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Author Topic: Nethercaps and refrigeration  (Read 2318 times)

Urist Imiknorris

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Re: Nethercaps and refrigeration
« Reply #15 on: August 16, 2010, 03:55:52 pm »

Or, you know, water can be either a solid or liquid at 10000, so the game could be lazy and just keep it liquid.

This did cross somebody's mind, right?
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breadbocks

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Re: Nethercaps and refrigeration
« Reply #16 on: August 16, 2010, 04:05:12 pm »

Have you tried jumping just plain nethercap logs into water? I think constructions would have no effect, because, AFAIK, it only keeps track of next to magma, next to water, constructed or natural, material, and smoother/engraved/fortification state. Nothing else, or massive amounts of FPS would go poof. Thoughts?
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Firehound

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Re: Nethercaps and refrigeration
« Reply #17 on: August 16, 2010, 04:20:16 pm »

To test the hypothesis that the computer doesn't freeze at exactly freezing, I suggest the Urist temp of nethercaps is set to 9999 as opposed to 10000.  This will allow for freezing. Either way, it makes for magma-proof construction out of wood.
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jseah

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Re: Nethercaps and refrigeration
« Reply #18 on: August 17, 2010, 02:46:38 am »

^Testing by tossing logs into pool filled with built supports. 
Fixed Temp 1000*U. 

Nothing happens.  At least not within a week of game time. 

I think temperature doesn't conduct -to- liquids but will conduct -from- liquids. 

=(  I want my ice skating rink
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Rotten

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Re: Nethercaps and refrigeration
« Reply #19 on: August 17, 2010, 03:37:17 am »

Or, you know, water can be either a solid or liquid at 10000, so the game could be lazy and just keep it liquid.

This did cross somebody's mind, right?
10,000 U is several degrees above absolute zero (which, according to earlier in this thread, is 9508 U).
The game would have to be very, very, very, very lazy....
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3

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Re: Nethercaps and refrigeration
« Reply #20 on: August 17, 2010, 03:44:56 am »

10000U is the passive temperature of water. Absolute zero is -460F. 492U difference. Not too bad, just rather approximate. So it's more than "several degrees". It's 492 degrees higher.

(The DF temperature doesn't scale, by the way, so if you're applying that logic, it doesn't work in this case)
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thijser

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Re: Nethercaps and refrigeration
« Reply #21 on: August 17, 2010, 05:11:32 am »

So we could try what happens if we set the tempreture to 9508? Has anybody tried trowing a lot of nethercaps in the same area? It might be that it's just not enough to have any effect.
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Urist Imiknorris

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Re: Nethercaps and refrigeration
« Reply #22 on: August 17, 2010, 05:46:25 am »

Or, you know, water can be either a solid or liquid at 10000, so the game could be lazy and just keep it liquid.

This did cross somebody's mind, right?
10,000 U is several degrees above absolute zero (which, according to earlier in this thread, is 9508 U).
The game would have to be very, very, very, very lazy....

10000 U = 32 F.
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

breadbocks

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Re: Nethercaps and refrigeration
« Reply #23 on: August 17, 2010, 03:39:29 pm »

Or, you know, water can be either a solid or liquid at 10000, so the game could be lazy and just keep it liquid.

This did cross somebody's mind, right?
10,000 U is several degrees above absolute zero (which, according to earlier in this thread, is 9508 U).
The game would have to be very, very, very, very lazy....

10000 U = 32 F.

Or, you know, water can be either a solid or liquid at 10000, so the game could be lazy and just keep it liquid.

This did cross somebody's mind, right?
10000/32 is when water gets frozen. It would be the transition state, except the game doesn't know it, thus liquid.
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