Current FJ: "Freezing the entire planetoid? That's impossible!" Future FJ: "To freeze the entire planet we would need approximately 4591825948 kg of super coolant, 189 MW of power and we would achieve that in around 79929367 cycles"
@@thomaseyrignoux9791at this point i have a reflex like Pavlov's dog, to remember the funny Portal 2 intro with abruptly ending music "please stare at the art" when this happens
Theres some irony in draining a map of ice biomes and then refilling them later with fresh water. It's almost... perfect. In it's own quirky sort of way, and very ONI.
For petroleum boilers, I always use airflow tiles instead of insulated tiles. And I always make it so my guys can get in and out easily... Not like I'm hurting for space, I'm not on the mini map. That way you can't break the tile from over-pressure, and it doesn't exchange temperature via temp plates. And if I did ever get some gas in there, I could easily vacuum it out with a single pump for the whole thing.
@@mrShift_0044 I agree, just to do a rework on a single ranch takes my colony of 10 dupes (well 7, three are on another planetoid) a good 20 - 50 cycles. Sure, if they're mostly caught up, they can knock it out in about 2-3 cycles. I'm nearly at cycle 750 on my current colony and I've only just automated my stone hatches and my glossy dreckos, I have a simple refinery in a cold biome that's beginning to lose its chill. I have a gold and cobalt volcanoes that I've been wanting to tame, but it's taken then nearly 500 cycles to do all this prep work. I barely have 20 tons of steel, and I have about 50 or 60 tons of plastic. It sounds like a lot but it's not. It's just enough for me to tame them as well as a handful magma volcanoes. I don't have to worry about oil too much. The secondary planet's oil biome has a very good amount of freely laying oil that can be used before even having to put down a few oil extractors. I think I have 8 wells. Yet I watched his prior series where he gutted every planetoid within the Spaced Out DLC and packed it up all on a single rocket. So, yeah you have to have a bit of patience with this game.
Don't forget to leave some empty waterproof "rooms" in case you want to build something big later. You might not have the space once everything is flooded.
Francis, if you fill the whole map with water, you'll need to set up an infinite storage at the bottom to waterfall it all into fir the kast episode. End it all with "The Great Flush", one theat rivals even the water asteroid.
16:50 there probably is enough viscogel on top of the polluted water. If it checks the block above it, its allready overpressurized, so it does not offgas at all. you can abuse the same mechanic with under 2kg of liquid on top of an infinitely compressed block of p.-water to keep offgassing humongous ammounts of polluted O2.
33:53 Instead of potentially wasting super coolant, you could use some of that crude oil. It sinks below super coolant and is the heaviest liquid (according to the wikigg site). :) edit: The sour gas problem (generally) is why I made my boiler (first time) serviceable so that all I have to do is break in and my dupes can get down the bottom if needed. edit 2: 45:22 You want a FILTER gate if that's the reasoning you're sticking to. A filter gate only lets a green signal pass if it's received one for X seconds. A BUFFER gate holds the signal for X seconds.
The oil packet problem with 9.5 packets then 4kg packets is easily solved with two liquid bridges. run the piping from the reservoir through one bridge, then the other. The run the output of one bridge through the other. This causes a packet of oil to buffer on the input of one bridge, and when an undersized packet goes through it pulls from the buffer to bring it back to full 10kg.
@@vulkandrache1928 that makes the packets alternate between going forwar and backward, causing an empty pipe after every packet. You'd be cutting your throughput in half
6:20 I believe some of the staggering in the pipes actually has to do with liquid output port mechanics (culprit being the tank all the way to the right). Some buildings can't output liquid into a pipe that already has a liquid existing in it (even if the element is the same). Say the tank all the way on the right outputs a 10kg packet, and the packet (currently at the output port) slowly supplies the packet directly to the left (keeping that one at 10kg) until the output port packet goes down in size until it hits 0.4kg (idk why its not 0.5kg). Since the Valve allows 9.5kg, Once the packet to the left hits 9.5kg, everything in the line can basically shift to the left at 10kg/s resulting in a 9.5kg packet and a 0.4kg packet. This is indicated by the "no more blobs" stationary in the pipe when the 0.4kg packet passes, and you should be able to see this in the tooltip if you hover over the output port (you should seek 10kg liquid in pipe go down to 0.4kg then back up to 10kg. If you hover over the Liquid Valve input, you should see it stay at 10kg until that 9.5kg and 0.4kg packet happens to pass through it. Possible Solution: use a double bridge, like when you set up overflow detection in pipes. The pipe will "overflow", technically allowing the Liquid Tank to skip a beat since the blob left in the overflow will pass through, refilling the skipped packet up to 10kg. Bridge output ports are special since they are the only things with output ports that can input into an existing packet and "combine" them.
I was also thinking that the issue is with the pipe running straight through the outputs. I know it's recommended not to do that with toilets and sinks, I'm guessing for similar reasons. Tbh I've just followed that advice without ever trying to understand why, so maybe I'm missing something
Yep, exactly this. All "building" (as classified by the game) outputs need to be completely clear for the building to be able to output. Buildings can't merge pipe contents. Only bridges and a very select few other structures can. He mentions that the smaller blob was 7.5kg. Counting blobs in the video you can see that it is every 15th blob that's too small. (9.5 x 15) + 7.5 = 150 kg, which is 15 pipe segments worth of liquid. It all checks out. I like to put an overflow on the valve and bridge that back onto the pipe that supplies the valve. That way the math solves itself. I'm a bit concerned that the weird split he created as a solution will still produce the occasional inaccuracy. Pumps have their own issue. For some reason when they are turned on they like to send a leading packet of 6kg and once they are turned off the trailing packet is 4kg. Probably some weird effect of how the sim works out. To account for this problem his initial solution of a longer pipe between pump and valve is sufficient. But it is a different problem to what we see here.
With regards to the sour gas boiler I mean petroleum boiler and the heat transfer issue. instead of using temp shift plates to drive temp in and out of the door that moderates the temp, use pipe and gas bridges onto and off of the door. In the same way that they can bridge temp across insulated tiles accidentally bypassing those, they can inject into the door when the door is shut. For some reason tiles sometime stop transferring onto doors or the other way round. My games frequently have this issue.
You would not even need those long pipe runs any longer. Just dump your output water from each source directly on the other side of your containment (with a little trick from infinite storage to keep water vents from overpresurizing)
@Francis John, I have a suggestion; how about a 'self destruct' button. make a small area, sealed off, and stack ice as cold as possible. Then at the end of series, flip a switch and all the ice gets released, distributes in temperature and freezes the map. Will take more water, but should be interesting to see if your computer mel.....FUN....TO.....WATCH.... yes, fun. please do.
Petroleum generators love to delete steam if the atmosphere is not predominantly steam. You should really reduce the CO2 pressure in there. Cause seems to be that the generators put out CO2 above the water. The rising steam can get deleted when it passes the CO2 output tile of the generator and there is no adjacent steam tile that it can merge with.
For the petroleum boiler sour gas issue, maybe increasing the level on the fluid sensor attached to the petroleum pump would help. If there's always a significant amount of petroleum in that tile, it should soak up and transfer out the heat better.
0:18 FJ making a reference to Jörg Sprave? this gonna be good!! >>>>> 13:22 you know that you don't NEED that heat injection setup, rigth? just flood the aquatuner. put some tempshift plates made from some high heat-capacity materials behind it, and the combined mass of the AT, TSP and petroleum will be enough. it's the setup that i used in a 'stairwell heat exchanger petroleum boiler', and it just worked. 29:27 use the 'relative temperature' overlay, and set it to above 200°C or sometrhing like that, way easier to see where the hot spots are.
Maybe you answered this in one of the videos I've not watched yet, but for the geothermal plant wouldn't it be much simpler to box off the outputs and insulated pipe the steam from all three to one central location to be harvested? Maybe also the steam from the vents and any other waste heat from the various processes. I'd be interested to see a modular/expandable general purpose steam heat harvesting build.
If you need more heat in the petroleum generator room, why not swap a few of the insulated pipes carrying the 150C petroleum to the generators for granite or radiant? Free heat is being burned in the generators, and it is already in the room.
26:39 I myself have not played ONI but: is it maybe because poluted water can only offgas upwards? i mean it literally shows an animation of bubbling on its surfice wich in this case is covered by viscogel.
What i dont understand is why you always carry hither and back bottles of supercoolant. Just have a prefilled pipe run down the map for tapping into. You could have just put an aquatuner into the oil, walled it in temporarily and turned up the heat. The chill can be dumped into the small watertank of to the side. "We got to eat through a backlog of 150kg per tile." You can just break open the wall for a minute. You are going to have a layer of gas around every building. Thats a no. Fix it.
Honestly I'm surprised you didn't build the petroleum burner inside the geo heat pump chamber. I use carbon scrubbers over the gas pumps as not only is it easier but the polluted water can be fed back into the heatpump. For some reason i don't get polluted dirt but just dirt out of the vents.
Why not use the hot petroleum from the petroleum boiler to flash the polluted water from the petroleum generators to steam? That's what I do in my hot box setups. I have a thin layer of petroleum on bottom with the hot petroleum from the boiler flowing through it to keep it hot enough to flash the polluted water to steam. Also, for gas flow benefits, make half of the airflow tiles into mesh tiles below the petroleum boilers. PS: Have you tried running crude oil through the geothermal heat pump? Perhaps a sour gas boiler made out of the third vent?
Fyi, Your lowest crude oil vent setup has no airflow tile below the liquid lock. I thought you'd notice sooner. But you're Francis through and through.
New challenge for after this run: medium: Finish the game without using GAS pipes (including buildings) hard: Finish the game without using Liquid pipes
53:11 Here is your solution as to how you can freeze the map solid... 👻🤣 53:29 😮... on second thought don't freeze the map give us a map sized aquarium with as many fish as possible... 😸👻
Is there a reason you're using supercoolant instead of crude oil for heavier-than-water pressure barriers? Also re: the petrol generator room with too much CO2, the liquid pump can go and be replaced with a gas pump so you can remove more CO2 than you put in
I use the supercoolant to give us options later on. If we end up freezing the map we might have to drop the temp to -200C at which point a lot of things start to freeze but not super coolant. Though now that I think a bit harder on it, having the oil freeze might be to our advantage.
wait, do transit tubes work if they are frozen over? as in you have already placed all the transit tubes, and once the map is all frozen and covered in "natural" ice tiles can the dupes still ride through the tubes that have been cover by ice tiles? if so then that means you don't need any corridors!
surprised you didnt just temporarily use the heat from the petroleum off the boiiler to heat up the room. to get the P water to flash to steam. or the volcanoes to flash the salt water and other water sources.
I did not want to mess with the petroleum boiler as once it is on you don't want to mess with the heat in the system. If it breaks you can end up with a lot of mess.
@@FrancisJohnYT oh i mean the hot petroleum out. though i dont know what your petroleum was comin out at temp wise. other than the stuff near the pump got hot enough to flash. but yeah watchin the vid my only thought was a quick reroute of the petrol out to the engine room to flash the P water and get the room hot then divert it back once the room was hot enough.
After 5 years and 742 game hours, I would like to let you know that I finally made it to the great tear. I would always lose a colony right as I got to liquid hydrogen because of my horrible builds, like using liquid oxygen as coolant. I got this game 5 years ago watching one of your videos and I have been plagued by failure ever since. If it wasn't for you, I would have given up. I am now qualified to get the DLC and start again. Just thought you might want to know.
In the beginning of this episode, can the steam in the petroleum boiler room get into the side with the liquid lock? What happens if things shut down and the steam condenses over there? (edit) never mind, appears it can't from observation later in the episode.
I know everyone's -haranguing- ... being quite enthusiastic... towards you freezing the map, but you do have to admit, it'd mean you don't need to worry about pressure damage proofing everything.
I'm asking for water duplicator chain from top to the bottom of the map. I know that it's exploit but let's be honest we are here in order to have fun ) I'd like to see how system will duplicate water from top to bottom and on each level add 2KG of water... each drop will lead to 200?KG of water per second...
@jessiuss_juiice Yeah, I remember that. That was the Oasisse run, wasn't it (edit: also the run that finally answered the important question of, who wins, ocean or lava?) . Totally agree, the pipework alone would be insane and bring any computer to it's knees, let alone the cooling brick to get an entire map of 90° water down to freezing. I was more saying this in jest, as the smiley was supposed to indicate.
Freeze the map. Freeze the map. freeze the map
you sound like you work in a feddy fazber mega pizza plex
Current FJ: "Freezing the entire planetoid? That's impossible!"
Future FJ: "To freeze the entire planet we would need approximately 4591825948 kg of super coolant, 189 MW of power and we would achieve that in around 79929367 cycles"
average super villain/DSP goals
New expansion's already been announced, so who knows.
It would also be a lot easier w/ planetoids because each map is significantly smaller.
Maybe one day we will see Francis freezing all that water
Do it for posterity.
I'd prefer boiling it, but he's done both and I'd watch both.
what if he freeze one side of the map and boil the other side
53:11 Francis tells us the solution to making this happen. 👻
@@AnimatedHumanify Like those fancy chefs making coffee that's cold on one side and hot on the other!
"As for freezing it all, NO". Then goes on to plan out the exact path we will be telling him he needs to use :)
yes yes yes yes
"If we freeze it we'd have to blah blah blah..."
Sounds good, let's go!
I'm honoured you saw my comment a few episodes back and brought back the timelapse music. But you really do need to freeze the map.
That timelapse music cracks me up everytime.
@@thomaseyrignoux9791at this point i have a reflex like Pavlov's dog, to remember the funny Portal 2 intro with abruptly ending music "please stare at the art" when this happens
8:21 "a full 9.5 in all the pipes" said while hovering over a 7kg packet
glad im not to only one who noticed lol
46:55 luckily he found and fixes it lol
"Bunker tiles is effort"
THAT is where you draw the line!? 🤣
YES BUNKER TILES
Theres some irony in draining a map of ice biomes and then refilling them later with fresh water. It's almost... perfect. In it's own quirky sort of way, and very ONI.
"Let me demonstrate it's features.."
I'm expecting a dupe to meet a terrible end and for FJ to laugh maliciously while it happens.
For petroleum boilers, I always use airflow tiles instead of insulated tiles. And I always make it so my guys can get in and out easily... Not like I'm hurting for space, I'm not on the mini map. That way you can't break the tile from over-pressure, and it doesn't exchange temperature via temp plates. And if I did ever get some gas in there, I could easily vacuum it out with a single pump for the whole thing.
WHAT FRANCIS REFUSING THE "FREEZINF THE WHOLE MAP CHALLENGE" BUILDING,
THIS IS NOT THE FRANCIS I KNEW AND LOVED
i don't think he has the skill to do it.
LOL poor guy
@@instazx2more like patience ..
@@mrShift_0044 I agree, just to do a rework on a single ranch takes my colony of 10 dupes (well 7, three are on another planetoid) a good 20 - 50 cycles. Sure, if they're mostly caught up, they can knock it out in about 2-3 cycles. I'm nearly at cycle 750 on my current colony and I've only just automated my stone hatches and my glossy dreckos, I have a simple refinery in a cold biome that's beginning to lose its chill. I have a gold and cobalt volcanoes that I've been wanting to tame, but it's taken then nearly 500 cycles to do all this prep work. I barely have 20 tons of steel, and I have about 50 or 60 tons of plastic. It sounds like a lot but it's not. It's just enough for me to tame them as well as a handful magma volcanoes. I don't have to worry about oil too much. The secondary planet's oil biome has a very good amount of freely laying oil that can be used before even having to put down a few oil extractors. I think I have 8 wells. Yet I watched his prior series where he gutted every planetoid within the Spaced Out DLC and packed it up all on a single rocket. So, yeah you have to have a bit of patience with this game.
Don't forget to leave some empty waterproof "rooms" in case you want to build something big later. You might not have the space once everything is flooded.
You can build a room later by just building a solid box with a liquid lock and then deconstruct the inside of the box from the liquid lock in.
@@FrancisJohnYT I didn't think of that. Nice idea!
This series is always the highlight of my day when it pops up. Can't wait to see how this ends. :D
50:36 that one is actually missing some airflow tiles, so not waterproof yet (the bottom oil well)
Francis, if you fill the whole map with water, you'll need to set up an infinite storage at the bottom to waterfall it all into fir the kast episode.
End it all with "The Great Flush", one theat rivals even the water asteroid.
Freezing the map seems dlc appropriate
Started freezing cold and ending in freezing cold
@@خالدحسام-س3ض nope. I'd suggest filling it with lava/molten steel... Muahahaha..
@@RedThunder333that's a project for weeks, months on end, where freezing the water is like 2 weeks of intense heat deletion machines working
16:50 there probably is enough viscogel on top of the polluted water. If it checks the block above it, its allready overpressurized, so it does not offgas at all. you can abuse the same mechanic with under 2kg of liquid on top of an infinitely compressed block of p.-water to keep offgassing humongous ammounts of polluted O2.
When the series is over I would love to see you freeze the whole tank
That or boil all of it, turning it all to steam.
33:53 Instead of potentially wasting super coolant, you could use some of that crude oil. It sinks below super coolant and is the heaviest liquid (according to the wikigg site). :)
edit: The sour gas problem (generally) is why I made my boiler (first time) serviceable so that all I have to do is break in and my dupes can get down the bottom if needed.
edit 2:
45:22 You want a FILTER gate if that's the reasoning you're sticking to. A filter gate only lets a green signal pass if it's received one for X seconds. A BUFFER gate holds the signal for X seconds.
A pedestal could give you 1kg packets of a liquid, and only crude is heavier than super coolant but almost every liquid is heavier than water.
I thought mercury would be heavier?
It might be, or it might not be. The wiki doesn't say lol.
@@Genesis8934 Heavier than water? Anything except Visco Gel is heavier.
@@inybisinsulate Including ethanol?
The oil packet problem with 9.5 packets then 4kg packets is easily solved with two liquid bridges. run the piping from the reservoir through one bridge, then the other. The run the output of one bridge through the other. This causes a packet of oil to buffer on the input of one bridge, and when an undersized packet goes through it pulls from the buffer to bring it back to full 10kg.
Wouldnt simply bridging the back of the pipe to the front do the same?
@@vulkandrache1928 that makes the packets alternate between going forwar and backward, causing an empty pipe after every packet. You'd be cutting your throughput in half
6:20 I believe some of the staggering in the pipes actually has to do with liquid output port mechanics (culprit being the tank all the way to the right). Some buildings can't output liquid into a pipe that already has a liquid existing in it (even if the element is the same).
Say the tank all the way on the right outputs a 10kg packet, and the packet (currently at the output port) slowly supplies the packet directly to the left (keeping that one at 10kg) until the output port packet goes down in size until it hits 0.4kg (idk why its not 0.5kg). Since the Valve allows 9.5kg, Once the packet to the left hits 9.5kg, everything in the line can basically shift to the left at 10kg/s resulting in a 9.5kg packet and a 0.4kg packet. This is indicated by the "no more blobs" stationary in the pipe when the 0.4kg packet passes, and you should be able to see this in the tooltip if you hover over the output port (you should seek 10kg liquid in pipe go down to 0.4kg then back up to 10kg. If you hover over the Liquid Valve input, you should see it stay at 10kg until that 9.5kg and 0.4kg packet happens to pass through it.
Possible Solution: use a double bridge, like when you set up overflow detection in pipes. The pipe will "overflow", technically allowing the Liquid Tank to skip a beat since the blob left in the overflow will pass through, refilling the skipped packet up to 10kg.
Bridge output ports are special since they are the only things with output ports that can input into an existing packet and "combine" them.
Also, love the videos as always!
I was also thinking that the issue is with the pipe running straight through the outputs. I know it's recommended not to do that with toilets and sinks, I'm guessing for similar reasons. Tbh I've just followed that advice without ever trying to understand why, so maybe I'm missing something
Yep, exactly this. All "building" (as classified by the game) outputs need to be completely clear for the building to be able to output. Buildings can't merge pipe contents. Only bridges and a very select few other structures can. He mentions that the smaller blob was 7.5kg. Counting blobs in the video you can see that it is every 15th blob that's too small. (9.5 x 15) + 7.5 = 150 kg, which is 15 pipe segments worth of liquid. It all checks out.
I like to put an overflow on the valve and bridge that back onto the pipe that supplies the valve. That way the math solves itself.
I'm a bit concerned that the weird split he created as a solution will still produce the occasional inaccuracy.
Pumps have their own issue. For some reason when they are turned on they like to send a leading packet of 6kg and once they are turned off the trailing packet is 4kg. Probably some weird effect of how the sim works out. To account for this problem his initial solution of a longer pipe between pump and valve is sufficient. But it is a different problem to what we see here.
26:46 Polluted water can only offgas upwards
oooh interesting. I didn't realise that
With regards to the sour gas boiler I mean petroleum boiler and the heat transfer issue. instead of using temp shift plates to drive temp in and out of the door that moderates the temp, use pipe and gas bridges onto and off of the door. In the same way that they can bridge temp across insulated tiles accidentally bypassing those, they can inject into the door when the door is shut. For some reason tiles sometime stop transferring onto doors or the other way round. My games frequently have this issue.
You would not even need those long pipe runs any longer. Just dump your output water from each source directly on the other side of your containment (with a little trick from infinite storage to keep water vents from overpresurizing)
@Francis John, I have a suggestion; how about a 'self destruct' button. make a small area, sealed off, and stack ice as cold as possible. Then at the end of series, flip a switch and all the ice gets released, distributes in temperature and freezes the map. Will take more water, but should be interesting to see if your computer mel.....FUN....TO.....WATCH.... yes, fun. please do.
Petroleum generators love to delete steam if the atmosphere is not predominantly steam. You should really reduce the CO2 pressure in there. Cause seems to be that the generators put out CO2 above the water. The rising steam can get deleted when it passes the CO2 output tile of the generator and there is no adjacent steam tile that it can merge with.
Still want you to freeze the map
One of the oilvents is missing the bottom airflowtiles
Yunners with the clutch viscogel mop
I'm mop certified.
@Yunners it's just nice to see you uh ... conscious 😄
@@alliepiper4772it's just a dream...
High pressure things. Algae terrarium, fertilizer synthesizer.
For the petroleum boiler sour gas issue, maybe increasing the level on the fluid sensor attached to the petroleum pump would help. If there's always a significant amount of petroleum in that tile, it should soak up and transfer out the heat better.
...So freeze the map and dig vacuum tunnels, Francis!
0:18 FJ making a reference to Jörg Sprave? this gonna be good!!
>>>>> 13:22 you know that you don't NEED that heat injection setup, rigth? just flood the aquatuner. put some tempshift plates made from some high heat-capacity materials behind it, and the combined mass of the AT, TSP and petroleum will be enough. it's the setup that i used in a 'stairwell heat exchanger petroleum boiler', and it just worked.
29:27 use the 'relative temperature' overlay, and set it to above 200°C or sometrhing like that, way easier to see where the hot spots are.
well, if we can't see frozen map, then I want to see a beautiful beach resort with sand and exotic fish!
We can go frozen but it will take a bit of time, we have to fill a good chunk of the map before we can start.
Maybe you answered this in one of the videos I've not watched yet, but for the geothermal plant wouldn't it be much simpler to box off the outputs and insulated pipe the steam from all three to one central location to be harvested? Maybe also the steam from the vents and any other waste heat from the various processes. I'd be interested to see a modular/expandable general purpose steam heat harvesting build.
Love this!
"Aaaaand we're back, with some more Spaghetti Not Included... where we work hard to produce enough spaghetti to satisfy our duplicants."
If you need more heat in the petroleum generator room, why not swap a few of the insulated pipes carrying the 150C petroleum to the generators for granite or radiant? Free heat is being burned in the generators, and it is already in the room.
Because that would be too easy.
Are you going to use geotuning to increase the output of the water vents?
I really recommend you to use mod "Bottle emptier variable size" - it so damn useful to make blobs
26:39 I myself have not played ONI but: is it maybe because poluted water can only offgas upwards? i mean it literally shows an animation of bubbling on its surfice wich in this case is covered by viscogel.
What i dont understand is why you always carry hither and back bottles of supercoolant.
Just have a prefilled pipe run down the map for tapping into.
You could have just put an aquatuner into the oil, walled it in temporarily and turned up the heat.
The chill can be dumped into the small watertank of to the side.
"We got to eat through a backlog of 150kg per tile."
You can just break open the wall for a minute.
You are going to have a layer of gas around every building.
Thats a no. Fix it.
I might be wrong, but I though liquids could only off gas directly above them. That amount of liquid could also be too small.
Honestly I'm surprised you didn't build the petroleum burner inside the geo heat pump chamber. I use carbon scrubbers over the gas pumps as not only is it easier but the polluted water can be fed back into the heatpump. For some reason i don't get polluted dirt but just dirt out of the vents.
it instantly burns on the way out
Did no one catch that second "lazy" dupe (Extraneon) just chilling against the transit tube doing nothing at 8:43?
51:09, this may not work because the insulated tile above the liquid sensor may crack.
Why not use the hot petroleum from the petroleum boiler to flash the polluted water from the petroleum generators to steam? That's what I do in my hot box setups. I have a thin layer of petroleum on bottom with the hot petroleum from the boiler flowing through it to keep it hot enough to flash the polluted water to steam. Also, for gas flow benefits, make half of the airflow tiles into mesh tiles below the petroleum boilers.
PS: Have you tried running crude oil through the geothermal heat pump? Perhaps a sour gas boiler made out of the third vent?
polluted water only offgasses off the top.
i did not know that.
cool!
48:30 from what I see the map will take a LONG time fill up with water, but looks good
Your "and gate" in the petroleum burnoff area is acting like an or gate right now because you have both sides plugged into a single line.
Regarding Freezing, you just need a ton of insulation to solve the piping problem 😎haha, Still should fit with subnautica (sub zero)
For the petroleum boiler insolation problem at 11:20, why not use an insulation tile made of insulation?
Even ceramic might be good enough?
Replacing the tile would be difficult, the room is 500C+, if we come from the other side it's flooded with petroleum.
About the sourgas: perhaps you should have built your insulated tiles in that area out of ceramic or better?
It’s funny how you have a whole map and still end up stuff so close together it looks complicated
Fyi, Your lowest crude oil vent setup has no airflow tile below the liquid lock. I thought you'd notice sooner. But you're Francis through and through.
There's also the 3rd Geo vent that's not being used.
one of your oil wells (the middle bottom one) isn't airtiled on the right hand side.
New challenge for after this run:
medium: Finish the game without using GAS pipes (including buildings)
hard: Finish the game without using Liquid pipes
52:10 well you have a plan, why not start now? I mean... you have the power to freeze it.... and you've done crazier things!
Those volcanoes are looking lonely and sad
im getting chills. is the map freezing ?
Miles of piping is an FJ specialty
Finally, the Noah Arc
That would be a fun addition to the challenge.
Fill the map with water AND ranch two (or more) of each morph
Next step is to freeze all the water to ice blocks. :)
53:11 Here is your solution as to how you can freeze the map solid... 👻🤣
53:29 😮... on second thought don't freeze the map give us a map sized aquarium with as many fish as possible... 😸👻
ah, yes, the CPU burner map
Is there a reason you're using supercoolant instead of crude oil for heavier-than-water pressure barriers?
Also re: the petrol generator room with too much CO2, the liquid pump can go and be replaced with a gas pump so you can remove more CO2 than you put in
I use the supercoolant to give us options later on. If we end up freezing the map we might have to drop the temp to -200C at which point a lot of things start to freeze but not super coolant. Though now that I think a bit harder on it, having the oil freeze might be to our advantage.
You don't have to freeze it, control the temp and make it stable 18-20 C
The Toilet has a leak :)
The map is Cold, theme, you need to maintain cold.
make your giant fish tank cold enough to support Gulp Fish.
Nothing like converting a blissful cold world full of life into an industrial hellscape full of carbon dioxide on top of a dead freshwater lake 😜
wait, do transit tubes work if they are frozen over? as in you have already placed all the transit tubes, and once the map is all frozen and covered in "natural" ice tiles can the dupes still ride through the tubes that have been cover by ice tiles? if so then that means you don't need any corridors!
The tubes would be fine, but the water pipes might freeze.
I have never tested transit tubes through ice, I am not sure what to expect.
Fish the Map! Fish the Map! Fish the Map!
Can the volcanoes be over pressurized once they are submerged in water?
surprised you didnt just temporarily use the heat from the petroleum off the boiiler to heat up the room. to get the P water to flash to steam.
or the volcanoes to flash the salt water and other water sources.
I did not want to mess with the petroleum boiler as once it is on you don't want to mess with the heat in the system. If it breaks you can end up with a lot of mess.
@@FrancisJohnYT oh i mean the hot petroleum out. though i dont know what your petroleum was comin out at temp wise. other than the stuff near the pump got hot enough to flash.
but yeah watchin the vid my only thought was a quick reroute of the petrol out to the engine room to flash the P water and get the room hot then divert it back once the room was hot enough.
After 5 years and 742 game hours, I would like to let you know that I finally made it to the great tear. I would always lose a colony right as I got to liquid hydrogen because of my horrible builds, like using liquid oxygen as coolant. I got this game 5 years ago watching one of your videos and I have been plagued by failure ever since. If it wasn't for you, I would have given up. I am now qualified to get the DLC and start again. Just thought you might want to know.
In the beginning of this episode, can the steam in the petroleum boiler room get into the side with the liquid lock? What happens if things shut down and the steam condenses over there? (edit) never mind, appears it can't from observation later in the episode.
I think you forgot to water proof your bottom most oil well.
Its open for damage on the bottom and right.
Cheers, have fixed it.
You should definitely freeze the map :)
Ok no freezing, but what about cold or chilled water?
26:46 polluted water offgas only upward.
Once the map is flooded, can you get a dupe to fall from the top of the map to the bottom?
48:49 Wasted water! That natural gas could have been burnt off into 0.1kg of water, such a tragedy!
All that co2 and no soda fountain yet?
i was wondering why u dont just boil the salt water to get salt and water and get energy back instead of putting energy into it
I was just wondering, and I know this is probably obvious to everyone else, but: why is the map water now?
What are your specs and how many fps do you get?
Specs are in the about section of the channel. Have not checked my fps in a while but I cannot run at max speed as the dupes keep lagging out if I do.
@@FrancisJohnYT I run it at the lowest speed and I get 10 fps. Its 1300 cycles in.
Could you.... cool the ocean... just down to around 10 degrees.
And then harvest the volcanoes by simply letting the magma fall in the ocean?
what's next? filling up all the other planets with water too?
No other planets in this playthrough.
how in the heck is your map so huge?!?!?!
Classic map
@@UrsusTheDruid nakes sense as i have never played the classic map. i started when the first dlc came out.
I feel cheated when the song starts then ends after 1 second
funniest stuff I've seen
your lowest oil well is not waterprof, you forgot the airflow tiles on it's right side
Good spot, fixed.
Now you need a second computer to run these games that take 100 hours of background running to get there so you can have fun again!
There's a water source you are not currently adding to your tank, the ice meteors
And an infinite number of dupes and their pee and tears.
i double wall my petroleum chamber these daYS..,.. THEN I dont have to F around. i allways get pressure damage
#freezthemap
an hour well spend.
I know everyone's -haranguing- ... being quite enthusiastic... towards you freezing the map, but you do have to admit, it'd mean you don't need to worry about pressure damage proofing everything.
I'm asking for water duplicator chain from top to the bottom of the map. I know that it's exploit but let's be honest we are here in order to have fun ) I'd like to see how system will duplicate water from top to bottom and on each level add 2KG of water... each drop will lead to 200?KG of water per second...
The DLC is frosty, not subnautica.
I know it would be mad, but please freeze the map after you have flooded it xD
he’s tried to freeze a water core before it’s even more tedious than collecting water and not fun to watch.
@jessiuss_juiice Yeah, I remember that. That was the Oasisse run, wasn't it (edit: also the run that finally answered the important question of, who wins, ocean or lava?) . Totally agree, the pipework alone would be insane and bring any computer to it's knees, let alone the cooling brick to get an entire map of 90° water down to freezing. I was more saying this in jest, as the smiley was supposed to indicate.