The reason you can't both generate power and produce space materials isn't about overheat limits. If you don't run your cooling aquatuners in the same steam chamber as the vents (but rather in a dedicated one with its own turbines) you don't need to worry about overheating. No, the _issue_ is that the heat pump actually _cools_ inputs if they're above 1650K (1376.85°C), and you don't get fullerene and niobium until you give it inputs at 2500K (~2227°C) or higher, so it's always heat-negative to produce space materials. Unless you're feeding it directly off a gold volcano (which is actually worth doing for a few rounds, if you have one, to get enough fullerene for a tonne or so of supercoolant without needing to go to space, though of course you'll want to build a chamber for each active vent from obsidian or tungsten so as to avoid damage while you handle the various outputs), it's generally not sustainable since the only options for those kinds of temperatures are metal refineries, rocket-heating, and volcano output. Also: for maximum power output, in case you somehow used that much, you'd want to run 24 turbines (I'd suggest running them on multiple storeys joined by a chimney, to reduce horizontal size), but block two of the inputs on each. This would give them a throughput of 1.2Kg/s each, which is why you need 24 rather than 15 to maintain equilibrium, but it would also mean that each one would cap out its power production at ~270°C steam, instead of 200°C. This is important because the plant adds 150°C to its input (if it starts below ~1377, as mentioned above), meaning the steam you get out after feeding it 95°C water direct from a turbine will be at 245°C. Any temperature above that which produces maximum power in the turbine results in wasted power. In principle this can net you a total of just over 17 kW (more if you use power control stations, of course) In case you're curious, the injection numbers work out like this: a filling-cycle takes 416 seconds, of which 400 are accepting inputs and 16 are the pump's animation. You put in 12000kg of water, and you get out 11040kg of steam… except you also get some salt water and polluted water which also instantly flash to steam, so you actually get 11733.6kg of steam out. So you need to supply 266.4kg of extra water per run, which with a 416 second run length works out to 640.38… g/s. Set your valve to 641g/s and it'll be fine, or to avoid that gradual increase of less than 1g/s you can use a meter valve, a timer sensor set to 415 red/1 green, and an AND gate to deliver 266.4kg every 416 seconds.
@chaelp2 ай бұрын
Have you thought about putting a lot of tempshift plates in there to disperse the temperature better? Might be able to get the ones on the left to run better, could also send the hot debris around the chamber on conveyors to spread the heat too, I don't think you need more than 20kg of steam throughout the chamber as long as its hot enough. I played Ceres on classic (with spaced out on), and my main planet needs about 30kw of power so I ended up just turning off the geo vents and making a sour gas boiler.
@StupidFatHobbitАй бұрын
It's not really a temperature issue as much as a steam mass issue, the steam is being consumed fully before it actually reaches the far side and if you increase the pressure too much on the right side then the vents overpressure (150kg iirc).
@arcanebitchАй бұрын
Could try adding a really long door pump
@nicewhenearnedrudemostlyel489Ай бұрын
It's too big on one axis. The business part is 10 tiles from one side and 90 tiles from the other side(i didn't count it doesn't matter). Couple that with using cooling loops in the hot room, and we're already in very strange territory.
@zedzdead7768Ай бұрын
Any recommendations for a seed with the vents much more vertically spread? Or roll for a better seed