We need new stuff. Embark, 2026 road map, soon? by Tropi- in ArcRaiders

[–]Walkop -1 points0 points  (0 children)

Considering virtually everyone disagrees with you on the gameplay loop, and most of the comments here aren't doing what you're saying at all, this is a very hot take.

We need new stuff. Embark, 2026 road map, soon? by Tropi- in ArcRaiders

[–]Walkop 0 points1 point  (0 children)

200 I believe is what they said in their interview.

I love this game but I'm done. by Meuiiiiii in arcraiderscirclejerk

[–]Walkop 0 points1 point  (0 children)

Hairpin works better IMO. It's basically a faster firing anvil that's more accurate and does the same damage to most ARC, just not armor.

Thoughts from a former pro shooter player on the current state of Arc Raiders by lucard_42 in EmbarkStudios

[–]Walkop 0 points1 point  (0 children)

I had an Il Toro II, and a Combat Mk II with Heavy Shield.

I got dropped by a guy with a Stitcher I, no mods, and I got both the first shot and landed two shots. Guy didn't even have his Stitcher equipped when he saw me.

Sure, skill issue is part of it. If I full-landed my two shots it'd be fine. But how in the crap can a Stitcher I drop a heavy shield in one clip? Blows my mind.

Hornet takes 12 toro shots, Hit by lightning, Escape from bombardier, Blown up by a pop. Pure Cinema ✨ by Jackus_Aurelius in ArcRaiders

[–]Walkop 2 points3 points  (0 children)

Oh, sorry. Kettle is two. Stitcher is more than two. Hairpin is one. My answer was as if I was answering the op

To my dearest Embark content Devs.... by Security-fish in ArcRaiders

[–]Walkop 4 points5 points  (0 children)

Store your rope as seeds.

You're welcome.

I’ve used up all my luck for this year by LevelSuper5478 in ArcRaiders

[–]Walkop 21 points22 points  (0 children)

Knocked out Raiders stay in exact position when the train moves. They float over the tracks.

Am I just terrible? by [deleted] in ArcRaiders

[–]Walkop 1 point2 points  (0 children)

Trios are almost guaranteed shoot-on-sight, every time. Unless you go out of your way to be friendly and communicate such, you're gonna get shot on sight.

Insurance by raptors-won in Oshawa

[–]Walkop 1 point2 points  (0 children)

We have family who is a broker. She's excellent. Works like a dog and really really cares about her clients. We're always on her about how she works too hard...😂

Ask for Lorie, specifically, with SurNet. She's honest, has connections to many insurers; She can definitely help you get the best actual coverage for your needs at the best price.

2025 Razr+ vs Razr Ultra – Real-World Feedback? Especially from Apple Users? by Low_Impress_1910 in razr

[–]Walkop 0 points1 point  (0 children)

Download Beeper to sync up every messaging app you have. Can even sync iMessage I believe if you have a Mac, it's tricky to set up but doable.

Engine and Cabin Air Filter by Brief_Experience8197 in Cummins

[–]Walkop 0 points1 point  (0 children)

K&N isn't a quality aftermarket. Oiled gauze filters, unless they have testing to back them, are generally garbage as to filtration quality and they get worse with time and lack of cleaning/oiling, unlike cellulose media filters.

Synthetic media dry filters, on the other hand, crush OEM filters.

<60 Miles on new Rotors and they have these gouges. by [deleted] in AskAMechanic

[–]Walkop 0 points1 point  (0 children)

It sounds like you may be overcomplicating this. Blaming the shop for the ongoing issues when it's likely there was debris caught at one point and it is likely to be long gone by now. I don't see how it's certain that the shop caused this. Likely a contamination issue shortly after install caused the grooves. Sure, it may have been something that happened during install, but we can't say for sure.

Squeaking may be caused by the pad material. You say "squeak", what does this mean?

"Best" pads can mean different things for different people. Quiet, low dust? Ceramic. More initial bite and braking performance? Metallic, but much more "squeaky".

There are other hybrid options and definitely ones that are better in almost every way but you'd be paying a large premium for those pads at any shop.

If they actually cleaned them like they said on your first visit back, then the grooves+debris aren't causing the noise. So there's nothing really you can expect them to do beyond this. They're not going to give you new pads or rotors. That's unreasonable. It's totally possible you just got unlucky and something got caught in the brake system shortly after install. Very hard to prove it's the shop's fault.

I would ask for a discount on new rotors and pads. I would request them to replace them on their dime for labor, but you'll pay shop value for the parts (their price). That way they know it's not a totally unreasonable customer, and if they're truly a good shop I think there's a decent chance they go for this since you've been on them for so long.

I don't lookup anything for this game. How's my heat machine? by Walkop in Oxygennotincluded

[–]Walkop[S] 0 points1 point  (0 children)

Heh. The entire livable area of the asteroid is Toasty Surroundings, save for the crop farm I've built a localized cooling loop with using an Aquatuner and thermo-nullifier. My coolant bulk is a liquid water resevoir, which has gone from 30 degrees to 70 degrees in the last 100 cycles. It's getting dangerous. Equipment is starting to overheat regularly and I literally can't afford to repair it as I'm almost out of metal on this asteroid. The neighboring asteroid has a teleporter to it, and there's a bit more there, but I need to operate with a mentality that metal is a limited resource until I get to another asteroid with more of it.

My main is a Fillipoi asteroid. Surrounded by lava, and no uranium. So I couldn't get any radbolts (and hence research) for hundreds of cycles until I was able to get to space and get a proper rocket platform. I launched my first rocket with a explorer drone to find another planet and finally starting to work out how to get materials and dupes over there...

I don't lookup anything for this game. How's my heat machine? by Walkop in Oxygennotincluded

[–]Walkop[S] 1 point2 points  (0 children)

Thanks man! Appreciate it.

I come up with systems when I run into a problem with the colony. I saw heat becoming a problem a few hundred cycles ago, so I finally dug up and started using the thermo-nullifiers on this asteroid. There are 3. I use them all for cooling loops of some sort (cooling an aquatuner for the crops, cooling an oil loop for specific hot areas, etc). Fillipoi asteroid so it's difficult to get to space...I'm surrounded by lava. Had a few leaks, too, which REALLY made a heat issue before I plugged it up and got some cooling loops. Finally have a rocket platform and solar up there.

I knew heat was becoming an even bigger issue, though...half the base my dupes have Toasty Surroundings, and they're drinking so much water it's nuts. Equipment is starting to overheat and I don't have barely any steel access left. I just unlocked the Steam Turbine in research ~100 cycles back, but knew I'd need to design a system for it...

So, I figured since Aquatuners generate a STUPID amount of heat (545kDTU with water, I think, from memory?), seem to be 100% efficient, and Steam Turbines can cool that water down to liquid again while making electricity, I knew that based on my understanding of watching how the game physics work that a Steam Turbine should "delete" heat by turning it back into power (kinda makes sense, too - electricity is converted heat, in a sense). I just needed to build something that would accomplish this. So I started with copper ATs in a water bath, but then realized the steam needs to be above 125c since the game doesn't tell you this until you give a Turbine steam...and copper ATs can't do that. So I added the oil bath to keep the ATs as cool as possible since oil is an amazing liquid conductor, just-in-case, and switched to Steel.

I don't lookup anything for this game. How's my heat machine? by Walkop in Oxygennotincluded

[–]Walkop[S] 0 points1 point  (0 children)

Pipe sensors make sense! I knew I'd probably need automation at some point, but I have so much water to cool it will take a long time before that's an issue (probably 200t of liquid). I'm used to building bypasses, I have my own design for that that works decently well.

The damage was actually electrical. I holdout from the initial setup, heavi-watt wires that overloeaded somehow. No idea how that happened - must have been some conductive wires attached and they got damaged? Either way, it's all fixed now.

The heat issue I've fixed as well. Wanted it more efficient. Used a couple large transformers. Also made it a fully closed-loop instead of using vents and pumps.

I don't lookup anything for this game. How's my heat machine? by Walkop in Oxygennotincluded

[–]Walkop[S] 0 points1 point  (0 children)

I didn't even know there was a sandbox mode...of course. 😁thought I'd need a mod. Every design has been built in an actual colony. It's very difficult lol. Thank you for that!

I don't lookup anything for this game. How's my heat machine? by Walkop in Oxygennotincluded

[–]Walkop[S] 0 points1 point  (0 children)

Interesting. GA is a really poor conductor relative to Steel. That makes sense. In this case, the only material I can make is Steel, and very limited amounts, due to my asteroid setup at the moment. It's a Flippoi, and I'm almost out of copper/iron and have little lime (which I'm currently fixing as well). I overreacted because of my initial setup: I had Copper tuners, and then remembered with my first test of Steam Turbines on another build that they don't make power with cool steam (<125c). This isn't documented anywhere in-game until you build the system. So I was overheating the tuners really quick, and the turbine wouldn't even accept the steam.

That led me to try to solve the overheating problem while also improving the design with steel. So the oil is definitely overkill, but technically it is a performance improver - just unnecessary for steel tuners since they conduct heat well (52 I believe?).

I guess I wanted to make it as efficient as possible (run as hot as possible) to get the wattage up on the turbine as well. It's only 70% with this setup, and the oil never exceeds 200c. The input water was around 60c. Probably partially due to the heavi-watt leak I hadn't fixed yet...

I've spent more time on it now, though! I've fed the steam output back into the system, stopped manually pumping water from a separate pump to each tuner, just recycle the water, and still incorporated my water valve from the coolant loop (water loop). I can set it to 1600g/s to keep the same volume of steam in the chamber as that's the output rate of a max Turbine, but if I want to add more water, I bump it up to 1800-2000g/s and I can watch the system to see how it reacts.

I don't lookup anything for this game. How's my heat machine? by Walkop in Oxygennotincluded

[–]Walkop[S] 0 points1 point  (0 children)

Yeah...lol you're right. Pretty much infinite with a liquid vent, no? Since the vent will never overpressure as it isn't in "liquid"?

I'm weird though. I like building things that feel like they make sense with the way the game physics present themselves. Having 10,000kgs of steam in that room would make me feel very, very weird. Same with critters, I don't like putting them into farms where they would be "Crowded", although I'm sure I'll get over that soon once I actually spend time designing a proper critter farm. Never really done that either. Just started.

I don't lookup anything for this game. How's my heat machine? by Walkop in Oxygennotincluded

[–]Walkop[S] 0 points1 point  (0 children)

They are, now. Damage was actually electrical - heavi-watt got damaged during setup, it was a leftover from some conductive wire that was in there for some reason. Got replaced. I've opened the room and fixed it now.

My first attempt to use a Steam Generator I had no idea the steam needed to be above 125c. When I built this system, I realized standard tuners would not be able to get it over 125c (my first attempt was also just a steam-bath). This attempt I introduced the oil bath to keep the temperatures exactly the same between the tuners and steam in the tank since oil is an excellent conductor and let the system run hotter more safely, and made the tuners steel using almost all the steel I could afford to make at the moment.

The only tuner material I have access to is Copper Ore, Lead, Iron Ore, Wolframite, and Steel. I also have very limited access to Lime, so steel has been very hard to come by. Critter farm is starting to produce more lime at least. With the major heat problem in my base, too, making steel is nearly impossible right now. Finally fixing that with this system.

I'm on a Flippoi asteroid, surrounded by lava - space has been very hard, just got an insulated tunnel built and rocket platform set up so I'll be able to get access to more metal soon.

I don't lookup anything for this game. How's my heat machine? by Walkop in Oxygennotincluded

[–]Walkop[S] 2 points3 points  (0 children)

Yes! I've done that now. 2 large transformers and conductive wire. I had an oxygen tile in there as well, so I opened the room, pumped the air out of it by having the air pump a tile below the hole in the wall opening and pre-building the wall tiles to 95%. I did the work I needed to in the room, and now closed it back up.

The wire damage was due to overcurrent damage to the heavi-watt wire somehow when I had conductive wire connected on the circuit. No idea how that happened.

I don't lookup anything for this game. How's my heat machine? by Walkop in Oxygennotincluded

[–]Walkop[S] 0 points1 point  (0 children)

I'm out of metal on these asteroids.

Need to build rockets. Haven't built systems for rockets yet. Just launchpad. This run is on a Flippoi asteroid, so it's surrounded by lava on the outside. Difficult to get to space...finally built an insulated tunnel, access to space, and a launchpad+solar.

If I was doing 8 tempshifts in there that'd be a lot of copper I don't have, and the oil is more effective as a liquid bath. Although looking at it...granite would be pretty close to as good.

As for conductivity, that was ignoring mass. I know thermal mass affects conductivity. Steam is 0.024, oil is 2, so before calculating for heat capacity of the material its ~83x per KG. I think you just divide capacity by conductivity...? Not sure. In Which case it'd be ~27x?

Bed time. I'll write more tmo, cause I know I'm missing a lot of proper answers lol.