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Messages - Morgloz

#16
Quote from: SpaceDorf on July 08, 2017, 12:49:46 PM
Can't a guy play one hour in peace without having a mod update again ? ;D

Well, I stacked two changes because before making a new release, because I know that feeling  ;)
Actually, I think that mod management is the only advantage that the Steam version has over the DRM-free version
#17
Okay, I finally fixed the NaNC bug! I updated the download link.
#18
Quote from: lperkins2 on July 07, 2017, 06:47:29 PM
How can a null compAir cause that?  I would expect it to crash, since it's trying to access attributes on compAir.  Do you mean compAir.connectedNet is null?  Otherwise, the question is how you get an industrial heater/cooler that hasn't had SpawnSetup called, or whose GetComp<CompAirTrader> returns null.

It hapens on colony load and I don't know why, but I'm been trying to reproduce the bug in my computer so I can fix it.
#19
Quote from: CheaterEater on July 07, 2017, 07:48:48 PM

So overall, I would say the duct cooler is a little too powerful, as it reaches -86C for the same power cost as the vanilla cooler reaching -36C.


Okay I'll nerf it a bit

Quote from: CheaterEater on July 07, 2017, 07:48:48 PM
The industrial cooler exhaust is too much as well, but the cooler itself seems good.

Technically it has the same power to cool as the industrial heater has to heat, but cooling generates a positive heat gain. That's why it generates so much heat.

Quote from: CheaterEater on July 07, 2017, 07:48:48 PM
The industrial heater could put more heat into the ducts to get closer to its in-room performance.

Ok, I'll buff it a bit.

Quote from: CheaterEater on July 07, 2017, 07:48:48 PM
The ducts are still way better than before, they will be much more useful.

Glad to hear that, took me a while to figure out what numbers had to be changed.

Quote from: CheaterEater on July 07, 2017, 07:48:48 PM
One final note: I got the NaNC bug in the unofficial version in my ducts coming from a steam vent and in the vent. I flipped the output of the duct off and on a few times and the problem fixed itself, even at the vent. Hope that helps.

There were other mods installed?
There were any industrial heaters/coolers connected to that network?
And, (of this one I almost know the answer) Did it happened on colony load?
#20
Quote from: Riddle78 on July 07, 2017, 04:40:30 PM
Quote from: PixelBitZombie on July 07, 2017, 03:53:59 PM
Snip

Here's the thing; I was using my lab and medical building as a small scale test. Four Industrial Coolers couldn't do jack,either on the network,or set to directly cool a room; My medical freezer had four Industrial Coolers,with vents,and all four had to be set to -50 Celsius (-58 Fahrenheit to the two countries on Earth that still use that baffling system) to get the freezer down to -10 Celsius (+14 F). The hospital and lab were set to 21 Celsius (69.8 F),and the cooling was only a couple of degrees,at best.

Would it be more efficient to have my Industrial Coolers set to cool a room to Plutonian temperatures,while I use intakes to ship that hilariously chilled air around the installation? The same can be asked of the Industrial Heater and solar temperatures.

Quote from: Morgloz on July 07, 2017, 04:26:18 PM
Snip

That's just the thing; The Icebox had two intakes,and the building I was trying to regulate,originally,only had three outlets,which was downsized to two when I got frustrated with the freezer,and isolated it. THAT SAID,I was using the "unofficial" A17 version that was posted a few pages ago,but this was only last night.

My typical freezer size is 11^2. My rooms tend to hover around 5^2,though my lab was bucking that trend; It was large enough to accommodate four High-Tech Research Tables,arranged in a pinwheel around a Multi-Analyzer,with a three-wide walking space all around. One outlet in there. The hospital (Made from an ancient casket room) was about 8*14,with the freezer taking up the rest of the original 14^2 footprint. Three rooms,three outlets,two intakes,and it didn't even make a dent.

To be fair,I always include two intakes in every room; One on the Lower Network (Cold air),and one on the Upper Network (Hot air),because I assumed that air recycling was a thing.

I'll test with the official version,and see if anything's changed.

The official version had a lot of balance changes, I made the inlets less strong in terms of net temperature change and the heaters/coolers have been buffed
#21
Quote from: Canute on July 07, 2017, 03:19:36 PM
Does the industrial cooler, cool a room or do you want put the cold into the ductsystem ?
Like i mention a few posts before, that currently not working, and i don't think Morgluz fixed that issue yet.
Currently you only can use industrual cooler/heater to work at the room, when they try to put it into the duct system they don't generate any flow.
You need to use the industrial cooler like the standard cooler, build them into the wall, put 1-2 exhaust port right behind, or somewhere outside and connect cooler and port with duct.

They don't generate flow, and that is intended. The ideal setup is to put an intake outside, run the network to the cooler, and then run the network to some outlets. The placing and fisical orders are irrelevant, you can have the intake, then the outlets, then the cooler and it will work, as long as they are connected to the same network.
#22
Quote from: Riddle78 on July 07, 2017, 02:48:03 PM
I seem to be missing something,because I can't get the duct system to make any noteworthy changes to a room's temperature. My setup is as follows;

The Icebox is a room with four Industrial Coolers in it,connected to the Lower Network. Each Industrial Cooler has two exhaust ports set to exhaust into the room,pumping into an adjacent embrasure fortification; Embrasures are walls with firing ports,and as such,they cannot retain heat. The Icebox also contains two Intake Ducts,connected to the Lower Network. The Lower Network is linear; Air flows from the Intake Ducts,into the Industrial Coolers,then from the Industrial Coolers to the rest of the building,which contains a fairly large lab,connected to a hospital and medical freezer. The medical freezer has its own Industrial Coolers. The Industrial Coolers in the Icebox are set to -100 Celsius. The Smart Outlets in the hospital and lab are set to 21 Celsius. The temperature drops from 35 Celsius to 30. Further,if I add more outlets,the temperature goes back up to 35,and sometimes even higher. It's precisely that behaviour that made me put the medical freezer on its own,isolated cooling network; Those are set to -50,and only barely bring the freezer down to -10,which is my preferred freezer temperature.

I don't even have my Hotbox set up because the ductwork behaviour is refusing to cooperate with the logic I'm assuming it runs on; Take in air (Any temperature),cool it down,and send it to an outlet.

The intakes can only support four outlets. In my test world I made a room with  an industrial heater and an industrial cooler. Then I set the heater to heat the room to 51ÂșC to simulate a heat wave, and the cooler to cool the network. After that I built an intake taking air from that room and connect it to the cooler network. Finally I ran the network to another room and connect it to four outlets, one facing inside the other outside(to test the intake on max force). The network is still capable to cool the room down to -10 easily
#23
Quote from: lperkins2 on July 07, 2017, 01:46:44 PM
Good to see someone who knows the code is back :)
As for the NaN bug, it's probably caused by an invalid division (it might be cause by the target temperature hitting infinite, I don't know in C# how that plays out, but bad division is much more likely). 

Here's a list of where non-constant division happens, some of them I can see are guarded against division by zero, some of them I don't know.  Hope it helps, and I'll keep poking at it as time allows.

Building/Building_TempControl/Building_IndustrialHeater.cs
ControlTemperatureTempChange count is never checked to ensure non-zero.  If it is reading from the net, the connected net nodes count might be 0?

Industrial cooler has a similar spot, as does Multipurpose Cooler's Equalize method.
Building_DuctComp.cs also uses compAir.connectedNet.nodes.Count without checking if it is 0, and room.CellCount, but I assume for the room to exist its cell count must be positive.

That appears to be everywhere that division is used with unchecked variables. 
Where is the temperature data stored?  A check there if it is being asked to store NANC and a messy error message might be a good idea, since it would identify other mods involved in the stack.  Also, an inelegant be effective solution would be to replace requests to store NANC with some default value.

I found it happens when the CompAir in the heater/cooler is null, but that shouldn't happen and I'm not been able to find out why it does
#24
Quote from: faltonico on July 07, 2017, 08:33:18 AM
Great way to start the day!
BTW did  you managed to fix the NanC bug?

Not yet, since I can't pin down the mod that causes the conflict.
#25
I updated the mod, and since I finished my exams, I'll be here for anything you need
#26
Sorry for the sudden disappearance, I'm finishing the exam period. I will start working with the mod soon.
#27
I've updated the mod, now it has a flow tooltip and the intakes/outlets have been nerfed, now they should work better.
#28
I'll give some numbers. Intakes are a bit overpowered right now, they generate 16 units of flow, which means that you will need a network of at least 16 items or they will override any temperature the network had wit the one in the room.

Outlets consume 4 units of flow, and the temperature buildings change the temperature of the network but don't generate flow.
#29
Ok it's updated! have fun :)
#30
For testing I use a save in with zero RedistHeat buildings built. If you deconstruct the buildings that have been changed the save should, but I can't guarantee it.