I've been trying to make a liquid steel duplicator, but 60g of molten salt does not seem to work. Is there different amount for the top layer that we need to use for different temperature builds? Also I found this image (cdn.forums.klei.com/monthly_2021_05/image.png.3e781a74af00769da06c3b71b5a1c373.png) in the Klei forum discussion for liquid duplication, but I don't understand how this works. Can you explain it?
Thanks for the awesome built. Just curious: what would happen in the following cases: - the water supply is cut off? - the oxygen or hydrogen chamber is at very low pressure. For example, if I used too much hydrogen.
Cool design! For me, a bunch of domestic pips and bunch of wild trees works better though, just much less temperature management and less materials to build.
interesting, I look for a similar starting setup, but I would have carts transport 400 iron and 400 coal to each steel mill and then run a trainline connecting the steelmills, usually with double track and lots of trains, with a volume of approx 200 iron and 200 coal both ways... if you add another steelmill the volume will increase to 266 on the first line... each iron mine produces then 133 for each mill... and so on... the lines connecting them have generally even load both ways... and if you link up the steel produced to a machine or goods factory, you can also ship the steel over these connecting lines... same principle, each steel mill produces evenly for each factory... if you link up 6 steelmills, some coal and iron drive all the way from mill1 to mill6, then the steel comes back to mill1 to be transported to the linked up machine factory... without those secondary lines that coal and steel would miss out on all these extra trips... same principle works if you connect oil refineries (petroleum/oil), sawmills (logs/planks), ...
Yo Greezy, I'm building this in my let's play right now, it's actually going to take 2 episodes 🤣lmao. I know you haven't recorded ONI in awhile, but perhaps you'd be interested in doing a collab ONI series? If you are hit me up here and I'll give you my idea
I'm humbled and glad to see my designs in play. Dang, I really ought to see what's been happening in ONI lately, haven't touched it in a real while, been swamped. Going to get properly online later this year so I can finally lab some stuff up again.
So far, V. Hard mode seems like the only way is bi-dir freight, fully loaded both ways, but the track can't be too long or else can't afford the initial train.
Can you make a new and easier guide for this with molten uranium? It melts at less than 200 C but stays molten at over 4000 C, so you should be able to build a much easier design with it.
Thanks! The new big update has removed rock-to-glass process, which is more realistic now, and also added a lot of new cool features. Going to get back into this once I finally upgrade my rig.
Interesting/ What about overheating? Everything heats and you have to determinate the temperature. I see no cooling system... Or have you used some space materials?
Effectively all machines and surrounding gases are cooled by fresh water, coming in at 95C. Machines made of Gold Amalgam or Steel can handle this no problem. Water has huge SHC and heats up only slightly, then when it is converted to H2 & O2 at the same temp but lower SHC. Because of the difference in specific heat capacity, heat is effectively deleted in electrolysis. In reality, gases would come out at higher temp to maintain same heat, but this is ONI :)
Polluted water into Ethanol into Methane (two times more efficient then Regulator and Hydrogen). LOX and AT is slightly less efficient the then just using a regulator with hydrogen. I then chill the hydrogen in buffer until 238. Pass it through 1 more regulator for 252 ( I think you can push this by 3 degrees so 241/255) . Then I used a similar setup with 1000g packets but mine had a bypass with a shutoff value that was always on to ensure packets never collided. The trick is having the bypass and AT route having the same number of pipes when they rejoin. The shutoff was nice in case of a power outage but your alternating implementation is even nicer.
I've recently gotten back into TF2 playing on a specific map i really like, but that map is extremely grussom lol No nearby industry, i really like the new difficulty mode but it truly is a challenge.
I liked this video a lot. Always nice to encounter some fresh TPF2 material. I have zero problem with your strategy here. If people want to make realistic looking and behaving rail lines, play on an easier mode. There's not always economic logic with any aspect of this game. People forget we are only hired to move stuff. Whoever owns the industry has their reasons for wanting planks from the other side of the map instead of next door, so you are not exploiting game mechanics with this.
i dont think anyone knows this but you can just sent raw materials to plants and get paid, rarely they shut down but it is profitable on very hard (logs into planks) or anuthing works really you just have to do really small supply lines
Very sophisticated and interesting build. I like that you demand more complexity and real world accuracy. I love complex games where you have to really think and plan. In this state the game is already too complex for many players but i never get enough. ;) You deserve more views.
Would you care to reiterate your chiller by using liquid pipe thermo sensors with a reservoir, liquid shutoffs and bridge priority to save the power lost by recirculating the water through a vent and pump? The automated sweetie ranch is a brilliant design, I must say. Little more to add. Still waiting on your continuation of the ONI megabase machines series.
@30s 360kg/cycle, 1000kg tungsten from 227kg of iron. I challenge your statement. Math does not work here. Flaking of 1000kg of Abyssalite uses about 1000kg * 0.134kDTU/kg/K * 3300K = 442000kDTU, which is ~4.7 cycles of metal refinery producing steel, which is ~330kg of iron as input. And this is not calculating in huge loses due to abyssalite being heated.
"shutoff will not continue filling" is the most shocking thing ive heard about this game. sometimes even after 1000+ hours you learn more mechanics of this game
I built it in survival. Both floors for sleat wheat with some whethworts inbetween. One floor of normal wheat and one floor of exuberant. In a few cycles I had tons and tons of wheat more than anyone will ever need.
While I respect that you figured this way out, I'm still in search of making money in this difficult mode in a more elegant way. I would have expected that the developers were to make us think through every step we make when planning routes, so that every penny works.
Use ship... It's more versatile than fixed cargo of train carriages... You can choose construction material as it is 1:1, or oil although it have to be supported by other means to ensure the ship are coming back with more than half load as the production ratio is 2:1...
the foxes that are far away are allowed to walk inside each other, the foxes that are close enter combat mode which causes them to have collision again. just put a walled-in turret at the entrance
what i dont understand, u have nothin of the steel being delivered to cities. if the natural demand is filled and nothing is leaving the steel production to cities, how can u indefinitly make money?