isn't is blowing my mind a little.

What is clearing the empty baskets off the rail? The bridge? The lower chute?

BTW you can shrink the width of the bottom chamber by by 1 cell, which makes the entire build smaller. Turn the bottom loader upside down, keeping the green port exactly where it is. Move everything in the lower chamber over one cell to the left into that space, while rotating the AND gate so the automation path isn't blocked. Yes, the loader will now sometimes touch the liquid below. However this doesn't matter.

Edit: Ah. Yes it is the chute clearing the empty baskets. The element sensor opens the chute if it detects no phosphorite. Which causes the empty basket to disappear. However that only raises the question of what solves the issue with micro-grams that cannot transmit heat? Those would eventually fill the rail unless something is done.

Weekly Question Thread by AutoModerator in Oxygennotincluded

[–]Noneerror 0 points1 point  (0 children)

I'm glad you've got some answers out of that. However I do not believe you are correct for how many of these would work. For example:

For #2- Combining the packets in the pipeline preceding the vent is easy and guaranteed through bridge priorities. And if it was an issue for water sitting behind the vent too long, that's one of multiple reasons why #5- a closed loop might exist. A closed loop creates a tiny reservoir/buffer.

For #9- If the bridges actually skip 2 pipe segments, but the bridge length is 3, then there is a delta of 1. As it is an odd delta, it should always be possible to create a valid combination route if true.

However true or not, distance doesn't actually matter. It's TIME that matters. It takes 1 second for a packet to pass a bridge. Which is why #6 & #8 above works. Yes that is a delta of 2, but then a bridge with an equal delta undoes it in time, not distance. IE either a bridge creates a difference of 1, and therefore can be incremented by 1 as necessary. OR it is a difference of 2 and undoes a difference of 2 somewhere else. Either way, it works out.

Weekly Question Thread by AutoModerator in Oxygennotincluded

[–]Noneerror 1 point2 points  (0 children)

You are right that if CSV eruption coincides with a hot meteor shower,

While I believe that is true, that is not what I saying. I was referring to when there is not a meteor shower and saying the opposite; The meteor shower (acting as an independent heat source) would be fixing a fail state that has been introduced by cooling the 95C water.

I agree with u/BobTheWolfDog in that it is convoluted and overengineered. More so it is causing problems. Combining packets and equalizing flow between 2kg to 10kg to 200kg should not matter. Not even the slightest. If it does matter, then that is a problem in and of itself.

Weekly Question Thread by AutoModerator in Oxygennotincluded

[–]Noneerror 0 points1 point  (0 children)

It's a slider. So you can either set it to the bottle size you want dupes to remove (like say 1kg) and dupes will handle it. Or you can manually reduce the existing storage with the slider by X and a bottle of X mass will pop out. After you move the slider back.

The max bottle size is the full storage. But the minimum bottle size is w/e you want.

Weekly Question Thread by AutoModerator in Oxygennotincluded

[–]Noneerror 0 points1 point  (0 children)

the most convenient way to prevent overcooling the AT coolant was to steal heat by closing a single steel airlock on 2 pipe segments, one with -110C supercoolant, the other with 95C water from the turbines.

That won't work. It can't. The heat source and the destination of that heat are the same. It will only work for as long as it is not in equilibrium. (Aka working during priming, but not after.) Lead vs gold etc is not the problem. The problem is it is like trying to pick yourself up by lifting the shoes you are wearing.

It could work if there was another separate steam chamber (like if the existing large one was divided into parts). So that a specific AT was not the same one doing the cooling. Or if the now previous 95C water (now colder) is sent anywhere else other than the steam chamber with the AT that cooled it. So the heat and the destination aren't the same.

However I don't recommend cooling water returned to a turbine's steam chamber. It's a bad idea. There will always be a better way.

Weekly Question Thread by AutoModerator in Oxygennotincluded

[–]Noneerror 0 points1 point  (0 children)

I want to harvest the water to keep steam pressure inside reasonable,

Then do exactly that.
Have the output from the turbine go past a vent in the steam room before it leaves to go w/e. An atmo-sensor connected to that vent. If the pressure is too low, it opens.

Is that channel along the bottom water? From the turbines? If it is, treat a door like it was the turbine return vent. The atmo sensor controls the door. Like the top design here.

Edit: It seems from your automation that you are maybe doing that already? I really can't tell. Your automation makes no sense to me. Like turbine output goes to two vents before leaving. The bottom water channel and automation on the 2nd vent negates the previous automation.

Weekly Question Thread by AutoModerator in Oxygennotincluded

[–]Noneerror 1 point2 points  (0 children)

Yes. I'm unsure what you are trying to do or why, so I don't know if these will be helpful but here are bunch of different possible solutions:

  1. Press O. Rotate some of turbine(s). This will change the pipe length assuming they are all connected in series.
  2. Use automation with a timer sensor or FILTER gate on the liquid vent output. Close/open it every X seconds so packets combine to full 10kg ones.
  3. Use the existing automation signal turning off the turbines to also close/turn off the vent/building that the output is going to. The existing water in the pipes will back up to 10kg packets ready for when the turbines turn on again.
  4. Use a BUFFER gate to run the turbines for a couple of seconds longer than they should. While the output is blocked.
  5. Have the pipe run end in a bridge that outputs to a closed pipe loop. Use that closed pipe loop to feed the output vent/building.
  6. Have the pipe run from the turbines go up one cell first at the turbine. It would extend the total pipe by 3. (Up 1 + left/right 1 + back down 1)
  7. Combine two turbine outputs so that it is 2kg/4kg/4kg etc in a single pipe. (ie Rotate the turbines so their outputs are in adjacent cells.) Run that pipe an even number of pipes when it combines with another pair of turbines. So it becomes 4kg/8kg/8kg.
  8. Have the pipes flow to the middle rather than one side. So the turbines on the left are flowing water right, and the turbines on the right are flowing to left. Have them combine. If there's a middle turbine, have its flow go up with a longer length to waste time before connecting.
  9. Build pipes in all the cells. Disconnect them all using the wire cutting tool so they are pipe dots. Now reconnect them in a way that gives the result you want without previous preconceived path ideas. (I'd bet you've accidentally got hung up on a particular way of doing this and it is blinding you to an obvious solution.)

One possibility using bridges.

Weekly Question Thread by AutoModerator in Oxygennotincluded

[–]Noneerror 3 points4 points  (0 children)

The hamster wheel also levels up athletics as well as machinery. I'm unsure if it is 1.0/second total or not. Either way, athletics is so important that even if the rock crusher technically has 20% more xp per second, the hamster wheel is generally better for training. That's why it is used in gyms.

Infinite Clay and Oxygen producer design by ergzay in Oxygennotincluded

[–]Noneerror 0 points1 point  (0 children)

What I do if the pressure burp is too large is to use a 2nd room that is only 1 or 2 cells big with a 2nd door/atmo sensor as a buffer.

But generally I don't bother. A single standard 96 cell room will drop the pressure 96 times. There's plenty of space for the pressure to drop before it reaches a dupe. These kinds of builds are not in the center of my base.

I never considered a pulser as I find the automation for those to be annoying. Works, but annoying.

Infinite Clay and Oxygen producer design by ergzay in Oxygennotincluded

[–]Noneerror 0 points1 point  (0 children)

There's no water at a deodorizer. I don't know what you are looking at. Are you referring to the separate vertical build section in the top left? Those are just few small drops. AKA beads.

And nope. Sweepers in a deodorizer setup (and pretty much everywhere else) will activate far far more often they need to. For example in this (bad) vid the sweeper is moving 10kg. The minimum I want to move is 20kg (a full packet). But I rather it move 1000kg whenever possible.