Ludeon Forums

RimWorld => Releases => Mods => Outdated => Topic started by: Latta on March 01, 2015, 01:41:49 AM

Title: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Latta on March 01, 2015, 01:41:49 AM
(http://i.imgur.com/zedjnqt.png)
A fully working heat redistribution package, from massive cooler to air duct systems.



(http://i.imgur.com/YOuvIWX.png)

Equalize temperature of every rooms
Build a (lockable) vents to equalize temperature between adjacent rooms. Build massive duct networks of your own and make central heating/cooling system.

Better graphics
Vents and ducts can only be built over a wall, rather than acting as one. No longer clutter your fort's walls with one-cell vents. Small cooler and medium heater, which are also wall mounting, comes with this mod.

More tools
Big bases can use industrial scale heaters and coolers for effectively keeping its temperature.

Source code
GitHub (https://github.com/urty5656/RimWorld-RedistHeat)


(http://i.imgur.com/NeClNCd.png)




(http://i.imgur.com/nE9s6IP.png)

Can I use this with a modpack I have?
As long as you've installed CCL properly, you can. There might be imbalances but it will work.

Can I upgrade from lower versions? / Can I use this mod with existing colonies?
Upgrading to v42 from lower versions might change research project progressions depends on your mod order.
Also, to install RH on existing colonies, you must first destroy every vents first.

License info
RedistHeat uses this license (https://ludeon.com/forums/index.php?topic=11171.msg111243#msg111243).



(http://i.imgur.com/RpnPFFp.png)

Community Core Library (https://ludeon.com/forums/index.php?topic=14172.0) (Required)
Direct (https://github.com/urty5656/RimWorld-RedistHeat/releases/tag/v42b)
Adf.ly (http://adf.ly/1PmjeXl)



(http://i.imgur.com/0OTbohs.png)

Special thanks to Kaballah (https://ludeon.com/forums/index.php?action=profile;u=40778) for his active and passionate feedback.



(http://i.imgur.com/Vxf3J5V.png)


Title: Re: [MOD] (Alpha 9) RedistHeat - Vent (Central Heating + Active vent)
Post by: wyattray on March 01, 2015, 01:48:29 AM
Nice! Ill load this up in my next colony
Title: Re: [MOD] (Alpha 9) RedistHeat - Vent (Central Heating + Active vent)
Post by: TheSilencedScream on March 01, 2015, 12:15:40 PM
Thanks for the update! I enjoyed the vents in A8, and the vent that you added seems interesting - I'll have to give it a go soon.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vent (Central Heating + Active vent)
Post by: lude on March 01, 2015, 12:46:20 PM
Thanks a bunch! Seems I need to download this and replace my improvised version.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vent (Central Heating + Active vent)
Post by: CodyRex123 on March 01, 2015, 12:55:51 PM
Didn't the vents in the other mod let air though and even out the tempture, without using power?
Also, how much power does it use?
Title: Re: [MOD] (Alpha 9) RedistHeat - Vent (Central Heating + Active vent)
Post by: TheSilencedScream on March 01, 2015, 01:05:31 PM
Quote from: CodyRex123 on March 01, 2015, 12:55:51 PM
Didn't the vents in the other mod let air though and even out the tempture, without using power?
Also, how much power does it use?

You missed a line. There's two vents - the one you're used to and the (new) powered one.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vent (Central Heating + Active vent)
Post by: CodyRex123 on March 01, 2015, 01:16:58 PM
I know that, but how you explained it makes it appear that they act differently, like a cooler, the heated side would always stay heated and the cool would lower, from what i could tell the other mod made temperature even out.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vent (Central Heating + Active vent)
Post by: TheSilencedScream on March 01, 2015, 01:26:48 PM
Quote from: CodyRex123 on March 01, 2015, 01:16:58 PM
I know that, but how you explained it makes it appear that they act differently, like a cooler, the heated side would always stay heated and the cool would lower, from what i could tell the other mod made temperature even out.
Wasn't me. ;)
And that's how the new one works - sucking out hot air from a room and putting it in another. The old one still evens out, like you're used to.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vent (Central Heating + Active vent)
Post by: Latta on March 01, 2015, 06:47:30 PM
Quote from: CodyRex123 on March 01, 2015, 12:55:51 PM
Didn't the vents in the other mod let air though and even out the tempture, without using power?
Also, how much power does it use?
It always uses 20W regardless of its state. Its like a cooler, yes, but more like a *passive* one.
Think it like a fan.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vent (Central Heating + Active vent)
Post by: Latta on March 02, 2015, 08:22:30 AM
Quote from: carlgraves on December 22, 2014, 04:46:40 AM
WIP
Want to add:
- Research.
- Air ducts (not too sure where to start with this).

- Powered Vents, fans allow 1-way transfer of heat, can be locked.
- Smart Vents, a really low power "passive" heater/cooler. Opens at night too cool down, closes during day to stay cool.
- Water-cooled coolers/freezers, connect to a water source to efficiently cool down your bases
- Uranium powered/infinite heatsource

This is a WIP/TODO section of the original Central Heating. I can add researches anytime(including heat equalization rate maybe) so let's skip this one.

As I'm rewriting Active vents to be smarter, It will hopefully replace smart vents.
I don't know if 1-way vents will have any use when there are already smart(or active) vents.

Air ducts. At first I thought of HeatNet using CompHeatTransmitter/Trader, but what a long codes are they! And my vacation has ended just now. I can't code hard anymore but do more XML stuff.

For water-cooled cooler: I can't think a reasonable way to add a bucket of water as a resource. I can make 'thermal clip'
coolers(Mass Effect style huh) though, that use thermal clips to lower temperature. Any other more elegance solution? Use beer as coolant?

Uranium powered heater? They shouldn't be that hard... :P What makes them hard is to draw a new texture for them.

If you got an idea please tell me. Maybe fire suppression turrets instead of all those sprinklers...
Title: Re: [MOD] (Alpha 9) RedistHeat - Vent (Central Heating + Active vent)
Post by: Veyda on March 02, 2015, 11:47:16 AM
Suggestion:

Make Active Vents controllable similarly to the vanilla Cooler (and Heater), except for both heating and cooling -

I.e, say, C is temperature on the 'controlled' side, S is setpoint and O is temperature on the other side, then

if (C < S) & (O > C) then vent is Open.
if (C > S) & (O < C) then vent is Open.
otherwise, or if unpowered, the vent is Closed.

Not having this functionality in an Active Vent is the only thing keeping me from using my geothermal as the only heating source.  8)

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) RedistHeat - Vent (Central Heating + Active vent)
Post by: CodyRex123 on March 02, 2015, 05:43:31 PM
Veyda, It doesn't make sense, You can't control temperature in less you add more temperature, so if you have 120 degrees C, then add another 40 degrees, it won't raise the temperature, it will only lower it seeing as its colder air to the other, Temperature is over a area....
Well, atleast, thats how i see it.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vent (Central Heating + Active vent)
Post by: Veyda on March 02, 2015, 07:03:40 PM
It makes perfect sense to me, I just didn't want to type it out in too many words. That's how it would work (in a perfect world):

The vent tries to reach a setpoint temperature the player defined on one side - let's call it an indoor side - by opening and closing, therefore either letting warm air in (if it's warmer outdoors) or letting it out (if it's warmer indoors).

For example, the setpoint is at 22C, temperature indoors is 35C, temperature outdoors is 42C (it's a desert). The vent will remain closed.
Come sundown, the outdoor temperature slowly drops and the vent opens once outdoor temp moves past the indoor temp in the direction of the setpoint (dips under 35C in this case).
Now it's dark and it's -1C outdoors (harsh desert nights). Upon bringing the indoor temp down to the setpoint (22C), the vent closes - because it's too cold outside - and remains closed unless something indoors gives out enough heat to bring the indoor temp above 22C again.
After sunrise, both indoor and outdoor temps start climbing and, once indoor temp goes above 22C again, the vent opens but will only stay open while the outdoor temp is cooler than indoors, and then shut, even if indoor temp is above the setpoint.

This is just a quick & dirty example of the logic I was talking about before, the pseudocode already described the general idea pretty succinctly.

P.S. If I have time, I'll try to look at the ActiveVent code myself to see if it's a real easy fix.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vent (Central Heating + Active vent)
Post by: Latta on March 02, 2015, 08:50:31 PM
Quote from: Veyda on March 02, 2015, 07:03:40 PM
P.S. If I have time, I'll try to look at the ActiveVent code myself to see if it's a real easy fix.

It's real easy fix yes, and I can fully understand what you are saying as It's my intention too.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vent (Central Heating + Active vent)
Post by: Latta on March 03, 2015, 09:57:21 AM
Quote from: Veyda on March 02, 2015, 11:47:16 AM
if (C < S) & (O > C) then vent is Open.
if (C > S) & (O < C) then vent is Open.
otherwise, or if unpowered, the vent is Closed.

*
This. Right? It's more smarter now.

Only one problem for Fahrenheit or Kelvin users: How can I get what temperature display mode player is using? My temperature control buttons are now displaying plain string of Celsius.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vent (Central Heating + Active vent)
Post by: Veyda on March 03, 2015, 11:47:45 AM
Yes, this is exactly what I meant. GJ.

As for the Celsius/Fahrenheit setting, it may take some poking around the code. On the other hand, only 4 countries in the world use F, so it's a low priority.  ;)
Title: Re: [MOD] (Alpha 9) RedistHeat - Vent (Central Heating + Active vent)
Post by: Veyda on March 04, 2015, 10:42:31 AM
Adding 2-3 degrees of hysteresis may make it even better, since the vent won't be opening and closing as often, but I guess it doesn't matter since power consumption (as currently modeled) is constant and doesn't depend on actual louver motor use.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vent (Central Heating + Active vent)
Post by: Latta on March 04, 2015, 10:52:57 AM
Quote from: Veyda on March 04, 2015, 10:42:31 AM
Adding 2-3 degrees of hysteresis may make it even better, since the vent won't be opening and closing as often, but I guess it doesn't matter since power consumption (as currently modeled) is constant and doesn't depend on actual louver motor use.

Last time I tested, it didn't open/close so fast because controlled room's temperature will always be colder/hotter. And yes it always use 20W so no problem?

I also struggled to add a fire suppressor turret which targets fire only. But why the hell buildings take damage from "Extinguish" damage type? Need custom bullet class and more time.

Updated to 11: Active vents are more smarter.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents (04-03-2015 11)
Post by: Veyda on March 04, 2015, 11:03:04 AM
Yeah, the way it is right now is no big deal.
But if you ever decide to model high/low power modes in the future, a vent w/o a fan would probably consume almost nothing in standby (say, 5W) and then have short bursts of high consumption (say, 100W) when the louvers are opening or closing (during vent state changes). A vent with a built-in fan would, in addition to that, have constant medium power consumption when open (the fan is running) but also a much faster equalisation rate.

P.S. On a second thought, there are many buildings in game that should use the low/high power consumption logic but don't (almost everything - autodoors, stoves, workbenches, comms consoles, etc etc). It would lead to uneven (and more realistic) consumption and possible brownouts if too many doors try to open at once while your A/C is on and both cooks are cooking, for example. Wonder why Tynan simplified it the way he did...

P.P.S. Had to destroy all objects made in v.10 of the mod before updating to v.11 because it was throwing errors otherwise. Also, there is now a 1-second freeze when clicking your first Active Vent for the first time.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents (04-03-2015 v11)
Post by: Latta on March 04, 2015, 06:50:24 PM
Woops, sorry for the inconvenience. I forgot to mention that I changed each defNames. Did you save again using v11?

EDIT: I've done minor cleanups. As I don't see any freeze on my game, I can't be sure that I solved that or not.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents (05-03-2015 v11b)
Post by: Ichigokurosaki512 on March 05, 2015, 01:15:28 AM
Hey umm i dont know if this is too much to ask but could you add an industrial Cooler as well?
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents (05-03-2015 v11b)
Post by: HBKRKO619 on March 05, 2015, 06:18:01 AM
Mediafire is dying or the link is dead xD
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents (05-03-2015 v11b)
Post by: Latta on March 05, 2015, 06:59:04 AM
Quote from: Ichigokurosaki512 on March 05, 2015, 01:15:28 AM
Hey umm i dont know if this is too much to ask but could you add an industrial Cooler as well?
I'm thinking a reasonable way to make a cooler. There should be a way to exhaust heat.

Quote from: HBKRKO619 on March 05, 2015, 06:18:01 AM
Mediafire is dying or the link is dead xD
I can't see any problem with the link. Please check it again.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents (05-03-2015 v11b)
Post by: Veyda on March 05, 2015, 01:23:46 PM
An industrial cooler can be a 2x2+1 building with the stub being the outlet duct, like this:

XXX->
XX

Or it might already be worthwhile to think about ductwork at this point..
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents (05-03-2015 v11b)
Post by: HBKRKO619 on March 05, 2015, 03:19:18 PM
Quote from: Latta on March 05, 2015, 06:59:04 AM
Quote from: HBKRKO619 on March 05, 2015, 06:18:01 AM
Mediafire is dying or the link is dead xD
I can't see any problem with the link. Please check it again.

It work now, It seem it was just Mediafire derping a little xD
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents (05-03-2015 v11b)
Post by: Latta on March 07, 2015, 02:07:19 AM
(http://i797.photobucket.com/albums/yy260/urty5656/screenshot2.png)
Here comes Industrial Coolers(WIP)! I'm adjusting their values.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents (05-03-2015 v11b)
Post by: Undecided on March 08, 2015, 07:17:38 PM
Quote from: Latta on March 07, 2015, 02:07:19 AM
(http://i797.photobucket.com/albums/yy260/urty5656/screenshot2.png)
Here comes Industrial Coolers(WIP)! I'm adjusting their values.

I'd like to make a suggestion: XL vents. I know it sounds very niche and not that useful, but hear me out. Currently there's a bug with geothermal vents that can sometimes make any room containing them count as unroofed, even if it's under an entire mountain and indoors. This prevents them from being used to heat your colony unless you put them in their own separate room. But since they produce so much heat, you pretty much have to spam tons of vents if you want to restore temperature flow to the rest of the base -- particularly if you have multiple geothermal holes in one place.

The other issue that might warrant upgraded vents is the fact current vents don't transfer heat fast enough to heat larger rooms (9 by 9 or larger?) during the colder winters. This is another instance in which you need multiple parallel vents to get heat to transfer fast enough.

Anyways, that's just a suggestion. I know one could just as easily create walls full of vents, but I think having a single, larger vent as an alternative could reduce game CPU usage, decrease unnecessary complexity of central heating designs, and it might even look aesthetically better.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents (05-03-2015 v11b)
Post by: Latta on March 08, 2015, 07:51:26 PM
Making vent bigger won't help, as It already push each room's average temperature. But I can make them(or new type of vent, powered vent) push each room's temperature directly.
Also, next release will have air duct(or heat pipe, if you prefer) system. Hope it ease the problem.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents (05-03-2015 v11b)
Post by: Latta on March 09, 2015, 12:24:04 PM
(http://i797.photobucket.com/albums/yy260/urty5656/screenshot19.png)

Progress report for v20.

Vents:
Vent heat exchange rate is now twice stronger. There should be a lot less problem equalizing big rooms.
Active vent is now lockable.
Major code cleanup in equalization method.

Temperature controllers:
Industrial heater is now stronger to compensate heater buff of Alpha 9.
Added industrial cooler. Supporting multiple, external exhaust ports, attaching more ports will increase its efficiency. Does not work without one.

New things:
Air duct system, AirNet. Less efficient than vents, but it can equalize separate rooms together. I'm hunting a bug of it right now. Huge credit to https://ludeon.com/forums/index.php?topic=11276.0 (https://ludeon.com/forums/index.php?topic=11276.0).
-Duct pipe
-Duct "holes"(don't know what to call them now): Simple/Powered/Ceiling/Smart (works like active vents)
---Graphics not worked yet; vent graphic as temporary graphics.
-AirNet overlay like power grid overlay. Known issue: You can see them only by selecting buildings using electricity, not duct systems.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents (05-03-2015 v11b)
Post by: UMK on March 09, 2015, 12:53:03 PM
And still thermodynamics are not implemented (at least for heaters  ;D).
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents (05-03-2015 v11b)
Post by: Undecided on March 09, 2015, 01:17:05 PM
Great stuff as usual!

I know you're busy as it is, but something else you may want to consider sometime down the line is a geothermal heating. Currently geothermal vents release large bursts of heat which can cook small rooms (120C/250F)... but if you wrote some sort of heater placed over geothermal vents that used <heatPushMaxtemperature> to prevent overcooking, it would be possible to have a passively heated base with geothermal holes all over the place.

Of course, you lose the potential electricity that you might get from a geothermal generator instead... so you might have to consider giving it extra <heatpersecond> to make it a better alternative than geothermal generator+heaters. Or maybe a hybrid system that gives some power, and some heat, rather than heat only. Imagine the possibilities!
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents (05-03-2015 v11b)
Post by: UMK on March 09, 2015, 01:53:16 PM
Quote from: Undecided on March 09, 2015, 01:17:05 PM
Great stuff as usual!

I know you're busy as it is, but something else you may want to consider sometime down the line is a geothermal heating. Currently geothermal vents release large bursts of heat which can cook small rooms (120C/250F)... but if you wrote some sort of heater placed over geothermal vents that used <heatPushMaxtemperature> to prevent overcooking, it would be possible to have a passively heated base with geothermal holes all over the place.

Of course, you lose the potential electricity that you might get from a geothermal generator instead... so you might have to consider giving it extra <heatpersecond> to make it a better alternative than geothermal generator+heaters. Or maybe a hybrid system that gives some power, and some heat, rather than heat only. Imagine the possibilities!
Already implemented in Industrialisation.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents (05-03-2015 v11b)
Post by: Undecided on March 09, 2015, 02:10:51 PM
Quote from: UMK on March 09, 2015, 01:53:16 PM
Already implemented in Industrialisation.
And? Are you suggesting he shouldn't make something similar by virtue of it already existing?

Ore mines are also in Industrialization, and there must be at least half a douzen mods with parallel concepts that involve drilling for additional metal. Same for its nuclear power plants and the idea of adding additional metals to the game.

Point is that if something existing is reason enough not to make your own version, the mod community would be dead in the water. Particularly in regards obvious ideas like the aforementioned.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents (05-03-2015 v11b)
Post by: Latta on March 09, 2015, 08:56:18 PM
Quote from: Undecided on March 09, 2015, 02:10:51 PM
Quote from: UMK on March 09, 2015, 01:53:16 PM
Already implemented in Industrialisation.
And? Are you suggesting he shouldn't make something similar by virtue of it already existing?

Ore mines are also in Industrialization, and there must be at least half a douzen mods with parallel concepts that involve drilling for additional metal. Same for its nuclear power plants and the idea of adding additional metals to the game.

Point is that if something existing is reason enough not to make your own version, the mod community would be dead in the water. Particularly in regards obvious ideas like the aforementioned.
I can't promise anything because I use Industrialization myself! But I can make something between that and the thermal generator. As you said, generates medium power while has a fixed maximum temperature. One problem though: Texture.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents (10-03-2015 v20)
Post by: Latta on March 10, 2015, 10:11:28 AM
Updated to 20.
Please expect some bugs, as it's the very first release. For known bugs, you can check OP's "Known issues" section. If you do not want to use 'unstable' v20, please use 11b instead. Download of 11b is available too.
Also, code is still in a mess. I'd appreciate if you report any bug or performance issue.

EDIT: Vent equalization rate buff downed to 50% from 100%.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents (05-03-2015 v11b)
Post by: UMK on March 10, 2015, 11:57:19 AM
Quote from: Undecided on March 09, 2015, 02:10:51 PM
Quote from: UMK on March 09, 2015, 01:53:16 PM
Already implemented in Industrialisation.
And? Are you suggesting he shouldn't make something similar by virtue of it already existing?

Ore mines are also in Industrialization, and there must be at least half a douzen mods with parallel concepts that involve drilling for additional metal. Same for its nuclear power plants and the idea of adding additional metals to the game.

Point is that if something existing is reason enough not to make your own version, the mod community would be dead in the water. Particularly in regards obvious ideas like the aforementioned.
You are right. But as programmer I'm trying avoid unnecessary copy-paste. And also, isn't it geotherm already generate enough heat and power to sustain moderate base?
Suggestion: coolers to be more effective than heaters. IRL heat pumps (which are actually coolers) usually have 3 times or more efficiency than resistive heaters (which are actually heaters).
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents and ducts (10-03-2015 v20)
Post by: Famous Shoes on March 10, 2015, 09:35:42 PM
2.0 looks really great. I just tried taking it for a spin and couldn't quite get it to work. The issue I saw was that rooms with industrial coolers and heaters had temperature fluctuations of 50C or more and other rooms attached to the network had difficulty reaching target temperatures, perhaps due to those fluctuations. If I had to guess, I'd say it's likely a RimWorld issue, but I thought I'd check if I was doing something wrong.

Also, if I understand this approach, one would need to keep hot and cold ducts separate and never cross the beams, er never cross the ducts. If so, that could make designing layouts tough no?

Anyway, attached is the little test setup I was trying out. The outside temperature was around 15C and the room with the cooler fluctuated ever few seconds from -50C to +10C. The room in the bottom left was set to -30C and stayed around -10C. The room with the heater (the heater being set for +40C) fluctuated from +30C to +70C every few seconds.

Am doing something wrong here?

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents and ducts (10-03-2015 v20)
Post by: Latta on March 10, 2015, 09:57:53 PM
Oh, yes. You can't cross cooling line with heating line.
For minor fluctation, if I understood right, is because they push heat every 250 ticks. It's for cutting computer resource usage, and is same for vanilla coolers/heaters. But for such 'dynamic' fluctation of -50 to 10 or going higher temperature than target temperature, I'm not sure yet. I can use my computer in few hour so I'll follow your set up.

EDIT: Might be a bug that duct fans pushing plain net temperature rather than difference with room temperature? Will check soon. Checked
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents and ducts (11-03-2015 v20b) Hotfix
Post by: Latta on March 11, 2015, 08:02:41 AM
Here goes a hotfix. I still don't have time to test it in long-term. Please report any issue you see, Thank you. This version can be considered more stable than before.
Mini-credit: Famous Shoes for pointing out some bugs!

Changes:
Fix: Industrial heater's room temperature going too high with AirNet.
Fix: Locked ducts reset after game loading.
Fix: Smart duct fans can't get room's temperature properly.
Mod: Industrial cooler's base strength increased by 10%.
Mod: All vents/fans/hole heat exchange algorithm modified. Now uses solid ticks instead of ticks with hashOffset.
Mod: Vents heat exchange speed increased by 100% as algorithm change caused it to be slow again.
Add: Industrial heater source code.

Quote from: UMK on March 10, 2015, 11:57:19 AM
Suggestion: coolers to be more effective than heaters. IRL heat pumps (which are actually coolers) usually have 3 times or more efficiency than resistive heaters (which are actually heaters).
Yes, resistive heaters aren't so good, but making industrial coolers too effective would break game balance. But I'll buff it even more if needed.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents and ducts (11-03-2015 v20b) Hotfix
Post by: Famous Shoes on March 11, 2015, 09:53:46 AM
All seems well in 2.0b. By the way, did you intend to remove the advanced cooling research project? I didn't see that removal in the release notes so I thought I'd check.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents and ducts (11-03-2015 v20b) Hotfix
Post by: Latta on March 11, 2015, 09:58:37 AM
Quote from: Famous Shoes on March 11, 2015, 09:53:46 AM
All seems well in 2.0b. By the way, did you intend to remove the advanced cooling research project? I didn't see that removal in the release notes so I thought I'd check.
Whoops, did I release this with rapid cooling in it? I decided to remove that until I can come up with more proper research tree.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents and ducts (11-03-2015 v20b) Hotfix
Post by: Famous Shoes on March 11, 2015, 10:08:39 AM
You removed it; I just didn't see it in the release notes so I wanted to check the removal was intentional...
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents and ducts (11-03-2015 v20b) Hotfix
Post by: silentlord on March 11, 2015, 11:38:39 AM
ignore me, post is redundant. my answer is research. doh. lol
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents and ducts (11-03-2015 v20b) Hotfix
Post by: Famous Shoes on March 11, 2015, 08:26:43 PM
I noodled around with this some more and was wondering if a solution to the "no crossing of the beams" problem--i.e., that designing actual hot and cold duct work is problematic--might be a cross piece that connects east and west together and then north and south, but not east and north, for example. And, straight piece that only connects opposite ends, e.g., only north and south, would allow duct work to be laid adjacent and in parallel. Just some quick (and probably pain in the rear) thoughts.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents and ducts (11-03-2015 v20b) Hotfix
Post by: Darkhymn on March 12, 2015, 01:59:59 AM
So I really, really love the vents. They seem to be an elegant solution to the need for a heater or cooler in every room. However, I really would like to have just those assets added to my game, without the focus on complex industrial heating setups. Any chance of making the vents a separate mini-mod for those of us looking to make primarily small quality of life improvements to a mostly vanilla game?
I'd do it myself if I had the time in my life currently to take up modding a new game.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents and ducts (11-03-2015 v21)
Post by: Latta on March 13, 2015, 08:21:38 AM
21: Introducing intersection points, with separate lightweight vent mod(20b).

*
You have 3 more components: Underground duct entrance, exit and extended exit. These are examples of intersection points.
You must build entrance first no matter what. Be warned; deleting an entrance will also delete all exits connected to it.


*
But please note this: You can't build like "Bad" situation, as both entrance and exit will be connected with crossing pipe line, resulting in all of them in same AirNet.


*
One entrance can be connected with multiple exits. You can do something like this.


I absolutely want to make a single pieced intersections, but there are just not enough time! Also, I like central climate control room that has both functions to heat and cool, rather than individual hot/cold rooms, so I doubt I'll use these in soon...
I can use it to make a freezer deep in my mountain base though.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents and ducts (11-03-2015 v21)
Post by: Darkhymn on March 13, 2015, 09:04:44 AM
Quote from: Latta on March 13, 2015, 08:21:38 AM
21: Introducing intersection points, with separate lightweight vent mod(20b).

My hero!
All of the work you put into the rest looks great, and I'm extremely thankful that you took the time to release just the vents!
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents and ducts (11-03-2015 v21)
Post by: UMK on March 13, 2015, 09:50:17 AM
You know you could just make two separate types of pipes and joint points between them. This will be much easier for you and for players.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents and ducts (11-03-2015 v21)
Post by: Latta on March 13, 2015, 10:28:53 AM
Quote from: UMK on March 13, 2015, 09:50:17 AM
You know you could just make two separate types of pipes and joint points between them. This will be much easier for you and for players.
But wouldn't it require two seperate comp for almost everything? Like duct holes need both CompAirTrader and CompAirTraderSecond?
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents and ducts (11-03-2015 v21)
Post by: UMK on March 13, 2015, 10:47:18 AM
...and second type are just support pipes which can be connected only together and to junction.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents and ducts (11-03-2015 v21)
Post by: Ratys on March 13, 2015, 10:52:23 AM
Quote from: Latta on March 13, 2015, 10:28:53 AM
But wouldn't it require two seperate comp for almost everything? Like duct holes need both CompAirTrader and CompAirTraderSecond?

It might be viable to add an "index" field in compnent's properties, so essentially the same component can be both CompAirTrader and CompAirTraderSecond. But, in my opinion, two completely separate sets oh pipes is a step in the wrong direction; it could be less of a hassle to add a gizmo that would unlink a pipe from it's current network and either try to create new network or attach it to an existing different one. Even then, with clever building it shouldn't be needed.

Unrelated; I missed the initial ducts update, even though I kept a tight look at what's going on with that signal net mod, so I'll say it now: this is amazing. It's one thing realizing it could be done, and a very different thing seeing it work!
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents and ducts (11-03-2015 v21)
Post by: Latta on March 15, 2015, 11:42:24 AM
(http://i797.photobucket.com/albums/yy260/urty5656/screenshot16_1.png)

This is my ongoing colony for the very first in-game test. Central temperature control room is located on left side of the picture with two High-powered duct fan. Two HPDF = 16 HPR = Almost one-way heat exchanging. :P

Also, justarandomgeek's Signal mode got updated with intersection block, but I can't get it to work properly as I changed all IntRot to IntVec3 in v20 to counter few bugs, related to splitting network.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (16-03-2015 v21b) No more manholes
Post by: Latta on March 19, 2015, 03:24:35 AM
Update news of 22:
I managed to reduce assembly scale by 11kb.(49->38) What a mess it was. Now all duct components will use same class instead of separated ones like DuctHole/HighPowerredDuctFan as well as customizable heat push rate via XML. As a side effect, you should change your save manually or start a new game so I won't release it soon.

Also, there was some change with airnet's temperature mechanic. It won't store plain value of average. Instead, each components should push its heat to net aka somewhat more realistic. The reason behind this is to make a pipe heater and/or pipe cooler.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (16-03-2015 v21b) No more manholes
Post by: Pink Photon on March 19, 2015, 03:49:23 PM
I can't get active vents to work properly. I have coolers set to cool the storage room to -20C, and vent some of the heat into a tiny room to the left. The left vent is set to 20C and the right to 22C. My understanding of how this should work is that if the temperature in the dining room falls below 20C, then the left vent will open, heating the dining room up until it gets to 20C. The right vent does the same thing to keep the temperature down to 22C. However, the vents appear to be working like regular vents. (I double checked to make sure they're powered.) The dining room ends up below freezing. If I manually close the right vent, then it heats up well past 20C. What am I doing wrong?

(http://i327.photobucket.com/albums/k463/roidesfoux/ActiveVent3.png) (http://s327.photobucket.com/user/roidesfoux/media/ActiveVent3.png.html)
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (16-03-2015 v21b) No more manholes
Post by: Latta on March 19, 2015, 07:45:50 PM
Check the 22 vent's direction. Make sure its arrow is facing dining room. 20 vent is working fine, I assume?
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (16-03-2015 v21b) No more manholes
Post by: Pink Photon on March 19, 2015, 09:12:25 PM
I hadn't realized the vents had directionality. I suspected that, but when I rotated it I didn't notice the little arrow change direction.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (16-03-2015 v21b) No more manholes
Post by: Latta on March 19, 2015, 10:05:11 PM
Quote from: Pink Photon on March 19, 2015, 09:12:25 PM
I hadn't realized the vents had directionality. I suspected that, but when I rotated it I didn't notice the little arrow change direction.
Will it be better if I make that arrow bigger?
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (16-03-2015 v21b) No more manholes
Post by: knacko on March 20, 2015, 02:54:59 AM
I'd love if there was vented doors. The vents aren't hugely attractive, and ducting is a bit overkill for a brand new base.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (16-03-2015 v21b) No more manholes
Post by: eatKenny on March 20, 2015, 12:14:44 PM
+1 for vented doors, keep base clean and simple
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (16-03-2015 v21b) No more manholes
Post by: Latta on March 21, 2015, 01:32:17 AM
Quote from: knacko on March 20, 2015, 02:54:59 AM
I'd love if there was vented doors. The vents aren't hugely attractive, and ducting is a bit overkill for a brand new base.
Quote from: eatKenny on March 20, 2015, 12:14:44 PM
+1 for vented doors, keep base clean and simple

(http://i797.photobucket.com/albums/yy260/urty5656/screenshot7.png)

Updated to 22. Now, ventilation doors. Word of advice: It's not efficient as vents. Use vents when you need to equalize big rooms.
Note: You can use these with Vent only version of RedistHeat.

Building cost of all vents/ducts has slightly increased. Industrial cooler costs less steel but requires 100 silver instead.
AirNet mechanic has changed. The bigger your net, harder to control its temperature. Like big rooms.
Deleted low powered duct fan.
Source code is now on Git. Fork it freely if you want to.

New game is recommended if you made one or more duct holes/fans. Or, please check "Compatibility" section for how to make existing save file to be compatible with 22.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (16-03-2015 v21b) No more manholes
Post by: Pink Photon on March 21, 2015, 04:57:49 PM
Quote from: Latta on March 19, 2015, 10:05:11 PM
Quote from: Pink Photon on March 19, 2015, 09:12:25 PM
I hadn't realized the vents had directionality. I suspected that, but when I rotated it I didn't notice the little arrow change direction.
Will it be better if I make that arrow bigger?

Or make the input and output sides visually distinct.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (21-03-2015 v22) Ventilation doors
Post by: Onyx on March 21, 2015, 06:11:04 PM
It seems as though when part of a network is disconnected physically, the network ID doesn't change. As you might expect then, heating/cooling behaves as if it were connected.

Right now I've got two ductwork networks that are not physically connected, but were previously. They both have ID 407, and the second part of the network is not actually connected to any industrial cooler at all. Yet the rooms are still staying at their precise temperatures.

edit: So I've tried to place a duct network several times after removing it; each time it comes up with the same network ID as before, but it's isolated from any other network.

edit2: It appears that the network ID may fix itself after restarting the game? I previously just tried exiting to the main menu and reloading the colony, but that didn't work. The disconnected network still has a temperature of 20F after restarting though. There shouldn't be anything feeding into it, and the rooms which have smart duct fans are all sitting at 70F.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (21-03-2015 v22) Ventilation doors
Post by: Latta on March 21, 2015, 11:44:50 PM
Quote from: Onyx on March 21, 2015, 06:11:04 PM
It seems as though when part of a network is disconnected physically, the network ID doesn't change. As you might expect then, heating/cooling behaves as if it were connected.

Right now I've got two ductwork networks that are not physically connected, but were previously. They both have ID 407, and the second part of the network is not actually connected to any industrial cooler at all. Yet the rooms are still staying at their precise temperatures.

edit: So I've tried to place a duct network several times after removing it; each time it comes up with the same network ID as before, but it's isolated from any other network.

edit2: It appears that the network ID may fix itself after restarting the game? I previously just tried exiting to the main menu and reloading the colony, but that didn't work. The disconnected network still has a temperature of 20F after restarting though. There shouldn't be anything feeding into it, and the rooms which have smart duct fans are all sitting at 70F.
Strange, I had no problem. Can you post a screenshot with overlay enabled?
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (21-03-2015 v22) Ventilation doors
Post by: rsdworker on March 22, 2015, 01:54:14 PM
very useful for my people
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (21-03-2015 v22) Ventilation doors
Post by: Onyx on March 22, 2015, 05:20:01 PM
Quote from: Latta on March 21, 2015, 11:44:50 PM
Quote from: Onyx on March 21, 2015, 06:11:04 PM
It seems as though when part of a network is disconnected physically, the network ID doesn't change. As you might expect then, heating/cooling behaves as if it were connected.

Right now I've got two ductwork networks that are not physically connected, but were previously. They both have ID 407, and the second part of the network is not actually connected to any industrial cooler at all. Yet the rooms are still staying at their precise temperatures.

edit: So I've tried to place a duct network several times after removing it; each time it comes up with the same network ID as before, but it's isolated from any other network.

edit2: It appears that the network ID may fix itself after restarting the game? I previously just tried exiting to the main menu and reloading the colony, but that didn't work. The disconnected network still has a temperature of 20F after restarting though. There shouldn't be anything feeding into it, and the rooms which have smart duct fans are all sitting at 70F.
Strange, I had no problem. Can you post a screenshot with overlay enabled?

I just tried again and I couldn't reproduce it. That's really weird. Maybe it had something to do with the number of smart fans I had? I had about 16 I think, and I've since restructured my cooling into 3 distinct networks rather than having 1 industrial cooler do all of them. I couldn't figure out how to have bedrooms at 70F and freezers at 10F on the same network. I thought the network temperature (which was like 10F) would determine what a smart vent could output at, but it doesn't seem like that's so. How should I have done that?
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (21-03-2015 v22) Ventilation doors
Post by: Latta on March 22, 2015, 07:36:13 PM
I was assuming that you accidentally connected two networks. Although they seem to be separate visually, than can connect to neighboring cell.

Also, yes, the net's temperature determines smart fans' output. Building a lot of pipes and/or components will make net bigger and controlling its temperature harder, and will require more fans(or holes) placed at source room but it's not why nets were 'separated but connected.'

Smart fan will work in this way:
Say you want your bedroom at 70F(target temperature). current room's temperature 100F, and net's temperature is 10F. As room's temperature is warmer than both 70F and 10F, the fan will open and try to cool the room.
When room gets colder and go 80F, and net 95F, though your room is still warmer than 70F, the fan will now close itself to prevent net temperature of 95F to leak.
Finally, if both your room and net's temperature successfully go 70F, smart will close again so room go no colder. In this case, net can be colder and colder again as all smarts should be closed now.

Did you build powered fans at cooling room? As they are a bit powerful than holes, they require powered fans at other side to be effective.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (21-03-2015 v22) Ventilation doors
Post by: Onyx on March 23, 2015, 01:23:49 AM
Quote from: Latta on March 22, 2015, 07:36:13 PM
I was assuming that you accidentally connected two networks. Although they seem to be separate visually, than can connect to neighboring cell.

Also, yes, the net's temperature determines smart fans' output. Building a lot of pipes and/or components will make net bigger and controlling its temperature harder, and will require more fans(or holes) placed at source room but it's not why nets were 'separated but connected.'

Smart fan will work in this way:
Say you want your bedroom at 70F(target temperature). current room's temperature 100F, and net's temperature is 10F. As room's temperature is warmer than both 70F and 10F, the fan will open and try to cool the room.
When room gets colder and go 80F, and net 95F, though your room is still warmer than 70F, the fan will now close itself to prevent net temperature of 95F to leak.
Finally, if both your room and net's temperature successfully go 70F, smart will close again so room go no colder. In this case, net can be colder and colder again as all smarts should be closed now.

Did you build powered fans at cooling room? As they are a bit powerful than holes, they require powered fans at other side to be effective.

The two networks were more than 8 cells apart and were definitely not connected in any way. I'm running v21b, not 22 so that change to the AirNet isn't in my version. I had two high powered duct fans in the cooling room. I still couldn't get a freezer to, well, freeze, while on the same network as my bedrooms.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (21-03-2015 v22) Ventilation doors
Post by: Latta on March 23, 2015, 08:25:21 AM
Quote from: Onyx on March 23, 2015, 01:23:49 AM
The two networks were more than 8 cells apart and were definitely not connected in any way. I'm running v21b, not 22 so that change to the AirNet isn't in my version. I had two high powered duct fans in the cooling room. I still couldn't get a freezer to, well, freeze, while on the same network as my bedrooms.

As my codes are now 22 and whole mechanics changed, I can't help you. Sorry. :'(
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (21-03-2015 v22) Ventilation doors
Post by: Kaballah on March 24, 2015, 01:46:26 PM
I don't quite understand how these constructions work together.  I have a very cold colony base (Tundra) and I want to build a central heating system with duct work to pass heat to individual rooms rather than all these damn space heaters which are unsafe and clunky etc.  How do I hook things up?  I thought you were supposed to build an industrial heater, connect ducts to it, and build smart fans at terminal points in rooms, but the network temperature shows -25C.  How do I get heat into the duct network?
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (21-03-2015 v22) Ventilation doors
Post by: 1000101 on March 24, 2015, 02:08:46 PM
Look carefully at the vents, you will see an intake vent which you need to put on the feed side (in the room with your heaters/coolers) of your duct network.  The vents with coloured arrows are outputs.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (21-03-2015 v22) Ventilation doors
Post by: curi0 on March 24, 2015, 02:26:03 PM
Quote from: Kaballah on March 24, 2015, 01:46:26 PM
I don't quite understand how these constructions work together.  I have a very cold colony base (Tundra) and I want to build a central heating system with duct work to pass heat to individual rooms rather than all these damn space heaters which are unsafe and clunky etc.  How do I hook things up?  I thought you were supposed to build an industrial heater, connect ducts to it, and build smart fans at terminal points in rooms, but the network temperature shows -25C.  How do I get heat into the duct network?

Just like what 1000101 said. You might wanna try something like this..

(http://i.imgur.com/bf8nik3.jpg)
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (21-03-2015 v22) Ventilation doors
Post by: LInfo on March 24, 2015, 03:07:24 PM
adding translate-folder, for can translate mod at other language.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (21-03-2015 v22) Ventilation doors
Post by: Kaballah on March 24, 2015, 03:51:04 PM
Quote from: 1000101 on March 24, 2015, 02:08:46 PM
Look carefully at the vents, you will see an intake vent which you need to put on the feed side (in the room with your heaters/coolers) of your duct network.  The vents with coloured arrows are outputs.

How does this work exactly, I heat a room that the heaters are in and the intake vents suck heat from that room and stuff it into the duct network?  If you have your heaters outdoors then they'll never work?

e: I do not see "intake fan" anywhere, what is it called exactly and how is it placed?
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (21-03-2015 v22) Ventilation doors
Post by: Vingolf on March 24, 2015, 03:52:24 PM
I'm not sure what's the problem. But i can't really keep my base warm enough during winter.
I've built 2 industrial heaters near my base in a small building, put some pipes down and inside the walls and connected "heat pumping devices" (most powerful one's). But they just can't keep the temperature high enough during winter (-20c outside). I set both industrial heaters to 200c, pipe nework shows me 15-20c (same temperature for the base).
Am i doing something wrong ?

Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (21-03-2015 v22) Ventilation doors
Post by: Kaballah on March 24, 2015, 05:04:13 PM
Oh I get it, the direction the duct fans have to be pointed for intake is not that intuitive (I had it backwards).  Some pictures illustrating how to set up heat transfer correctly in the OP would be nice.

e: Yep working super well, now that I understand what it does is move heat from one room to another.  I had the notion you were supposed to hook ducts up to the heaters as the logo/illustration shows.  You ought to break this down very clearly in your documentation, it wouldn't take more than a couple of sentences to get this across.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (21-03-2015 v22) Ventilation doors
Post by: Kaballah on March 26, 2015, 01:42:36 PM
The big temperature controllers don't seem to have a beauty value set, which seems wrong.  Most of the industrial stuff in the game is super ugly, giving you incentive to not leave it out in the middle of trafficked areas.  Otherwise gosh this is a really well done mod, it works wonderfully.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (21-03-2015 v22) Ventilation doors
Post by: LustrousWolf on March 26, 2015, 04:12:15 PM
Please could someone make a tutorial on this? Finding it difficult to get onto my feet with this mod :O
(Like, with everything. Super confused >.<)

Q: I always use wooden autodoors because they open the fasted for my colonists, should I just start using the wooden auto ventilation doors instead now? except for on my geo gen inside my base. Dont want my colonists cooked. This is how they are supposed to be used and used only to allow heat through?
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (21-03-2015 v22) Ventilation doors
Post by: Kaballah on March 26, 2015, 05:19:33 PM
It's a little counter intuitive.  Basically you make an enclosed room, roofed, and put heaters into it.  Then you build ducts to carry heat from the heater room to the room you want to heat up.  Then you put some form of intake on the duct in the hot room, and some form out outflow on the duct in the cold room(s).  Here is a very simple setup, if you have a cold room and you want to warm it up with a remote heater.

(http://i.imgur.com/kU7Yxao.jpg)

Powered fans used as intakes are simplest, because they have the highest capacity to move heat in a unit of time, and because you want them to always move at their max capacity so a thermostat setting is irrelevant.  Smart fans in the target room(s) are nice because they allow you to keep distinct thermostat settings for whatever situation required, e.g. you have a colonist that likes his room at 15C but the others are fine at 11C.

Alternatively you could have an industrial cooler (or regular cooler) in the "hot room" and you could cool a remote room the same way.  Once all the ductwork is connected, you can click on any segment of it, and it will show you the "network temperature".  If the network temperature is not what you want it to be in your target room - or rooms, because smart ducts allow you to have different thermostat settings for each room they service - then you may need to add more heater/cooler capacity, or you may need more intake capacity.  If the heater room is staying around the target temperature of the heater(s) that are in it, then you do not have enough intake capacity sucking heat out of the room and stuffing it into the network.  While it's OK to have a door on the heater room, note that it has to be enclosed in order for heat to accumulate in the room, so you may want to put an "airlock" 2-door/vestibule setup in to reduce that.

e: Also note that even though the drawing shows fans connected to the ends of the duct path, they can be placed ANYWHERE on the duct, not just ends; and there can be any number of branches, the duct network does not have to be a simple line.  There can also be any number of intake fans as required, or multiple outlets in a room serviced by the network.  One smartfan handles a 6x6 room very easily for me though, even in bitter cold (-80C).  Basically if the duct network is 1 degree warmer than all your endpoints, you have enough capacity everywhere; if it's not warmer then you need either more heater or more intake (or both).

Vents and vented doors are much simpler; basically you heat the air in an enclosed room or hallway (note that if the hallway is not totally enclosed by doors/walls this will never work) and place vents between this and any rooms adjacent to it, which allow heat to equalize through the vent.  Normal doors prevent this heat equalization while they are closed, vented doors do not.

Make any more sense?
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (21-03-2015 v22) Ventilation doors
Post by: LustrousWolf on March 26, 2015, 05:29:09 PM
Quote from: Kaballah on March 26, 2015, 05:19:33 PM
It's a little counter intuitive.  Basically you make an enclosed room, roofed, and put heaters into it.  Then you build ducts to carry heat from the heater room to the room you want to heat up.  Then you put some form of intake on the duct in the hot room, and some form out outflow on the duct in the cold room(s).  Here is a very simple setup, if you have a cold room and you want to warm it up with a remote heater.

(http://i.imgur.com/kU7Yxao.jpg)

Powered fans used as intakes are simplest, because they have the highest capacity to move heat in a unit of time, and because you want them to always move at their max capacity so a thermostat setting is irrelevant.  Smart fans in the target room(s) are nice because they allow you to keep distinct thermostat settings for whatever situation required, e.g. you have a colonist that likes his room at 15C but the others are fine at 11C.

Alternatively you could have an industrial cooler (or regular cooler) in the "hot room" and you could cool a remote room the same way.  Once all the ductwork is connected, you can click on any segment of it, and it will show you the "network temperature".  If the network temperature is not what you want it to be in your target room - or rooms, because smart ducts allow you to have different thermostat settings for each room they service - then you may need to add more heater/cooler capacity, or you may need more intake capacity.  If the heater room is staying around the target temperature of the heater(s) that are in it, then you do not have enough intake capacity sucking heat out of the room and stuffing it into the network.  While it's OK to have a door on the heater room, note that it has to be enclosed in order for heat to accumulate in the room, so you may want to put an "airlock" 2-door/vestibule setup in to reduce that.

e: Also note that even though the drawing shows fans connected to the ends of the duct path, they can be placed ANYWHERE on the duct, not just ends; and there can be any number of branches, the duct network does not have to be a simple line.  There can also be any number of intake fans as required, or multiple outlets in a room serviced by the network.  One smartfan handles a 6x6 room very easily for me though, even in bitter cold (-80C).  Basically if the duct network is 1 degree warmer than all your endpoints, you have enough capacity everywhere; if it's not warmer then you need either more heater or more intake (or both).

Vents and vented doors are much simpler; basically you heat the air in an enclosed room or hallway (note that if the hallway is not totally enclosed by doors/walls this will never work) and place vents between this and any rooms adjacent to it, which allow heat to equalize through the vent.  Normal doors prevent this heat equalization while they are closed, vented doors do not.

Make any more sense?

Yes this made more sense to me thank you! But it would still be nice if there was a quick 2-3 min video tutorial on it when you add more things as this mod was a little difficult to get the hang of :P (e.g, explaining what everything does and what this then leads to you being able to do)
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (21-03-2015 v22) Ventilation doors
Post by: Kaballah on March 26, 2015, 05:34:25 PM
Here's a practical example, a colony I have in progress now.  At the top center are my heaters, a geothermal plant and some ASRTGs (from the Radiothermal Generator mod) which also generate heat, all enclosed with the heaters set to 21C (their default).   Between the heaters are banks of 10 powered fans - I love to overbuild  ;D - and the big enclosure to the right is the cooler/stockpile, with an industrial cooler being built at the right edge of the image.  Currently it doesn't have any exhaust ports connected, but the small room will be a heat dump with more powered fans to carry heat to the main heater room, where it can be pumped out to colonist bedrooms again.  This map's temperature went down to -80C in the deep winter but everyone inside was nice and comfy at whatever their thermostats were set to (usually 11C).
(http://i.imgur.com/VHXqX4d.jpg)
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (21-03-2015 v22) Ventilation doors
Post by: LustrousWolf on March 26, 2015, 06:17:40 PM
Quote from: Kaballah on March 26, 2015, 05:34:25 PM
Here's a practical example, a colony I have in progress now.  At the top center are my heaters, a geothermal plant and some ASRTGs (from the Radiothermal Generator mod) which also generate heat, all enclosed with the heaters set to 21C (their default).   Between the heaters are banks of 10 powered fans - I love to overbuild  ;D - and the big enclosure to the right is the cooler/stockpile, with an industrial cooler being built at the right edge of the image.  Currently it doesn't have any exhaust ports connected, but the small room will be a heat dump with more powered fans to carry heat to the main heater room, where it can be pumped out to colonist bedrooms again.  This map's temperature went down to -80C in the deep winter but everyone inside was nice and comfy at whatever their thermostats were set to (usually 11C).
(http://i.imgur.com/VHXqX4d.jpg)

I think it is just me not getting it fully >.< So how many "new" rooms are there need for this mod? You have cooler room and a heater room, any more? Sorry about the inconvenience :c
Also can I not just have 1 cooler and 1 heater in a corridor with ventilation auto doors so heat goes into all the room i want it to go? (the bedrooms) (I know I will need more than 1 heater too get the heat around all of the bedrooms i have) ;P
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (21-03-2015 v22) Ventilation doors
Post by: Kaballah on March 26, 2015, 07:09:01 PM
You don't NEED to have specific rooms to accumulate heat/cold, I just like to do that.

QuoteAlso can I not just have 1 cooler and 1 heater in a corridor with ventilation auto doors so heat goes into all the room i want it to go? (the bedrooms) (I know I will need more than 1 heater too get the heat around all of the bedrooms i have) ;P

Yes you can certainly do this, but you lose a tremendous amount of nerd score if you don't build ducts and fans everywhere.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (21-03-2015 v22) Ventilation doors
Post by: Latta on March 26, 2015, 08:34:16 PM
Wow, Kaballah, thank you for such nice explanation! I can never give such detailed description with my English.
Mind if I put your picture on OP?

I'm glad someone uses this so...intensive! When I looked at your screenshot I came up with an idea that maybe I made powered fans cost too much electricity. Would give me your opinion on this? Also, are you experiencing any serious performance issue? Thank you!
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (21-03-2015 v22) Ventilation doors
Post by: Kaballah on March 26, 2015, 11:55:13 PM
Of course :)  I like this mod a whole lot, it adds a really fun crunchy layer of construction with all the ductwork and fans and stuff.  Re: performance, even with a really huge and very complex network of ducts and like, 100 fans I don't see any noticeable performance hit.

And yes powered fans probably cost a little bit much to run, but on the other hand I think industrial heaters cost too little to run for how much heat they make.  Just picking some numbers off the top of my head, I would make powered fans cost 1/2 and make industrial heaters cost x2.

e: the reasoning I have for powered fans is that they're just a simple electric motor with no computer and no heating element, also hmmmmm! they cost 4x more to run than smartfans, that makes no sense at all.  Smartfan has a bit less capacity but does more (thermostat setting) - it should cost more power to operate even if it takes less metal to build.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (21-03-2015 v22) Ventilation doors
Post by: Kaballah on March 27, 2015, 12:24:00 AM
Here's the same colony, White Meat, in the middle of winter:

(http://i.imgur.com/IeAlr9Y.jpg)

notice all the flowers are blooming
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (21-03-2015 v22) Ventilation doors
Post by: Kaballah on March 27, 2015, 01:14:15 AM
Thinking about this some more, duct openings should be really rubbish (much lower heat push rate) compared to powered fans.  Like 1/10th, considering they use no power at all.  As it stands they seem really super optimal for intake vents and they probably should be the least desirable choice.

e: Yeah in practice they work fine, they just take more tile space.  They cost the same amount of metal per HPR as powered fans but cost no power.  Nerf these a lot/buff powered fans a lot.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (21-03-2015 v22) Ventilation doors
Post by: Kaballah on March 27, 2015, 02:49:59 AM
I guess a small criticism I have is that everything is perfectly efficient.  You should figure some way to make it so that the larger your duct network is and the more crap you have plugged into it, the less efficient it all is.  Relying on one or two big space heaters and a bunch of vents/vented doors trying to heat a large volume without any sort of circulation fans should be very wasteful (like how real heating systems work).
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (21-03-2015 v22) Ventilation doors
Post by: Latta on March 27, 2015, 03:44:59 AM
Updated to 22b.
Quote from: Kaballah on March 26, 2015, 01:42:36 PM
The big temperature controllers don't seem to have a beauty value set, which seems wrong.  Most of the industrial stuff in the game is super ugly, giving you incentive to not leave it out in the middle of trafficked areas.  Otherwise gosh this is a really well done mod, it works wonderfully.
Now both industrials has some beauty penalty, as well as cooler's exhaust port.
Exhaust port's power cost is now 100, increased from 50.

Renamed duct hole to duct opening.
Duct opening's hpr is now 0.1, decreased from 0.5.
Smart fan's hpr is now 0.4, decreased from 0.75.
Powered fan's cost is now 15 steel, decreased from 20. Power cost is 25, decreased from 40.

Quote from: Kaballah on March 27, 2015, 02:49:59 AM
I guess a small criticism I have is that everything is perfectly efficient.  You should figure some way to make it so that the larger your duct network is and the more crap you have plugged into it, the less efficient it all is.  Relying on one or two big space heaters and a bunch of vents/vented doors trying to heat a large volume without any sort of circulation fans should be very wasteful (like how real heating systems work).
I agree. 20b was more awkward because net's temperature immediately changed by average of each components' temperature. At least now it uses somewhat proper "push" system like rooms.
But circulation fans are not on the list now, I fear it might make this even more complex, coding is another.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (21-03-2015 v22) Ventilation doors
Post by: silentlord on March 27, 2015, 08:47:08 AM
Quote from: Kaballah on March 27, 2015, 12:24:00 AM(http://i.imgur.com/IeAlr9Y.jpg)

how come you have all the, im assuming smart fans and such in the rooms, instead of in the wall?

i also love the duct-work, really adds a new layer to base construction, i now always build hidden corridors to house power cables and duct-work, like proper maintenance corridors.

hers an example;
(http://i.imgur.com/vbFfxizh.png)
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: Latta on March 27, 2015, 09:39:54 AM
You know, that's beautiful. lol. :D
Nice idea for hidden corridors.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (21-03-2015 v22) Ventilation doors
Post by: Kaballah on March 27, 2015, 11:02:39 AM
Quote from: silentlord on March 27, 2015, 08:47:08 AM
how come you have all the, im assuming smart fans and such in the rooms, instead of in the wall?

Yes those are smart fans in each room; you're right, it is more efficient on metal for ductwork and probably power conduit to put the smart fan in the wall rather than take a tile in the room.  I actually started this colony with vanilla heaters and did not think to just dig out one tile for the smart fan, and as I continued to make more rooms I dumbly kept following the original convention (like real world construction expansion happens).

Quote from: Latta on March 27, 2015, 03:44:59 AM
Updated to 22b.
Now both industrials has some beauty penalty, as well as cooler's exhaust port.
Exhaust port's power cost is now 100, increased from 50.

Renamed duct hole to duct opening.
Duct opening's hpr is now 0.1, decreased from 0.5.
Smart fan's hpr is now 0.4, decreased from 0.75.
Powered fan's cost is now 15 steel, decreased from 20. Power cost is 25, decreased from 40.

Neat, thanks for the update!
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: Kaballah on March 27, 2015, 01:17:56 PM
Working great!   ;D
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: Kaballah on March 28, 2015, 03:16:16 AM
And here is White Meat with all the smartfans rebuilt to be flush with the walls:

(http://i.imgur.com/ZICPXTo.jpg)

The halls are now heated, which is why certain rooms appear to have two smartfans (one of those two is pointed out and services the hall outside the room).  Everyone is tremendously unhappy/insane/imprisoned because I only let them eat zombie flesh, but they have very comfortable rooms to cry in!   ;D
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: silentlord on March 28, 2015, 07:03:27 AM
looks better now. :P

just need hidden service corridors now.

and your an evil, evil man! zombie flesh.
atleast i feed mine soylent green. :D

love this mod, since the ductworks its much, much better. just want hot and cold together and be complete... not an easy feat.

theres actually nothing else i can suggest to make the mod better.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: Latta on March 28, 2015, 07:40:39 AM
Quote from: Vingolf on March 28, 2015, 07:30:06 AM
Quote from: Latta on March 23, 2015, 08:22:54 AM
Quote from: Vingolf on March 23, 2015, 08:16:36 AM
*

Hey, wrong topic. Pipe is here: https://ludeon.com/forums/index.php?topic=11056.0 (https://ludeon.com/forums/index.php?topic=11056.0) Thank you.
And can you upload a screenshot of your net with overlay enabled? I can't see any problem at all within small testing environment.

Now I can see what's the problem.
Powered "fans" are good at "pushing", not "pulling" because they are "powered fans!"
Smart fans are low powered so they are fine.

Check my attachment.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: Vingolf on March 28, 2015, 09:30:32 AM
Quote from: Latta on March 28, 2015, 07:40:39 AM
Quote from: Vingolf on March 28, 2015, 07:30:06 AM
Quote from: Latta on March 23, 2015, 08:22:54 AM
Quote from: Vingolf on March 23, 2015, 08:16:36 AM
*

Hey, wrong topic. Pipe is here: https://ludeon.com/forums/index.php?topic=11056.0 (https://ludeon.com/forums/index.php?topic=11056.0) Thank you.
And can you upload a screenshot of your net with overlay enabled? I can't see any problem at all within small testing environment.

Now I can see what's the problem.
Powered "fans" are good at "pushing", not "pulling" because they are "powered fans!"
Smart fans are low powered so they are fine.

Check my attachment.
I did like you said, but not much has changed. Why do i need to run 2 industrial heaters at 150 c each to barely be able to warm my base ? System temp shows 15c. Outside temp = -30. There's definatly something wrong.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: Latta on March 28, 2015, 09:46:54 AM
How big is your base? And/or how much outtakes(smart fans, openings) are you running?

If your base is too big, you need to run more.
If your outtakes are too many, you need to build more intakes(powered fans at heating room), because A LOT of cold air of base will be pushed through "outtakes" and conquer the net even though smart fans are really weak compared to powered fans as they will outnumber a lot.
If both, please do both of course.

Also, I found that you are using old 22. Consider update to 22b as it will make you outtakes much weaker, meaning intakes will become more powerful.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: Kaballah on March 28, 2015, 12:24:19 PM
Turning up your heaters to 150 or 200C is probably not really helping you.  You have 3 powered fans trying to pull heat from the heater room and get it into the ductwork.  Click any part of the duct network, what is the temperature inside the ducts?  You said you set the heaters to 150C, so in theory the temperature inside the ducts should be somewhere around 150C.  I am guessing you need a lot more powered fans in your heater room.  If the air inside the ductwork is actually hot then I have no idea what your problem could be, but I'm pretty sure that's a lot of what your problem is (cold air inside the duct network).

From your picture it also looks like you're trying to have 4 smart fans be the outlet for the 3 powered fans (which themselves probably aren't really enough but aside from that) - and then allow the heat to equalize through passive vents.  IMO you need more intake at the heater room, AND some more outlet (smart fans) in rooms you want heated.  Also you have vents connecting areas that aren't actually enclosed, so they won't actually do anything.  Plus the area you're trying to heat is a free-standing construction, which will equalize temperature with the outdoors quicker than a cave mined out of mountain.  Areas with "constructed roof" vs "overhead mountain" will equalize temperature with the outside more quickly.

So basically:
- Check the duct network temperature
- Build more intake (powered fans) in the heater room
- Build thicker walls everywhere adjacent to outside (including the heater room really)
- Dig into the mountain and build rooms inside
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: Kaballah on March 28, 2015, 12:31:51 PM
Oops, also note that it is possible for your duct network to be come segmented, and parts that appear to be connected may not actually show the same temperature; as someone suggested earlier, save/load fixes this.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: Vingolf on March 28, 2015, 03:10:55 PM
Everything is shown on the screenshot i've posted. The heating room with 3 fans, pipes leading to main base, which is not that big. Network temperature is holding at approx 20c with -20c outside. The main "x" type corridor you can see on the picture is warming more than 15c, despite having 2 smartfans in the walls. Also... also, i see temperature jumping from 30 to 40c in the heating room.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: Kaballah on March 28, 2015, 03:38:47 PM
OK, so probably most of your problem is losing heat through the constructed walls and ceiling.  The reason the temperature in the heater room is jumping between 30 and 40C is because most of it is bleeding out through the walls/door.  You can build thicker walls on the exterior of the heater room and living areas and that will help.  Also if you have more heat in the heater room than you have in the duct network, build more intake in the heater room (powered fans).  If the interior rooms are still cold, build more outlet inside (smart fans) and possibly try to concentrate the heat in essential areas like bedrooms and crafting areas, and not worry so much about hallways.

e: probably the first and most impactful thing you can do is dig out a heater room inside the rock with at least 2 tiles of rock on all sides, and "overhead mountain" ceiling to minimize the heat waste going on.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: Kaballah on March 28, 2015, 10:23:52 PM
I'm gonna try to take the training wheels off and try to run a colony on a flat ice sheet map, with constructed buildings instead of rooms dug out from mountain, and heat it with parts in this mod.  I'll come back with some notes later, wish me luck  :-\
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: Latta on March 28, 2015, 10:55:38 PM
Oh.. I tried that once. Those nasty frostbites, you will need a lot of medicine! Good luck ;)
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: Kaballah on March 29, 2015, 12:02:18 AM
I have a customized "primitive" start with a couple of longbows, some herbal medicine, and a pile of "long pig" (my founding colonists are cannibals).  Since I'm playing with MarvinKosh's awesome Ice Pack (https://ludeon.com/forums/index.php?topic=8004.0), which I bugged him to make even harder than it was initially, on the ice sheet there are:
- NO TREES
- NO ANIMALS
- NO FARMABLE TERRAIN

Only ice, ice everywhere, and black bitter cold nights.  My crashed tribals are only dressed in winter tribal wear and jackets.  On day 10, a lone pirate attacked us, but he fled before we could bring him down for his delicious meat.  Shortly afterward, Karo, a fat medieval farm oaf, crashed nearby.  While she is sickened by the raw human flesh we feed her, we can tell she is a bloodthirsty killer at heart so we convince her to join the colony.  She is unfortunately quite naked and dumb as a post, unable to research, so Ginger has to give up her tribal wear to give the newcomer something to wear outside while Ginger frantically studies the puzzling survival manuals at the research table indoors.  Another pair of pirates just decided to join us for dinner...

e:  Well this may not have a happy ending.

(http://i.imgur.com/ckumwYv.jpg)
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: Kaballah on March 29, 2015, 04:49:56 AM
Day 73: Bowman, an escaped convict we had convinced to join us, has fallen to pirate invaders of the Scythe Men tribe.  She never adapted well to our traditional diet.  We will honor her in death, Ginger will prepare fine meals made of her meat and the mushrooms that fell from the sky in pods yesterday.  The same pirates shot off Hungry's arm, and the phantom pain of her amputated limb along with the bitter cold (-60C now) caused her to crack; Chief had to subdue her before she froze to death and throw her in our tiny prison.  Karo remains strong, saying with one side of her mouth that she is horrified about the food but always stuffing more of it into the other.  She thrives on the cold, like a great bull walrus.

Lately the sun is dim and yesterday there was an eclipse.  The power flickers on and off, but we are building geothermal power plants that Ginger has learned how to construct from the research tables.  The hungry dead swarm us in ever greater numbers, but it is we who do the eating here.

(http://i.imgur.com/7RkiDSD.jpg)
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: Kaballah on March 29, 2015, 07:19:51 AM
Day 97: Ginger has taken a bite from a walker.  She is our healer; better than any of us, she knows what has to be done.  Even as Chief guides her down to the dream world with the herbs, Ginger still tries to advise us on expanding the heater room.  It was her idea to build the ducts into the walls.  Chief's hand is steady with the bone saw.

(http://i.imgur.com/2NIfzhI.jpg)
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: Latta on March 29, 2015, 07:27:30 AM
I can see you are having fun :D
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: Kaballah on March 29, 2015, 08:01:42 AM
MarvinKosh's ice sheet is about as hostile an environment as you can get out of the game, it's REALLY HARD to avoid eating human meat so why fight it :)
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: LustrousWolf on March 29, 2015, 10:05:17 AM
Heeelp :C

I have a cooler, it cools the room it is in, I have a vent door, but the other room is 20c  hotter, i thought vent door meant that the temperature was like shared if i used it? well its not working, so i used the duct opening, but that didnt do a thing, how do i use this, im getting so confused >.< http://gyazo.com/c7949ed90b5498d1f6a69bc114263e53

can someone like explain what each and every thing in this mod does i really wanna use it :D
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: Latta on March 29, 2015, 10:20:39 AM
For your cause, just use a vent, not duct. Replace your duct opening with vent and all be well... For ventilation door, really? Would you try to cut that mushroom? Anyway it isn't good as vent is.

I admit, this mod can be confusing. But I thought Kaballah's explanation covered almost up...!
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: LustrousWolf on March 29, 2015, 10:52:30 AM
Quote from: Latta on March 29, 2015, 10:20:39 AM
For your cause, just use a vent, not duct. Replace your duct opening with vent and all be well... For ventilation door, really? Would you try to cut that mushroom? Anyway it isn't good as vent is.

I admit, this mod can be confusing. But I thought Kaballah's explanation covered almost up...!

Yes I did understand it a lot from the explanation,  I just got confused by the vent door not working as well as I thought it would, thanks for the quick response :D

EDIT: Question: http://gyazo.com/1bf69941acb8e302ef875960c778e4cf
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: Kaballah on March 29, 2015, 04:51:45 PM
Vents (and also fans of all types) are not directional.  All they do is allow temperature to equalize between two enclosed spaces.  They have a rate of heat transfer though, so yes multiple vents might be helpful to you there (to allow more capacity for heat to transfer between the two connected rooms).
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: LustrousWolf on March 29, 2015, 04:55:51 PM
Quote from: Kaballah on March 29, 2015, 04:51:45 PM
Vents (and also fans of all types) are not directional.  All they do is allow temperature to equalize between two enclosed spaces.  They have a rate of heat transfer though, so yes multiple vents might be helpful to you there (to allow more capacity for heat to transfer between the two connected rooms).

Ok thanks :D sorry for all the question posts :c
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: Kaballah on March 29, 2015, 11:15:31 PM
Day 137:  For the first time, a male has survived attacking us and has managed to avoid the butcher table.  And what a man!

(http://i.imgur.com/AcUS93O.jpg)

The women are all dubious of him but he is a likeable madman, joyful in battle and affable.  Ginger moves well on her uncanny machine leg, even better than before.  Indoors is very comfortable and warm, with Ginger's smart fans servicing every room and all ductwork and power wiring built inside of the walls.  Now is the "warm" season (-15C) so construction can be done quickly.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: Kaballah on March 30, 2015, 01:09:23 AM
Day 155: An unexpected problem has arisen.  The temperature outdoors has risen to a sweltering 3C.  Our interior food storage area, which we took for granted would remain cold, is so well insulated that it is now ~10C, and all of our delicious meals are beginning to spoil!  Ginger frantically constructs an industrial cooler with four exhaust ports, but the food storage room remains warm!

(http://i.imgur.com/jOOavlY.jpg)

In her haste, she constructed it backwards!  Many meals are spoiled!  Chief angrily begins tearing it down, and rebuilds it pointing the right way.  Ginger is thrown in prison for her foolish and wasteful mistake.

Since our prison is in the industrial/climate control building, Ginger complains of heat.  Chief contemptuously switches off the heaters, expecting that the cooler's exhaust heat will be comfortable enough.
(http://i.imgur.com/LDSU29A.jpg)
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: Kaballah on March 30, 2015, 01:23:49 AM
Day 156:  Ginger unwisely continues to complain of heat.  Chief angrily provides the solution again.

(http://i.imgur.com/ouYwkck.jpg)

e: the real solution was to build a couple of active vents leading to the outside, with a temp threshold of 21C, to dump the waste heat outside without hurting our overall heating capacity
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: jsteele726 on March 30, 2015, 03:43:29 AM
 I was finally able to get past the learning curve the other day, and now that I understand how the system works, I'm in love. Latta, you've done a wonderful job with this mod and I hope to see it further expanded on in the future. I borrowed one of your textures and edited it to show an idea, I hope you don't mind.

(http://i.imgur.com/IdLAADh.png)

I was thinking that with something like this, we could build fans in the duct system to push air further while still keeping a nice, clean look. I haven't worked with textures in years, and it was thrown together quickly, but I hope you get the idea that I had.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: Kaballah on March 31, 2015, 01:15:57 AM
A little more feedback:  Active Vents should probably have more heat transfer throughput, unless I don't properly understand how they work.  I'm still having problems with my heater room getting too hot with only the industrial cooler/4 exhaust, with 8 active vents leading outside to shed excess heat.  I could rig another cooler I guess but it seems like the active vent ought to be the thing to use here.  I have the Industrial heaters turned off also.  It is -10C outside.

(http://i.imgur.com/fP2qp3p.jpg)
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: Kaballah on March 31, 2015, 04:12:50 AM
Day 312:  Queenie, who has been with us almost from the beginning, has blundered into a mob of hungry dead.  Chief looks at the bite wound on her face, already beginning to turn gray, and passes a sharp glance to Ginger; we all know there is no choice, but Ginger looks away and covers her face with her hands.

Our tribe is strong.

(http://i.imgur.com/EjJcpsq.jpg)
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: Latta on March 31, 2015, 04:45:16 AM
Quote from: jsteele726 on March 30, 2015, 03:43:29 AM
...
I was thinking that with something like this, we could build fans in the duct system to push air further while still keeping a nice, clean look.

Oh, yes! It is look nice and I love nice thingy. I'm sure I can use that somehow. Thank you.
But as there is no accurate air model - current model is just working like a long room - so I can't use it as a circulation fan now. Anyway thank you for your compliment too.

Quote from: Kaballah on March 31, 2015, 01:15:57 AM
A little more feedback:  Active Vents should probably have more heat transfer throughput, ...
Uhh, what is this... Why? I'm sure your smart fans are all closed by now so there won't be any effect of powered fans. But I don't know why active vents are so weak even with that number. Maybe 4 exhaust ports + 1 Geothermal generator is too much of heat, industrial cooler with 4 ports is definitely a monster. But I'll test it to make it sure / fixed.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: Kaballah on March 31, 2015, 12:41:48 PM
The thermostat setting on active vents, how does that work exactly?  If the room is 40C and outdoors is -10C, and the active vent is set to 21C, what is supposed to happen?  I thought the vent should allow heat in the room to equalize outside until the room is 21C but it occurs to me maybe that fan actually IS directional, and I had it backwards.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: Kaballah on March 31, 2015, 02:47:56 PM
Looking at active vents for a while and thinking about them, it seems to me the thermostat mechanic HAS to be directional, but there is no way to tell which way to orient it by looking at it (red color on both sides e.g.).  Does this piece actually work?
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: Latta on March 31, 2015, 11:04:11 PM
There is no way except tiny red arrow on top of them now. I'll modify placeworker for active vent to only display to direction of the controlled room.
Also I confirmed that active vent works in a small environment, with just one geothermal generator. Maybe it's industrial cooler's exhaust heat(of 4 ports) being too hot.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: Kaballah on April 01, 2015, 12:53:37 AM
Ok, yeah I think I understand, modifying how it is shown when placing it for construction would help.  I reconstructed one active vent pointing the opposite direction and it was totally sufficient to pass all the heat outside - actually way, way too much heat throughput.  I set the thermostat to 21C but as soon as I allow the vent to be open, it passes so much heat out of the room (normally around 35C) that it drops to around zero almost immediately, outside is -65C.  This is just with one vent.  If I understand how this piece works (I think I do) then it should probably pass heat at a similar rate to what the powered fan does into ductwork, or maybe a little bit better.  It would also be nice if the heat push rate/transfer rate was visible to the user for all pieces.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: Kaballah on April 01, 2015, 01:02:42 AM
Basically I'm thinking of something like this, for big constructions:
(http://i.imgur.com/Etu18vj.jpg)

Basically if you have a big room with tons of heaters/geothermal/cooler exhaust and you need to get rid of excess heat, it should probably take a lot of these.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: Kaballah on April 01, 2015, 01:20:34 AM
Hey, another little bit of feedback: The completed sections of duct network are highlighted in red when the Power Conduit tool is active, but not when Duct Pipe tool is active.  It would be nice if completed duct pipe network was highlighted with both tools active.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (27-03-2015 v22b) Stable release
Post by: Latta on April 01, 2015, 02:32:30 AM
Quote from: Kaballah on April 01, 2015, 01:20:34 AM
Hey, another little bit of feedback: The completed sections of duct network are highlighted in red when the Power Conduit tool is active, but not when Duct Pipe tool is active.  It would be nice if completed duct pipe network was highlighted with both tools active.

That's a known problem. I couldn't find a method yet which is responsible for displaying overlay.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (02-04-2015 v22c) Stable release
Post by: Latta on April 03, 2015, 01:20:30 AM
Updated to 22c. This will be the last update before A10 unless a critical issue presents. Please see Changelog section for details.

Misc balances: All components are a bit slower.
Vents: Every 20 ticks (1/3 sec)
Ducts: Every 30 ticks (0.5 sec)
Doors: Every 50 ticks (0.8 sec) with default door's 250 ticks(closed) / 30 ticks(opened)
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (02-04-2015 v22c) Stable release
Post by: Kaballah on April 03, 2015, 02:09:55 PM
Awesome, thanks for the update.

e: I enjoy failure, so I am trying an all-nudist colony (even later recruits are relieved of their apparel and all apparel on the ground is left forbidden) so I'll be forced to do both heating and cooling systems pretty much everywhere, I won't post stories this time though  ;D
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (02-04-2015 v22c) Stable release
Post by: Latta on April 04, 2015, 02:48:09 AM
Update preview.
(http://i797.photobucket.com/albums/yy260/urty5656/screenshot18.png)
Finally managed to make a complete overlay system! Now visible too with just duct pipe enabled.
Pipe graphic handling also improved greatly, thanks to mrofa and his multi-texture wall in Clutter. No additional pipe beneath duct components required. Finally, pipe now has a cap at each end.

I'll not release it now. You can check the new code for 23(or 30 maybe) in GitHub though.

EDIT: It turns out that making overlay visible with pipe prevents conduit and pipe built in one cell together. Hardcoded.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (02-04-2015 v22c) Stable release
Post by: Kaballah on April 04, 2015, 03:21:48 AM
That all looks wonderful, excellent work.   :D
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (21-03-2015 v22) Ventilation doors
Post by: Kaballah on April 04, 2015, 09:38:28 AM
Quote from: silentlord on March 27, 2015, 08:47:08 AM
i also love the duct-work, really adds a new layer to base construction, i now always build hidden corridors to house power cables and duct-work, like proper maintenance corridors.

hers an example;
(http://i.imgur.com/vbFfxizh.png)

You know what I am just realizing, if you want to have both hot and cold duct work going to each room, then you kind of have to do something like this unless your hallways are 4 tiles wide, because otherwise you can't route multiple different duct lines to the same rooms.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (02-04-2015 v22c) Stable release
Post by: Kaballah on April 04, 2015, 11:00:42 AM
A little feedback on the pipe intersection piece: it does not replace existing ductwork pipe when you construct it, which can be pretty confusing.  Can it be made to replace existing duct pipe?  Not a big deal but it would be nice if so.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (02-04-2015 v22c) Stable release
Post by: Latta on April 04, 2015, 11:17:38 AM
I must've forgotten that one. Thanks.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (21-03-2015 v22) Ventilation doors
Post by: jefferyharrell on April 04, 2015, 12:30:27 PM
Quote from: Kaballah on April 04, 2015, 09:38:28 AM
You know what I am just realizing, if you want to have both hot and cold duct work going to each room, then you kind of have to do something like this unless your hallways are 4 tiles wide, because otherwise you can't route multiple different duct lines to the same rooms.

I've gotten into the habit of using one set of ducts for both hot and cold air. I have a hot room in my base which is heated by industrial heaters that keep my indoor growing rooms at 80�F, and then I put duct intakes in that room. Then I have my cold room which has an industrial cooler that keeps it at -20�F which connects to my walk-in fridges and my morgue which also has duct intakes in it. Both sets of duct intakes are connected to the same duct network, but they're connected to power switches. In the summer I switch on the intakes in the cold room and pipe cold air throughout the base and the smart fans bring the indoor temperatures down to something comfortable. In the winter I switch those intakes off and switch on the intakes in the hot room and the smart fans bring the indoor temperatures UP to something comfortable. I think it's fairly energy-efficient because I'm going to be running those coolers and heaters anyway to cool the freezers and heat the growing rooms anyway; I just use the ductwork to pump extra air around in the appropriate seasons.

One thing I'm going to experiment with on my next base is using the exhaust heat from the cooler to heat the growing room instead of building dedicated heaters for it. I need to do some experiments, though. I'm not sure whether the cooler will put out enough heat in the winter to heat the growing rooms and the base. I suspect it won't so I'll end up needing supplemental heaters anyway.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (02-04-2015 v22c) Stable release
Post by: Kaballah on April 04, 2015, 06:24:23 PM
On this map I actually have heavy temperature swing through the course of every day, from around 10C to 30C (50F to 85F) - plus I just really like the puzzle of constructing two overlaying duct networks :)
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (02-04-2015 v22c) Stable release
Post by: Latta on April 04, 2015, 09:53:41 PM
I just saw changelog that A10 now has a vent! Noo... I mean, yes! I wonder what its texture will looks like.

My plan : Delete vent(of course) or remains as a lockable vent(if not lockable).
Update active vent to the new graphic.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (02-04-2015 v22c) Stable release
Post by: Kaballah on April 05, 2015, 12:02:42 AM
I'm trying to set up two sets of duct network, one for heat and one for cold, but here in this pic they are all showing up as one network ID/same network temperature.  The "u" shape is connected to heat, the "n" shape is not connected to anything at all.  What's going on?  I'm looking at it very carefully and I'm pretty sure the two networks do not physically cross/touch anywhere, but they show the same ID even after reloading saved game.

(http://i.imgur.com/OOBeQjT.jpg)
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (02-04-2015 v22c) Stable release
Post by: Ninefinger on April 05, 2015, 02:07:12 AM
Quote from: Kaballah on April 05, 2015, 12:02:42 AM
I'm trying to set up two sets of duct network, one for heat and one for cold, but here in this pic they are all showing up as one network ID/same network temperature.  The "u" shape is connected to heat, the "n" shape is not connected to anything at all.  What's going on?  I'm looking at it very carefully and I'm pretty sure the two networks do not physically cross/touch anywhere, but they show the same ID even after reloading saved game.

(http://i.imgur.com/OOBeQjT.jpg)

The N shaped network will not show up as a cooling network until you connect it to a cold room and force the fans to pump the cold air through that network. ;)
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (02-04-2015 v22c) Stable release
Post by: Kaballah on April 05, 2015, 02:12:58 AM
I was hoping it was something like that, but as I continue to build, all pieces of my duct networks just shows up at the same network ID no matter what I do.

... actually I just quit the game entirely and restarted, and now it looks OK.  Well, good to know sometimes just save/load is not all that has to be done I guess  :D
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (02-04-2015 v22c) Stable release
Post by: Ninefinger on April 05, 2015, 02:53:09 AM
Quote from: Kaballah on April 05, 2015, 02:12:58 AM
I was hoping it was something like that, but as I continue to build, all pieces of my duct networks just shows up at the same network ID no matter what I do.

... actually I just quit the game entirely and restarted, and now it looks OK.  Well, good to know sometimes just save/load is not all that has to be done I guess  :D

Good to hear you got it working, i was also thinking that maybe you accidentally attached the two together somewhere at some point then disconnected them possibly idk though :)
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (02-04-2015 v22c) Stable release
Post by: Savagedingo on April 05, 2015, 09:23:07 PM
Hi everybody, I've been trying to figure some of these new temperature things out and I'm kind of lost at the moment.  I'm in a warm climate so I'm trying to figure out the best way to expel some of the heat from the coolers as well as my steam power that is located inside my mountain base. 

http://imgur.com/gCOQk4U

I've marked 3 locations that are kind of causing me issues that I'd like some advice on.  That freezer to the left is causing that whole above section to be much warmer than I would like.  Currently it's 86F inside but 66 outside.  This is kind of the cooler part of the year, but outside it'll jump up above 100F easy.  This kind of brings me to the arrow near the ducts and fans.  It's not in right now because I was experimenting, but I had an industrial cooler there and it was doing pretty well keeping that whole area cool.  I'm just trying different things now.  Is there any reasonable way to get the heat that's coming off that cooler near the first arrow to the outside using ducts?  Or should I just go back to the industrial cooler? 

The arrow in the middle has to do with my steam power.  Again, I've tried doing many things in order to get the heat out of the room, but I found the easiest thing to do was to set up the cooler and have a path leading to the outside.  I even tried putting up some vents in order to not have an open section to the world, but that didn't seem to work either, the area was getting too warm behind the cooler.

Thanks.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (02-04-2015 v22c) Stable release
Post by: Kaballah on April 05, 2015, 10:04:07 PM
The simple solution to getting rid of waste heat from running coolers is to just have the exhaust open to the outside.  If your map is always warm and you'll never want to make use of the exhaust heat, just don't enclose the exhausts the way you're doing in that pic, dig out a path to outside so the exhaust areas are labeled "outdoors".
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (02-04-2015 v22c) Stable release
Post by: Latta on April 05, 2015, 10:07:39 PM
Vents are always better at simple, adjacent equalization and whenever possible, you should use them instead of duct system. Or use it as a support system for existing vents. One vent is not enough; multiple are required to compensate cooler's excess heat. In my experience, for thermal generator, 2 or 3 vents without cooler was enough(boreal forest). Ducts are always weaker and resource comsuming.

Otger note: Vents are a bit underpowered again. I'll adjust their equalization rate somewhere between 22b and 22c.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (02-04-2015 v22c) Stable release
Post by: Savagedingo on April 06, 2015, 06:36:03 PM
Thanks for the responses guys.  I'm still trying to figure out the piping for ductwork, but it's not the biggest priority for me when I'm building into a mountain.  Once I try out an area that will have actual buildings and span a greater distance, I'll probably have to get good with ductwork.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (02-04-2015 v22c) Stable release
Post by: Kaballah on April 07, 2015, 02:32:31 AM
Another little bit of feedback, walls cannot be constructed over the duct pipe intersection piece.  It would be nice if this piece worked like the rest of the ductwork pipe and let you hide it inside walls.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (02-04-2015 v22c) Stable release
Post by: Tokki on April 10, 2015, 09:37:55 AM
The Vent & doors only version of this mod gives me an error message. When i start the game i get one and when i start a new colony i get anonther one. The vent is buildable and seems to work and if i get this message right it only complains about some missing research.


[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (02-04-2015 v22c) Stable release
Post by: Latta on April 10, 2015, 12:27:50 PM
Quote from: Tokki on April 10, 2015, 09:37:55 AM
The Vent & doors only version of this mod gives me an error message. When i start the game i get one and when i start a new colony i get anonther one. The vent is buildable and seems to work and if i get this message right it only complains about some missing research.

Sorry, re-uploaded. I forgot to include ResearchProjectDefs. It should be fixed now.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (02-04-2015 v22c) Stable release
Post by: R0NIN on April 10, 2015, 07:39:56 PM
I'm still not understanding what to do. could someone make a video or something. thnxs
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (02-04-2015 v22c) Stable release
Post by: Goo Poni on April 10, 2015, 08:05:39 PM
My understanding is that you create a heater or cooler room and then, from these rooms, you use powered fans to suck the air in and distribute it around the base by way of smart fans which open and close as needed by the temperature of the rooms they're serving. I couldn't figure out how to get it all nicely wired up so I took the easy way out. One corridor of my mountain base leads to an open air area sealed behind 8 layers of wood walls to prevent raider incursion and at that corridor is 5 industrial coolers. They keep the entire base cooled to 15C, even with smaller coolers keeping walk-in freezers colder. I also filled the open air area with solar panels just to get some use out of the land there. I haven't built anything at that end of the base, so no-one needs to have their thoughts drowned out by the drone of the heavyweight cooling facilities back there.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (02-04-2015 v22ca) Stable release
Post by: Latta on April 11, 2015, 10:59:59 PM
I found that I didn't updated Vents & Door only 's link... It really should be find now.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (02-04-2015 v22ca) Stable release
Post by: cy-one on April 14, 2015, 11:30:36 AM
I didn't read all of the thread, so please excuse the possibly dumb question...

Can "cool air" and "hot air" be shared on the same duct network? I mean, can I have a cooler room and a heater room (both with industrial heaters/coolers) and have fans suck in both cool and hot air into the same network?
Or do I need a separate cool and hot network?
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (02-04-2015 v22ca) Stable release
Post by: rditto48801 on April 14, 2015, 12:57:51 PM
Quote from: cy-one on April 14, 2015, 11:30:36 AM
I didn't read all of the thread, so please excuse the possibly dumb question...

Can "cool air" and "hot air" be shared on the same duct network? I mean, can I have a cooler room and a heater room (both with industrial heaters/coolers) and have fans suck in both cool and hot air into the same network?
Or do I need a separate cool and hot network?

Yes, both can use the same network, but not at the same time.
Lock heater room fans and unlock cooler room fans as weather gets hot.
Lock cooler room fans and unlock heater room fans as weather gets cold.
Then just have the smart fans set to an average temp to aim for year round, adjusted where needed for individual rooms, like bedrooms.

It's not as 'set and forget' or otherwise as effective as two separate hot and cold networks, but it gets the job done.

The only issue with the setup is still needing a separate network for the cooler room if you also will be using it to keep refrigeration/freezer rooms cold.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (02-04-2015 v22ca) Stable release
Post by: Kaballah on April 15, 2015, 05:30:57 AM
Note that you can mass-lock vents of the same type by double clicking (selects all in view) and then locking.  You can also mass-set thermostat temperatures on smartfans/coolers/heaters by selecting multiples by double-click.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (02-04-2015 v22ca) Stable release
Post by: Latta on April 15, 2015, 09:45:16 AM
I need feedback on equalization speed.

Should ducts remain slower than vents? Because in A10, there will be a vanilla vents which will likely has its own new mechanic. There are currently two options in my mind.
First, ducts remain same. It will need some thoughts as I have to implement new mechanic to duct network's.
Second, ducts are buffed to match vents, at increased cost in both material and power.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (02-04-2015 v22ca) Stable release
Post by: Kaballah on April 15, 2015, 05:40:16 PM
I sort of think you should leave duct work just as it is, I think it works really well.  I don't know how much more throughput the new vanilla vents have compared to yours, but duct work already has the big advantage of being centralized and quicker at putting heat/cold into individual rooms, as opposed to equalizing it through many chambers with vents.  You should probably try to get the lock/unlock and temperature setting mechanics working with the new 'switch flicking' concept introduced in this version though.

Will your current version of RedistHeat work at all with A10?  I really just use the duct features and industrial cooler/heater most of the time so the changes to vents won't affect me too much.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (02-04-2015 v22ca) Stable release
Post by: jefferyharrell on April 15, 2015, 08:47:30 PM
Quote from: Latta on April 15, 2015, 09:45:16 AM
I need feedback on equalization speed.

What makes most sense to me, intuitively, is if the temperature of a duct network changes in proportion to how many inlets it has and in inverse proportion to how many duct sections it has. So in other words, a duct network with one inlet and one outlet but with a mile of pipe in between will change temperature pretty slowly, while a small network with many inlet fans will change temperature pretty fast. That's what I intuitively expect, but it might be a pain in the neck to implement in the mod, so I'm stopping short of outright suggesting it.

The one thing that actually bothered me about the mod was the "pulsing" effect of both the big heaters and the vents. I found that if I had an industrial cooler with its exhausts in a closed room that had vents to the outside, the temperature of that room would shoot up to over 100° then down, then up to 100° again then back down. I found that really immersion-breaking, and also very hard to work with. I had this oh-so-clever idea of harnessing the exhaust heat from my fridge cooler to heat my base in winter, so I tried using active fans to maintain a temperature in the exhaust room of 80° and then pumping the warm air around the base in ducts. That didn't work well because the active fans couldn't maintain a stable temperature in the exhaust room. It was fluctuating by 20 or 30 degrees every second, which is really unrealistic and which bugged me.

Maybe that's just unavoidable. Maybe there's no other way for vents (both active and passive) to work. I haven't had a chance to try vents in alpha 10 yet so I don't know if they work the same way. But since you asked for opinions, I feel like duct networks should have hysteresis proportional to their size while vents should work however they have to to make that pulsatile response thing go away. Whether that means vents need to respond faster or slower, I dunno. I'm just thinking out loud.

Thanks for a terrific mod. Really looking forward to an alpha-10-compatible version.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (02-04-2015 v22ca) Stable release
Post by: Latta on April 15, 2015, 09:33:57 PM
It won't work with A10 now. There were some class name changes in vanilla code base, along with XMLs like health to hitPoints and removal of eType.
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (02-04-2015 v22ca) Stable release
Post by: carlgraves on April 16, 2015, 07:02:38 PM
Kinda off topic; I would've posted this in the central heating thread but...this is basically the more upto date version of the same mod.

I'd stopped updating the mod cuz Tynan had asked if he could integrate vents into vanilla. Didn't really want to 'promise' that he was going to be integrating his own vents so i just held my own dev. Obviously that was way back in A8, so it's been awhile.

So if anyone was wondering why I sorta just stopped updating that was why :P
Title: Re: [MOD] (Alpha 9) RedistHeat - Vents & ducts (02-04-2015 v22ca) Stable release
Post by: Latta on April 19, 2015, 10:35:48 AM
Quote from: carlgraves on April 16, 2015, 07:02:38 PM
~~
Good to know ;) I will keep you in credit list anyway even though vents are integrated. Oh, I still have industrial heaters too...
Thank you for your Central Heating.

===

Updated to A10c. There was somewhat radical changes to how duct network equalize their temperature. Also, overlay graphics are now properly displayed. Was supposed to be in 23, but there was no 23...

In addition to those, there are some changes to naming.
Smart duct fan -> Smart duct outlet
Powered fan -> Duct intake
Duct intakes no longer require research as its prerequisite.

Edit: Oh, yes, intersections can be built under walls like pipes as Kaballah said. Intersections will also display its overlay because of this. Still, no overlay when you select pipes. I don't think its possible because if I make it display, pipes can't be built together with power conduit.

===

Please expect some minor/major bug and/or balance issues, as this is the very first version of A10. Thank you.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (19-04-2015 v30) Test release
Post by: Kasdar on April 19, 2015, 02:38:44 PM
I was wondering if it would be possible to have vents that can be placed on the floor, or against the wall, instead of or in addition to the ones that take up a wall spot. I kinda like having solid walls for my rooms and buildings and the vents just dont quite match the look I tend to go for.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (19-04-2015 v30) Test release
Post by: Kaballah on April 19, 2015, 10:18:08 PM
Oh, hooray, really was looking forward to this.  Heat management in very cold biomes feels MUCH harder in this version and I was having to build so many heaters everywhere  :-\  Thanks for the update!

ps: I liked "smart fan" better
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (19-04-2015 v30) Test release
Post by: mcduff on April 20, 2015, 05:56:43 AM
I feel like one of the things that would really help mods like this would be some kind of generic "circuit" system that can tolerate multiple different systems. Something that could deal with different electricity rings, different temperature ducts, and things like water if it gets implemented in the future. A way in the base game to make a generic conduit and assign it something easy to read like a colour rather than an arbitrary number.

If you could pull up an overview and see networks coloured red (hot ducts) blue (cold ducts) green (hydroponics power) yellow (lighting power) etc, that would be super awesome. I know it's outside a modder's scope, though.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (19-04-2015 v30) Test release
Post by: jefferyharrell on April 20, 2015, 11:20:00 AM
Are vented doors supposed to not actually separate rooms? I can't remember whether they worked this way in alpha nine or not, but in alpha ten make a room with a bed in it, then make another room with a bed, then separate the rooms with a vented door or autodoor. Designate one of the two beds for prisoner use and both beds will be so designated. The game doesn't seem to recognize the vented doors as actual doors, at least in my game. I may do a little more testing to see if I have a mod conflict or something, because I have a few mods installed, all of which are in "just ported this to alpha 10, there will be bugs" status.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (19-04-2015 v30) Test release
Post by: Kaballah on April 20, 2015, 11:39:39 AM
Yeah I notice that as well, vented doors don't actually separate rooms.  E.g. I can't tag a bed for prisoners inside a room closed with a vented door, it will convert all adjacent beds owned by colonists.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (19-04-2015 v30) Test release
Post by: Latta on April 20, 2015, 12:23:03 PM
Uh, they used to separate rooms in A9 for sure. Is there any console error(red color) like "RoomMaker(or anything else) can't make room with (un)walkable cell blah blah"?
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (19-04-2015 v30) Test release
Post by: jefferyharrell on April 20, 2015, 10:53:38 PM
I didn't find any errors like that, but I did notice that my log is filling up with TONS of messages that look like this:

tempDiff: 1.474108 tempRated: 0.3685269

There's way more than one of those being printed to the log per second. Maybe one per frame, even. It looks like a debugging message to my untrained eye. Is it maybe coming from your mod? I tried doing a quick-and-dirty disable of your mod to see if the message stopped, but the game didn't like that at all, so I guess my next step is to start a new game without RedistHeat and see if the message appears.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (19-04-2015 v30) Test release
Post by: Latta on April 21, 2015, 12:57:57 AM
Woops, sorry. That is from this. I'll remove those within 4 hours or so.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (19-04-2015 v30) Test release
Post by: Kaballah on April 21, 2015, 01:04:05 AM
The vanilla vent works fine, if that is helpful.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: Latta on April 21, 2015, 07:31:55 AM
Updated to 30a. If you used ventilation doors, please remove all before update.

Changes:
Temporarily removed ventilation doors.
Removed accidentally included debug messages within vents.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: jefferyharrell on April 21, 2015, 02:39:47 PM
Thanks for the update. I haven't had a chance to try it out yet, but I will as soon as I can. I'll report back with any findings.

Meanwhile, I've skimmed through the thread but if this is in there I've missed it: What exactly is the break-even point between the small heaters and coolers in the core game and your industrial ones? I've been trying to figure out the correct uses for each since alpha 9 and I'm just getting more confused.

The "vanilla" cooler consumes 200 watts (max). If I remember right, your industrial AC consumes 400 watts plus 100 watts per exhaust (again, max). So at one exhaust, the industrial AC is equal to two and a half small ACs.

What I haven't been able to figure out, though, is how much cooling the industrial cooler does relative to the small cooler. Like say I'm building a freezer that I plan to keep at -20°C and say it's 9 by 18 tiles, so 162 tiles in area. Is it better to stick one small cooler in the wall, or two small ones, or one of your industrial ones? I don't know, and I'm not sure how I'm supposed to make that decision other than going into god mode and doing a bunch of tests (which I'm not averse to doing, but it sounds tedious and not fun).

Same with the heaters. The small heater consumes 100 watts max, while the industrial heater consumes 360 watts max. How do they compare in terms of heat per watt? I assume the industrial heater produces more heat per watt (otherwise why does it exist?) but I also assume there's some point at which the industrial heater is overkill, where it's producing more heat than is needed to heat a given amount of space. How am I supposed to know where that break-even point is between the two heaters?

I hope my questions are making sense. I adore your mod. Please don't take anything I've written here as a complaint. To the contrary, what I'm basically saying here is that I feel like I'm not smart enough to use your mod wisely.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: Latta on April 22, 2015, 12:23:26 AM
Quote from: jefferyharrell on April 21, 2015, 02:39:47 PM

In my memory it is minimum of 3. I mean, 3 small heaters/coolers < one big heater/cooler. They will perform better in electricity consumption from there, with slightly more capacity. I'm not in front of my computer so I can't check the actual values. Cooler might be 4... At least industrial heater looks much better than building 4 small heaters :D And coolers are fancy. (IMO)
Also you can use them in small environment too if you need to, like building temperature trap. I used industrial cooler for PAL core back in Alpha 9.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: DopplerEffect on April 22, 2015, 11:00:24 AM
I'm having an issue with the Smart Duct. I have my base set up like this: http://imgur.com/a/spYxW (http://imgur.com/a/spYxW).  It seems like the Smart duct isn't functioning at all.  Hopefully i'm just missing something.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: Ninefinger on April 22, 2015, 11:11:04 AM
Quote from: DopplerEffect on April 22, 2015, 11:00:24 AM
I'm having an issue with the Smart Duct. I have my base set up like this: http://imgur.com/a/spYxW (http://imgur.com/a/spYxW).  It seems like the Smart duct isn't functioning at all.  Hopefully i'm just missing something.

the way i see it is the flow of heat is only in one direction from colder room to hotter room since the room is already hotter than the desired temperature all the fan can do is turn itself off it can not reverse the flow of heat to remove excess heat in the room, i suggest adding a duct intake inside the room and put a duct outlet or smart fan anywhere that is considered "outside" and make sure the temperature is set to a higher temperature that it is outside and connect them with a duct so it can act like a vent. or try adding a active vent on the wall of the hotter room.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: Kaballah on April 22, 2015, 11:20:51 AM
Your pic shows a smartfan that looks all correct, but the mouseover/environment info says "outdoors".  Did you have the mouse pointer over that room when you made the screenshot?  What kind of door are you using there, it doesn't look like the normal door.  Are you using vented doors everywhere, including the door to the outside :)
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: DopplerEffect on April 22, 2015, 11:23:32 AM
The mouseover was just from where when I took the screenshot (using a snipping tool), both of the rooms are indoors, and the doors are from the Superior Crafting mod.  The doors are both rooms are the same, and since the room on the right is cooling down, I think the doors are functioning correctly
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: DopplerEffect on April 22, 2015, 11:25:45 AM
Quote from: Kaballah on April 22, 2015, 11:20:51 AM
he way i see it is the flow of heat is only in one direction from colder room to hotter room since the room is already hotter than the desired temperature all the fan can do is turn itself off it can not reverse the flow of heat to remove excess heat in the room, i suggest adding a duct intake inside the room and put a duct outlet or smart fan anywhere that is considered "outside" and make sure the temperature is set to a higher temperature that it is outside and connect them with a duct so it can act like a vent. or try adding a active vent on the wall of the hotter room.

I didn't realize that the temperature gradient was directional.  I thought it just used the network temperature to change each room temperature?
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: Kaballah on April 22, 2015, 11:28:01 AM
If you're using vented doors and you have one of them leading to the outside, you are equalizing heat to the outside, which is bad.  You never want to build a vented door leading outside unless it's intended to literally throw away waste heat/waste cold.

Also you should construct your industrial coolers like this if you want to attach 4 exhausts and run them at higher efficiency:

(http://i.imgur.com/rrX2zbY.jpg)
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: Kaballah on April 22, 2015, 11:29:50 AM
Quote from: DopplerEffect on April 22, 2015, 11:25:45 AM
I didn't realize that the temperature gradient was directional.  I thought it just used the network temperature to change each room temperature?

No, I'm pretty sure you're correct and that is how it works (it's not directional).  The duct network is basically an invisible room, and it equalizes heat to adjacent openings/smart fans (up/down to their thermostat setting).
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: DopplerEffect on April 22, 2015, 11:31:52 AM
Thanks for the image and design idea :)

However, I am not using any vented doors.  The hallway between rooms is 36C, the room with the Duct Opening is 20C and the room with the Smart Duct Opening is 36C, and both doors are regular non-vented doors.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: Ninefinger on April 22, 2015, 11:34:35 AM
Quote from: DopplerEffect on April 22, 2015, 11:25:45 AM
Quote from: Kaballah on April 22, 2015, 11:20:51 AM
he way i see it is the flow of heat is only in one direction from colder room to hotter room since the room is already hotter than the desired temperature all the fan can do is turn itself off it can not reverse the flow of heat to remove excess heat in the room, i suggest adding a duct intake inside the room and put a duct outlet or smart fan anywhere that is considered "outside" and make sure the temperature is set to a higher temperature that it is outside and connect them with a duct so it can act like a vent. or try adding a active vent on the wall of the hotter room.

I didn't realize that the temperature gradient was directional.  I thought it just used the network temperature to change each room temperature?

yeah im pretty sure its directional there is an intake and outtake i think the best way is to add a active vent in the wall so that it can vent excess heat outside but it will close and stop venting once it drops to the desired temperature allowing the system to turn off and stop using power and that way your not constantly pumping warm air in and out, never allowing the system to turn off. my smart fan idea leading outside will constantly run since it will never reach its desired temp if set above outdoor temp. keep in mind the vent has to lead outside. otherwise if your hallway is already too hot the vent wont work you might have to make a simple room that is outside called an equalizing room where active vents can vent heat outside while fans can pump excess heat from there rooms into the equalizing room.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: DopplerEffect on April 22, 2015, 11:38:29 AM
But that still doesn't explain why the regular Duct Opening is working while the smart Duct Opening is not?
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: DopplerEffect on April 22, 2015, 11:45:12 AM
Also, looking at the source code, specifically this section of Building_DuctComp.cs


                public override void TickRare()
{
//base.Tick();

if (!Validate())
return;

RoomNorth = (Position + IntVec3.North.RotatedBy(Rotation)).GetRoom();
if (RoomNorth == null) return;

float tempEq;
if (RoomNorth.UsesOutdoorTemperature)
tempEq = RoomNorth.Temperature;
else
{
tempEq = (RoomNorth.Temperature * RoomNorth.CellCount + CompAir.ConnectedNet.Temperature * CompAir.ConnectedNet.Nodes.Count)
/ (RoomNorth.CellCount + CompAir.ConnectedNet.Nodes.Count);
}

//compAir.connectedNet.PushHeat((roomNorth.Temperature - compAir.connectedNet.Temperature) * compAir.props.energyPerSecond);

ExchangeHeatNet(tempEq, EqualizationRate);
if (!RoomNorth.UsesOutdoorTemperature)
ExchangeHeat(RoomNorth, tempEq, EqualizationRate);
}

private void ExchangeHeatNet(float targetTemp, float rate)
{
var tempDiff = Mathf.Abs(CompAir.ConnectedNet.Temperature - targetTemp);
var tempRated = tempDiff * rate;
if (targetTemp < CompAir.ConnectedNet.Temperature)
CompAir.ConnectedNet.Temperature = Mathf.Max(targetTemp, CompAir.ConnectedNet.Temperature - tempRated);
else if (targetTemp > CompAir.ConnectedNet.Temperature)
CompAir.ConnectedNet.Temperature = Mathf.Min(targetTemp, CompAir.ConnectedNet.Temperature + tempRated);
}
private static void ExchangeHeat(Room r, float targetTemp, float rate)
{
var tempDiff = Mathf.Abs(r.Temperature - targetTemp);
var tempRated = tempDiff * rate;
if (targetTemp < r.Temperature)
r.Temperature = Mathf.Max(targetTemp, r.Temperature - tempRated);
else if (targetTemp > r.Temperature)
r.Temperature = Mathf.Min(targetTemp, r.Temperature + tempRated);
}


Leads me to believe that I was correct in the assumption that heat is equalized between the network and each room connected via a node (Duct Opening, Smart Duct Opening or Intake Duct).  So unless i'm completely missing something my setup should work.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: Ninefinger on April 22, 2015, 11:50:23 AM
Quote from: DopplerEffect on April 22, 2015, 11:38:29 AM
But that still doesn't explain why the regular Duct Opening is working while the smart Duct Opening is not?

The smart duct opening is working im sure of it, its simply cant do anything because the excess heat has no place to go it will only tun on if the temp in the room drops below the desired temp. try placing a duct intake in the room and duct it to an equalizing room built outside whos soul purpose is to take excess heat from all other rooms and place a smart duct opening inside the equalizing room and place active vents inside the equalizing room going outside so it can vent the excess heat directly outside, set both smart fans and the active vent to the same temperature.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: DopplerEffect on April 22, 2015, 12:03:21 PM
Okay so putting the intake in the bedroom works because it allows equalization between the network and the room, but why would putting a Smart Duct in each room and an Intake in the cold room not work?  Why would it be set up any other way, since you might want to have different temperatures in different rooms?
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: Ninefinger on April 22, 2015, 12:08:20 PM
Quote from: DopplerEffect on April 22, 2015, 12:03:21 PM
Okay so putting the intake in the bedroom works because it allows equalization between the network and the room, but why would putting a Smart Duct in each room and an Intake in the cold room not work?  Why would it be set up any other way, since you might want to have different temperatures in different rooms?

Im not too sure, it seems like if you do that the system will continuously run without shutting off unless im wrong then you have found the best solution, but after more thought i think the easiest way to do what i was explaining is to simply place an active vent on the room wall leading to the hallway and placing an active vent from the hallway leading outside making the hallway your equalizing room.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: DopplerEffect on April 22, 2015, 12:12:43 PM


                private bool ValidateTemp(float roomTemp, float netTemp)
{
return ((roomTemp < compTempControl.targetTemperature && roomTemp < netTemp) || (roomTemp > compTempControl.targetTemperature && roomTemp > netTemp));
}


Seems to be indicating that the Smart Duct should work the way I describe.  If the room temperature is below the set point and the network temperature is greater than the room temperature, then the vent can activate to raise the temperature of the room.  Conversely, if the room temp is greater than the setpoint and the net temperature is below the room temperature, the vent can activate to cool the room.  However that does not seem to be happening in my case.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: Ninefinger on April 22, 2015, 12:25:16 PM
Quote from: DopplerEffect on April 22, 2015, 12:12:43 PM


                private bool ValidateTemp(float roomTemp, float netTemp)
{
return ((roomTemp < compTempControl.targetTemperature && roomTemp < netTemp) || (roomTemp > compTempControl.targetTemperature && roomTemp > netTemp));
}


Seems to be indicating that the Smart Duct should work the way I describe.  If the room temperature is below the set point and the network temperature is greater than the room temperature, then the vent can activate to raise the temperature of the room.  Conversely, if the room temp is greater than the setpoint and the net temperature is below the room temperature, the vent can activate to cool the room.  However that does not seem to be happening in my case.

yeah i was wrong about it being directional that is weird it should be working.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: DopplerEffect on April 22, 2015, 12:26:16 PM
Do you know if Rimworld behaves well when you attach VS to it?  Or is there a better debugging technique?
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: Ninefinger on April 22, 2015, 12:32:25 PM
Quote from: DopplerEffect on April 22, 2015, 12:26:16 PM
Do you know if Rimworld behaves well when you attach VS to it?  Or is there a better debugging technique?

I dont know Dll coding enough to say for sure but i would think that VS should work fine, what i would do is compare the smart duct outlet code to the regular duct outlet code and see if there are any errors but. but it might be something simple as restarting your game or maybe the smart fan is just not connecting properly to the duct or maybe the duct system is acting weird and needs to be reconfigured a bit and you could try giving the smart fan its own duct network separate from the regular one.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: Kaballah on April 22, 2015, 12:55:27 PM
I've used this version of the mod in A10D for a while and the smart duct openings/smartfans work perfectly for me, for heating and cooling.  Part of your problem may be just that your rooms have 1x thick walls and are not insulated well enough, but your doors still look weird to me, are they vanilla doors?
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: DopplerEffect on April 22, 2015, 12:57:29 PM
No the doors are from Superior Crafting.  Let me try building a room without those doors and see what happens
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: Kaballah on April 22, 2015, 01:00:30 PM
Yeah you might even make a test game with that mod disabled.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: DopplerEffect on April 22, 2015, 01:15:43 PM
I created a new world with only this mod enabled, and I still have the same issue

http://imgur.com/PjSiCST (http://imgur.com/PjSiCST)
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: Kaballah on April 22, 2015, 01:26:05 PM
When you mouse over the bedroom, are you sure it's all roofed/indoors?
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: Ninefinger on April 22, 2015, 01:27:05 PM
Quote from: DopplerEffect on April 22, 2015, 01:15:43 PM
I created a new world with only this mod enabled, and I still have the same issue

http://imgur.com/PjSiCST (http://imgur.com/PjSiCST)

Are you using the Devmode to unlock the research? if you are that could be an issue with the dll being overridden, start over and try not using devmode to research or build or anything and see if it works.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: Kaballah on April 22, 2015, 03:34:29 PM
Ok yeah I see some behavior like this sometimes, as well.  I have a nice cooling network, my ducts/smart fans show 1C temperature, but I noticed they've stopped cooling.  This colony had been cooling correctly for a long time, I'm not sure exactly when it stopped.  I did switch on dev mode briefly to cheat a little bit (killed a spawn from evil ship part) but after that I turned dev mode off again.   ???
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: DopplerEffect on April 22, 2015, 03:44:23 PM
I created an entirely new world with no debug tools and with only this mod loaded.  I set up a cooler room with intakes, set the industrial cooler to -20C and it cooled that room fine.  Then I connected duct work to a Duct Opening in a bedroom.  The network showed a temperature of -18C and the room started to cool down successfully.  Then I replaced the Duct Opening with the Smart Duct Opening (same spot, same connection + power etc) and the room was no longer cooled and matched ambient temperature of the outside.  <- long way of saying I still have the exact same problem.  Smart Duct Openings don't work
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: Kaballah on April 22, 2015, 07:49:09 PM
Well they did work for me for some time but yeah there seems to be some problem with them  :-[
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: Latta on April 22, 2015, 09:45:22 PM
There is no debugger attachable to RimWorld. I'll try look at smart outlet, but if you find anything please let me know.
Also, you can modify my source code at GitHub to log things and compile. Try log Validate and ValidateTemp.

Did I made outlets display its duct network ID? Or did I remove them? If you can see ID at inspection panel try to check if smart outlet's ID matches to its parent network.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: Kaballah on April 23, 2015, 05:43:40 AM
They still show network ID and network temperature (you should leave this enabled, it's useful).  Here's a full size screenshot of the colony where this is happening - all of the enclosed rooms are showing warmer than their thermostat setting and I know it's not because they aren't roofed (mountain overhead) or that they're not insulated enough, the selected room is adjacent to my freezer at -5 e.g.  The enclosed rooms that are not serviced by smart duct are actually cooler than the bedrooms  :-\

(http://i.imgur.com/MpEpHia.jpg)
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: Kaballah on April 23, 2015, 06:25:31 AM
Ahahaha here's a funny bug for you: I switched off my industrial coolers but they keep cooling.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: jefferyharrell on April 23, 2015, 10:38:56 AM
Quote from: Kaballah on April 23, 2015, 06:25:31 AM
Ahahaha here's a funny bug for you: I switched off my industrial coolers but they keep cooling.

I think I had the same thing happen to me when I was playing last night. I had a brown-out due to a lightning strike on a geothermal generator and power was cut to my industrial cooler but stayed on to the attached exhausts. My freezer stayed at -20 the whole time.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: Latta on April 23, 2015, 12:03:04 PM
Lol I must've forgotten to check PoweredOn or something like that... Thank you.

Edit: Yes, I forgot to check if IsWorking is true. What...
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: jefferyharrell on April 23, 2015, 12:22:02 PM
The industrial cooler is more efficient than the smaller cooler. Infinitely more efficient!
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (21-04-2015 v30a) Test release
Post by: Ninefinger on April 23, 2015, 07:41:51 PM
OMG!!! I think i found the problem with the smart duct!!! it If you toggle the airflow so it icon has a checkmark and you will see the lock symbol come on and then it works!!! I think it just got inverted somewhere so "on is off" and "off is on"! Thats why there are no errors to debug because it is still technically working properly its just bassakwards So make sure the lock symbol is showing on your smart fan or it wont be working!
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (24-04-2015 v30b) Test release
Post by: Latta on April 24, 2015, 06:26:31 AM
Okay, released 30b.

Changed smart duct outlet's HPR to 0.25 from 0.4, making it equalize more efficiently when combined with intakes.
Fixed smart not working.
Fixed this:
Quote from: jefferyharrell on April 23, 2015, 12:22:02 PM
The industrial cooler is more efficient than the smaller cooler. Infinitely more efficient!

I hope it will be a stable release.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (24-04-2015 v30b) Test release
Post by: Kaballah on April 24, 2015, 07:42:49 AM
Oh excellent, thanks for the update.   :D

Oops, OP download link points to 30a.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (24-04-2015 v30b) Link fixed/Test rel.
Post by: Latta on April 24, 2015, 08:07:38 AM
Dang. Fixed.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (24-04-2015 v30b) Link fixed/Test rel.
Post by: Kaballah on April 24, 2015, 08:13:31 AM
Thank you :)
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (24-04-2015 v30b) Link fixed/Test rel.
Post by: Kaballah on April 24, 2015, 11:33:30 AM
I loaded the new version of this mod onto an existing colony, and it works very well now, although I had to tear down and rebuild all my smart duct outlets - I wish you would revert the name to 'smartfan', that sounded better.  I also think you should revert the HPR throughput for these to what it was earlier, as of now they are extremely fast at cooling - during a 40C heat wave, with their thermostat set to 21C, the rooms with these are actually lower than 21C (more like 16-18C)*.  Last version I thought they were balanced pretty well.

*I can't reproduce the lower-than-thermostat situation but I still suggest you revert to the previous HPR value for smart duct openings
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (24-04-2015 v30b) Link fixed/Test rel.
Post by: Kaballah on April 24, 2015, 12:42:19 PM
Hmm my smart duct openings have stopped working again.  Maybe I just need to make a new map/new colony   ???

e: oh okay I saved/quit/reloaded and it's cooling properly now  8)
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (24-04-2015 v30b) Link fixed/Test rel.
Post by: Latta on April 25, 2015, 12:55:33 AM
You can modify it yourself, actually. Edit energyPerSecond at comps to 0.4 until I update it again.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (24-04-2015 v30b) Link fixed/Test rel.
Post by: Kaballah on April 25, 2015, 01:41:43 AM
Everything is working very well now but yeah I still think you should nerf smart duct opening a bit, especially as it only needs 10 watts vs a cooler at 200 watts.

e: why do I think coolers need 200 watts I dunno (they need 20)
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (25-04-15 v30c) Stable/V.Door Re-Added
Post by: Latta on April 25, 2015, 11:17:33 PM
Updated to 30c. From now v30 will be a Stable version.

Reverted smart duct outlet's HPR to 0.4.
Increased its power cost to 15.
Increased power cost of duct intake to 30.
Fixed issue with ventilation doors, thus adding them again. This applies to Vent Only version too.

Edit: No, wait. Removed vent doors again.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (25-04-15 v30c) Stable/V.Door Re-Added
Post by: Ninefinger on April 25, 2015, 11:40:39 PM
Quote from: Latta on April 25, 2015, 11:17:33 PM
Updated to 30c. From now v30 will be a Stable version.

Reverted smart duct outlet's HPR to 0.4.
Increased its power cost to 15.
Increased power cost of duct intake to 30.
Fixed issue with ventilation doors, thus adding them again. This applies to Vent Only version too.

Edit: No, wait. Removed vent doors again.
did you change the dll in any way for this stable release update or can i just update the xml myself?
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (25-04-15 v30c) Stable/V.Door Re-Added
Post by: Latta on April 25, 2015, 11:47:57 PM
Quote from: Ninefinger on April 25, 2015, 11:40:39 PM
Quote from: Latta on April 25, 2015, 11:17:33 PM
Updated to 30c. From now v30 will be a Stable version.

Reverted smart duct outlet's HPR to 0.4.
Increased its power cost to 15.
Increased power cost of duct intake to 30.
Fixed issue with ventilation doors, thus adding them again. This applies to Vent Only version too.

Edit: No, wait. Removed vent doors again.
did you change the dll in any way for this stable release update or can i just update the xml myself?

There was no dll changes. Just change XMLs. For HPR, change <energyPerSecond> inside of <CompAir>.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (25-04-15 v30c) Stable/V.Door Re-Added
Post by: Ninefinger on April 26, 2015, 12:03:03 AM
Quote from: Latta on April 25, 2015, 11:47:57 PM
Quote from: Ninefinger on April 25, 2015, 11:40:39 PM
Quote from: Latta on April 25, 2015, 11:17:33 PM
Updated to 30c. From now v30 will be a Stable version.

Reverted smart duct outlet's HPR to 0.4.
Increased its power cost to 15.
Increased power cost of duct intake to 30.
Fixed issue with ventilation doors, thus adding them again. This applies to Vent Only version too.

Edit: No, wait. Removed vent doors again.
did you change the dll in any way for this stable release update or can i just update the xml myself?

There was no dll changes. Just change XMLs. For HPR, change <energyPerSecond> inside of <CompAir>.

yup done thanks Latta, love the mod!
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (25-04-15 v30c) Stable Release
Post by: Kaballah on April 26, 2015, 12:33:21 AM
Thanks for the update :)
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (25-04-15 v30c) Stable Release
Post by: Latta on April 27, 2015, 02:39:08 AM
I've always thought of making vents(not ducts... well Plasteel makes sense but...) stuff-based. Any thoughts on this, please?
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (25-04-15 v30c) Stable Release
Post by: Kaballah on April 27, 2015, 04:57:49 AM
That would be fine for things like smartfans, which will service rooms, and people will be looking at them a lot - so the material used could improve their beauty stat.  Same for ducts, if you want to show your bling and build all your ducts out of plasteel or gold, hey your colonists should be pretty proud of that.  I don't see how it should make any practical difference in how they work though, if a fan is made out of gold or plasteel I don't think it would be particularly more efficient (probably less so really).
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (25-04-15 v30c) Stable Release
Post by: Ninefinger on April 28, 2015, 03:03:53 PM
Quote from: Latta on April 27, 2015, 02:39:08 AM
I've always thought of making vents(not ducts... well Plasteel makes sense but...) stuff-based. Any thoughts on this, please?
I agree with Kaballah 100%, the only stats that should be effected are beauty and maybe durability. but its still a decent idea, although not entirely necessary, its more of an aesthetic change than anything.

I guess its just a way of saying your mod is amazing already the way it is. :D
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (25-04-15 v30c) Stable Release
Post by: Latta on April 29, 2015, 07:51:03 AM
"The Golden Vents" update.

You can build vents using any material. Golden vents are beautiful(110)! No other modifiers apply except durability, work amount etc.
* Ducts are not stuff-based as before.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Kaballah on April 29, 2015, 07:55:54 AM
Ahahaha 110 per segment?  That's way, way too much.

e: like, 10 per segment would probably be OK, 15 would be *a lot*


oh oops, vents - still 110 is a lot for a single construction of generic quality, that's higher than a high-quality statue.  Consider something more like 40-50.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Latta on April 29, 2015, 08:03:50 AM
Quote from: Kaballah on April 29, 2015, 07:55:54 AM
Ahahaha 110 per segment?  That's way, way too much.

e: like, 10 per segment would probably be OK, 15 would be *a lot*


oh oops, vents - still 110 is a lot for a single construction of generic quality, that's higher than a high-quality statue.  Consider something more like 40-50.

It will cost like, 800 I think?
And it's base beauty value is only 0.1! On the other hand, small sized art has base beauty of 30. Blame gold, it's all its fault. :P

Why 110: Gold has beauty multiplier of 600% while having offset of 18.

Edit: If you'd like, keep using 30c! That's why I labeled it "First Release" so I can decide what to fix/revert.
Edit2: Now I can feel why Tynan removed wall beauty.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Kaballah on April 29, 2015, 02:12:38 PM
Well I guess gold is hard to come by in large quantity.  How much is required to construct the item, did you follow the 20x rule?
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Latta on April 29, 2015, 07:59:10 PM
Quote from: Kaballah on April 29, 2015, 02:12:38 PM
Well I guess gold is hard to come by in large quantity.  How much is required to construct the item, did you follow the 20x rule?

They always follow regardless of how I set them.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Kaballah on April 30, 2015, 12:31:35 AM
I mean in the same sense your industrial cooler requires 100 silver - my question was kind of dumb I guess, never mind.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Ninefinger on April 30, 2015, 01:33:16 AM
Quote from: Kaballah on April 30, 2015, 12:31:35 AM
I mean in the same sense your industrial cooler requires 100 silver - my question was kind of dumb I guess, never mind.

the problem with what you were suggesting earlier is that the amount of "stuff" required to build an object is set to 40 so for gold that number is really high but if you try to lower that number to say 10 for eg to make gold more reasonable you will end up being able to build it for like 10 stone or 10 steel. and personally i removed the silver construction cost for my Ultimate Overhaul Modpack for the industrial cooler since i don't think it should be any harder to build than an industrial heater, besides you need exhaust ports for the cooler that makes it more difficult as is. just my opinion anyway.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Latta on April 30, 2015, 07:37:44 AM
Actually I totally forgot about additional cost for exhaust ports. Thank you, that is a good point.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Ninefinger on April 30, 2015, 07:44:29 AM
Quote from: Latta on April 30, 2015, 07:37:44 AM
Actually I totally forgot about additional cost for exhaust ports. Thank you, that is a good point.

NP  ;)
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Veyda on April 30, 2015, 03:59:21 PM
Active Vent doesn't seem to behave as intended.
For example: -12C indoors, -5C outdoors, -3C setpoint (walk-in freezer in arboreal forest biome at 2PM in January) - the vent never starts equalizing. I think this worked in earlier versions, but I can't be sure.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Kaballah on April 30, 2015, 04:56:33 PM
If it's called "active vent" then you're not running the current version?
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Veyda on April 30, 2015, 05:44:42 PM
Quote from: Kaballah on April 30, 2015, 04:56:33 PM
If it's called "active vent" then you're not running the current version?

I'm pretty sure I'm running v31..
Technically, it's 'Wooden active vent' if you want to nitpick. :)
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Latta on April 30, 2015, 09:15:49 PM
Maybe it is equalizaing... but either temperature difference is too small and/or you just need more vent.
I'll dig again anyway.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: comlink on April 30, 2015, 09:21:36 PM
I like the ducting system a lot. I believe this is the first "conduit" system I've seen other than the stock power distribution system and it really adds to the game.

I was thinking: what if there was a heater/AC unit, placed outside, with a duct system running inside to vents? Essentially the same as a real central AC system. This could be a higher tier system after the standalone space heaters and through-the-wall chiller units. I'd like to see that.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Ninefinger on April 30, 2015, 11:02:36 PM
Quote from: Latta on April 30, 2015, 09:15:49 PM
Maybe it is equalizaing... but either temperature difference is too small and/or you just need more vent.
I'll dig again anyway.

would it be possible to make it so the vents, vent the heat a lot faster i feel liek having to make more than one vent in a room is redundant and should not really be necessary. Idk im curious as to what you think.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Latta on May 01, 2015, 01:06:52 AM
Quote from: Ninefinger on April 30, 2015, 11:02:36 PM
Quote from: Latta on April 30, 2015, 09:15:49 PM
Maybe it is equalizaing... but either temperature difference is too small and/or you just need more vent.
I'll dig again anyway.

would it be possible to make it so the vents, vent the heat a lot faster i feel liek having to make more than one vent in a room is redundant and should not really be necessary. Idk im curious as to what you think.

Vents have changed significantly with the release of 30 to follow vanilla vent's code, and that might nuffed it.
Buffing won't going to happen unless Tynan buff vent himself I think. But I can make them customizable just like ducts do.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Ninefinger on May 01, 2015, 01:18:30 AM
Quote from: Latta on May 01, 2015, 01:06:52 AM
Quote from: Ninefinger on April 30, 2015, 11:02:36 PM
Quote from: Latta on April 30, 2015, 09:15:49 PM
Maybe it is equalizaing... but either temperature difference is too small and/or you just need more vent.
I'll dig again anyway.

would it be possible to make it so the vents, vent the heat a lot faster i feel liek having to make more than one vent in a room is redundant and should not really be necessary. Idk im curious as to what you think.

Vents have changed significantly with the release of 30 to follow vanilla vent's code, and that might nuffed it.
Buffing won't going to happen unless Tynan buff vent himself I think. But I can make them customizable just like ducts do.

ok well its definable fine the way it is just need more vents if its not venting fast enough. But if you do decide to make it customizable that would be a bonus. :)
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Veyda on May 01, 2015, 01:36:52 AM
Quote from: Latta on April 30, 2015, 09:15:49 PM
Maybe it is equalizaing... but either temperature difference is too small and/or you just need more vent.
I'll dig again anyway.

See image.

During the night, the outside temp is -16~28, the freezer drops to -16~18 by morning, and the kitchen (with the heater off) is almost as cold.
By midday, the outside temp rises to -4, but both the freezer and the kitchen barely warm up to a chilly -12.
Inner base stays at a bearable +4, and the main airlocks (bottom of image) are at -5 (left) and -2 (right).

If the vent was working, the freezer would have been brought closer to the outside temp than the kitchen during the day. Most of the equalization seems to be happening through the freezer's exterior walls where I kept them purposely thin. The vent stays at Low power at all times (-3C setpoint).

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Latta on May 01, 2015, 01:42:22 AM
Did you check your active's direction? Orange point which appears when you click the active should be in your freezer.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Veyda on May 01, 2015, 01:55:42 AM
Quote from: Latta on May 01, 2015, 01:42:22 AM
Did you check your active's direction? Orange point which appears when you click the active should be in your freezer.

Of course! :o I even rebuilt the vent again to make sure it's not a random glitch.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Latta on May 01, 2015, 07:35:54 AM
I can't reproduce this. Two rooms with same size, one with active directly connecting outside, another with nothing has clearly different temperature. Have you tried to restart...um..no, this is not a duct so I doubt it will get fixed.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Kaballah on May 01, 2015, 07:48:25 AM
Someone pointed out a weird case involving auto-roofing that did not go away until the user rolled a new world map and started a game there, so at worst you might try that.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Veyda on May 01, 2015, 09:24:24 AM
Quote from: Kaballah on May 01, 2015, 07:48:25 AM
Someone pointed out a weird case involving auto-roofing that did not go away until the user rolled a new world map and started a game there, so at worst you might try that.

It's possible. This map was started in 10a, and continually upgraded from there.

EDIT: Could not repro on a newly generated map. Please disregard.  :-X
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Captain_Goatse on May 01, 2015, 10:17:14 PM
Hello, I am having problems with the ductwork:

(http://i.imgur.com/oUyU8aq.jpg)

The network temp is 30 C in the small room, one square away from the room it falls to 14, two squares away and it is 8 C. Outside temp is 16, the heater is set to 31. Can you help?
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Latta on May 01, 2015, 10:23:44 PM
Are their ID same? If not try to restart the game.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: axenn on May 08, 2015, 12:17:32 PM
real problem with duc pipe etc... room at 81°C , network a bit less, i made an isolation room for all the base; Impossible to reach 21°C if i put the wished Temp at 21°C. I put 5 input in the room 3 out for the hall. The result is less interesting than the classic vent. i'm pretty sure there is a ratio problem. Same problem with the active vent, there are less efficients than the classic, it seems there is a 'tic' in your algorithm, isn't it ? Each X s, that pulse heat ?.

thanks

edit: oups i will try 0.31 first (i have 0.30)
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: AllenWL on May 16, 2015, 05:31:58 AM
I'm trying to cool down my desert base by making a room and cooling it down a lot, then using a duct to drain the hot air from my base into the cold room.
But I can't seem to make heads or tails out of the duct system at all. Help?
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Ninefinger on May 17, 2015, 06:40:43 PM
Quote from: AllenWL on May 16, 2015, 05:31:58 AM
I'm trying to cool down my desert base by making a room and cooling it down a lot, then using a duct to drain the hot air from my base into the cold room.
But I can't seem to make heads or tails out of the duct system at all. Help?

Dont duct the hot air into a room your are powering to keep cold, duct the hot air directly outside. First place your duct intake in the room you want to transfer cold from, then place a smart duct outlets in all the rooms that you want to have cooled, then run the duct pipe from the intake and connect it to all of your smart duct outlets. Make sure your smart duct outlets have power. You can place active vents in rooms and power those as to eject unwanted eat as well as forcing cold air in. do not duct the hot air back int o a room that is trying to keep cold thta cold air is what keeps your base cold dont heat it up. If its too hot outside the vents may not work im not entirely sure they might just close. But cooling the room with the smart fan should be enough. Remember to use exhaust ports on your cooler to make it much more efficient.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: nukularpower on May 18, 2015, 04:11:45 AM
It seems pretty strange to me that the exhaust ports from a cooler are more effective than an industrial heater for warming up a cold base if you enclose them.  I dont turn my "food storage" cooler off even in the middle of winter cuz it works so well for heating the rest of my base.  Seems like a bit much :)
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Nekomimi on May 21, 2015, 09:18:54 AM
Sorry, but I really want to be sure:
Which building will help us to cool down network, and which building is best to distribute cold air?

Wanted to use central cooling for all food/medicine storages and no matter how hard I try network stays at 2C.

Also, what can I do to prevent separate vent systems to merge? Cooling and heating one keep changing ID to 232.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: nukularpower on May 22, 2015, 03:06:00 PM
Quote from: nukularpower on May 18, 2015, 04:11:45 AM
It seems pretty strange to me that the exhaust ports from a cooler are more effective than an industrial heater for warming up a cold base if you enclose them.  I dont turn my "food storage" cooler off even in the middle of winter cuz it works so well for heating the rest of my base.  Seems like a bit much :)

The new "toxic" stuff coming in A11 has me hoping that this won't be possible in the next alpha - after all, pumping exhaust fumes through your base should not be beneficial :)
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: nmid on May 22, 2015, 04:12:23 PM
This is what's going to happen in Alpha 11.
Send the toxic hot air from a cooler to a filter room..
(Pretty sure there will be SOME way to remove toxicity)
toxicity is removed and the hot air is filtered back :D
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Djohaal on June 03, 2015, 11:48:10 PM
Air conditioners don't produce much "exhaust" fumes, it's just heated, clean air. (maybe a little dusty sometimes). The steam from geothermal plants and flue from thermal generators is another business, those can contain very nasty stuff.

On the subject of the heat distribution, I found them excellent for regulating a base's temperature toward either cold or warm, but those temperate maps subject to cold snaps and heat waves are a little trickier to regulate. Maybe we could have a hybrid smart duct/air conditioner? It'd use the network's warm air to heat up the room as a normal smart duct, while when it has to cool the room it actively consumes power and dumps the waste heat into the network to be exhausted somewhere? (could have network-regulating smart vents too);

Another thing I'd suggest looking into if someone wants to tackle the code is reviewing the game's logic for toggling heaters. In rooms where temperature fluctuates a lot (such as a busy "hot" room of a large base) sometimes only one heater gets recruited to control the temperature at a time, due to the rapid variation of the temperature around the set point of the thermostat. That leads to under-utilization of the heating or cooling power. Maybe a system where a single thermostat runs on the whole room, instead of one per device?
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Reaper on June 11, 2015, 09:50:26 PM
Can I haz auto heat discharge vent? A vent you set at a temperature that opens only when the internal network temp is higher than the x you set, Useful for cold biomes where you might want to use your thermal power gen system as a heat source, or maybe you want to vent the heat from a burning room? say your thermal killbox?

Also idea for alpha 11 let sappers dig to vents and travel in them!!!(not expecting that sort of thing, as I know Ai is a pain in the but)
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: nmid on June 12, 2015, 03:47:24 AM
Quote from: Reaper on June 11, 2015, 09:50:26 PM
Can I haz auto heat discharge vent? A vent you set at a temperature that opens only when the internal network temp is higher than the x you set, Useful for cold biomes where you might want to use your thermal power gen system as a heat source, or maybe you want to vent the heat from a burning room? say your thermal killbox?

Also idea for alpha 11 let sappers dig to vents and travel in them!!!(not expecting that sort of thing, as I know Ai is a pain in the but)

Well, that would mean you make the vents travelable by only one pawn class.. not sure if that works.
If you do change it to passthrough only with a high path cost, then your colonists might use the vents too?

Unless.. ah.. the raiders/sappers also weigh in turrents/defensive strength, so actually this might be an easy thing to implement.
Make the vents passthrough only with a path cost of 100+.
As there will be no turrent/defenses, the raiders will find using the vents an easier option while the colonists will continue using regular paths.

Just a thought.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Katorone on June 12, 2015, 04:25:41 AM
Or let the game view them as a type of interiour/door that only sappers/enemies can use?

Inspiration gotten from: https://www.youtube.com/watch?v=RMBQn_sg7DA (Rimorld Tech - region system)
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Latta on June 13, 2015, 12:10:04 AM
Active vents are what you are seeking I guess.

I'll need a few weeks to start any work(including compat patch for A11). Sorry! If someone's interested in patch s/he may freely do so before me. Don't forget to add a pull request on my GitHub please.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Reaper on June 13, 2015, 01:22:06 AM
I am looking for a way to cool down my heating duct system so my base don't roast, I draw heat from a large and hot room but because it's so hot the vent system overheats the rooms, I want a automatic temperature valve that automatically opens and closes the vent systems access to the outer air. I am not trying to keep a single room heated I am trying to vent the extra heat from my power gen system to the colony and discard any extra.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: nmid on June 13, 2015, 05:33:23 AM
The problem is not the vents but the ducts, which have a heat pull of 1.

You need more duct pipe networks or go into your xml and increase the
<energyPerSecond>1</energyPerSecond>
to
<energyPerSecond>5</energyPerSecond>

Ideally pipes should be specialised and be able to move huge quantities of cooling and heat :p
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Katorone on June 13, 2015, 06:46:47 AM
Do you have any insights in to how the heat push & pull value translates to the ability to actually heat up a room?

Suppose I have a 10x10 room with an industrial heater inside, I would think an intake with a push of 1 could supply this warm air to 10 rooms of 5x5 each with a smart vent with a pull of 0.1?
Of course these rooms have their temperature changed by external factors, so in the end it becomes very hard to actually plan out a ventilation solution.

I guess what I'm having trouble with understanding is what this push & pull value actually means, and how it translates to the ability to transport temperature.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: JesusKreist on June 13, 2015, 07:19:54 AM
As far as I understand the Heat Push Rate (HPR) means basically:
If the room temperature is higher than the network temperature push HPR from the one tile of the input into the network per tick.
In your example the room temperature of the 10x10 room will drop by 1/100 °C and the network temperature will rise by 1/100 °C per tick until both are even. The bigger the network itself is (ducts and pipes combined) the longer it takes for that network temperature change to be visible.
On the other end(s) if the temperature of the network is higher than the temperature of the room the temperature of the room is raised by HPR of the duct in question.

Since the network is involved and this network needs to 'heat up' itself first ducts are slower than vents.

Please feel free to correct me if I got something wrong.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: nmid on June 13, 2015, 07:39:18 AM
As I understood it, HPR was not dependent on the length of the network.

I am busy this weekend, well busy enough that I am unable to load up RW, but free enough to check on the forums ... Multi-tasking! :p

When I have time, or if someone else can, using Dev mode, make 2 similar rooms with 2 industrial coolers each. Have 5 vents using 1 duct pipework from each room.
Let it vent out to 2 same size rooms, at different distances from the cool rooms.
That would be the ideal test to check if distance makes a difference or not.

I am not sure that the network needs to heat itself up. i.e. it's a transfer device and I don't think it stores any heat of it's own.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Katorone on June 13, 2015, 09:01:33 AM
Insightful, thanks!
While I have 1 intake for every 10 outlets I do notice that there's some kind of temperature loss inside the pipes.  Could you confirm?
Heating room set to 20°C, network temperature set to 15°C, rooms heat up to ~13°C (total of 4 intakes and 40 outlets).  Though another factor could be that I needed to add more outlets in the hallways, I'm really not sure.  Can't really go back and check that colony, but I'll continue testing with my current one (if I ever survive this 5th raid in a row... Randy has sent a mechanoid squad to finish me off.)
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Reaper on June 13, 2015, 06:37:35 PM
I am trying to vent the extra heat from my power gen system to the colony and discard any extra. My problem is that over a certain internal network temp the vents ducts over heat the colony. What I seek is a relief vent not to change how the ducts function but to encourage expansion to the mod. At the moment you can vent heat out but it's a all or nothing action there is currently no way to create a system that cools down the ducts to a specified temperature.  Can't wait to cook raider sappers with heat traps in alpha 11!
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: wertak000 on June 14, 2015, 02:37:20 AM
I don't think anyone said this yet,but, If you can make a second or third duct that wont connect to other ducts of different type,like buildcraft's (minecraft mod) cobblestone and stone pipes.That would be awesome because, using a dual duct smart outlet would be fantastic for the bases I build.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Katorone on June 14, 2015, 05:01:52 AM
Quote from: wertak000 on June 14, 2015, 02:37:20 AM
I don't think anyone said this yet,but, If you can make a second or third duct that wont connect to other ducts of different type,like buildcraft's (minecraft mod) cobblestone and stone pipes.That would be awesome because, using a dual duct smart outlet would be fantastic for the bases I build.
You can!  You can create another network and use the bridge thingy to make sure they don't connect to each other when intersecting.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: 1000101 on June 14, 2015, 08:22:31 PM
Quote from: Katorone on June 14, 2015, 05:01:52 AM
Quote from: wertak000 on June 14, 2015, 02:37:20 AM
I don't think anyone said this yet,but, If you can make a second or third duct that wont connect to other ducts of different type,like buildcraft's (minecraft mod) cobblestone and stone pipes.That would be awesome because, using a dual duct smart outlet would be fantastic for the bases I build.
You can!  You can create another network and use the bridge thingy to make sure they don't connect to each other when intersecting.

I think what he means is a 2-into-1 component which takes from two separate duct networks into one single smart vent allowing for auto-switching between heating and cooling without having two vents.  If you can use two bridges to connect to a single vent then that would work too, but I don't think you can...

I +1 that idea.  (As well as A11 update.)
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: nmid on June 15, 2015, 06:44:12 AM
Looking forward to A11 update too..
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Ytm on June 19, 2015, 04:08:06 AM
pleeease, do something :'( Update mod or just kill me in the face
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: wertak000 on June 22, 2015, 09:53:27 PM
Quote from: 1000101 on June 14, 2015, 08:22:31 PM
Quote from: Katorone on June 14, 2015, 05:01:52 AM
Quote from: wertak000 on June 14, 2015, 02:37:20 AM
I don't think anyone said this yet,but, If you can make a second or third duct that wont connect to other ducts of different type,like buildcraft's (minecraft mod) cobblestone and stone pipes.That would be awesome because, using a dual duct smart outlet would be fantastic for the bases I build.
You can!  You can create another network and use the bridge thingy to make sure they don't connect to each other when intersecting.
I think what he means is a 2-into-1 component which takes from two separate duct networks into one single smart vent allowing for auto-switching between heating and cooling without having two vents.  If you can use two bridges to connect to a single vent then that would work too, but I don't think you can...

I +1 that idea.  (As well as A11 update.)

yes and no. yes, a 2-into-1 outlet . No, I wanted a duct that can go over other ducts without a bridge
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Kaballah on June 22, 2015, 10:18:28 PM
Missing this :/
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Ninefinger on June 22, 2015, 11:14:06 PM
Quote from: Kaballah on June 22, 2015, 10:18:28 PM
Missing this :/
Here is an updated release, if nothing else i hope this helps Latta (https://ludeon.com/forums/index.php?action=profile;u=35458) out a bit. LT Redist Heat A11 (https://github.com/Ninefinger85/UltimateOverhaulModpack/blob/master/LT_RedistHeatA11.zip?raw=true)

All credit goes to Latta (https://ludeon.com/forums/index.php?action=profile;u=35458) and special thanks to Obs (https://ludeon.com/forums/index.php?action=profile;u=45600) for providing the update.
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: rsof69 on June 22, 2015, 11:48:58 PM
Quote from: Ninefinger on June 22, 2015, 11:14:06 PM
Quote from: Kaballah on June 22, 2015, 10:18:28 PM
Missing this :/
Here is an updated release, if nothing else i hope this helps Latta out a bit. LT Redist Heat A11 (https://github.com/Ninefinger85/UltimateOverhaulModpack/blob/master/LT_RedistHeatA11.zip?raw=true)

All credit goes to Latta (https://ludeon.com/forums/index.php?action=profile;u=35458) and special thanks to Obs (https://ludeon.com/forums/index.php?action=profile;u=45600) for providing the update.


(http://i.memeful.com/media/post/4wbk6WM_700wa_0.gif)
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Kaballah on June 23, 2015, 12:05:55 AM
Oh hey, that was quick, thanks Ninefinger.
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Ytm on June 23, 2015, 02:31:18 PM
doesnt work. changes netword ID all the time, temperature in room with duct intake is 70С, but network temp is 2C. and pipe intersection does not work :'(
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: justarandomgeek on June 23, 2015, 03:43:15 PM
I haven't used the A11 build, but I had no end of trouble with things linking/not when they should/shouldn't in A10. Perhaps Latta needs to grab a more recent version of the linking code from Signals? I've fixed a ton of strange linking bugs since this forked off! I'm not sure how easy that is to do though, given the significant changes that were made on both sides since then...
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Kaballah on June 26, 2015, 09:09:11 PM
I am not able to get ducts to work with this version either :(  The industrial heaters work fine, just can't get heat into the duct network.

e: I deconstructed and rebuilt one tile of ductwork and it started to work.  ???
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Ninefinger on June 27, 2015, 12:21:53 AM
Quote from: Kaballah on June 26, 2015, 09:09:11 PM
I am not able to get ducts to work with this version either :(  The industrial heaters work fine, just can't get heat into the duct network.

e: I deconstructed and rebuilt one tile of ductwork and it started to work.  ???
Im thinking it seems that once you leave a game and load it it has trouble remembering the ID's or something and when you rebuilt the duct it reset its ID tag or whatever so it knew what it was supposed to do. Im no expert on this stuff but thats my best guess. Seems like a minor annoyance considering that it is at least playable when it otherwise would not be at all. :)
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: justarandomgeek on June 30, 2015, 06:12:28 PM
Quote from: Ninefinger on June 27, 2015, 12:21:53 AM
Im thinking it seems that once you leave a game and load it it has trouble remembering the ID's or something and when you rebuilt the duct it reset its ID tag or whatever so it knew what it was supposed to do. Im no expert on this stuff but thats my best guess. Seems like a minor annoyance considering that it is at least playable when it otherwise would not be at all. :)

The linking code is based on an earlier version of Signals, so I know a bit about it ;) Networks don't actually exist across saving/loading, they are rebuilt each time as the components spawn in - when one component spawns, it immediately connects to any connectable adjacent component. The net IDs are mostly to make it easier for the player to sort out what's connected to what (though, they are used internally for some net merge/split operations). This is also why IDs seem to be all over the place, and skip large ranges at times. I've had the most trouble with the crossover duct, and I'm pretty sure it's a bug I've already fixed in Signals, but I don't recall exactly when/where it was now unfortunately (I think it was during A10) :( Note though that this means you can sometimes repair broken nets by exiting the game and reloading!

When I finish my current round of updates/improvements to Signals, I'm going to try to bring ReditHeat's networking backend up to date, hopefully in a way that allows easier sharing of changes between the two. (That is, assuming Latta doesn't beat me to that update!)
Title: Re: [MOD] (Alpha 10) RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: YetAnotherTroper on July 04, 2015, 12:27:58 PM
Quote from: Ninefinger on June 22, 2015, 11:14:06 PM
Quote from: Kaballah on June 22, 2015, 10:18:28 PM
Missing this :/
Here is an updated release, if nothing else i hope this helps Latta (https://ludeon.com/forums/index.php?action=profile;u=35458) out a bit. LT Redist Heat A11 (https://github.com/Ninefinger85/UltimateOverhaulModpack/blob/master/LT_RedistHeatA11.zip?raw=true)

All credit goes to Latta (https://ludeon.com/forums/index.php?action=profile;u=35458) and special thanks to Obs (https://ludeon.com/forums/index.php?action=profile;u=45600) for providing the update.

Link broken; just 404s when I click it.
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: nmid on July 07, 2015, 04:30:33 AM
I saw Latta post in another thread.. hope he gets around to updating this for A11 :)

Ps - Please release a patch that works for both A11b and A11?
Ty !! :D
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Leucetius on July 07, 2015, 12:29:35 PM
Alpha 11b: dropbox (https://www.dropbox.com/s/p5ov08yzpx6rsw9/LT_RedistHeat_A11b.zip?dl=0)

I did nothing more than recompile the source for 11b and update the *.xml's. Source is from Ninefinger's archive "LT_RedistHeatA11fix.rar" dated yesterday. XML's are from the original release 31 from the first post of this thread - modified to 11b phraseology.

Credit(s) go(es) to everyone, who created / modified / debugged above mentioned files and versions - so at least Latta, Obs and Ninefinger.

Last but not least: as I said - I dindn't change a bit in the source code. So - in my test at least - you have to rebuild a part (not duct - a vent) of every network after a game's been loaded. I won't look into that today.
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Kaballah on July 07, 2015, 02:07:34 PM
Thanks :)
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: KillerOrc on July 21, 2015, 06:42:44 AM
I´m having problems with my duct pipes not transporting any cold air. And I can´t figure out why. I´ve gotten it to work before but now it just does not.

I´m running the Ultimate Overhaul Mod Pack from 2015-07-15 and RimWorld 11b.

Can anyone spot what´s wrong? The room is cool and everything seems like it should work...

(http://i.imgur.com/s52jfXq.jpg)

A big thanks to anyone who tries to help :)

PS: I like this mod a lot, it´s been great before and I could really use it in this run.

Sorry for the big picture, but I have still to figure out how to make images on the forums on which you can click to expand.
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Kaballah on July 23, 2015, 09:39:07 PM
Yeah I can't get my ductwork to behave reliably at all either, I wish I had some help for you.  Sometimes it works, then it mysteriously stops.  Since I just installed A11d I'll try kicking it around with no other mods enabled and see if it works better.

One thing in your pic that is unrelated though, you have your big coolers set 1 tile too far in, they actually have connection points for 2 more exhaust ports that make them dramatically more efficient.  Build them 1 tile to the left (in your pic for example) and you can connect those 2 more exhaust ports.

e: Yeah with the small amount of testing I just did it worked fine with only this mod enabled, so my suggestion would be to make this mod LAST in your load order (if you just disable it and re-enable it then it should be bumped to the end).  Existing saves and worlds will complain on load although they should still work anyway, but if you want to be super duper sure, re-roll a new planet, save it and quit/restart the game, and then start a new colony.  And sacrifice a few muffalo.
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Kaballah on July 23, 2015, 10:01:50 PM
For my more thorough test I'll be starting an A11d colony on the ice sheet with all nudists.  Wish me luck  :'(
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Kaballah on July 24, 2015, 01:53:06 AM
Making this mod load LAST seems to work reliably so far, my duct net shows nice high heat, but the Smart Duct Outlets don't seem to be ticking their heat equalization nearly as often as they used to, so they aren't very effective compared to vanilla heaters.  I think when Tynan adjusted game time in A11's initial release it may have created this problem.  I'm pretty sure the relevant code is in

https://github.com/urty5656/RimWorld-RedistHeat/blob/master/RedistHeat/Building_AirNets/Building_DuctComp.cs

but I can't read it well enough to pick out exactly how it figures how often to tick.  Ninefinger if you're reading this you might have a look there please.

re: my nudist ice sheet colony, regrettably everyone had to put on parkas in about september because the smart vents just can't keep 3x3 rooms warm in -25C or lower  :(
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: KillerOrc on July 24, 2015, 01:57:11 AM
Quote from: Kaballah on July 23, 2015, 09:39:07 PM
Yeah I can't get my ductwork to behave reliably at all either.........  And sacrifice a few muffalo.

Thank you Kaballah, I will try this and see how it turns out :)

PS: Did not want to quote the whole reply.

Best regards
KO
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Kaballah on July 24, 2015, 02:13:49 AM
This is a wild shot in the dark but I wonder if the function TickRare() should have been named TickRate() ?  Depending on how strict the compiler is, something like this might not throw an error when compiled, it would just never get called.
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Kaballah on July 24, 2015, 07:57:54 PM
Quote from: Ninefinger on July 24, 2015, 12:20:35 PM
no TickRare is the the tick rate you can also set it to TickLong () which is what i tired to do in my latest test since Tynan added a "Long" Ticker type but it did not work either.

I went through the entire dll and change all TickRare to TickLong and change all xml files to use <tickerType>Long</tickerType>, everything worked without error but the temperature changes were worse lol

Poking around in the game source code, there are four defined tick intervals, in Verse.TickList:
private int TickInterval
{
get
{
switch (this.tickType)
{
case TickerType.Normal:
return 1;
case TickerType.Rare:
return 250;
case TickerType.Long:
return 2000;
default:
return -1;
}
}
}


Fairly sure these are milliseconds, but in any case yeah I see that Long would be worse than Rare.  Comparing Latta's code for Building_DuctComp.cs to the vanilla temperature control items it looks like the thing to tinker with is EqualizationRate, which is passed into this function in
https://github.com/urty5656/RimWorld-RedistHeat/blob/master/RedistHeat/Building_AirNets/Building_DuctComp.cs
private static void ExchangeHeat(Room r, float targetTemp, float rate)
{
var tempDiff = Mathf.Abs(r.Temperature - targetTemp);
var tempRated = tempDiff * rate;
if (targetTemp < r.Temperature)
r.Temperature = Mathf.Max(targetTemp, r.Temperature - tempRated);
else if (targetTemp > r.Temperature)
r.Temperature = Mathf.Min(targetTemp, r.Temperature + tempRated);
}


Pretty sure you need to make EqualizationRate in Building_DuctComp.cs larger.  I don't see any similarity between the formula Latta uses and the formulae used in the vanilla heater/cooler/vent (heaters and coolers both uses Rimworld.CompTempControl to throttle how much energy is transferred between rooms per tick) but that seems to be the obvious step.  I'm pretty sure this became a problem in the initial release of A11 because Tynan made days longer, which is more ticks, which means the old throttle value (EqualizationRate) needed to be made larger to move the same amount of heat in a day's time.  I think.

Just pulling a number out of my butt I would suggest making it 1.0 as a first test.  Since it's so much more of a pain in the ass to set up a duct network with a central heating room and duct intakes and outlets it seems reasonable that Smart Duct Outlets should have at least as much capacity as vanilla heaters/coolers, but unless Latta comes back and explains how this formula is scaled compared to vanilla (or somebody else cares to puzzle it out) then probably a little trial and error will be needed.
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Kaballah on July 24, 2015, 08:05:21 PM
Or, y'know, I could try tinkering with the energyPerSecond values in this mod's ThingDefs\Buildings_Duct.xml (which I will do and come back later with some info)
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Kaballah on July 24, 2015, 10:22:41 PM
Ninefinger increased EqualizationRate in the code quicker than I found a good solution via changing the xml config, which still might need some tweaking.  Throughout all this testing stuff the duct network has worked fine, although when you change the xml config you do need to deconstruct and rebuild any duct intake/outlet pieces (not the duct pipes themselves).
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Ninefinger on July 24, 2015, 10:49:38 PM
Update (24/07/15)
A11d
+Lt Redist Heat
   -Adjusted temperature equalization rate, you can now heat a room in extreme cold, balance still needs further testing.

Download (https://github.com/Ninefinger85/UltimateOverhaulModpack/blob/master/LT_RedistHeat_A11d.zip?raw=true)
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Computica on July 25, 2015, 08:03:38 AM
@Ninefinger Google reported your link as Spam.  :P
EDIT:
https://goo.gl/policy.html
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Ninefinger on July 25, 2015, 09:39:51 AM
Quote from: Computica on July 25, 2015, 08:03:38 AM
@Ninefinger Google reported your link as Spam.  :P

Shakes fist at Google!  (Fixed!)
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Kaballah on July 25, 2015, 10:12:44 AM
Awesome, thanks for updating this.  Round 2 of Nudists on the Ice Sheet :)
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Computica on July 25, 2015, 10:15:54 AM
Thanks Nine & Kaba, I'll be giving this a very good play through.
(Off-topic) If anyone is interested I updated the Liandri weapons here: https://ludeon.com/forums/index.php?topic=3328.msg153732#msg153732
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Ninefinger on July 25, 2015, 11:03:53 AM
Quote from: Computica on July 25, 2015, 10:15:54 AM
Thanks Nine & Kaba, I'll be giving this a very good play through.
(Off-topic) If anyone is interested I updated the Liandri weapons here: https://ludeon.com/forums/index.php?topic=3328.msg153732#msg153732

Oooooh must have more weapons... soo many weapons already.... so tempting... *licks lips
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Kaballah on July 25, 2015, 05:30:42 PM
Yeah the output of duct pieces (smart duct outlet etc) still needs to come up a lot, I will tinker with it via the xml configs though.
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Ninefinger on July 25, 2015, 05:58:25 PM
Quote from: Kaballah on July 25, 2015, 05:30:42 PM
Yeah the output of duct pieces (smart duct outlet etc) still needs to come up a lot, I will tinker with it via the xml configs though.


IDk on my tests i was able to heat a really large room with only one smart duct in -54 degrees celcius...?
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Kaballah on July 25, 2015, 06:30:48 PM
I'm still looking at it, I may just not have given enough time for my duct net to warm up.

e: Yes it's actually just fine the way you released it, I think it's OK as it is though until Latta comes back and takes it over again.  Thanks for updating it!
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Ninefinger on July 25, 2015, 08:17:43 PM
Quote from: Kaballah on July 25, 2015, 06:30:48 PM
I'm still looking at it, I may just not have given enough time for my duct net to warm up.

e: Yes it's actually just fine the way you released it, I think it's OK as it is though until Latta comes back and takes it over again.  Thanks for updating it!

Good to hear and no problem. :)
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Dante Montana on August 03, 2015, 08:39:25 AM
Hello
Nice mod. Brings up a lot more flexibility in base building. Thanks for this.
I have found a bug but I don´t know if this was  mentioned here before.
My duct intakes and outakes that come with this mod are not pumping heat/cold when loading a save after a complete restart of the game. The ductnetwork has then the same temperature as the temperature outside. Adding a new intake (or removing an old and readd an intake) helps to pump heat/cold into the ductnet. Doing the same with the outakes and all is running again.
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: g27radio on August 03, 2015, 11:06:18 AM
QuoteMy duct intakes and outakes that come with this mod are not pumping heat/cold when loading a save after a complete restart of the game.

Yeah, I had the same problem with it in the Mod Overhaul pack.  According the the discussion a couple pages back, the solution appears to be to make the RedistHeat mod the last mod to load.

Can't wait to try it again.  Very cool mod.
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Dante Montana on August 03, 2015, 12:26:51 PM
I´m using Ultimate Overhaul Modpack also. Load order is correct (it is the last one loaded). On this side all is fine. The mod is working as long as you restart the game completly and load an old save. Then the ductnetwork isn´t initialisized. As long as you stay in the game then you can load a save and all seems to work then.
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: g27radio on August 05, 2015, 01:48:01 PM
I tried it myself and I'm also still having the same issue, even with RedistHeat at the bottom of the modlist.  After closing the game and reloading a colony my duct intakes stop working and reconstructing them is the only thing that fixes them.   I'm also noticing the same problem with my active vents.
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Dante Montana on August 06, 2015, 07:35:11 AM
Quote from: g27radio on August 05, 2015, 01:48:01 PM
I tried it myself and I'm also still having the same issue, even with RedistHeat at the bottom of the modlist.  After closing the game and reloading a colony my duct intakes stop working and reconstructing them is the only thing that fixes them.   I'm also noticing the same problem with my active vents.
The active vents also?  Does a rebuild of an active vent help to initialise the mod again?

Edit:
Found this log entry.

Exception ticking ActiveVent4702554: System.NullReferenceException: Object reference not set to an instance of an object

  at RedistHeat.BuildingActiveVent.Validate () [0x00000] in <filename unknown>:0

  at RedistHeat.BuildingVent.TickRare () [0x00000] in <filename unknown>:0

  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: isistoy on August 06, 2015, 08:38:02 AM
Is this exception coming when loading an old save back?
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Profound_Darkness on August 06, 2015, 02:22:21 PM
I suspect I got ActiveVents and airnet (pipe system) from fresh start of game loading save fixed though I wasn't able to replicate all the other issues I had previously with this mod so I'm guessing those were fixed before I got pointed to the sources.  Specifically the null reference exception (ActiveVents) which caused it to fail to move air and 3 different types of ducts not moving heat around the airnet are what I concentrated on.

Hopefully this works for everyone: LT_RedistHeat-A11d (http://www.mediafire.com/download/yzcdl8rrhch8kvp/LT_RedistHeat-A11d.7z) (Mediafire, 7zip file).
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Dante Montana on August 06, 2015, 06:40:42 PM
Quote from: Profound_Darkness on August 06, 2015, 02:22:21 PM
I suspect I got ActiveVents and airnet (pipe system) from fresh start of game loading save fixed though I wasn't able to replicate all the other issues I had previously with this mod so I'm guessing those were fixed before I got pointed to the sources.
Thank you. I updated my game successfully. Log is clear.
Quote from: Profound_Darkness on August 06, 2015, 02:22:21 PM
Specifically the null reference exception (ActiveVents) which caused it to fail to move air and 3 different types of ducts not moving heat around the airnet are what I concentrated on.

Hopefully this works for everyone: ......
That were all bugs I know off/that I had on my own game. So it seems to work as it should  :). Thumbs up.
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: isistoy on August 06, 2015, 10:19:38 PM
Quote from: Profound_Darkness on August 06, 2015, 02:22:21 PM
I suspect I got ActiveVents and airnet (pipe system) from fresh start of game loading save fixed though I wasn't able to replicate all the other issues I had previously with this mod so I'm guessing those were fixed before I got pointed to the sources.  Specifically the null reference exception (ActiveVents) which caused it to fail to move air and 3 different types of ducts not moving heat around the airnet are what I concentrated on.

Thanks for the confirmation, the code repository is also a reading baseline for me, currently.
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Othobrithol on August 07, 2015, 01:34:58 AM
Quote from: Profound_Darkness on August 06, 2015, 02:22:21 PM
I suspect I got ActiveVents and airnet (pipe system) from fresh start of game loading save fixed though I wasn't able to replicate all the other issues I had previously with this mod so I'm guessing those were fixed before I got pointed to the sources.  Specifically the null reference exception (ActiveVents) which caused it to fail to move air and 3 different types of ducts not moving heat around the airnet are what I concentrated on.

Hopefully this works for everyone: LT_RedistHeat-A11d (http://www.mediafire.com/download/yzcdl8rrhch8kvp/LT_RedistHeat-A11d.7z) (Mediafire, 7zip file).

Were there changes to the xml, or 'just' the dll (with 'just' being an understatement :P) ?
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: isistoy on August 07, 2015, 07:17:10 AM
From what I understood from his post, he compiled the existing source code for RedistHeat and apparently, that code was already up to date with specific issues that are named here recently.
Possibly no changes were made to the source code at all, only compiling source to a new dll. Then, I can't say for xml.
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Dante Montana on August 07, 2015, 07:26:14 AM
Quote from: Othobrithol on August 07, 2015, 01:34:58 AM
Quote from: Profound_Darkness on August 06, 2015, 02:22:21 PM
I suspect ......

Were there changes to the xml, or 'just' the dll (with 'just' being an understatement :P) ?
It took a while but after comparing both archives it seems that only the .dll changed. On my side I only updated the .dll (just overwrote the old one) and it works fine now.
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: isistoy on August 07, 2015, 11:21:35 AM
Thanks Dante! That's what some would call establishing a baseline in IT development and it is f...g important!
I was afraid the github source to have bugs you spotted.

Meanwhile, are you planning on changing a few things or inspiring from it for some kind of a new network? :D
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: Profound_Darkness on August 07, 2015, 02:39:11 PM
... hmm I seem to have caused unnecessary confusion  :-[ ... maybe I should reconsider lurk mode...  I'll attempt to clear things up.

Quote from: Othobrithol on August 07, 2015, 01:34:58 AM
...
Were there changes to the xml, or 'just' the dll (with 'just' being an understatement :P) ?

Just the DLL changed. (and it really wasn't much by way of changes.  The code seems well organized which made it easier to attempt a fix with the proper source files.)

Quote from: Dante Montana on August 07, 2015, 07:26:14 AM
...
It took a while but after comparing both archives it seems that only the .dll changed. On my side I only updated the .dll (just overwrote the old one) and it works fine now.

Sorry for wasting your time, I kept it packaged similar to how it was when I got it so that those unfamiliar with moding could take advantage of the mod.  I'm not familiar with github so those other files that likely track changes (and would have helped you) were just noise to me.  I'm hanging out with a basic text editor (well it maintains indentation but doesn't auto-indent) and a windows batch file to do the compile so I don't have anything to help me with things like SVN.  I was repeatedly interrupted while putting up the post so some things got lost and unable to pick up my train of thought I went minimal.

Quote from: isistoy on August 07, 2015, 07:17:10 AM
From what I understood from his post, he compiled the existing source code for RedistHeat and apparently, that code was already up to date with specific issues that are named here recently.
Possibly no changes were made to the source code at all, only compiling source to a new dll. Then, I can't say for xml.

I compiled what I got from github and verified it wasn't working on my test cases, at least for ActiveVents and the Ducts.  I then made the 2 small changes to the code in an attempt to fix the ActiveVents and Ducts.  Granted not huge changes (in fact VERY small) relative to what I did when I was working from decompiled sources (prior to my being aware of where the sources were).  Thanks to the maintenance of the mod on Ninefinger's github combined with my apparently taking notes of issues from an older version of the assembly, I wasn't able to replicate the other problems I had been having.

Quote from: isistoy on August 07, 2015, 11:21:35 AM
...
I was afraid the github source to have bugs you spotted.
...

Since I don't know github and no idea if I could offer up my changes, unless someone has updated the source on github, there are 2 small bugs in the github source, that I know of.

Again, sorry for the confusion.
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: isistoy on August 08, 2015, 08:53:52 AM
Ok, the original source code is still containing these bugs, then...
Thanks for clarifying.
Title: Re: [A10] RedistHeat - Vents/Ducts (29-04-15 v31) First Release
Post by: The13thRonin on August 09, 2015, 09:26:52 AM
Is there a video of this in action?

I don't understand what to do in the game.
Title: Re: [A12] RedistHeat - Vents/Ducts (22-08-15 v32) A12 Update
Post by: Latta on August 21, 2015, 11:19:17 PM
Updated to A12. Increased duct network efficiency to 33% from 21%.
Let me know about problems. Thank you.
Title: Re: [A12] RedistHeat - Vents/Ducts (22-08-15 v32) A12 Update
Post by: isistoy on August 22, 2015, 06:57:48 AM
Hello Latta,

Great news!
Just a question about it: do you still maintain source code on Github? Did recent problems discussed here were corrected in the a12 source code?
Title: Re: [A12] RedistHeat - Vents/Ducts (22-08-15 v32) A12 Update
Post by: Latta on August 22, 2015, 07:36:56 AM
No, I didn't push Redist nor Infusion yet. Forgot to do.
And I'm not done reading, I missed whole alpha's conversation actually...

Edit: If the bug means 'duct net stop working' bug, I couldn't reproduce it within my play, (A10 included) but it was done with the minimal mods so it's not sure.
If equalization rate is the problem I did pump it up to 33. Let me know what you think.

Edit2: If you want to improve RedistHeat and/or my other open sourced mods you are welcome and encouraged to make a pull request!
Title: Re: [A12] RedistHeat - Vents/Ducts (22-08-15 v32a) A12 Hotfix
Post by: Latta on August 22, 2015, 09:13:33 AM
Just updated with hotfix. There were so many critical bugs... Go to download page for details. Sorry!
Title: Re: [A12] RedistHeat - Vents/Ducts (22-08-15 v32) A12 Update
Post by: isistoy on August 22, 2015, 09:19:06 AM
Quote from: Latta on August 22, 2015, 07:36:56 AM
Edit2: If you want to improve RedistHeat and/or my other open sourced mods you are welcome and encouraged to make a pull request!

I am not feeling comfy enough with github yet, but I guess you have control over pulling anything, so I might try that.
By the way, all credits will be given to your project when my part in ours is released.

Quote from: Latta on August 22, 2015, 09:13:33 AM
Just updated with hotfix. There were so many critical bugs... Go to download page for details. Sorry!

Will do.
Title: Re: [A12] RedistHeat - Vents/Ducts (22-08-15 v32a) A12 Hotfix
Post by: Veyda on August 25, 2015, 02:32:49 PM
It'd probably make sense if the exhaust port was an Industrial Cooler's 'facility' (using the new a12 mechanic).
Not sure about ducts.
Title: Re: [A12] RedistHeat - Vents/Ducts (22-08-15 v32a) A12 Hotfix
Post by: Ninefinger on August 25, 2015, 02:41:46 PM
Awesome, great work Latta! Thanks for updating this must have mod!
Title: Re: [A12] RedistHeat - Vents/Ducts (22-08-15 v32a) A12 Hotfix
Post by: isistoy on August 25, 2015, 03:06:43 PM
Quote from: Veyda on August 25, 2015, 02:32:49 PM
It'd probably make sense if the exhaust port was an Industrial Cooler's 'facility' (using the new a12 mechanic).
Not sure about ducts.

Ducts are transmitters. I don't think there is any change in a12 object model that would contest their current definition
Title: Re: [A12] RedistHeat - Vents/Ducts (22-08-15 v32a) A12 Hotfix
Post by: Girlinhat on August 25, 2015, 03:29:41 PM
Does anyone have screenshots/videos that show this in use?  I like the sound of it, but I'm unsure how it's structured...
Title: Re: [A12] RedistHeat - Vents/Ducts (27-08-15 v40) Complete rewriting - Beta
Post by: Latta on August 26, 2015, 12:46:08 PM
Updated to 40. This is a beta testing version, any reports of bugs will help greatly. Please see carefully while saving/loading.
Note: You must start a new game.


This update features: Layered pipes. Now you can do this kind of things:

(http://i.imgur.com/mkkEFEk.png)

SF-ish, isn't it? No? Well...

Now there are two pipes: Lower and Upper. Let's call them Channels. Each pipe network is separated from each other and won't merge at all.
Duct buildings are not separated. Instead, they have a button called "Cycle channel"(See OP), which will change the building's channel. You can do this anytime without any cost for now.

For convenience, selecting a part of duct network will automatically toggle power overlay view.

And finally, RedistHeat now requires CCL 0.12.0 or higher. Sorry if this bothers you, but I couldn't help but use it.
As a result, there is an in-game help menu which contains RedistHeat's very short manual.


You can still use 32a, if there are no critical bugs. I think I did catch them as many as I could.


Edit: Quick update, there were Alpha 12b update. I recompiled DLL, please re-download.
Title: Re: [A12] RedistHeat - Vents/Ducts (27-08-15 v40) Complete rewriting - Beta
Post by: Ninefinger on August 27, 2015, 05:12:25 PM
This version seems great Latta, great work! You da best!
Title: Re: [A12] RedistHeat - Vents/Ducts (27-08-15 v40) Complete rewriting - Beta
Post by: 1000101 on August 27, 2015, 10:13:47 PM
There is a problem with your versioning (ModHelperDef.Version)  "40" is an invalid value.  Version is made up of 3 components in the format of "x.y.z".  Also, "version" isn't the version of your mod (that should be in about/about.xml), it's minimum version of CCL required.  As such the only valid value right now is "0.12.0".

My log even shows an error with your version:
ArgumentException: There must be 2, 3 or 4 components in the version string.
  at System.Version..ctor (System.String version) [0x000a4] in /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System/Version.cs:114

  at CommunityCoreLibrary.ModHelperDef.get_IsValid () [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.ModController.ValidateMods () [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.ModController.Start () [0x00000] in <filename unknown>:0


I've put better checks into the code to try/catch erroneous version strings as well as a library min version supported (which is currently "0.12.0").

Once I changed that one piece of xml, it played nice with everything.
Title: Re: [A12] RedistHeat - Vents/Ducts (28-08-15 v40a) Complete rewriting - Beta
Post by: Latta on August 27, 2015, 10:21:49 PM
Thank you, updated to 40a.
Title: Re: [A12] RedistHeat - Vents/Ducts (28-08-15 v40a) Complete rewriting - Beta
Post by: isistoy on August 28, 2015, 09:54:46 AM
Woww, amazing looking and loving the layered feel it gives.
Haven't been looking into your new version's code at all, but I am in the middle of putting a new net in place and previous version was a read comparison with vanilla.
Hopefully, when my mind has cleared a few things up, I might be able to discuss/suggest this a bit more.
Title: Re: [A12] RedistHeat - Vents/Ducts (28-08-15 v40a) Complete rewriting - Beta
Post by: mcduff on August 28, 2015, 12:53:28 PM
I'm not sure if this is bugging or if I'm just not using it right.

I'm connecting the networks up, putting inlets and outlet in the right places, but even though the network temperature is reading a sensible value, the rooms with the outlets in aren't cooling/heating as I'd expect. They seem to sometimes behave, and sometimes not.

I can have an outlet with a network temperature reading of +18 degrees and the room can sill be -2. Is this normal? Am I just not doing something right?
Title: Re: [A12] RedistHeat - Vents/Ducts (28-08-15 v40a) Complete rewriting - Beta
Post by: Der Failer on August 28, 2015, 04:43:28 PM
So i tried updating from v32a to v40a, cause v40a looks awesome (no to say that v32a and before wasn't already awesome) and also because save file editing is fun ... ... wait it is no?! hm well ...

After a bit of trial and failure i manage to load the world with out crashing the game :) but i notice that in the debug log "Community Core Library :: Injecting MapComponents for RedistHeat" stacking up like every tick. Further testing showed that this also apply to a new created colony were only CCL and RedistHeat are active.

From the log:
ArgumentNullException: Argument cannot be null.

Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0

  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0

  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.ModHelperDef.InjectMapComponents () [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.ModController.InjectMapComponents () [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.ModController.FixedUpdate () [0x00000] in <filename unknown>:0

Full output log here (https://onedrive.live.com/redir?resid=98F7062EDC43B93A!936&authkey=!ANF53eH7vSetSsI&ithint=file%2ctxt)
Title: Re: [A12] RedistHeat - Vents/Ducts (28-08-15 v40a) Complete rewriting - Beta
Post by: 1000101 on August 28, 2015, 07:03:08 PM
Quote from: Der Failer on August 28, 2015, 04:43:28 PM... but i notice that in the debug log "Community Core Library :: Injecting MapComponents for RedistHeat" stacking up like every tick. Further testing showed that this also apply to a new created colony were only CCL and RedistHeat are active.

From the log:
ArgumentNullException: Argument cannot be null.

Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0

  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0

  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.ModHelperDef.InjectMapComponents () [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.ModController.InjectMapComponents () [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.ModController.FixedUpdate () [0x00000] in <filename unknown>:0

Full output log here (https://onedrive.live.com/redir?resid=98F7062EDC43B93A!936&authkey=!ANF53eH7vSetSsI&ithint=file%2ctxt)

This is a small bug in CCL (MapComponent and Desginator injection have this same problem), it's been fixed and I'll hopefully have it released by the end of the weekend.
Title: Re: [A12] RedistHeat - Vents/Ducts (28-08-15 v40a) Complete rewriting - Beta
Post by: Latta on August 28, 2015, 09:25:39 PM
Quote from: mcduff on August 28, 2015, 12:53:28 PM
I'm not sure if this is bugging or if I'm just not using it right.

I'm connecting the networks up, putting inlets and outlet in the right places, but even though the network temperature is reading a sensible value, the rooms with the outlets in aren't cooling/heating as I'd expect. They seem to sometimes behave, and sometimes not.

Depends. If your room is too big, There are too many outlets to other rooms, etc.
Not in this case, You can turn on 'Verbose Logging' under 'Developer Mode' within option menu, and see network's IDs. Please check if:
The room's outlet's channel and pipe channel match.
The outlet's ID and pipes' ID match.
Title: Re: [A12] RedistHeat - Vents/Ducts (28-08-15 v40a) Complete rewriting - Beta
Post by: mcduff on August 29, 2015, 05:00:02 AM
I've attached a screen shot. The channel and ID matches. I even cycled the channels a couple of times to see if the network ID went bad. Everything stuck.

In the situation in the screen shot, the big freezer was chilled down to -9, the outside temp was +5, but the network temp and the little freezer were at +14! That can't be right, can it?

[attachment deleted due to age]
Title: Re: [A12] RedistHeat - Vents/Ducts (28-08-15 v40a) Complete rewriting - Beta
Post by: mcduff on August 29, 2015, 05:49:20 AM
So I loaded up a new map and Godmoded a bunch of ducts and things in to test what I could get away with.

This network runs just fine when I spawn everything in. HOWEVER. When I save/quit and reload, the network sticks at +14C.

It seems to be an issue with reloading save games.

[attachment deleted due to age]
Title: Re: [A12] RedistHeat - Vents/Ducts (28-08-15 v40a) Complete rewriting - Beta
Post by: mcduff on August 29, 2015, 05:57:51 AM
Another thing: when I load a game using active vents I get this in the logs.

It doesn't seem to affect the gameplay though.

[attachment deleted due to age]
Title: Re: [A12] RedistHeat - Vents/Ducts (28-08-15 v40a) Complete rewriting - Beta
Post by: Latta on August 29, 2015, 05:59:34 AM
Does the net in your save with problem sticks at 14 even if you keep playing? I'm aware of the save-load resetting net temperature, but it should return to its proper temperature. I'm looking for a way to save temperatures.

If it stays at 14, would you swap LT_RedistHeat\Assemblies\RedistHeat.dll to attached dll, play for a few seconds like 15 seconds in normal speed, then attach the log? Log can be found in RimWorld911(Win/Mac/Linux)_Data\output_log.txt.

I'll look at active vents too. Thank you.

[attachment deleted due to age]
Title: Re: [A12] RedistHeat - Vents/Ducts (28-08-15 v40a) Complete rewriting - Beta
Post by: mcduff on August 29, 2015, 07:39:26 AM
I can't seem to find the log text, either in the app package or in the application support/Rimworld folder (I'm on a Mac.)

I did open the debug window when I loaded it with the new DLL. It stuck at +14 and didn't log any messages even when ran it for a couple of days on fast. I spawned a new intake vent and that made the whole system start working again, with messages going to the debug window. Seems like something isn't starting to happen on a reload.

Anyone have any ideas where the log file on Macs are, or how I would make my game start logging?
Title: Re: [A12] RedistHeat - Vents/Ducts (30-08-15 v40c) Complete rewriting - Beta
Post by: Latta on August 30, 2015, 02:19:43 AM
Updated again to 40c.

There was a bug which caused building list to stack and throw a reference error when loading.
If you already met one, try this: Load it, save, quit and reload.
Title: Re: [A12] RedistHeat - Vents/Ducts (30-08-15 v40c) Complete rewriting - Beta
Post by: Dante Montana on August 30, 2015, 06:36:43 AM
Thanks for your effort Latta. With this mod I had a lot of fun the last playthroughs. Now you have implented the upper/lower ducts and a wish come true. Very impressive what is possible now. Heat/cold where ever needed.
Title: Re: [A12] RedistHeat - Vents/Ducts (30-08-15 v40c) Complete rewriting - Beta
Post by: Latta on August 30, 2015, 06:55:46 AM
Quote from: Dante Montana on August 30, 2015, 06:36:43 AM
Thanks for your effort Latta. With this mod I had a lot of fun the last playthroughs. Now you have implented the upper/lower ducts and a wish come true. Very impressive what is possible now. Heat/cold where ever needed.

Thank you for your words, I just hope there are no game breaking bugs anymore.
Title: Re: [A12] RedistHeat - Vents/Ducts (30-08-15 v40d_pre) Complete rewriting - Beta
Post by: Latta on August 30, 2015, 11:48:24 AM
While my own play testing, I found two more bugs, so I decided not to release 40d or 41 until sure. But since building-stopping bug is critical, I uploaded 40d_pre on GitHub.

For users of 32a/new users: Please download/keep using 32a.
For users already using version line 40: Please update to 40d_pre.

To make sure, 40-line users are advised to edit their save file, although it might not be necessary.
1. Search <li Class="RedistHeat.AirNetTicker">
2. Change like this:

...
<li Class="RedistHeat.AirNetTicker">
    <savers />
</li>
...


I'm sorry for this infinite bug rush.
Title: Re: [A12] RedistHeat - Vents/Ducts - Addition Request/Question
Post by: Stinkycat752 on September 02, 2015, 07:31:03 PM
I like the ideas of pipes functioning to redistribute air, but I have this issue with giant white ducts in the walls breaking everything up. I'd just like something that shares the air around my colony from one or a few coolers rather than 1 per room without replacing it with essentially the same obstruction.

I was just wondering if it was possible for you to add something more aesthetically pleasing for use with the pipes, like a duct in the floor?
Just something out of the way that fits into the background.

Or if something like this already exists in this, that'd be nice to know too. Or if there were screenshots of it if it's already in your mod that I missed ;-;
I couldn't really find anything, thanks either way, and sorry if I just misunderstood what was already here.

[attachment deleted due to age]
Title: Re: [A12] RedistHeat - Vents/Ducts (30-08-15 v40d_pre) Beta
Post by: AaronRStanley on September 02, 2015, 11:44:08 PM
First, I love this mod. It brings a nice element to the game, and is very practical.

That being said, I'm shite at working with it. I can't figure out how to regulate heat across the network to get the rooms heated to where their occupants want, or where they need to be.

The bedrooms of the colonists when hooked to this system have never reached higher than 10C, and routinely fall to near 0C.

I've attached a picture, that is my entire base at present. In the lower left, I have my industrial heater and industrial cooler. The heater is in a room that is attached to my upper ducts. It has five intakes, and is piped to Smart Duct Outlets. The rooms are all currently set to the upper ducts as it is cold outside the base (night time temperatures for this location in October reach -8C).

I have a wall between my cooler/heater. All Smart Duct Outlets are set for 20C.
Coolers Target Temp: -20C
Heaters Target Temp: 20C
Net Temperature (Upper)/Heat: 19C
Net Temperature (Lower)/Cold: 17C

What am I do wrong? I've read this entire thread, and tried to figure out what is wrong.

[attachment deleted due to age]
Title: Re: [A12] RedistHeat - Vents/Ducts (30-08-15 v40d_pre) Beta
Post by: Latta on September 03, 2015, 03:46:34 AM
No you are not wrong, It's my code being wrong. I found out that even 32a might bare a bug where duct buildings don't work due to critical code misplacement.

It is addressed in 41, but to not repeat my mistake, I'm taking some time now. Sorry!

I'll update asap.
Title: Re: [A12] RedistHeat - Vents/Ducts (30-08-15 v40d_pre) Beta
Post by: Chaia on September 03, 2015, 05:07:26 AM
I have a big problem with high temperature differences between network and room temperature:

My current colony is in a hot rain forest, so I need at least some cooling for the bedrooms. I have a main cooling room for food, dead bodies and medicine with an industrial cooler attached, set to -5°C. That cooling room also feeds my duct pipes, so the network is also ~ -5°C. The smart duct outlets in the bedrooms are set to 21°C and everytime the temperature inside the room gets to 22°C, the smart duct outlet opens for a second and the bedrooms are at freezing temperature.

One solution would be to make another cooling room set to 21°C, but thats stupid, as I have already a good industrial cooler.

You could also use the actual room size and reduce the heat push rate accordingly, as not THAT much cold air is needed to cool down a small room.

Another good idea would be to allow smart fans to control the room AND the network temperature, which you could switch or something. If you choose to control the network temperature, the smart fans work as inlets and try to bring the network temperature to the chosen temperature by opening and closing the duct. That way I could use the main cooling room with a network temperature set to 21°C and everytime the network is warmer than 21°C, the smart fans let in some cold air to cool it down
Title: Re: [A12] RedistHeat - Vents/Ducts (30-08-15 v40d_pre) Beta
Post by: zenfur on September 03, 2015, 09:26:34 AM
(http://i.imgur.com/HcbPjqP.jpg)
Title: Re: [A12] RedistHeat - Vents/Ducts (03-09-15 v40) Re-release
Post by: Latta on September 03, 2015, 10:28:01 AM
(http://i.imgur.com/TXOplu8.png)

New version in bound. Please go to download page for detailed changelog.
Note about "Duct buildings stopped working" or "Duct network temperature doesn't match": It was a bug.

I decided to release it as a 40, instead of 41, because 40 was a pile of trash. Sorry for any inconveniences you had, hope this version solve all.
Title: Re: [A12d] RedistHeat - Vents/Ducts (03-09-15 v40) Re-release
Post by: skullywag on September 03, 2015, 12:06:30 PM
This looks smexy as hell. Deffo adding this.
Title: Re: [A12d] RedistHeat - Vents/Ducts (03-09-15 v40) Re-release
Post by: Toggle on September 03, 2015, 12:59:27 PM
Okay, so two things. First is that the research project for some reason, I can build smart ducts before researching it. And the 2nd is just me confused, as I had a cooler set to 15 just to keep colonists cool on hot days, and somehow the net temp was 0, which brought half my rooms down to around 5 degrees, even if I opened doors. When I unroof'd the area though and put it back on, it somewhat went back to the temp I wanted it at, but the net temp was 8 so it's around 11-13 degrees when it's set to 15.
Title: Re: [A12d] RedistHeat - Vents/Ducts (03-09-15 v40) Re-release
Post by: Florius on September 03, 2015, 03:13:12 PM
Looks awesome! I'll try it as soon as i'm done with the colony!

I have a question, I am using 40c (the old one) and I have trouble keeping my rooms on temperature.
I have 4 industrial heaters, and 1 intake, and I want to warm up 4 rooms. (http://puu.sh/jYNVt/999900c5f3.jpg)
But they still are only 10 celsius. Should I get more industrial heaters? More intake or outtake? Any help you can provide? :)
Title: Re: [A12d] RedistHeat - Vents/Ducts (03-09-15 v40) Re-release
Post by: mbos14 on September 03, 2015, 03:19:42 PM
i see both the mod folder and a renference folder do i also need to put the refenrece folder somewhere ?
Title: Re: [A12d] RedistHeat - Vents/Ducts (03-09-15 v40) Re-release
Post by: Fallatus on September 03, 2015, 06:18:49 PM
Awesome! Just a tiny graphical complaint though, Really minor. Could you maybe make the vent sides slightly triangular so they don't clip the wall?
You don't have to do it, As it won't hinder or stop me from using the mod, but it'd be nice if you did. :)
Title: Re: [A12d] RedistHeat - Vents/Ducts (03-09-15 v40) Re-release
Post by: Latta on September 03, 2015, 06:19:22 PM
Quote from: Florius on September 03, 2015, 03:13:12 PM
Looks awesome! I'll try it as soon as i'm done with the colony!

I have a question, I am using 40c (the old one) and I have trouble keeping my rooms on temperature.
I have 4 industrial heaters, and 1 intake, and I want to warm up 4 rooms. (http://puu.sh/jYNVt/999900c5f3.jpg)
But they still are only 10 celsius. Should I get more industrial heaters? More intake or outtake? Any help you can provide? :)

40c's ducts stop working after load your game, I'm afraid.
Title: Re: [A12d] RedistHeat - Vents/Ducts (03-09-15 v40) Re-release
Post by: Lady Wolf on September 03, 2015, 06:20:42 PM
I noticed a bug with the latest version, the industrial cooler stays on "high" usage all the time, even when the room temperature is 50 or more degrees cooler than it's setting.

(The industrial heater switches from high to low power usage like normal however.)
Title: Re: [A12d] RedistHeat - Vents/Ducts (03-09-15 v40) Re-release
Post by: Latta on September 03, 2015, 06:21:37 PM
Quote from: mbos14 on September 03, 2015, 03:19:42 PM
i see both the mod folder and a renference folder do i also need to put the refenrece folder somewhere ?

Check your download, I think you got a source downloaded.
Title: Re: [A12d] RedistHeat - Vents/Ducts (03-09-15 v40) Re-release
Post by: Latta on September 03, 2015, 06:22:12 PM
Quote from: Lady Wolf on September 03, 2015, 06:20:42 PM
I noticed a bug with the latest version, the industrial cooler stays on "high" usage all the time, even when the room temperature is 50 or more degrees cooler than it's setting.

(The industrial heater switches from high to low power usage like normal however.)

Thanks, will check.
Title: Re: [A12d] RedistHeat - Vents/Ducts (03-09-15 v40) Re-release
Post by: Florius on September 03, 2015, 06:37:57 PM
Quote from: Latta on September 03, 2015, 06:19:22 PM
Quote from: Florius on September 03, 2015, 03:13:12 PM
Looks awesome! I'll try it as soon as i'm done with the colony!

I have a question, I am using 40c (the old one) and I have trouble keeping my rooms on temperature.
I have 4 industrial heaters, and 1 intake, and I want to warm up 4 rooms. (http://puu.sh/jYNVt/999900c5f3.jpg)
But they still are only 10 celsius. Should I get more industrial heaters? More intake or outtake? Any help you can provide? :)

40c's ducts stop working after load your game, I'm afraid.

That explains something... Can I update it without starting a new game? Since it's such a big change I don't think so..?
Title: Re: [A12d] RedistHeat - Vents/Ducts (03-09-15 v40) Re-release
Post by: Lady Wolf on September 03, 2015, 06:47:29 PM
Quote from: Florius on September 03, 2015, 06:37:57 PM
That explains something... Can I update it without starting a new game? Since it's such a big change I don't think so..?

Aye you can update without an issue, just make sure to delete all ducts, vents, and industrial heaters/coolers from your colony before upgrading and it'll be fine.  8)
Title: Re: [A12d] RedistHeat - Vents/Ducts (03-09-15 v40) Re-release
Post by: Florius on September 03, 2015, 08:53:44 PM
Quote from: Lady Wolf on September 03, 2015, 06:47:29 PM
Quote from: Florius on September 03, 2015, 06:37:57 PM
That explains something... Can I update it without starting a new game? Since it's such a big change I don't think so..?

Aye you can update without an issue, just make sure to delete all ducts, vents, and industrial heaters/coolers from your colony before upgrading and it'll be fine.  8)

Alright, will try that! Thanks :)
Title: Re: [A12d] RedistHeat - Vents/Ducts (03-09-15 v40) Re-release
Post by: Torkkar on September 04, 2015, 12:36:46 AM
I only have one issue with this mod

I don't see any reason why this mod can't be Self Reliant I'm still going to try this one out but a self reliant mod would be less intimidating without having to load CCL
Title: Re: [A12d] RedistHeat - Vents/Ducts (03-09-15 v40) Re-release
Post by: Latta on September 04, 2015, 12:44:34 AM
Intimidating? That's the most intimidating selection of a word I've read recently.

RedistHeat uses several CCL component, including but not limited to MapComp injector and PlaceWorkers with Restriction ThingComp. I don't want to write my own when it already exist as a LIBRARY for modders.
Title: Re: [A12d] RedistHeat - Vents/Ducts (03-09-15 v40) Re-release
Post by: Lady Wolf on September 04, 2015, 01:31:25 AM
Quote from: Torkkar on September 04, 2015, 12:36:46 AM

I don't see any reason why this mod can't be Self Reliant I'm still going to try this one out but a self reliant mod would be less intimidating without having to load CCL

I'm not really understanding what you mean, how is having to load the CCL mod "intimidating?"

Compared to other mods like Enhanced Defense mod, (which is one of my favs btw,) which not only a "core" mod piece, but also 6 or 7 additional mod parts you have to activate, how is this anymore intimidating?

(Apologies if the above sounds snarky, I'm honestly curious what you mean.)
Title: Re: [A12d] RedistHeat - Vents/Ducts (03-09-15 v40b) Bugs fixed
Post by: Latta on September 04, 2015, 06:57:09 AM
Updated to 40b. It will fix two bugs reported (Thanks to Z0MBIE and Lady Wolf), and save compatible.
Please read GitHub's release info for detail.
Title: Re: [A12d] RedistHeat - Vents/Ducts (04-09-15 v40b) Bugs fixed
Post by: Toggle on September 04, 2015, 12:04:23 PM
Yeah, I don't see how downloading CLL is intimidating at all. A lot of mods are probably going to use it too, and if you downloaded it once it works for all the mods.
Title: Re: [A12d] RedistHeat - Vents/Ducts (03-09-15 v40b) Bugs fixed
Post by: Lady Wolf on September 04, 2015, 12:14:03 PM
Quote from: Latta on September 04, 2015, 06:57:09 AM
Updated to 40b. It will fix two bugs reported (Thanks to Z0MBIE), and save compatible.

Thanks for the super fast update/fix, much appreciated!  8)
Title: Re: [A12d] RedistHeat - Vents/Ducts (03-09-15 v40b) Bugs fixed
Post by: Latta on September 04, 2015, 12:17:56 PM
Quote from: Lady Wolf on September 04, 2015, 12:14:03 PM
Quote from: Latta on September 04, 2015, 06:57:09 AM
Updated to 40b. It will fix two bugs reported (Thanks to Z0MBIE), and save compatible.

Thanks for the super fast update/fix, much appreciated!  8)

Whoops, really sorry. I forgot to include your name in there too :-[.
Title: Re: [A12d] RedistHeat - Vents/Ducts (04-09-15 v40b) Bugs fixed
Post by: Latta on September 04, 2015, 02:36:07 PM
I think duct coolers are way too weak, will pump them up to -18 from -15.
Please provide me any feedback you have, big or small. (Graphic ones will be handled later.)
Title: Re: [A12d] RedistHeat - Vents/Ducts (03-09-15 v40b) Bugs fixed
Post by: Lady Wolf on September 04, 2015, 04:14:01 PM
Quote from: Latta on September 04, 2015, 12:17:56 PM

Whoops, really sorry. I forgot to include your name in there too :-[.

No worries, I'm happy to see the bug fixed more than whether or not I get credit for reporting it.  ;)

QuoteI think duct coolers are way too weak, will pump them up to -18 from -15.

Given a duct cooler is supposed to allow the vent system to cool multiple rooms I would suggest making it 2-3x stronger than standard cooler since the whole point of the ducts is to more efficiently heat/cool rooms than having to put a cooler in each one like usual?

Currently I've found a couple nice ways to set things up, in jungle/desert biomes I set the intake duct in the freezer (which is set to -24F) and then run the pipes to the rest of the bedrooms and important colony rooms with smart out takes and set them to 68F, this way the freezer helps cool the entire base without needing to run a separate cooler system.

For other biomes I set up a central heating/cooling room off to a side of the base, and put a industrial cooler and heater inside, with 3 intake ducts and piping running to the rest of the base where needed.

With the heater set 2 degrees colder than the cooler, one or the other will turn on as necessary to maintain the over all base temp within a 4 degree variance without me needing to fuss with it after setting up, or needing to run more than a single set of duct piping through the base.
Title: Re: [A12d] RedistHeat - Vents/Ducts (04-09-15 v40b) Bugs fixed
Post by: Lady Wolf on September 04, 2015, 07:49:19 PM
Also I'd liek to make a small feature request for this mod, would it be possible to have the built ducts show up as highlighted when you select the ducts in the build menu?

Currently they only show up when you select power conduits, and it would be really convenient if we also could see them when placing more duct work. (seeing the power cables too is no big deal, I just want to be able to see the already constructed ducts at least when I'm trying to place more of them.)
Title: Re: [A12d] RedistHeat - Vents/Ducts (04-09-15 v40b) Bugs fixed
Post by: Latta on September 04, 2015, 09:53:14 PM
Yes, that is my last dream, but how in game overlay layer works prohibits it.
I might missed one or two, so I'll keep trying.
Title: Re: [A12d] RedistHeat - Vents/Ducts (04-09-15 v40b) Bugs fixed
Post by: Lady Wolf on September 04, 2015, 10:35:15 PM
Quote from: Latta on September 04, 2015, 09:53:14 PM
Yes, that is my last dream, but how in game overlay layer works prohibits it.
I might missed one or two, so I'll keep trying.

I'm guessing i's not possible to simply clone the power cable overlay highlight flag and attach it to the duct build menu tab?
Title: Re: [A12d] RedistHeat - Vents/Ducts (04-09-15 v40b) Bugs fixed
Post by: Latta on September 04, 2015, 10:58:51 PM
There is only one overlay layer called "PowerGridOverlay". Even if I make one which only includes duct net(grid), there seems to be no way to make game aware of my layer.
But as I said, I might missed something I didn't try, so no one knows. (literally)

Edit: And I think I might just discovered a workaround.
Title: Re: [A12d] RedistHeat - Vents/Ducts (04-09-15 v40b) Bugs fixed
Post by: Lady Wolf on September 04, 2015, 11:27:04 PM
Quote from: Latta on September 04, 2015, 10:58:51 PM

Edit: And I think I might just discovered a workaround.

Glad to hear it, just being able to make the power grid overlay activate when laying duct would be fine, I don't mind seeing the power cables at all when placing duct work, it's not being able to see the duct work when placing it that's the problem, so if you can do a work around so both duct and power cables are visible when placing ducts I doubt anyone would mind.
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-09-15 v40c) Proper duct overlay view
Post by: Latta on September 05, 2015, 01:20:15 AM
(http://i.imgur.com/I2bw9EK.png)

Updated to 40c. This is a very small update, you don't really have to install it.
While building pipes, duct overlay will be displayed too, but without power grid overlay. Duct buildings will still print power grids.
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-09-15 v40c) Proper duct overlay view
Post by: Lady Wolf on September 05, 2015, 04:36:44 AM
Quote from: Latta on September 05, 2015, 01:20:15 AM
Updated to 40c. This is a very small update, you don't really have to install it.
While building pipes, duct overlay will be displayed too, but without power grid overlay. Duct buildings will still print power grids.

Sweet! Thanks!  ;D
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-09-15 v40c) Proper duct overlay
Post by: Fallatus on September 05, 2015, 02:17:24 PM
Did anyone else's game get darker after having upgraded into the new version, Or is it just me?
Like, The game seems significantly darker to the point you can barely see at night.
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-09-15 v40c) Proper duct overlay
Post by: zenfur on September 05, 2015, 08:31:16 PM
I've got a feature request for you! Because you introduced new installation (besides power circuits), it's really pain in the ass to try to (re)move the installation. Some kind of special order besides "deconstruct" - "remove installation" which would target to deconstruct only pipes and cables.

Do you think it's easily doable?

Cheers, zenfur
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-09-15 v40c) Proper duct overlay
Post by: Latta on September 05, 2015, 08:32:07 PM
Huh, I felt that, but never thought that is my mods doing. I might included modified Darkness file by accidentally. Thanks.

Quote from: zenfur on September 05, 2015, 08:31:16 PM
I've got a feature request for you! Because you introduced new installation (besides power circuits), it's really pain in the ass to try to (re)move the installation. Some kind of special order besides "deconstruct" - "remove installation" which would target to deconstruct only pipes and cables.

Do you think it's easily doable?

Cheers, zenfur

I can try!
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-09-15 v40c) Proper duct overlay
Post by: Tekuromoto on September 05, 2015, 11:09:52 PM
Thanks for this fantastic mod, Latta! The changes just in the last couple of weeks are game changing.

I've been working my way through the whole thread over the last couple of days and I think I've got a good handle on how things should work. However, I'm having a problem with my current set up. I'm in a cold-ish biome so I don't have any big coolers, just a food storage freezer. I've also got 3 industrial heaters in a double-stone-walled room and I've got ducting to all the pertinent rooms of the base with smart ducts all on the same channel. All the smart duct outlets are set to 21C, and the network temp is usually around 95C.

The main heater room temperature never exceeds 101C, despite having three heaters each set for 200C and working on high power. The temperature in the rooms with the smart vents vary wildly, spiking upwards of 60 degrees a few times every day, and slowly ticking back down to 21-ish before spiking again. It's causing most of the colonists to complain about sleeping in the heat even though it's -5C outside.

Could this be a problem related to installing the mod on an existing save? It's not an upgrade, though... straight to v40c.
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-09-15 v40c) Proper duct overlay
Post by: Latta on September 06, 2015, 12:06:09 AM
Active vent's spiking problem - It was reported, I'll see what I can. Currently, the best answer would be lowering your heating room's temperature.
Is your heating room's temperature remain rather static around 100C? If it goes down rapidly - Build more of them. If not - You just found a bug!
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-09-15 v40c) Proper duct overlay
Post by: kellyboi on September 06, 2015, 04:24:03 AM
Quote from: Fallatus on September 05, 2015, 02:17:24 PM
Did anyone else's game get darker after having upgraded into the new version, Or is it just me?
Like, The game seems significantly darker to the point you can barely see at night.

Yeah, I'm having the same issue with a new game.
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-09-15 v40c) Proper duct overlay
Post by: knord on September 06, 2015, 05:13:19 AM
It is very dark, and all status's are doubled.
I looked in the 'Assemblies' folder in the mods folder and there are way too many files.
After only keeping 'RedistHeat.dll' in the assemblies folder the darkness is ok and there are no more double popups.

Give it a try?
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-09-15 v40c) Proper duct overlay
Post by: Latta on September 06, 2015, 05:19:06 AM
Quote from: knord on September 06, 2015, 05:13:19 AM
It is very dark, and all status's are doubled.
I looked in the 'Assemblies' folder in the mods folder and there are way too many files.
After only keeping 'RedistHeat.dll' in the assemblies folder the darkness is ok and there are no more double popups.

Give it a try?

You are right, my build setting went rogue. Thank you, I'll re-upload soon.

Edit: Re-uploaded.
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-09-15 v40c) Redundant assemblies removed
Post by: Falcon24 on September 07, 2015, 11:40:40 AM
I don't think the "Air Circulation" research unlocks anything. It appears the active vents and smart duct outlets are available from the beginning of a new colony. I looked at the defs, and didn't notice a research requirement for them.
Love the mod!
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-09-15 v40c) Redundant assemblies removed
Post by: Toggle on September 07, 2015, 12:07:57 PM
Yeah, I noted that before too. It seems to say it's supposed to, but it doesn't.
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-09-15 v40c) Redundant assemblies removed
Post by: AHare on September 07, 2015, 12:26:06 PM
I've got an industrial cooler installed for a walk-in freezer, but it almost never goes below 50f despite being set to 0f. I'm not sure if it's just not working or what, because the room is sealed and outside is only about 80. Any ideas?

Love the mod btw.
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-09-15 v40c) Redundant assemblies removed
Post by: Florius on September 07, 2015, 12:55:14 PM
Quote from: AHare on September 07, 2015, 12:26:06 PM
I've got an industrial cooler installed for a walk-in freezer, but it almost never goes below 50f despite being set to 0f. I'm not sure if it's just not working or what, because the room is sealed and outside is only about 80. Any ideas?

Love the mod btw.

I already had a room with 2 industrial coolers and 2 heaters to keep the temperature set to 21 celsius, so it should always be 21 celsius in my colonists bedroom.

I just set both coolers to -69 celsius, but temperature only went up, and power state was low.
After some furher exploration:
http://puu.sh/k3bq5/3f9cd2f922.jpg
http://puu.sh/k3bqL/c0f2b913b0.jpg

It doesn't seem to work.  Any idea what I (we) are doing wrong? Especially since "working exhaust ports" is still at 0.

My bedrooms:
http://puu.sh/k3bxL/2b4417cacb.jpg
Power usage has gone to high, temperature dropped a little compared to other rooms:
http://puu.sh/k3bz5/0f373ca4f3.jpg

Let us know! :)
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-09-15 v40c) Redundant assemblies removed
Post by: Toggle on September 07, 2015, 01:06:51 PM
Florius, you need to put a Exhaust port building attached to it, where all the heat goes. Also, I'm not sure if the big freezers can even use pipes, or heater, as there's no options on them for switching pipe levels, and they're basically larger versions that work better inside of placing 4 of em for when it's very cold or hot.
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-09-15 v40c) Redundant assemblies removed
Post by: Florius on September 07, 2015, 01:08:16 PM
Quote from: Z0MBIE2 on September 07, 2015, 01:06:51 PM
Florius, you need to put a Exhaust port building attached to it, where all the heat goes. Also, I'm not sure if the big freezers can even use pipes, or heater, as there's no options on them for switching pipe levels, and they're basically larger versions that work better inside of placing 4 of em for when it's very cold or hot.

Indeed I just found out that you need a Exhaust port.
http://puu.sh/k3cqf/8ca146f629.jpg

EDIT:
Still the room temperature of several rooms are around 19 celsius, and I set them up for 21.
The net temperature is 19 celsius, so that might be it, but how do I increase the net temperature?
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-09-15 v40c) Redundant assemblies removed
Post by: Latta on September 07, 2015, 01:16:56 PM
Quote from: Florius on September 07, 2015, 01:08:16 PM
Indeed I just found out that you need a Exhaust port.
http://puu.sh/k3cqf/8ca146f629.jpg
To clarify: The pipes to ind.cooler are redundant as ind.cooler is not part of duct buildings.

Quote from: AHare on September 07, 2015, 12:26:06 PM
I've got an industrial cooler installed for a walk-in freezer, but it almost never goes below 50f despite being set to 0f. I'm not sure if it's just not working or what, because the room is sealed and outside is only about 80. Any ideas?

Would you post your setup?

Edit:
Quote from: Falcon24 on September 07, 2015, 11:40:40 AM
I don't think the "Air Circulation" research unlocks anything. It appears the active vents and smart duct outlets are available from the beginning of a new colony. I looked at the defs, and didn't notice a research requirement for them.
Love the mod!
Quote from: Z0MBIE2 on September 07, 2015, 12:07:57 PM
Yeah, I noted that before too. It seems to say it's supposed to, but it doesn't.

Yes, that is useless now, I forgot to remove it. And removing it now might ruin existing colonies' research progress.
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-09-15 v40c) Redundant assemblies removed
Post by: AHare on September 07, 2015, 04:20:28 PM
Quote from: Latta on September 07, 2015, 01:16:56 PM
Quote from: AHare on September 07, 2015, 12:26:06 PM
I've got an industrial cooler installed for a walk-in freezer, but it almost never goes below 50f despite being set to 0f. I'm not sure if it's just not working or what, because the room is sealed and outside is only about 80. Any ideas?

Would you post your setup?
http://i.imgur.com/toT0bFp.png
The temperature reading is for the inside of the freezer.

Did a quick test, and I figured out my problem. Active vents don't really work like I thought they do, so the one on the wall is putting way too much cool air from the freezer into the rest of the room instead of only a little when needed. So much for using that on hot days!
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-09-15 v40c) Redundant assemblies removed
Post by: Toggle on September 07, 2015, 05:53:47 PM
Quote from: AHare on September 07, 2015, 04:20:28 PM
Did a quick test, and I figured out my problem. Active vents don't really work like I thought they do, so the one on the wall is putting way too much cool air from the freezer into the rest of the room instead of only a little when needed. So much for using that on hot days!

Yeah, the duct system is probably better for that.
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-09-15 v40c) Redundant assemblies removed
Post by: Florius on September 07, 2015, 05:54:42 PM
Quote from: AHare on September 07, 2015, 04:20:28 PM
Quote from: Latta on September 07, 2015, 01:16:56 PM
Quote from: AHare on September 07, 2015, 12:26:06 PM
I've got an industrial cooler installed for a walk-in freezer, but it almost never goes below 50f despite being set to 0f. I'm not sure if it's just not working or what, because the room is sealed and outside is only about 80. Any ideas?

Would you post your setup?
http://i.imgur.com/toT0bFp.png
The temperature reading is for the inside of the freezer.

Did a quick test, and I figured out my problem. Active vents don't really work like I thought they do, so the one on the wall is putting way too much cool air from the freezer into the rest of the room instead of only a little when needed. So much for using that on hot days!

I already thought it was the active vent, because everything else looked good! What were you trying to do? Perhaps if you take a look at my setup it might give you an idea, because my rooms stayed nice on temperature, trough winter and summer!
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-09-15 v40c) Redundant assemblies removed
Post by: Toggle on September 07, 2015, 05:58:45 PM
You forgot to say anything Florius.
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-09-15 v40c) Redundant assemblies removed
Post by: Florius on September 07, 2015, 06:01:17 PM
Quote from: Z0MBIE2 on September 07, 2015, 05:58:45 PM
You forgot to say anything Florius.

I didn't, just put it in the quote, my sincere apologies sir.
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-09-15 v40c) Redundant assemblies removed
Post by: Latta on September 07, 2015, 06:48:58 PM
Active vent and smart duct outlet's temp spiking problem will hopefully be resolved next version.
Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: Latta on September 08, 2015, 11:19:33 AM
Updated to v41.

(http://i.imgur.com/93iej7Y.png)
Added small cooler and medium heater. While small coolers are more efficient in power-to-cooling capability compared to normal ones, medium heaters are not so great. But they do look better! And don't take any space.

Second addition is a reversed deconstruct designator, which was suggested by zenfur. It works same as core designator, except that it choose pipes and conduits first.

(http://i.imgur.com/5tnpl7q.png)
Third ones are graphical changes. I was able to load DDS files into game, and pre-generated mipmaps are certainly much better than stock one!

And for the last, RedistHeat now uses new license as of 41. It is not retroactive.

Edit: Forgot to fix active vent spiking problem, fixed and re-uploaded.
Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: rsdworker on September 08, 2015, 05:12:42 PM
i like report the bug - i see two medium heaters in menu - that is wierd
Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: Latta on September 08, 2015, 07:27:57 PM
Turn off your god mode if you are using it.
Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: Helixien on September 09, 2015, 04:09:42 AM
So, I just upgraded to the new version, everything went fine and the mod worked like a charm, but when I tried to reload my save (I have not installed any new mods in between making the save and loading it) I got the good old "Rimworld.SquadAI.Brain.SquadBrainTick" error! *Yeah*

The save was made after upgrading your mod btw.

Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: Latta on September 09, 2015, 04:13:09 AM
It might be an incompatibility issue then, like MoreMechanoids - Misc. Mod back in A9 or A10, which threw the same error.

Would someone upload a log with the error in there? And iWilliBlecha, what mods are you using?
Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: Helixien on September 09, 2015, 04:26:40 AM
Well, I have been using the same mods since around 2 days now and I only got the error today after loading a save with the 41 version.

Here is my mod list, copied right from the config txt:

    <li>Core</li>
    <li>EdB Mod Order</li>
    <li>EdB Prepare Carefully</li>
    <li>EdBInterface</li>
    <li>Community Core Library</li>
    <li>WorkPresets</li>
    <li>CrashLanding</li>
    <li>Expanded Prosthetics &amp; Organ Engineering</li>
    <li>Romance Mod</li>
    <li>Infusion - Equipment enchantment</li>
    <li>RimWorl Redist Heat</li>
    <li>DoorMat</li>
    <li>LT_RedistHeat</li>
    <li>RT Fusebox</li>
    <li>RT Storage</li>
    <li>ED-Core</li>
    <li>ED-Stargate</li>
    <li>LessIncidentTrolling</li>
    <li>Glass N Lights</li>
    <li>MatterConverter</li>
    <li>Skullywags Extended Storage</li>
    <li>Skullywags Thermals Stuffed</li>
    <li>Skullywags Batteries Stuffed</li>
    <li>Skullywags Solars Stuffed</li>
    <li>Skullywags Small Solars Stuffed</li>
    <li>Mending_SK</li>
    <li>Skullywags Power Cell</li>
    <li>Skullywags Embrasures</li>
    <li>Skullywags Defence Shield</li>
    <li>LogWall-Stuffed</li>
    <li>Skullywags Personal Shield MKII</li>
    <li>RoofBomb</li>
    <li>Skullywags Plasma Weapons</li>
    <li>Skullywags Gauss Weapons</li>
    <li>Skullywags Flame Weapons</li>
    <li>Skullywags Laser Weapons</li>
    <li>RimEffect</li>
    <li>Rimsenal Core</li>
    <li>Rimsenal Federation</li>
    <li>Pirates!</li>
    <li>Norbals</li>
    <li>Rimsenal Hair</li>


Now let me see if I can get you a screenshot of the log.

EDIT: Here is ze log!

[attachment deleted due to age]
Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: Latta on September 09, 2015, 06:13:35 AM
Thank you. And you can downgrade to 40c, grab it from GitHub.
Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: Helixien on September 09, 2015, 07:00:58 AM
Quote from: Latta on September 09, 2015, 06:13:35 AM
Thank you. And you can downgrade to 40c, grab it from GitHub.

Does not help me with the save, sadly. Thank god the autosaves still work.
Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: rsdworker on September 09, 2015, 09:12:20 AM
Quote from: Latta on September 08, 2015, 07:27:57 PM
Turn off your god mode if you are using it.

well its there - when its not in god mode - the second medium heater has no image
Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: Latta on September 09, 2015, 09:29:24 AM
Quote from: rsdworker on September 09, 2015, 09:12:20 AM
Quote from: Latta on September 08, 2015, 07:27:57 PM
Turn off your god mode if you are using it.

well its there - when its not in god mode - the second medium heater has no image

Sorry, my mistake. Now confirmed and solved, I'll upload a new version with a few more passes on error investigation. Thank you for the report.
By the way: Have you met any squad brain error after load?
Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: rsof69 on September 09, 2015, 09:42:34 AM
Quote from: Latta on September 09, 2015, 09:29:24 AM
Quote from: rsdworker on September 09, 2015, 09:12:20 AM
Quote from: Latta on September 08, 2015, 07:27:57 PM
Turn off your god mode if you are using it.

well its there - when its not in god mode - the second medium heater has no image

Sorry, my mistake. Now confirmed and solved, I'll upload a new version with a few more passes on error investigation. Thank you for the report.
By the way: Have you met any squad brain error after load?

We are waiting Latta-sama
Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: MisterVertigo on September 09, 2015, 01:45:09 PM
I'm gonna post this here, and apologize in advance. I will admit I have not read this whole thread from beginning to end, so if the answers are there you can call me a dunce and tell me to read the thread. I won't be offended.

Is there a how-to for how the things in this mod work? I look at screen shots and I see pipes running all over the place, and I see different styles of vents and heaters and coolers, and I'm not sure what goes where and what connects to what, and how to even start. I started a test game and built a room with an industrial cooler connected to an exhaust port. How do I get the cool air to my other rooms now? Do I just build duct work to them? Do I need to use any vents? What about heating? Do I need different ducts for that?

I'm sorry for the questions, but I'm just kind of lost. This mod looks amazing and I'm sure it makes sense once I know how it works.

Thank you!
Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: Florius on September 09, 2015, 02:01:40 PM
Hi MisterVertigo! Please take a look at my screenshot!
http://puu.sh/k3bq5/3f9cd2f922.jpg

I have a room which makes sure that the temperature is always 21c.
Then I have an inhaust connected to the room.

The pipes are all connected to outlets in my rooms, which are connected with the inhaust.
Please ignore the cooler unit in my "living room" and the pipes connected to my
cooler unit in my "temperature room", these are not needed.

The cooler unit needs to be connected to an exhaust port, which needs to be connected to outdoor.

If you have any further questions, just let me know!
Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: MisterVertigo on September 09, 2015, 02:18:52 PM
OK, that kind of makes sense. So which of the ducts do you put in the rooms: Duct Outlet, Smart Duct Outlet, or Duct Intake? And what are the differences between them? Also, what does the duct cooler do? Is it just a less powerful cooler than the Industrial one?

Also, the medium heater, I'm guessing it works like the vanilla Heater, except it mounts to the wall? Would that be accurate?

Thank you for your help!
Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: Florius on September 09, 2015, 02:22:52 PM
To be honest I am not sure of the terms, and am still using the 40c update, but Latta said something about it somewhere... Let's see if I can find it.

QuoteAdded small cooler and medium heater. While small coolers are more efficient in power-to-cooling capability compared to normal ones, medium heaters are not so great. But they do look better! And don't take any space.

The Duct Intake is for your temperature room, and the duct outlet is for the room which you want to reach the temperature in the temperature room. The difference between the 2 is in the discription, I am not exactly sure, I personally use Smart duct outlet, I think they stop using power when the room reaches the temperature you set it to.
Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: MisterVertigo on September 09, 2015, 02:43:48 PM
Ah ok, so the room where the industrial heaters and coolers are need a Duct Intake connected to the same duct as the units. Then I put a Duct Outlet or Smart Duct Outlet in each room of my base and connect them to the same ductwork as the units and the intake.

So I'm assuming I can put heaters and coolers in the same room, on the same duct, and then set the temps so they don't overlap. I think I get it! :)

I knew I was making it too hard! :)
Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: Florius on September 09, 2015, 03:38:31 PM
I have the room temperature on the heater an cooler on the same temperature, otherwise one of them always keeps high power, and no matter what temperature outside inside is always 21c :)
Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: AaronRStanley on September 09, 2015, 04:58:25 PM
I'm having an issue whereby I am completely unable to build vents or active vents at all. This was an issue that was present with the previous version and is continuing with the current version.

I'm running no other mods that would impact vents in anyway. I can select them, but I cannot place them in walls anywhere in my colony structure. They are the only two aspects of climate control that are affected.
Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: Florius on September 09, 2015, 05:04:12 PM
Do you try to place it on a steel/granite/etc wall?
Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: AaronRStanley on September 09, 2015, 05:07:25 PM
Yes I do. I'm adding an attachment. The walls I'm currently looking to add vents/ smart vents to are the walls between the colonists/prisoners sleeping areas, so they're all sharing heat.

[attachment deleted due to age]
Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: Florius on September 09, 2015, 05:28:03 PM
And you are unable to place any vents?
As you can see in my screen, I did the following which works fine:
http://puu.sh/k5LxO/8388a98bcc.jpg

Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: AaronRStanley on September 09, 2015, 05:37:43 PM
After double-checking, Vent, Active Vent, Small Cooler, and Medium Heater are not able to be placed. Everything else as far as heating and ducting are able to be placed.
Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: rsdworker on September 09, 2015, 05:44:27 PM
Quote from: AaronRStanley on September 09, 2015, 05:37:43 PM
After double-checking, Vent, Active Vent, Small Cooler, and Medium Heater are not able to be placed. Everything else as far as heating and ducting are able to be placed.
which version you on? - if you cant place vents etc - check that you have updated rimworld and CCL
Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: Latta on September 09, 2015, 08:57:04 PM
Do they throw any error with dev mode turned on?
When you try to place them; what message they print?
Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: AaronRStanley on September 09, 2015, 10:15:20 PM
I'm running Rimworld version 12.906 and RedistHeat Version 41 (according to the Mod menu, it's Redist V40d).

I havne't ever updated the CCL, and having spent some time tonight reading the error log when loading the game, I think that might be source of the problem.
Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: AHare on September 09, 2015, 10:41:15 PM
Okay, having an issue with v41. After updating to it my industrial cooler doesn't seem to work and says 0 exhaust ports connected, despite there being four. I've deleted them, updated, and remade them multiple times and still they don't seem to connect. The only error I get is after updating, which is this (http://imgur.com/4gYkGB0). This is on a new colony for testing purposes btw, also does it in my existing one.

And a much less important issue, the "Switch Channel" icon is displaying as the default texture not found icon.
Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: Latta on September 09, 2015, 10:48:33 PM
Thank you for reports. I'll confirm them later this day.
Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: AaronRStanley on September 09, 2015, 10:51:55 PM
Quote from: rsdworker on September 09, 2015, 05:44:27 PM
Quote from: AaronRStanley on September 09, 2015, 05:37:43 PM
After double-checking, Vent, Active Vent, Small Cooler, and Medium Heater are not able to be placed. Everything else as far as heating and ducting are able to be placed.
which version you on? - if you cant place vents etc - check that you have updated rimworld and CCL

Updating to the most current version of Rimworld and including the CCL has resolved the issue. I can now install vents and active vents. Thanks for the help all.
Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: Fluffy (l2032) on September 10, 2015, 04:38:48 AM
Quote from: AHare on September 09, 2015, 10:41:15 PM
Okay, having an issue with v41. After updating to it my industrial cooler doesn't seem to work and says 0 exhaust ports connected, despite there being four. I've deleted them, updated, and remade them multiple times and still they don't seem to connect. The only error I get is after updating, which is this (http://imgur.com/4gYkGB0). This is on a new colony for testing purposes btw, also does it in my existing one.
I'm having the same. Also there's a double button in the architect for the medium cooler (or was it heater?) The double has no image, haven't checked if it did anything.

Sorry for the lousy bug report, this is from memory - I was trying not to focus on bugs :P.
Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: Latta on September 10, 2015, 04:54:04 AM
The twin heaters - It was my mistake not to hide a dummy glower. Will be fixed with 41a.

And for that mysterious bug, I'm suspecting that an action of 'update' itself is causing all this, as there is absolutely no connection between RH and SquadAI.
Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: Florius on September 10, 2015, 05:37:33 AM
Quote from: l2032 on September 10, 2015, 04:38:48 AM
Quote from: AHare on September 09, 2015, 10:41:15 PM
Okay, having an issue with v41. After updating to it my industrial cooler doesn't seem to work and says 0 exhaust ports connected, despite there being four. I've deleted them, updated, and remade them multiple times and still they don't seem to connect. The only error I get is after updating, which is this (http://imgur.com/4gYkGB0). This is on a new colony for testing purposes btw, also does it in my existing one.
I'm having the same. Also there's a double button in the architect for the medium cooler (or was it heater?) The double has no image, haven't checked if it did anything.

Sorry for the lousy bug report, this is from memory - I was trying not to focus on bugs :P.

Industrial cooler? You can only connect 2 as far as I know, since 2 of them should lead outside to get rid of the hot air from cooling?
Sadly I do not have an example at the moment, but if you post your setup maybe we can figure out what is wrong.
Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: Latta on September 10, 2015, 05:45:18 AM
If you are really desperate, you can connect up to 6... ;)
And I found out what is wrong with industrial coolers. 41a will be up in a few minutes.
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Latta on September 10, 2015, 06:03:40 AM
41a is up. Please read GitHub's release page for changes. I couldn't confirm missing icon texture.

Within limited scale test, I didn't encounter any errors after update.(41->41a)
Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: Tsilliev on September 10, 2015, 10:39:33 AM
Quote from: Florius on September 10, 2015, 05:37:33 AM
Quote from: l2032 on September 10, 2015, 04:38:48 AM
Quote from: AHare on September 09, 2015, 10:41:15 PM
Okay, having an issue with v41. After updating to it my industrial cooler doesn't seem to work and says 0 exhaust ports connected, despite there being four. I've deleted them, updated, and remade them multiple times and still they don't seem to connect. The only error I get is after updating, which is this (http://imgur.com/4gYkGB0). This is on a new colony for testing purposes btw, also does it in my existing one.
I'm having the same. Also there's a double button in the architect for the medium cooler (or was it heater?) The double has no image, haven't checked if it did anything.

Sorry for the lousy bug report, this is from memory - I was trying not to focus on bugs :P.

Industrial cooler? You can only connect 2 as far as I know, since 2 of them should lead outside to get rid of the hot air from cooling?
Sadly I do not have an example at the moment, but if you post your setup maybe we can figure out what is wrong.
Same here is the cooler with the ex ports
http://prntscr.com/8erelk
Here are the vents that when I click on them nothing appears except cost on pointer, the same for the outlets, smartcooler and medium heater, i click on them but nothing appears at the pointer except the price.
http://prntscr.com/8erf4s

I have CommunityCoreLibrary-0.12.1 enabled before redist heat v41, and now even with v41a its the same
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: MisterVertigo on September 10, 2015, 10:45:09 AM
Hey all, I started a new colony last night and I'm planning on trying this mod out with this one once I get along a little further. Thanks to everyone above for your help explaining how it all works!

I did notice one thing last night though. Right from the start I was able to see Industrial Coolers and Heaters in the Architect menu. I didn't build one yet as my colonists didn't even have beds yet. Later on when I started doing research, I noticed there was an item listed there that reads like it needed to be finished before I could build those Industrial units. I haven't researched that yet, but they were still in my menu. Is that a bug, or is it a feature that is not implemented yet? I'm just curious if I'm doing something wrong!

Thanks again!
Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: Florius on September 10, 2015, 10:55:22 AM
Quote from: Tsilliev on September 10, 2015, 10:39:33 AM
Quote from: Florius on September 10, 2015, 05:37:33 AM
Quote from: l2032 on September 10, 2015, 04:38:48 AM
Quote from: AHare on September 09, 2015, 10:41:15 PM
Okay, having an issue with v41. After updating to it my industrial cooler doesn't seem to work and says 0 exhaust ports connected, despite there being four. I've deleted them, updated, and remade them multiple times and still they don't seem to connect. The only error I get is after updating, which is this (http://imgur.com/4gYkGB0). This is on a new colony for testing purposes btw, also does it in my existing one.
I'm having the same. Also there's a double button in the architect for the medium cooler (or was it heater?) The double has no image, haven't checked if it did anything.

Sorry for the lousy bug report, this is from memory - I was trying not to focus on bugs :P.

Industrial cooler? You can only connect 2 as far as I know, since 2 of them should lead outside to get rid of the hot air from cooling?
Sadly I do not have an example at the moment, but if you post your setup maybe we can figure out what is wrong.
Same here is the cooler with the ex ports
http://prntscr.com/8erelk
Here are the vents that when I click on them nothing appears except cost on pointer, the same for the outlets, smartcooler and medium heater, i click on them but nothing appears at the pointer except the price.
http://prntscr.com/8erf4s

I have CommunityCoreLibrary-0.12.1 enabled before redist heat v41, and now even with v41a its the same

That seems like a serious bug. I am not sure what causes it, I am personally using 40c, and haven't had the possibility to try the latest.

I will see if I have time later today to update and see if I can figure out what goes wrong.

Have you tried to restart the game?
Title: Re: [A12d] RedistHeat - Vents/Ducts (08-09-15 v41) Small cooler/Medium heater
Post by: Tsilliev on September 10, 2015, 11:38:48 AM
Quote from: Florius on September 10, 2015, 10:55:22 AM
Quote from: Tsilliev on September 10, 2015, 10:39:33 AM
Quote from: Florius on September 10, 2015, 05:37:33 AM
Quote from: l2032 on September 10, 2015, 04:38:48 AM
Quote from: AHare on September 09, 2015, 10:41:15 PM
Okay, having an issue with v41. After updating to it my industrial cooler doesn't seem to work and says 0 exhaust ports connected, despite there being four. I've deleted them, updated, and remade them multiple times and still they don't seem to connect. The only error I get is after updating, which is this (http://imgur.com/4gYkGB0). This is on a new colony for testing purposes btw, also does it in my existing one.
I'm having the same. Also there's a double button in the architect for the medium cooler (or was it heater?) The double has no image, haven't checked if it did anything.

Sorry for the lousy bug report, this is from memory - I was trying not to focus on bugs :P.

Industrial cooler? You can only connect 2 as far as I know, since 2 of them should lead outside to get rid of the hot air from cooling?
Sadly I do not have an example at the moment, but if you post your setup maybe we can figure out what is wrong.
Same here is the cooler with the ex ports
http://prntscr.com/8erelk
Here are the vents that when I click on them nothing appears except cost on pointer, the same for the outlets, smartcooler and medium heater, i click on them but nothing appears at the pointer except the price.
http://prntscr.com/8erf4s

I have CommunityCoreLibrary-0.12.1 enabled before redist heat v41, and now even with v41a its the same

That seems like a serious bug. I am not sure what causes it, I am personally using 40c, and haven't had the possibility to try the latest.

I will see if I have time later today to update and see if I can figure out what goes wrong.

Have you tried to restart the game?
Tried the v41 version, deleted it, tried v42 (of course doing this while game is not running), started new game, new colony to test but still the same, tried pushing the community library 2nd (core 1,community library 2nd, redistheat 3rd) in the mod menu and the select all others, still the same, i will try to disable all other mods and report back.

edit:
nope still the same
I removed all other mods left core 1, CommunityCoreLibrary-0.12.1 2nd, redistheat 3rd, all other mods disabled except core and these 2, i create new world with new random seed, i then create new colony on this new world, i start new game, i build a steel wall, then i try to place active and normal vent, all duckt types but still nothing appears and nothing is being placed on the wall.
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Florius on September 10, 2015, 12:02:19 PM
Could you remove Redistheat in Rimworld map and download it again? Might be something left over from 40(c) or any previous version.

I will try myself and see what happens.

EDIT: Just updated to 41a without any issues:
http://puu.sh/k6xnZ/9ddca05b47.jpg
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Latta on September 10, 2015, 12:19:38 PM
Quote from: MisterVertigo on September 10, 2015, 10:45:09 AM

Please check "Known Issues" section. You will find your answer that you are not doing anything wrong.

Quote from: Tsilliev on September 10, 2015, 11:38:48 AM

Sorry, but I can't reproduce any of them you mentioned. Industrial coolers are fixed with 41a version and wall mounters are well mountable. Here is a checklist for you:
a. What version of RimWorld are you using?
b. What message appears(on top-left side of the screen) when you try to place wall mounted buildings anyway?
c. Is there any error message appearing when you turn on your developer mod, and try to place wall mounted buildings?
d. Please upload your log file if the problem remains.
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Tsilliev on September 10, 2015, 12:20:22 PM
Quote from: Florius on September 10, 2015, 12:02:19 PM
Could you remove Redistheat in Rimworld map and download it again? Might be something left over from 40(c) or any previous version.

I will try myself and see what happens.

EDIT: Just updated to 41a without any issues:
http://puu.sh/k6xnZ/9ddca05b47.jpg

1.What do you mean by rimworld map?
2.Can you tell me what version of the community core library you have?
3.Can you tell me the mod that shows the icons of the colonists at the top?
4.You can click and build vents and ducts on the walls?

edit:
Maybe this is the problem?
http://prntscr.com/8esmpm     ?

http://prntscr.com/8esmza
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Latta on September 10, 2015, 12:25:14 PM
Tsilliev, please upload your log file itself, not its screenshot which is not very helpful. And I should ask again, what's the version of Rimworld you are using?
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Florius on September 10, 2015, 12:34:15 PM

Tsilliev, I am using the same Community core library as you, 0.12.1 it is I think?
I mean the Rimworld folder where your game is placed in (and your mods).
The icons is from Pawn State Icon mod, very useful :)
I can do everything this mod should be able to do.

Please try to remove the Redistheat mod and download it again, with a new world and colony, and if that not helps, please give your log file.
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Tsilliev on September 10, 2015, 12:40:48 PM
Quote from: Latta on September 10, 2015, 12:25:14 PM
Tsilliev, please upload your log file itself, not its screenshot which is not very helpful. And I should ask again, what's the version of Rimworld you are using?
0.12.914
From where I can copy the error log? At rimworld-rimdata-outputlog?
Florius ty for the info.

edit:
- Completed reload, in  0.085 seconds
<RI> Initializing input.

<RI> Input initialized.

desktop: 1360x768 60Hz; virtual: 1360x768 at 0,0
Platform assembly: D:\Games\RimWorld914Win\RimWorld914Win_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: D:\Games\RimWorld914Win\RimWorld914Win_Data\Managed\System.dll (this message is harmless)
RimWorld 0.12.914 rev777

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Platform assembly: D:\Games\RimWorld914Win\RimWorld914Win_Data\Managed\System.Xml.dll (this message is harmless)
Platform assembly: D:\Games\RimWorld914Win\RimWorld914Win_Data\Managed\System.Xml.Linq.dll (this message is harmless)
Non platform assembly: data-0E5C5AD0 (this message is harmless)
Fallback handler could not load library D:/Games/RimWorld914Win/RimWorld914Win_Data/Mono/data-0E5C5AD0.dll
Could not find type named CommunityCoreLibrary.RestrictedPlacement_Properties from node <li Class="CommunityCoreLibrary.RestrictedPlacement_Properties"><compClass>CommunityCoreLibrary.RestrictedPlacement_Comp</compClass><thingDefs><li>Wall</li></thingDefs></li>

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named CommunityCoreLibrary.RestrictedPlacement_Comp

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <thingDefs><li>Wall</li></thingDefs> doesn't correspond to any field in type CompProperties.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named CommunityCoreLibrary.PlaceWorker_OnlyOnThing

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find type named CommunityCoreLibrary.RestrictedPlacement_Properties from node <li Class="CommunityCoreLibrary.RestrictedPlacement_Properties"><compClass>CommunityCoreLibrary.RestrictedPlacement_Comp</compClass><thingDefs><li>Wall</li></thingDefs></li>

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named CommunityCoreLibrary.RestrictedPlacement_Comp

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <thingDefs><li>Wall</li></thingDefs> doesn't correspond to any field in type CompProperties.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named CommunityCoreLibrary.PlaceWorker_OnlyOnThing

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find type named CommunityCoreLibrary.RestrictedPlacement_Properties from node <li Class="CommunityCoreLibrary.RestrictedPlacement_Properties"><compClass>CommunityCoreLibrary.RestrictedPlacement_Comp</compClass><thingDefs><li>Wall</li></thingDefs></li>

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named CommunityCoreLibrary.RestrictedPlacement_Comp

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <thingDefs><li>Wall</li></thingDefs> doesn't correspond to any field in type CompProperties.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named CommunityCoreLibrary.PlaceWorker_OnlyOnThing

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find type named CommunityCoreLibrary.RestrictedPlacement_Properties from node <li Class="CommunityCoreLibrary.RestrictedPlacement_Properties"><compClass>CommunityCoreLibrary.RestrictedPlacement_Comp</compClass><thingDefs><li>Wall</li></thingDefs></li>

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named CommunityCoreLibrary.RestrictedPlacement_Comp

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <thingDefs><li>Wall</li></thingDefs> doesn't correspond to any field in type CompProperties.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named CommunityCoreLibrary.PlaceWorker_OnlyOnThing

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find type named CommunityCoreLibrary.RestrictedPlacement_Properties from node <li Class="CommunityCoreLibrary.RestrictedPlacement_Properties"><compClass>CommunityCoreLibrary.RestrictedPlacement_Comp</compClass><thingDefs><li>Wall</li></thingDefs></li>

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named CommunityCoreLibrary.RestrictedPlacement_Comp

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <thingDefs><li>Wall</li></thingDefs> doesn't correspond to any field in type CompProperties.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named CommunityCoreLibrary.PlaceWorker_OnlyOnThing

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find type named CommunityCoreLibrary.RestrictedPlacement_Properties from node <li Class="CommunityCoreLibrary.RestrictedPlacement_Properties"><compClass>CommunityCoreLibrary.RestrictedPlacement_Comp</compClass><thingDefs><li>Wall</li></thingDefs></li>

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named CommunityCoreLibrary.RestrictedPlacement_Comp

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <thingDefs><li>Wall</li></thingDefs> doesn't correspond to any field in type CompProperties.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named CommunityCoreLibrary.PlaceWorker_OnlyOnThing

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find type named CommunityCoreLibrary.RestrictedPlacement_Properties from node <li Class="CommunityCoreLibrary.RestrictedPlacement_Properties"><compClass>CommunityCoreLibrary.RestrictedPlacement_Comp</compClass><thingDefs><li>Wall</li></thingDefs></li>

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named CommunityCoreLibrary.RestrictedPlacement_Comp

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <thingDefs><li>Wall</li></thingDefs> doesn't correspond to any field in type CompProperties.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named CommunityCoreLibrary.PlaceWorker_OnlyOnThing

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Florius on September 10, 2015, 12:42:36 PM
Yes that one! :)
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Latta on September 10, 2015, 12:44:32 PM
Check your CCL installation, as RH on your computer cannot find any of CCL components.

Edit: Also from your mod order screen: CCL's description is empty while author remains anonymous. This means that your CCL is not installed properly.

Edit2: Did you download CCL's Source code (zip)? You should download User's release.
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Tsilliev on September 10, 2015, 12:49:52 PM
Quote from: Latta on September 10, 2015, 12:44:32 PM
Check your CCL installation, as RH on your computer cannot find any of CCL components.

Edit: Also from your mod order screen: CCL's description is empty while author remains anonymous. This means that your CCL is not installed properly.
I had the feeling that there was something wrong with CCL, well what I did was went here:
https://ludeon.com/forums/index.php?topic=14172.0
Then go to github download page:
https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/releases/tag/v0.12.1


At the bottom there are 4 choices:
CCL_Modders_Resource_v0.12.1.zip
CCL_User_Release_v0.12.1.zip
Source code (zip)
Source code (tar.gz)

What I did was pick the first one, put it in the mods folder and then activate it before I activate redistheat, I guess i did it wrong?
edit:
From looking at your edit1, I am currently downloading the user release,deactivating the old CCL and activating this one instead.

edit2:  :o
- Completed reload, in  0.086 seconds
<RI> Initializing input.

<RI> Input initialized.

desktop: 1360x768 60Hz; virtual: 1360x768 at 0,0
Platform assembly: D:\Games\RimWorld914Win\RimWorld914Win_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: D:\Games\RimWorld914Win\RimWorld914Win_Data\Managed\System.dll (this message is harmless)
RimWorld 0.12.914 rev777

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Platform assembly: D:\Games\RimWorld914Win\RimWorld914Win_Data\Managed\System.Xml.dll (this message is harmless)
Platform assembly: D:\Games\RimWorld914Win\RimWorld914Win_Data\Managed\System.Xml.Linq.dll (this message is harmless)
Non platform assembly: data-0E493A20 (this message is harmless)
Fallback handler could not load library D:/Games/RimWorld914Win/RimWorld914Win_Data/Mono/data-0E493A20.dll
Could not find type named CommunityCoreLibrary.RestrictedPlacement_Properties from node <li Class="CommunityCoreLibrary.RestrictedPlacement_Properties"><compClass>CommunityCoreLibrary.RestrictedPlacement_Comp</compClass><thingDefs><li>Wall</li></thingDefs></li>

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named CommunityCoreLibrary.RestrictedPlacement_Comp

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <thingDefs><li>Wall</li></thingDefs> doesn't correspond to any field in type CompProperties.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named CommunityCoreLibrary.PlaceWorker_OnlyOnThing

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find type named CommunityCoreLibrary.RestrictedPlacement_Properties from node <li Class="CommunityCoreLibrary.RestrictedPlacement_Properties"><compClass>CommunityCoreLibrary.RestrictedPlacement_Comp</compClass><thingDefs><li>Wall</li></thingDefs></li>

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named CommunityCoreLibrary.RestrictedPlacement_Comp

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <thingDefs><li>Wall</li></thingDefs> doesn't correspond to any field in type CompProperties.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named CommunityCoreLibrary.PlaceWorker_OnlyOnThing

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find type named CommunityCoreLibrary.RestrictedPlacement_Properties from node <li Class="CommunityCoreLibrary.RestrictedPlacement_Properties"><compClass>CommunityCoreLibrary.RestrictedPlacement_Comp</compClass><thingDefs><li>Wall</li></thingDefs></li>

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named CommunityCoreLibrary.RestrictedPlacement_Comp

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <thingDefs><li>Wall</li></thingDefs> doesn't correspond to any field in type CompProperties.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named CommunityCoreLibrary.PlaceWorker_OnlyOnThing

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find type named CommunityCoreLibrary.RestrictedPlacement_Properties from node <li Class="CommunityCoreLibrary.RestrictedPlacement_Properties"><compClass>CommunityCoreLibrary.RestrictedPlacement_Comp</compClass><thingDefs><li>Wall</li></thingDefs></li>

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named CommunityCoreLibrary.RestrictedPlacement_Comp

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <thingDefs><li>Wall</li></thingDefs> doesn't correspond to any field in type CompProperties.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named CommunityCoreLibrary.PlaceWorker_OnlyOnThing

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find type named CommunityCoreLibrary.RestrictedPlacement_Properties from node <li Class="CommunityCoreLibrary.RestrictedPlacement_Properties"><compClass>CommunityCoreLibrary.RestrictedPlacement_Comp</compClass><thingDefs><li>Wall</li></thingDefs></li>

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named CommunityCoreLibrary.RestrictedPlacement_Comp

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <thingDefs><li>Wall</li></thingDefs> doesn't correspond to any field in type CompProperties.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named CommunityCoreLibrary.PlaceWorker_OnlyOnThing

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find type named CommunityCoreLibrary.RestrictedPlacement_Properties from node <li Class="CommunityCoreLibrary.RestrictedPlacement_Properties"><compClass>CommunityCoreLibrary.RestrictedPlacement_Comp</compClass><thingDefs><li>Wall</li></thingDefs></li>

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named CommunityCoreLibrary.RestrictedPlacement_Comp

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <thingDefs><li>Wall</li></thingDefs> doesn't correspond to any field in type CompProperties.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named CommunityCoreLibrary.PlaceWorker_OnlyOnThing

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find type named CommunityCoreLibrary.RestrictedPlacement_Properties from node <li Class="CommunityCoreLibrary.RestrictedPlacement_Properties"><compClass>CommunityCoreLibrary.RestrictedPlacement_Comp</compClass><thingDefs><li>Wall</li></thingDefs></li>

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named CommunityCoreLibrary.RestrictedPlacement_Comp

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <thingDefs><li>Wall</li></thingDefs> doesn't correspond to any field in type CompProperties.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named CommunityCoreLibrary.PlaceWorker_OnlyOnThing

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Non platform assembly: data-0E4F49A0 (this message is harmless)
Fallback handler could not load library D:/Games/RimWorld914Win/RimWorld914Win_Data/Mono/data-0E4F49A0.dll
Community Core Library v0.12.1.0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Advanced Research :: Initialized

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Help System :: Initialized

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Initialized

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


http://prntscr.com/8et35v
http://prntscr.com/8et3a6
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Latta on September 10, 2015, 12:59:13 PM
I hope it resolves your problem. I'm going off now.

Florius, thank you for your help. And glad the update didn't throw any error. But cause of the error is now more mysterious...
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Tsilliev on September 10, 2015, 01:04:44 PM
Quote from: Latta on September 10, 2015, 12:59:13 PM
I hope it resolves your problem. I'm going off now.

Florius, thank you for your help. And glad the update didn't throw any error. But cause of the error is now more mysterious...

When I enabled all 3 lol it fixed it, when I made new game and selected duct I could see it and the orange box as well.
http://prntscr.com/8et51d

Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Latta on September 10, 2015, 01:08:29 PM
Oh no, you shouldn't really enable all three of them... Keep [2] and [3] turned on and turn off [4]. It will fix every sleeping problems too.
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Florius on September 10, 2015, 01:14:41 PM
Quote from: Latta on September 10, 2015, 12:59:13 PM
I hope it resolves your problem. I'm going off now.

Florius, thank you for your help. And glad the update didn't throw any error. But cause of the error is now more mysterious...

No problem, have been playing for a while, loading, building, etc. and nothing happens...
The only thing I can imagine is old files which somehow is incorrect, but let's just hope it won't happen again!

Let me know if you need help again, I'm glad to help out.
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Tsilliev on September 10, 2015, 01:21:31 PM
Quote from: Latta on September 10, 2015, 01:08:29 PM
Oh no, you shouldn't really enable all three of them... Keep [2] and [3] turned on and turn off [4]. It will fix every sleeping problems too.
Quote from: Florius on September 10, 2015, 01:14:41 PM
Quote from: Latta on September 10, 2015, 12:59:13 PM
I hope it resolves your problem. I'm going off now.

Florius, thank you for your help. And glad the update didn't throw any error. But cause of the error is now more mysterious...

No problem, have been playing for a while, loading, building, etc. and nothing happens...
The only thing I can imagine is old files which somehow is incorrect, but let's just hope it won't happen again!

Let me know if you need help again, I'm glad to help out.
Thank you for helping and ty for the mod as well.

edit:
A quick question, my duct cooler's target temp is 21 C, but the upper pipe that is connected to it gets around 15 C from the duct cooler why is that?
http://prntscr.com/8eu9dl
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Ectoplasm on September 11, 2015, 10:29:04 AM
Am struggling to get this to work, set up wise.

What's the significance between the upper and lower ducts? The 'cycle between available channels toggle'. I'm stumbling about in the dark trying various configurations, yet I can't even get a simple one duct one outlet to cool a room (I have exhausts fitted to the cooler).

Do you need to have both upper and lowers connected to each vent? I can't seem to get even a simple 1 duct run from cooler to vent outlet cooling a room.
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Toggle on September 11, 2015, 11:23:57 AM
You only need one. The 'cycle between available channels' just means it uses either the lower or upper ducts, it crosses out the one it doesn't use, upper by default. They're the same, they just let you make more complicated systems.
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Latta on September 11, 2015, 12:02:59 PM
Quote from: Tsilliev on September 10, 2015, 01:21:31 PM
A quick question, my duct cooler's target temp is 21 C, but the upper pipe that is connected to it gets around 15 C from the duct cooler why is that?
http://prntscr.com/8eu9dl

Because a duct cooler does not heat up, only cool down. Build a separate heating room and connect your upper pipe network.
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Ectoplasm on September 11, 2015, 08:03:56 PM
Quote from: Z0MBIE2 on September 11, 2015, 11:23:57 AM
You only need one. The 'cycle between available channels' just means it uses either the lower or upper ducts, it crosses out the one it doesn't use, upper by default. They're the same, they just let you make more complicated systems.

Still no joy, am trying to warm things up now it's winter. Here's a couple of screen shots;

This one I tried an open ended run.
(http://i.imgur.com/Sa87UOcm.jpg) (http://imgur.com/Sa87UOc)

And here is a more logical closed system.
(http://i.imgur.com/5oXQW4tm.jpg) (http://imgur.com/5oXQW4t)

There's 4 outlets in the main eating area, and each of the bedrooms has one outlet each, top left bedroom has one of those auto-duct outlets I thought I would try. The target temp on the main heater top right - is set at 21°C, all of the duct outlets (am not using the intakes) Are saying connected to lower, yet none of the rooms are heating up even after a few in game days. Where am I going wrong?
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Tekuromoto on September 11, 2015, 08:59:27 PM
Quote from: Ectoplasm on September 11, 2015, 08:03:56 PM
There's 4 outlets in the main eating area, and each of the bedrooms has one outlet each, top left bedroom has one of those auto-duct outlets I thought I would try. The target temp on the main heater top right - is set at 21°C, all of the duct outlets (am not using the intakes) Are saying connected to lower, yet none of the rooms are heating up even after a few in game days. Where am I going wrong?
I may be mistaken, but my understanding is that you need at least one intake duct in your heater/cooler room to feed hot/cold air into the duct system.

This post is a few versions old (https://ludeon.com/forums/index.php?topic=11056.msg118756#msg118756) but I'm pretty sure the basic setup still pertinent. A few posts above that is a more long-winded explanation.
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Ectoplasm on September 11, 2015, 10:21:26 PM
Quote from: Tekuromoto on September 11, 2015, 08:59:27 PM
Quote from: Ectoplasm on September 11, 2015, 08:03:56 PM
There's 4 outlets in the main eating area, and each of the bedrooms has one outlet each, top left bedroom has one of those auto-duct outlets I thought I would try. The target temp on the main heater top right - is set at 21°C, all of the duct outlets (am not using the intakes) Are saying connected to lower, yet none of the rooms are heating up even after a few in game days. Where am I going wrong?
I may be mistaken, but my understanding is that you need at least one intake duct in your heater/cooler room to feed hot/cold air into the duct system.

This post is a few versions old (https://ludeon.com/forums/index.php?topic=11056.msg118756#msg118756) but I'm pretty sure the basic setup still pertinent. A few posts above that is a more long-winded explanation.

Thanks! I was under the impression that it would be heater > ducts > output setup. I've now got this working. Anyone know the reasoning why it doesn't use a real world type scenario? Why the heated room rather than a direct connection to the heaters or coolers?
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Kulverstukass on September 12, 2015, 07:43:45 AM
Quote...direct connection to the ... coolers?
There is Duct Cooler that act just like this, being cooler and sort-of-intake port within itself.
...and it makes me wonder, really makes me wonder, why there no Duct Heater...
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: LInfo on September 12, 2015, 08:00:22 AM
hello.

Why not show image:
http://images.21ru.net/server/php/files/4c3cad4b79f84906b81131d2522966c2.png (http://images.21ru.net/server/php/files/4c3cad4b79f84906b81131d2522966c2.png)
http://images.21ru.net/server/php/files/1c175e7838f5231dd36c3b59fb002eb6.png (http://images.21ru.net/server/php/files/1c175e7838f5231dd36c3b59fb002eb6.png)
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Kulverstukass on September 12, 2015, 08:26:10 AM
Quote from: LInfo on September 12, 2015, 08:00:22 AM
hello.

Why not show image:
http://images.21ru.net/server/php/files/4c3cad4b79f84906b81131d2522966c2.png (http://images.21ru.net/server/php/files/4c3cad4b79f84906b81131d2522966c2.png)
http://images.21ru.net/server/php/files/1c175e7838f5231dd36c3b59fb002eb6.png (http://images.21ru.net/server/php/files/1c175e7838f5231dd36c3b59fb002eb6.png)
После установки (подключения и выбора порядка их загрузки) модов рекомендуется перезапускать RW, такое раньше было очень часто.
Просто после изменения в меню модов перезапускай игру. Обычно помогает.

After adding new mods it's recommended to restart RW, it was common problem previously.
Just restart RW after any changes in mod menu. Usually helps.
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: LInfo on September 12, 2015, 09:00:04 AM
Quote from: Kulverstukass on September 12, 2015, 08:26:10 AMПосле установки (подключения и выбора порядка их загрузки) модов рекомендуется перезапускать RW, такое раньше было очень часто.
Просто после изменения в меню модов перезапускай игру. Обычно помогает.

After adding new mods it's recommended to restart RW, it was common problem previously.
Just restart RW after any changes in mod menu. Usually helps.
Это совсем не помогает. И перетасовывал моды и перезапускал игру, но значки все равно не появился.

This is not help me. I change of list position mods and restart game,but this solve not show icon in game.
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Latta on September 12, 2015, 09:01:39 AM
Quote from: LInfo on September 12, 2015, 09:00:04 AM
Quote from: Kulverstukass on September 12, 2015, 08:26:10 AMПосле установки (подключения и выбора порядка их загрузки) модов рекомендуется перезапускать RW, такое раньше было очень часто.
Просто после изменения в меню модов перезапускай игру. Обычно помогает.

After adding new mods it's recommended to restart RW, it was common problem previously.
Just restart RW after any changes in mod menu. Usually helps.
Это совсем не помогает. И перетасовывал моды и перезапускал игру, но значки все равно не появился.

This is not help me. I change of list position mods and restart game,but this solve not show icon in game.

What OS are you using? Windows, Linux or Mac?
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Kulverstukass on September 12, 2015, 09:10:33 AM
Oy vey, I've forgot why actually open this thread - this is what i've got when hovering mouse over tile, that was in front of (now) de-constructed small heater (built-in one, same as one to the left). As it seems, building wall on this place doesn't removing it. But it may be RW itself or other mod problem, as i've seen it when boomrat explodes, fire says "boomrat" when mouse over it, even if tile is not the one where boomrat actually lays.

Welp, they stacks up on game load, i.e - each time save was load, existed heater create this  sort-of-ghost-entity light spot, that keep tile being 60% lit all the time. Until removed with "destroy" debug tool.

[attachment deleted due to age]
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: LInfo on September 12, 2015, 09:31:42 AM
Quote from: Latta on September 12, 2015, 09:01:39 AM
What OS are you using? Windows, Linux or Mac?

Linux (kubuntu 14.04 LTS)
Linux ** 3.13.0-63-generic #103-Ubuntu SMP Fri Aug 14 21:42:59 UTC 2015 x86_64 x86_64 x86_64 GNU/Linux
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Latta on September 12, 2015, 10:49:24 AM
Quote from: LInfo on September 12, 2015, 09:31:42 AM
Linux (kubuntu 14.04 LTS)
Linux ** 3.13.0-63-generic #103-Ubuntu SMP Fri Aug 14 21:42:59 UTC 2015 x86_64 x86_64 x86_64 GNU/Linux
Can someone who are using Linux confirm this? It might be an OS incompatibility with either dds or texture path getting.
Also, when you actually build them; Do all buildings with missing texture icon draw properly?
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: LInfo on September 12, 2015, 12:07:51 PM
i find problem: can't load a image this (http://images.21ru.net/server/php/files/3f22e84cf39bf056b66cad0dd87be30b.png)

need remove symbol "\" in path
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Latta on September 12, 2015, 12:14:19 PM
Quote from: LInfo on September 12, 2015, 12:07:51 PM
i find problem: can't load a image this (http://images.21ru.net/server/php/files/3f22e84cf39bf056b66cad0dd87be30b.png)

need remove symbol "\" in path

Thank you, then I know where to look at.
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Hermit on September 12, 2015, 02:05:31 PM
Quote from: Latta on September 12, 2015, 10:49:24 AM
Quote from: LInfo on September 12, 2015, 09:31:42 AM
Linux (kubuntu 14.04 LTS)
Linux ** 3.13.0-63-generic #103-Ubuntu SMP Fri Aug 14 21:42:59 UTC 2015 x86_64 x86_64 x86_64 GNU/Linux
Can someone who are using Linux confirm this? It might be an OS incompatibility with either dds or texture path getting.
Also, when you actually build them; Do all buildings with missing texture icon draw properly?

EDIT: FIXED IN 41b
EDIT2: Cleaning up my imgur. Screenshots in attachments for posterity.

Confirmed.
Trace: https://i.imgur.com/MeJTZoV.png trace_sm.png
Probable error: http://i.imgur.com/MeJTZoV.png?1
In-Game, Duct Items: https://i.imgur.com/xQOA0zT.png duct_sm.png
** Also note unconnected ducts.
In-Game, Temp Items: https://i.imgur.com/nxJTHU8.png temp_sm.png
Hope that helps.

[attachment deleted due to age]
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: asnow on September 12, 2015, 05:42:06 PM
Quote from: Hermit on September 12, 2015, 02:05:31 PM
Quote from: Latta on September 12, 2015, 10:49:24 AM
Quote from: LInfo on September 12, 2015, 09:31:42 AM
Linux (kubuntu 14.04 LTS)
Linux ** 3.13.0-63-generic #103-Ubuntu SMP Fri Aug 14 21:42:59 UTC 2015 x86_64 x86_64 x86_64 GNU/Linux
Can someone who are using Linux confirm this? It might be an OS incompatibility with either dds or texture path getting.
Also, when you actually build them; Do all buildings with missing texture icon draw properly?

Confirmed.
Trace: https://i.imgur.com/MeJTZoV.png (https://i.imgur.com/MeJTZoV.png)
Probable error: http://i.imgur.com/MeJTZoV.png?1 (https://i.imgur.com/MeJTZoV.png?1)
In-Game, Duct Items: https://i.imgur.com/xQOA0zT.png (https://i.imgur.com/xQOA0zT.png)
** Also note unconnected ducts.
In-Game, Temp Items: https://i.imgur.com/nxJTHU8.png (https://i.imgur.com/nxJTHU8.png)
Hope that helps.

Same problem here on Mac
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: nillax on September 12, 2015, 06:42:29 PM
Quote from: Latta on September 12, 2015, 12:14:19 PM
Quote from: LInfo on September 12, 2015, 12:07:51 PM
i find problem: can't load a image this (http://images.21ru.net/server/php/files/3f22e84cf39bf056b66cad0dd87be30b.png)

need remove symbol "\" in path

Thank you, then I know where to look at.

It's the DirectDraw .dds images. I converted them to .png & modified the related def lines graphicClass lines to be Graphic_Multi & Single... Images showed correctly after that.
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Hermit on September 12, 2015, 07:58:52 PM
Quote from: nillax on September 12, 2015, 06:42:29 PM
It's the DirectDraw .dds images. I converted them to .png & modified the related def lines graphicClass lines to be Graphic_Multi & Single... Images showed correctly after that.
EDIT: FIXED IN 41b
If we can rule out the invalid path, then that is a bit unfortunate. OpenGL has libraries for rendering (most) DDS which should be cross platform. For instance, I can view these DDS images just fine using glViewImage on a Linux box. It smells like an error in the classes Graphic_MultiDXT5 and Graphic_SingleDXT5. It seems they may be adding a backslash before <texPath> or after whatever comes before.
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Iwillbenicetou on September 12, 2015, 08:01:53 PM
Hello. I'm trying to do the deathly heat/cold. Do you have any ideas on how to use this mod to beat the cold/heat?
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Toggle on September 12, 2015, 09:35:28 PM
Quote from: Iwillbenicetou on September 12, 2015, 08:01:53 PM
Hello. I'm trying to do the deathly heat/cold. Do you have any ideas on how to use this mod to beat the cold/heat?

What's the 'deathly heat/cold'?
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Latta on September 12, 2015, 09:41:11 PM
Quote from: Z0MBIE2 on September 12, 2015, 09:35:28 PM
Quote from: Iwillbenicetou on September 12, 2015, 08:01:53 PM
Hello. I'm trying to do the deathly heat/cold. Do you have any ideas on how to use this mod to beat the cold/heat?

What's the 'deathly heat/cold'?

TheGentleman's mod, it seems.
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Latta on September 12, 2015, 09:48:43 PM
For Linux/Mac users: Please replace RedistHeat.dll with this. https://www.dropbox.com/s/96et8m500pebhzl/RedistHeat.dll?dl=0 (https://www.dropbox.com/s/96et8m500pebhzl/RedistHeat.dll?dl=0)

If it works, I'll release it as 41b.
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Hermit on September 12, 2015, 11:25:48 PM
Quote from: Latta on September 12, 2015, 09:48:43 PM
For Linux/Mac users: Please replace RedistHeat.dll with this. https://www.dropbox.com/s/96et8m500pebhzl/RedistHeat.dll?dl=0 (https://www.dropbox.com/s/96et8m500pebhzl/RedistHeat.dll?dl=0)

If it works, I'll release it as 41b.

EDIT: FIXED IN 41b
No change. Same error.
Tested in a fresh instance: Core 0.12.914, CCL 0.12.1, RedistHeat 41a with this dll replaced.

[attachment deleted due to age]
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Latta on September 12, 2015, 11:30:13 PM
Okay then, this is the last attempt. Reuploaded: https://www.dropbox.com/s/96et8m500pebhzl/RedistHeat.dll?dl=0 (https://www.dropbox.com/s/96et8m500pebhzl/RedistHeat.dll?dl=0)

If it doesn't work neither, I'll provide Linux/Mac version separately.
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Hermit on September 13, 2015, 12:10:42 AM
Quote from: Latta on September 12, 2015, 11:30:13 PM
Okay then, this is the last attempt. Reuploaded: https://www.dropbox.com/s/96et8m500pebhzl/RedistHeat.dll?dl=0 (https://www.dropbox.com/s/96et8m500pebhzl/RedistHeat.dll?dl=0)

If it doesn't work neither, I'll provide Linux/Mac version separately.
EDIT: FIXED IN 41b
Looks good!
No errors. In game items rendering. Ducts connecting.
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: Latta on September 13, 2015, 12:39:13 AM
Updated to 41b. This should solve incompatibility with Linux/Mac systems. Windows users don't have to update.

Quote from: Hermit on September 13, 2015, 12:10:42 AM
Looks good!
No errors. In game items rendering. Ducts connecting.

Thank you for your efforts!
Title: Re: [A12d] RedistHeat - Vents/Ducts (10-09-15 v41a) Industrial cooler fix
Post by: skyarkhangel on September 13, 2015, 01:05:45 AM
Latta, I love, how you remade RedistHeat. Recently tried, I liked it. Fanstastic rework. And new textures looks good  :)
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: Latta on September 13, 2015, 02:12:01 AM
Thank you! Really appreciated.
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: akiceabear on September 13, 2015, 02:35:39 AM
This has also become one of my favorite mods!
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: asnow on September 13, 2015, 04:09:54 PM
Got a problem, I can't place anything that is wall mounted (or see the sprite to place it).
Playing on Mac
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: Latta on September 13, 2015, 06:29:39 PM
Check your CCL installation.
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: rsdworker on September 13, 2015, 07:40:04 PM
ok i hooked up the Duct network with heating and cooling rooms - the freezers connected with lower pipe to supply very freezing air to them the rest is connected to upper pipe - the heating room supplys the heat to rooms but however i tested in very cold place (ice sheet area) the supply for warming the rooms is at 0c or 1c - its seems odd to me - i placed intake in heating and cool rooms so i dont know what is problem with it?
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: Latta on September 13, 2015, 07:46:26 PM
Would you post it here?
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: rsdworker on September 13, 2015, 07:57:30 PM
Quote from: Latta on September 13, 2015, 07:46:26 PM
Would you post it here?
umm i already posted but what you need me to post?
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: Latta on September 13, 2015, 08:03:39 PM
Quote from: rsdworker on September 13, 2015, 07:57:30 PM
Quote from: Latta on September 13, 2015, 07:46:26 PM
Would you post it here?
umm i already posted but what you need me to post?

I meant screenshots.
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: rsdworker on September 13, 2015, 08:48:13 PM
screenshots

bedrooms
(http://i.imgur.com/KXcPfe1.jpg)

freezer room
(http://i.imgur.com/3fl7uYv.jpg)

Intake from heater room
(http://i.imgur.com/SUYbad7.jpg)

the tempertuaes are stuck between 0 to 1 in most rooms with heating outlets
the outside is around -23

bedrooms have separate heater in case if the heating ducting does not work
also in freezer room - there is separate coolers for freezing the room
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: Latta on September 13, 2015, 08:56:23 PM
How about building additional intakes, say, 2 more? Bigger the network(and more and more connected rooms), harder to control.

If this doesn't work neither, maybe overlapped pipes are causing problem. Try to deconstruct pipes under intakes and outlets, using reversed deconstructor.
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: rsdworker on September 13, 2015, 09:08:12 PM
Quote from: Latta on September 13, 2015, 08:56:23 PM
How about building additional intakes, say, 2 more? Bigger the network(and more and more connected rooms), harder to control.

If this doesn't work neither, maybe overlapped pipes are causing problem. Try to deconstruct pipes under intakes and outlets, using reversed deconstructor.
in heating there is 4 intakes while freezing room has 4 intakes - no overlapping pipes was found - they set as either upper or lower
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: akiceabear on September 13, 2015, 11:01:11 PM
What is the temperature in the heating room?
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: rsdworker on September 13, 2015, 11:32:52 PM
Quote from: akiceabear on September 13, 2015, 11:01:11 PM
What is the temperature in the heating room?

heater set to 30 the room temperatures can be up and down - from 20 to 29
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: Latta on September 13, 2015, 11:57:32 PM
Look at your screenshots. Some duct buildings have more thicker overlay.
I guessed that you built pipe over them, instead of them over pipes.
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: asnow on September 14, 2015, 12:16:44 PM
Quote from: Latta on September 13, 2015, 06:29:39 PM
Check your CCL installation.

CCL is installed and in correct order, if anything I even updated it from 0.12.1 to 0.12.2
Yet I still can't place down or see anything that is wall mounted.
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: Latta on September 14, 2015, 12:30:57 PM
The issue has been reported many times; the cause was related to CCL installation.
But if you say so, turn on your dev mode, and see what errors are thrown when you try to place one regardless of visibility. And after that, please attach your log file.

Quote
� Mac OS X:   ~/Library/Logs/Unity/Player.log
� Windows:   EXECNAME_Data\output_log.txt (this is in the game folder)
� Linux:             Pass '-logfile /tmp/rimworld_log' to the Rimworld binary. It generates a log at that location.

Should you not able to find the log file, take a screenshot of in-game log screen(scroll up until you reach topmost) and attach it instead.
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: rsdworker on September 16, 2015, 05:11:45 PM
Quote from: Latta on September 13, 2015, 11:57:32 PM
Look at your screenshots. Some duct buildings have more thicker overlay.
I guessed that you built pipe over them, instead of them over pipes.

yeah i realised - but however i will send you a base which you will find all heating oulets are no longer overlapping however the heat isnt giving a equal heat to each room even its goes up and down in pipes from 0 to 20 then down to 5 or 4 or even 2 very fast changing
i cant find save folder so where its should be in - i am on Windows 7
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: Latta on September 16, 2015, 07:28:06 PM
%appdata%₩..₩LocalLow₩Ludeon Studios₩RimWorld

Don't forget to include world in it. And I hope you didn't use many other mods...
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: mbos14 on September 17, 2015, 10:57:37 AM
Are you planning on making the mod compatible with the clutter mod walls ?
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: OvermindDL1 on September 25, 2015, 02:48:52 PM
When running the mod I am getting an exception thrown when loading RedistHeat for the textures:

Exception getting RedistHeat.Graphic_MultiDXT5 at Things/Building/AirNet/DuctOutlet: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. --> System.IO.DirectoryNotFoundException: Could not find a part of the path
"/home/ocerminddl1/Games/RimWorld/RimWorld914Linux/Mods/LT_RedistHeat/Textures\/Things/Building/AirNet/DuctOutlet_back.dds".

And etc...  I am curious why there is a \ in the path...
I symlinked the directory "Textures" to "Textures\" and that fixed it, but that pathing needs fixing.  ^.^
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: 1000101 on September 25, 2015, 09:25:37 PM
Quote from: mbos14 on September 17, 2015, 10:57:37 AM
Are you planning on making the mod compatible with the clutter mod walls ?

It's not that this mod is specifically incompatible, there just needs to be a patch.

Quick steps:
1) Make sure RedistHeat is loaded after Clutter
2) Open each of the xml files in /Mods/LT_RedistHeat/Defs/ThingDefs/
3) Find each instance of CommunityCoreLibrary.RestrictedPlacement_Comp
4) Add the following to each list of thingDefs for the above comp
<li>ClutterSIlverWall</li>
<li>ClutterUtilityWall</li>
<li>ClutterUWallLight</li>


You can do this to add walls from any mod.  Find the wall defName and add it to the lists.  Just make sure RedistHeat is enabled after that mod in the load order as RedistHeat will become dependant on that mod.
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: Didact04 on September 26, 2015, 02:35:25 AM
Not sure if it's been reported already, but medium heaters appear to stack on themselves and create a very vibrant spot of light where they were deconstructed. I have to go into dev console and destroy everything in that tile to eliminate the pile of 'medium heater' entities. Not sure if it caused power drain but it's certainly weird. Ghost lights everywhere.
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: Ectoplasm on September 26, 2015, 07:57:18 AM
Do industrial coolers explode if they get too hot?

If you add more exhausts to an industrial cooler, how does that effect the network? More efficient, able to push cooler air further?
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: asnow on September 26, 2015, 09:08:30 AM
Im back from god knows where, here is a screenshot of the debug console.

[attachment deleted due to age]
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: Latta on September 26, 2015, 09:53:05 AM
I'm sure that your CCL installation is incorrect.
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: Latta on September 26, 2015, 09:54:31 AM
Quote from: Ectoplasm on September 26, 2015, 07:57:18 AM
Do industrial coolers explode if they get too hot?

If you add more exhausts to an industrial cooler, how does that effect the network? More efficient, able to push cooler air further?

No.

They don't connect to duct network.

Yes, it will become more powerful.
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: Ectoplasm on September 26, 2015, 11:51:32 AM
So what I could do then is have a room inside my base, split it in two and have the industrial cooler poking through to one side. One side of the room would get cold, and the other would get hot from the coolers exhaust (and the cooler itself wont ever stop regardless of how hot it gets, right?). The hot side of the room could then be used to feed my heating ducts?

This a viable set up?
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: 1000101 on September 26, 2015, 02:21:35 PM
Quote from: Ectoplasm on September 26, 2015, 11:51:32 AM
So what I could do then is have a room inside my base, split it in two and have the industrial cooler poking through to one side. One side of the room would get cold, and the other would get hot from the coolers exhaust (and the cooler itself wont ever stop regardless of how hot it gets, right?). The hot side of the room could then be used to feed my heating ducts?

This a viable set up?

That has been proven as a failing setup many alphas ago in vanilla and with mods.

The simple reason is that the hot side will get so hot that the temperature equalization through the dividing wall will heat up the cool side.  The hot side will get hotter than the cool side will get cool so all you'll do is start your colony on fire.
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: Ectoplasm on September 26, 2015, 03:30:49 PM
Thanks for the info.

I've read here and there about how temperature can radiate through walls, but can't find any specific info (no page on the wiki for 'wall insulation', and 'insulation' just shows results for cloth related stuff) Odd post on reddit - but nothing concrete. Is there any definitive numbers on wall insulation?

Because I realise that this is likely why my cooling system isn't being as effective as I hoped.

http://imgur.com/HgejvAA

I have 2 coolers, both set to -200°C, yet the small area to the left where the intake vents are shows roughly -50°C. So all that good coldness must be escaping. I realise airlocks are a thing now too, so will use them next colony..

So back to the question what's the best walls to build with for insulation?
Are triple thick walls better than double? Quad better than triple?
What's the limits here?

Advice gladly taken! Pics of better layouts would be appreciated, if anyone cares to show me how it should be done ;)


Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: Didact04 on September 27, 2015, 06:46:38 AM
I've definitely noticed that doubly thick walls will insultate much better than standard. The material used I have not tested for. That sounds like something worth using dev console for.

General consensus seems to be that double walls work, most everywhere I look on youtube and the like I see two layers of wall. I don't know if three would make a difference or not, but considering that pockets of air inside mountains still manage to reach temperatures comparable to the outside temp, I wouldn't say it makes too much of a difference.
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: Latta on September 27, 2015, 07:32:06 AM
As far as I know, double walls are definitely better than single but triple or more won't make any changes.
Wall stuff does not go into calculations.
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: asnow on September 27, 2015, 09:08:45 PM
Quote from: Latta on September 26, 2015, 09:53:05 AM
I'm sure that your CCL installation is incorrect.

I may be retarded.
Just re-checked my install, turns out that the mod was inside of another folder inside of the mods folder.
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: Neal Raven on September 30, 2015, 07:13:57 AM
Quote from: OvermindDL1 on September 25, 2015, 02:48:52 PM
When running the mod I am getting an exception thrown when loading RedistHeat for the textures:

Exception getting RedistHeat.Graphic_MultiDXT5 at Things/Building/AirNet/DuctOutlet: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. --> System.IO.DirectoryNotFoundException: Could not find a part of the path
"/home/ocerminddl1/Games/RimWorld/RimWorld914Linux/Mods/LT_RedistHeat/Textures\/Things/Building/AirNet/DuctOutlet_back.dds".

And etc...  I am curious why there is a \ in the path...
I symlinked the directory "Textures" to "Textures\" and that fixed it, but that pathing needs fixing.  ^.^

I'm having the same issue here, but on Win7.
Error also happens when I only load Core, CCL 0.12.3b and RedistHeat.
Folder structure seems to be in order as far as I can tell.
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: Tekuromoto on September 30, 2015, 12:06:05 PM
Not sure if this is a bug or something with my mod setup, since no one else has mentioned it yet...

With a new game with all relevant mods up to date I can make RedistHeat buildings right out of the gate - smart duct, active vent, and industrial heaters and coolers - without needing to do the research.
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: Araxiel2051 on September 30, 2015, 11:39:13 PM
Quote from: Tekuromoto on September 30, 2015, 12:06:05 PM
Not sure if this is a bug or something with my mod setup, since no one else has mentioned it yet...

With a new game with all relevant mods up to date I can make RedistHeat buildings right out of the gate - smart duct, active vent, and industrial heaters and coolers - without needing to do the research.

Same "issue" here. The tech is there to research, but I already start off with everything which was really a bit confusing at the beginning.

But my actual question: I don't fully understand how the active vent and the smart outlet work. How smart are they?
E.g.
And I expect the smart vent will behave the same in 1. and 3.

But can I have some conformation how they work? The description lets a lot of to be desired.
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: Latta on October 03, 2015, 01:11:19 AM
Updated to 42. Fixed all known issues, including:
Quote from: Didact04 on September 26, 2015, 02:35:25 AM
Not sure if it's been reported already, but medium heaters appear to stack on themselves and create a very vibrant spot of light where they were deconstructed. I have to go into dev console and destroy everything in that tile to eliminate the pile of 'medium heater' entities. Not sure if it caused power drain but it's certainly weird. Ghost lights everywhere.
For details, consult GitHub's release info.

Quote from: Araxiel2051 on September 30, 2015, 11:39:13 PM
But my actual question: I don't fully understand how the active vent and the smart outlet work. How smart are they?

Let tA, tB, and tC temperature of each rooms.
1. At the point where tB = 20°C.
2. Yes, because it's "vent".
3. Yes, because there is no way to get closer to 20°C. If tB is higher than tC, say, 50°C, it will open itself while tC is lower than tB.
Title: Re: [A12d] RedistHeat - Vents/Ducts (03-10-15 v42) Faster equalization
Post by: flankspeed on October 04, 2015, 12:35:39 AM
v42 Broke the exhaust ports on the industrial cooler. They just refuse to link to the cooler now and say "unavailable" while the cooler says exhaust ports "0".

Tried starting a new game...same result.

Can someone else confirm. I want to make sure it's not a problem with the mods I am running.

Title: Re: [A12d] RedistHeat - Vents/Ducts (03-10-15 v42) Faster equalization
Post by: TheGentlmen on October 04, 2015, 08:04:15 PM
Err, why is the small heater bigger than the medium heater?  :)

Edit: Seems to complicated to change, like textures, and placement and stuff... AUG... PLEASE change it for me! Plz?
Title: Re: [A12d] RedistHeat - Vents/Ducts (03-10-15 v42) Faster equalization
Post by: TheGentlmen on October 04, 2015, 08:40:07 PM
Quote from: flankspeed on October 04, 2015, 12:35:39 AM
v42 Broke the exhaust ports on the industrial cooler. They just refuse to link to the cooler now and say "unavailable" while the cooler says exhaust ports "0".

Tried starting a new game...same result.

Can someone else confirm. I want to make sure it's not a problem with the mods I am running.
Can confirm.
Title: Re: [A12d] RedistHeat - Vents/Ducts (03-10-15 v42) Faster equalization
Post by: Thorin on October 05, 2015, 03:05:52 AM
Quote from: flankspeed on October 04, 2015, 12:35:39 AM
v42 Broke the exhaust ports on the industrial cooler. They just refuse to link to the cooler now and say "unavailable" while the cooler says exhaust ports "0".

Tried starting a new game...same result.

Can someone else confirm. I want to make sure it's not a problem with the mods I am running.

Ah, I too can confirm the "unavailable" message. That would explain why I have problems with my freezer. Since this is my first time using this mod, I thought that it was normal.
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-10-15 v42a) Faster equalization
Post by: Latta on October 05, 2015, 04:54:13 AM
Dah. Apparently I forgot to change ticker type to normal from rare. Sorry for inconveniences.
New version up. Let me know if the bug persists.
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-10-15 v42a) Faster equalization
Post by: Thorin on October 05, 2015, 11:27:13 AM
Thx Latta, for the quick fix  ;D .

The message is now available and the in between room is at a healthy -46 degrees Celsius.

[attachment deleted due to age]
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-10-15 v42a) Faster equalization
Post by: Didact04 on October 06, 2015, 01:39:41 AM
Not sure what the last patch did but vanilla heaters are utterly unresponsive and remain idle at any and all temperatures. Medium heaters do work normally but I'm loathe to use those, as last patch there was an obnoxious bug where ghost medium heaters would persist and sometimes stack on top of themselves where deconstructed heaters used to be.

Two bugs to choose from, take your pick on which to look at first.
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-10-15 v42a) Faster equalization
Post by: Tekuromoto on October 07, 2015, 12:24:30 PM
Quote from: Didact04 on October 06, 2015, 01:39:41 AM
Not sure what the last patch did but vanilla heaters are utterly unresponsive and remain idle at any and all temperatures. Medium heaters do work normally but I'm loathe to use those, as last patch there was an obnoxious bug where ghost medium heaters would persist and sometimes stack on top of themselves where deconstructed heaters used to be.

Two bugs to choose from, take your pick on which to look at first.
I believe I can confirm this - none of my vanilla (now "small") heaters are working properly. They show the heating area when clicked on but never seem to produce heat. I generally avoid medium heaters because they're way too expensive to construct at two-and-a-half times the cost of a small heater.
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-10-15 v42a) Faster equalization
Post by: 1000101 on October 07, 2015, 11:25:54 PM
Quote from: Tekuromoto on October 07, 2015, 12:24:30 PM
Quote from: Didact04 on October 06, 2015, 01:39:41 AM
Not sure what the last patch did but vanilla heaters are utterly unresponsive and remain idle at any and all temperatures. Medium heaters do work normally but I'm loathe to use those, as last patch there was an obnoxious bug where ghost medium heaters would persist and sometimes stack on top of themselves where deconstructed heaters used to be.

Two bugs to choose from, take your pick on which to look at first.
I believe I can confirm this - none of my vanilla (now "small") heaters are working properly. They show the heating area when clicked on but never seem to produce heat. I generally avoid medium heaters because they're way too expensive to construct at two-and-a-half times the cost of a small heater.

Can you guys give more details to the problem?  ie, what mods are you running with this?  I use this with my Mountain Temperature mod (which makes heating and cooling mountains a lot more expensive, as you are fighting natural geothermal radiant heat) but all the heaters and coolers work for me.

Edit: brain fart
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-10-15 v42a) Faster equalization
Post by: Klaatu on October 08, 2015, 06:20:02 AM
Quote from: Tekuromoto on October 07, 2015, 12:24:30 PM
Quote from: Didact04 on October 06, 2015, 01:39:41 AM
Not sure what the last patch did but vanilla heaters are utterly unresponsive and remain idle at any and all temperatures. Medium heaters do work normally but I'm loathe to use those, as last patch there was an obnoxious bug where ghost medium heaters would persist and sometimes stack on top of themselves where deconstructed heaters used to be.

Two bugs to choose from, take your pick on which to look at first.
I believe I can confirm this - none of my vanilla (now "small") heaters are working properly. They show the heating area when clicked on but never seem to produce heat. I generally avoid medium heaters because they're way too expensive to construct at two-and-a-half times the cost of a small heater.

I can confirm that the small heaters didn't function at all. They were set to 70 degrees in an ice biome, displayed 100 watts, but weren't actually turned on because A) they weren't producing heat, and B) was set to low power consumption. I had to use medium coolers in reverse to work around this issue... AC, in the Ice Biome no less. It was very frustrating since I was streaming this on twitch to demonstrate how to do ice biome, and couldn't remove redistribute heat in order to fix it on the same save without dev mode.

The room was sealed, but the small heaters don't work at all.
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-10-15 v42a) Faster equalization
Post by: Tekuromoto on October 08, 2015, 09:45:29 PM
Quote from: 1000101 on October 07, 2015, 11:25:54 PM
Can you guys give more details to the problem?  ie, what mods are you running with this?
Core
Community Core Library
Community Core Library - Vanilla Tweaks
EdBModOrder
EdBInterface
EdBPrepareCarefully
Additional Joy Objects V2.51
Ancient Amulets V1.01
AnimalHideWorking
Armor Crafting 1.21
AutoHuntBeacon
BackstoriesCore-12.0.0
BiomeSpawnTweak
Bulk_Meals
CaveworldFlora
Craftable Medicines
CrashLanding
Darkness
Embrasures 1.5
EnhancedTabs
Enviro_SK
ESM - MineVein
ExpandedProsthetics&amp;OrganEngineering
Fences
FishIndustry
FlameWeapons-FlameWeapons1.4
GaussWeapons-GaussWeapons1.4
Glass&amp;Lights
Hospitality
LaserWeapons-LaserWeapons1.4
LessIncidentTrolling
LT_ASA
LT_ADogSaid
LT_DoorMat
LT_ExpHistory
LT_Infusion
LT_NoCleaningPlease
LT_RimEffect
LT_Soiling
Mad Skills
Mannable Turrents 1.2.6
Medical Info
Mending_SK
Modular Tables
MorePlanning
More Vanilla Turrets
Pawn State Icons
PlasmaWeapons-PlasmaWeapons1.4
PowerSwitch
ReplacementOrganCrafting 1.2
RTFTJ
RimPharma V1.03
RT Fusebox
T-ExpandedCloth
T-MoreBedsVanilla
T-MoreFloors
ToolsForHaul
Vegetable Garden v3.2
GourmetGarden
Weapon Crafting 1.41
LT_RedistHeat
AutoEquip
AutoEquipInfusion

Title: Re: [A12d] RedistHeat - Vents/Ducts (05-10-15 v42a) Faster equalization
Post by: TheGentlmen on October 08, 2015, 10:02:32 PM
Bug: Small Heater goes Idle without heating.
Steps: Make a room, put a small heater in it, set it to heat to 100C, note how it doesn't heat and is at low power consumption.
Mods:
<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>914</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>EdBModOrder</li>
    <li>Community Core Library</li>
    <li>ResearchTree</li>
    <li>ED-Core</li>
    <li>ED-AutoLoader</li>
    <li>Tuff Luck - Best Storyteller</li>
    <li>EdBPrepareCarefully</li>
    <li>EdBInterface</li>
    <li>RW_ResearchInfo-A12d_1d</li>
    <li>RW_EnhancedTabs-12d.4g</li>
    <li>Pawn State Icons</li>
    <li>RW_MedicalInfo-A12d_1b</li>
    <li>VeinMiner</li>
    <li>CombatRealism</li>
    <li>CombatRealism Defence</li>
    <li>MorePlanning</li>
    <li>LT_RedistHeat</li>
    <li>LT_FixBone</li>
    <li>LT_Soiling</li>
    <li>TilledSoil</li>
    <li>LT_Brighten</li>
    <li>LT_ExpHistory</li>
    <li>LT_DoorMat</li>
    <li>ESM - MountainTemp</li>
    <li>ESM - SmoothWall</li>
    <li>Harsher Map Conditions</li>
    <li>HotCold_Biomes</li>
    <li>MiniAMReactor</li>
    <li>HumansLowChanceAgeHediffs</li>
    <li>Weapon Crafting 1.41</li>
    <li>Mannable Turrents 1.2.6</li>
    <li>MedicineKitCrafting 1.4</li>
    <li>BionicReplacementsCrafting 1.2</li>
    <li>NeurotrainerCrafting 1.2</li>
    <li>MIRV Artillery 1.2.6</li>
    <li>ReplacementOrganCrafting 1.2</li>
    <li>Armor Crafting 1.21</li>
    <li>Training Rack 1.0</li>
    <li>NonDecayingStorage 1.0</li>
    <li>PrisonImprovements</li>
    <li>RimBeast</li>
    <li>ED-LaserDrill</li>
    <li>ED-OmniGel</li>
    <li>ED-PersonalNanoShields</li>
    <li>ED-PersonalAnimalShields</li>
    <li>ED-Plants_24H</li>
    <li>ED-OmniGel_24H</li>
    <li>ED-WirelessPower</li>
    <li>ED-Stargate</li>
    <li>Embrasures 1.5</li>
    <li>Miscellaneous_HiRes</li>
    <li>MAI</li>
    <li>SnowMachine</li>
    <li>Darkness</li>
    <li>RaidSanity</li>
    <li>Research Project Example</li>
    <li>Suicide Bomb</li>
    <li>RW_Quick-Start-A12_v1</li>
  </activeMods>
</ModsConfigData>

Pictures:

Upper Rooms (Heater Testing), left to right:
(http://s12.postimg.org/8z4p9zq4p/Screenshot_162.png) (http://postimg.org/image/8z4p9zq4p/)(http://s12.postimg.org/em127gsnd/Screenshot_163.png) (http://postimg.org/image/em127gsnd/)(http://s12.postimg.org/obog40pah/Screenshot_164.png) (http://postimg.org/image/obog40pah/)


Lower Rooms (Cooler Testing), left to right:
(http://s12.postimg.org/5gspdlp8p/Screenshot_165.png) (http://postimg.org/image/5gspdlp8p/)(http://s12.postimg.org/w5p1pex3d/Screenshot_166.png) (http://postimg.org/image/w5p1pex3d/)(http://s12.postimg.org/r4hno1pmx/Screenshot_167.png) (http://postimg.org/image/r4hno1pmx/)


Outdoors:
(http://s12.postimg.org/ba2re60w9/Screenshot_168.png) (http://postimg.org/image/ba2re60w9/)
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-10-15 v42a) Faster equalization
Post by: TheGentlmen on October 08, 2015, 10:13:18 PM
Can't repo ghost heaters.
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-10-15 v42a) Faster equalization
Post by: 1000101 on October 09, 2015, 04:46:13 AM
Ok, I found the problem and made the small change needed to fix the small heaters.

The xml is set for normal ticking, the code is using the rare tick method however, in the rare tick method would never execute properly anyway even if it was set to use it in xml.  Code updated to use normal tick method as is intended.

I have done a PR on github with the changes and am attaching the bugfix I did to this forum post.  Normally I would not do this and let the original author make their own release but those who know Latta know why an update may otherwise be delayed.

Regarding phantom glowers:
These are only really an issue on game load and they self correct (extras delete themselves).  If you have a game where they don't it's probably because you updated the mod from an earlier version mid-game.  If needed, help can be given on how to edit your save to remove the phantom glowers.

On that topic, when updating mods it's always best practice to start a new colony and depending on the mod a new world depending on the scope of the changes in the mod.  This is not a unique phenomenon to RimWorld.  EVERY game is like that.  Update mods, start new game.

[attachment deleted due to age]
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-10-15 v42a) Faster equalization
Post by: TheGentlmen on October 09, 2015, 02:14:01 PM
Quote from: 1000101 on October 09, 2015, 04:46:13 AM
Ok, I found the problem and made the small change needed to fix the small heaters.

The xml is set for normal ticking, the code is using the rare tick method however, in the rare tick method would never execute properly anyway even if it was set to use it in xml.  Code updated to use normal tick method as is intended.

I have done a PR on github with the changes and am attaching the bugfix I did to this forum post.  Normally I would not do this and let the original author make their own release but those who know Latta know why an update may otherwise be delayed.

Regarding phantom glowers:
These are only really an issue on game load and they self correct (extras delete themselves).  If you have a game where they don't it's probably because you updated the mod from an earlier version mid-game.  If needed, help can be given on how to edit your save to remove the phantom glowers.

On that topic, when updating mods it's always best practice to start a new colony and depending on the mod a new world depending on the scope of the changes in the mod.  This is not a unique phenomenon to RimWorld.  EVERY game is like that.  Update mods, start new game.
What happened to latta? Did ya eat her? ;D
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-10-15 v42a) Faster equalization
Post by: Flashpoint on October 11, 2015, 03:55:12 PM
I can't seem to use all aspects of this mod. I have CCL and the mod installed properly, but some things don't work. The issues are only prominent in the duct intakes, as I can't seem to place them. I can place pipes just fine, (http://i.imgur.com/8C36JmJ.png) but I can't place intakes or vents.
http://i.imgur.com/ytThLXz.jpg
http://i.imgur.com/DblACah.jpg

I reinstalled the game completely, I'm not sure if anyone else has had this issue.
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-10-15 v42a) Faster equalization
Post by: TheGentlmen on October 11, 2015, 04:27:48 PM
Quote from: Flashpoint on October 11, 2015, 03:55:12 PM
I can't seem to use all aspects of this mod. I have CCL and the mod installed properly, but some things don't work. The issues are only prominent in the duct intakes, as I can't seem to place them. I can place pipes just fine, (http://i.imgur.com/8C36JmJ.png) but I can't place intakes or vents.
http://i.imgur.com/ytThLXz.jpg
http://i.imgur.com/DblACah.jpg

I reinstalled the game completely, I'm not sure if anyone else has had this issue.
You need to place the ducts under the wall first before you add intakes and similar.

As for vents, they need to be put on walls.
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-10-15 v42a) Faster equalization
Post by: Latta on October 12, 2015, 06:01:17 AM
Sorry, I'm not in a shape to stand long time coding, and I have to take another treatment on Dec~Jan which will make my condition worse I believe. So I decided to play games I have, not code.
But at least I can merge PR. Credits to 1000101.

Luckily due to Tynan's long time vacation I don't have to version up... :p

Edit: And here goes 42b. As I said credits to 1000101. No changes made to XML.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Tekuromoto on October 15, 2015, 12:17:46 AM
Thanks for everything you've done for RimWorld, Latta! Enjoy playing for a while instead of working, and I hope your health issues resolve soon.
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-10-15 v42a) Faster equalization
Post by: Flashpoint on October 17, 2015, 10:54:20 AM
Quote from: TheGentlmen (GENT) on October 11, 2015, 04:27:48 PM

You need to place the ducts under the wall first before you add intakes and similar.

As for vents, they need to be put on walls.

That may have fixed my pipe problem but I can't place the vents even if they are on walls. :p
Thanks for your help though, I just got a new PC so hopefully the fresh install will make a difference. ;D
Title: Re: [A12d] RedistHeat - Vents/Ducts (05-10-15 v42a) Faster equalization
Post by: TheGentlmen on October 17, 2015, 12:32:06 PM
Quote from: Flashpoint on October 17, 2015, 10:54:20 AM
Quote from: TheGentlmen (GENT) on October 11, 2015, 04:27:48 PM

You need to place the ducts under the wall first before you add intakes and similar.

As for vents, they need to be put on walls.

That may have fixed my pipe problem but I can't place the vents even if they are on walls. :p
Thanks for your help though, I just got a new PC so hopefully the fresh install will make a difference. ;D

The vent should look like dis:
(https://ludeon.com/forums/index.php?action=dlattach;topic=11056.0;attach=10378)
And it should go on wallz. If it doesn't, another mod is overriding it.

[attachment deleted due to age]
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Shadowhacker on October 19, 2015, 10:06:31 PM
I can't play any vents too.. Some tubes will work, but when i try to place vents.. It's not doing anything, i'm using mods:

Community Core Library v0.12.3 (+ Vanilla Tweaks)
Core
EdB Prepare Carefully
Industrialisation
LT-RedistHeat
ModularTables v1.47

Also - i am playing in cold climate.. And when i installed the mode almost all people got freezing state ('cause all my heaters was.. not heating like some people said there).. Well.. :-D
What should i do if i want this mod to work? :)
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Draxis on October 20, 2015, 07:52:51 AM
Hey, great mod and just wanted to thank you for it. I like the minimalist designs of the heaters and coolers as well as the utility of the ducts. I just had a question on how you design your duct network. I have 11 bedrooms attached to smart outlets which are then linked to a room with three industrial heaters and several intakes. That said, I find that I can't reliably heat the farthest bedrooms with ducts (maybe because the hot air has already gone into the other rooms?). Do I need to just increase the heat of the support room to something stupidly hot and that will force it to work? I have trouble getting that room above 120 degrees even with multiple industrial heaters so I would appreciate some input, thanks!
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: losinator501 on October 20, 2015, 08:21:22 AM
I also have a problem where the network will just not heat up... the heating room is 21 degrees, with 3 intakes in it and then 1 outlet in each room, the system will just not heat up above 3 degrees.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: 1000101 on October 20, 2015, 01:10:32 PM
I've found that you want your heating plant quite a bit hotter than the rooms your heating.  In a cooler biome (avg 0C) I generally set my heating plant to about 40C with one industrial heater for every four 5x7 (35 cell) [bed]room set to 18C.  The important part is to make sure there are enough intakes (I use two per room heated) in the heating plant to maintain the network temperature.

While these numbers generally work for me however, everybodies mod selection is different and they need adjustments for different biomes/temperature ranges.  Also note that if the duct network is passing through outdoor areas, this will effect the network temperature.  I try to keep my ducts under walls if possible and avoid having exposed ducts unless travel through an indoor "service corridor" which is generally heated somewhat.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: losinator501 on October 20, 2015, 05:14:46 PM
(http://i.imgur.com/rhQQJ1B.jpg)

That is my setup, heater set to 21 and it is 21 in the room. All ducts and in/outlets are set to lower. Net temperature still 0 :/

The front doors will close, its just cause the guy walked through
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: 1000101 on October 22, 2015, 05:05:18 PM
Quote from: 1000101I've found that you want your heating plant quite a bit hotter than the rooms your heating.  In a cooler biome (avg 0C) I generally set my heating plant to about 40C with one industrial heater for every four 5x7 (35 cell) [bed]room set to 18C.  The important part is to make sure there are enough intakes (I use two per room heated) in the heating plant to maintain the network temperature.

While these numbers generally work for me however, everybodies mod selection is different and they need adjustments for different biomes/temperature ranges.  Also note that if the duct network is passing through outdoor areas, this will effect the network temperature.  I try to keep my ducts under walls if possible and avoid having exposed ducts unless travel through an indoor "service corridor" which is generally heated somewhat.
Quote from: losinator501That is my setup, heater set to 21 and it is 21 in the room. All ducts and in/outlets are set to lower. Net temperature still 0 :/

The front doors will close, its just cause the guy walked through

I'm guessing you didn't read my post at all.  As I clearly stated, you need more intakes and to set your heating plant to a much higher temperature.  Three intakes is not two per 35 cell area.  If you would have read my post, you would already know you need 8-12 intakes and 2-4 heaters set to about 40C based on that screen shot.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: losinator501 on October 22, 2015, 05:24:53 PM
Quote from: 1000101 on October 22, 2015, 05:05:18 PM
I'm guessing you didn't read my post at all.  As I clearly stated, you need more intakes and to set your heating plant to a much higher temperature.  Three intakes is not two per 35 cell area.  If you would have read my post, you would already know you need 8-12 intakes and 2-4 heaters set to about 40C based on that screen shot.
I did read it, but here's the thing: I wanted to determine if the problem was just not enough heaters/intakes or if it was something else. So I disconnected all the rooms except the one directly above the heating room, and still the net temperature will not go above 0. Surely 3 intakes is enough for one 5x7 room?
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Tekuromoto on October 22, 2015, 05:55:44 PM
Quote from: losinator501 on October 22, 2015, 05:24:53 PM
I did read it, but here's the thing: I wanted to determine if the problem was just not enough heaters/intakes or if it was something else. So I disconnected all the rooms except the one directly above the heating room, and still the net temperature will not go above 0. Surely 3 intakes is enough for one 5x7 room?
I've had problems with the net temperature not changing properly sometimes, and simply toggling from lower to upper ducts sometimes solves the issue. Let the game run for 5-10 seconds at regular speed between toggles and it might solve your problem.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Quickbowjob on October 22, 2015, 11:14:43 PM
Hello great mod really like it!

But i have one problem, my pipes are not connecting up anymore.
(http://i.imgur.com/ZbAv20H.png)

Did try reinstall the few mods that i use but no success yet hope there is an easy fix..
Thanks <3
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: DaLoSti on October 23, 2015, 12:51:40 PM
How do I make this compatible with Clutter? It doesn't seem to recognize Utility walls or reinforced walls as 'walls'.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: DaLoSti on October 23, 2015, 12:56:01 PM
Haha nvm.
Title: Re: [A12d] RedistHeat - Vents/Ducts (13-09-15 v41b) Linux/Mac fix
Post by: DaLoSti on October 23, 2015, 01:17:23 PM
Quote from: 1000101 on September 25, 2015, 09:25:37 PM
Quote from: mbos14 on September 17, 2015, 10:57:37 AM
Are you planning on making the mod compatible with the clutter mod walls ?

It's not that this mod is specifically incompatible, there just needs to be a patch.

Quick steps:
1) Make sure RedistHeat is loaded after Clutter
2) Open each of the xml files in /Mods/LT_RedistHeat/Defs/ThingDefs/
3) Find each instance of CommunityCoreLibrary.RestrictedPlacement_Comp
4) Add the following to each list of thingDefs for the above comp
<li>ClutterSIlverWall</li>
<li>ClutterUtilityWall</li>
<li>ClutterUWallLight</li>


You can do this to add walls from any mod.  Find the wall defName and add it to the lists.  Just make sure RedistHeat is enabled after that mod in the load order as RedistHeat will become dependant on that mod.

So I did as said here:
CCL
...
Clutter
...
Redist Heat
...

Nothing else after it affects temp or anything.
Clutter is the only mod affecting temperature, methinks.

Here are some lines of code for the 3 .xmls found in Mods\LT_RedistHeat\Defs\ThingDefs\
[I added to all possible locations where {CommunityCoreLibrary.RestrictedPlacement_Comp} occurs]

<li Class="CommunityCoreLibrary.RestrictedPlacement_Properties">
                <compClass>CommunityCoreLibrary.RestrictedPlacement_Comp</compClass>
                <thingDefs>
                    <li>Wall</li>
               <li>ClutterSIlverWall</li>
               <li>ClutterUtilityWall</li>
               <li>ClutterUWallLight</li>
                </thingDefs>
            </li>

Aside from some indentation errors that may have occurred during the translations from Notepad++ to the post box to the actual representation of the post, the indentations are fine.

So I opened up my save, as expected there are some errors. All of them are [Misaligned ID request]. If someone can fill me in on the implications and consequences of this, it would be greatly appreciated. I hate to restart a colony.

But the unexpected thing is that I can't do anything about vents on my utility walls.

So I thought "Hm. Maybe create a new world and start a new colony". Which I did after seeing that I still can't place wall ducts on my utility walls in my save.

After creating a brand new world and a brand new colony, no errors pop up as expected. But I'm still unable to place wall vents/ducts on my utility walls. What a shame. I can't figure out what went wrong here.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: DaLoSti on October 23, 2015, 01:27:10 PM
Nevermind that previous post too.

It worked. I had to restart the client is all.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Toggle on October 24, 2015, 03:50:36 PM
You know there's a 'remove' button for comments.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Scaphismus on October 24, 2015, 04:06:40 PM
Quote from: Quickbowjob on October 22, 2015, 11:14:43 PM
Hello great mod really like it!

But i have one problem, my pipes are not connecting up anymore.
http://i.imgur.com/ZbAv20H.png

Did try reinstall the few mods that i use but no success yet hope there is an easy fix..
Thanks <3

I'm experiencing the same issue. Anyone have any info on a fix?
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Quickbowjob on October 25, 2015, 12:40:20 AM
Quote from: Scaphismus on October 24, 2015, 04:06:40 PM
Quote from: Quickbowjob on October 22, 2015, 11:14:43 PM
Hello great mod really like it!

But i have one problem, my pipes are not connecting up anymore.
http://i.imgur.com/ZbAv20H.png

Did try reinstall the few mods that i use but no success yet hope there is an easy fix..
Thanks <3

I'm experiencing the same issue. Anyone have any info on a fix?

I got it fixed not sure how i did tho, think it was like this:
Community Core Library
Community Core Library - Vanilla Tweaks
Turn those mods on before any other mod expect for the Core mod that is always on first. (this one is part of the game ofc).

CCL Here: https://ludeon.com/forums/index.php?topic=16599.0

Good luck!
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: TheGentlmen on October 25, 2015, 12:46:32 AM
Read your name as Quick Blowjob for a secound...  :D
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: SpeedDaemon on October 25, 2015, 02:59:06 AM
I'm having the same ducts-won't-connect problem as Quickbowjob. In my case, adjusting load order doesn't fix it, though. The only other mod I have is FixBone.

Do you have to start a new colony, or something?
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: starburst98 on October 25, 2015, 05:03:03 AM
you NEED the community core mod. so it is:
core
community core
redistheat

Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: SpeedDaemon on October 25, 2015, 11:35:39 AM
Quote from: starburst98 on October 25, 2015, 05:03:03 AM
you NEED the community core mod. so it is:
core
community core
redistheat

Yes, I have:
Core
CCL
CCL-VT
RedistHeat
FixBone

(also tried with RH and FB switched)
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Scaphismus on October 25, 2015, 03:16:04 PM
Quote from: Quickbowjob on October 25, 2015, 12:40:20 AM
Quote from: Scaphismus on October 24, 2015, 04:06:40 PM
Quote from: Quickbowjob on October 22, 2015, 11:14:43 PM
Hello great mod really like it!

But i have one problem, my pipes are not connecting up anymore.
http://i.imgur.com/ZbAv20H.png

Did try reinstall the few mods that i use but no success yet hope there is an easy fix..
Thanks <3

I'm experiencing the same issue. Anyone have any info on a fix?

I got it fixed not sure how i did tho, think it was like this:
Community Core Library
Community Core Library - Vanilla Tweaks
Turn those mods on before any other mod expect for the Core mod that is always on first. (this one is part of the game ofc).

CCL Here: https://ludeon.com/forums/index.php?topic=16599.0

Good luck!

I wasn't able to get it fixed on my previous save, even after changing load order/disabling other mods. But when I restarted my game it worked fine. Also, my previous game was already in progress before I added CCL and RedistHeat, so that might have been the cause.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: taelnia on October 25, 2015, 03:44:00 PM
I too was having the non connecting pipe issue for existing maps. However, I was able to get this working on my previous save by editing the save file and making sure that components section (located after areaManager and before cameraMap) contained the CCL and Redist heat pieces.

in my non-CCL/Redist heat save it looked like this: </areaManager>
<components />
<cameraMap>


and I modified it to look like this(obtained by making a new colony and viewing the save file): </areaManager>
<components>
<li Class="CommunityCoreLibrary.ResearchController" />
<li Class="RedistHeat.AirNetTicker" />
</components>
<cameraMap>


At this point, all of the pipes in my old save automatically connected on load and started working.  I quickly scanned the new save for any other pieces of CCL that may have needed adding, but did not locate anything else.

Hope this helps some folks!  :)
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Ekarus on October 26, 2015, 02:28:30 AM
So I'm having something of a huge problem. I love playing on the colder maps and I'm not sure if this is a mod-related problem, or me just misunderstanding the mechanics but... I've got a room setup with 42 Industrial Heaters set to heat to 160 F each, and for some reason, they're only able to, together, put the room their in up to around 60 F, and the rest of my cave system only to around 30 F. There are a MULTITUDE of intake ducts in the room (I've lined the wall with them.) and the rooms in my cave have numerous duct outlets, each set to the default 70 F. There are a few outdoor intake vents on the upper channel that are piping the outside cold-air into some of the base's freezers which are handling the outside -130 F conditions perfectly.

...What I'm saying is I'm not 100% certain the Industrial Heaters are working properly.. I've got a screenshot of the heater room and the general layout of a few of the rooms.

(https://dl.dropboxusercontent.com/u/1605589/Misc%20Long-Term%20Files/New%20Canvas.jpg)
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: 1000101 on October 27, 2015, 02:14:47 AM
It seems I broke CCLs map component injection.  I will be addressing this "soon."  Sorry to those who have to manually fix their saves.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Toggle on October 27, 2015, 07:53:02 AM
Quote from: 1000101 on October 27, 2015, 02:14:47 AM
It seems I broke CCLs map component injection.  I will be addressing this "soon."  Sorry to those who have to manually fix their saves.

"Soon"
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: 1000101 on October 27, 2015, 02:05:58 PM
I follow The Indie Stone's (http://projectzomboid.com/) policy of "no ETAs" and the map component injection is a relatively minor bug.  Even if I fixed it today, that wouldn't help the broader user base who would still have to wait for the next release of CCL unless they grabbed the unstable development branch.

Edit:  This issue is fixed and in the repo for the next release.  No ETA on that though.  ;P
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Tekuromoto on October 28, 2015, 12:56:59 AM
Quote from: 1000101 on October 27, 2015, 02:05:58 PM
Edit:  This issue is fixed and in the repo for the next release.  No ETA on that though.  ;P
Can we the users simply roll back to the previous CCL for the time being? Assuming we're not using a mod that specifically requires the latest CCL...

Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: 1000101 on October 28, 2015, 06:50:40 AM
Yeah, there is no reason why you can't use an older version assuming a mod doesn't require newer functionality.  Although I would suggest just starting a new colony as this particular problem only affects games where mods are added to and adding mods to an existing game is generally a bad idea anyway.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: ethanwdp on October 28, 2015, 02:14:12 PM
(http://i.imgur.com/JToy2NT.png) So my pipes refuse to connect...

Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Tekuromoto on October 28, 2015, 03:08:40 PM
Quote from: 1000101 on October 28, 2015, 06:50:40 AM
Although I would suggest just starting a new colony as this particular problem only affects games where mods are added

Ah, okay, thanks. I didn't get that from the error posts...

Quoteand adding mods to an existing game is generally a bad idea anyway.

Agreed. I've found that one out the hard way.  :o

Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: 1000101 on October 28, 2015, 07:46:36 PM
Quote from: ethanwdpSo my pipes refuse to connect...

I do believe that is the map component issue which has just been discussed for the last page of posts or so, either;
(a) start a new colony, or;
(b) downgrade CCL to 0.12.3b, or;
(c) do a manual save game injection.

The recommended course of action is (a) although (b) and (c) will fix it and allow you to continue your current game.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Johnny_Bandit on October 29, 2015, 09:02:02 AM
Well I'm having trouble with my game, it won't let me build any vents on any walls, just keeps telling me "You cannot place that here!", my mod load order is:
Core
CCL v0.12.4
ED-Core
Edb Mod Order
EdB Interface
EdB Prepare Carefully
LT-ASA
Tilled Soil
RT Fusebox
LT-A Dog Said...
LT-No Cleaning Please!
Apothecarius
Clutter
ED-Most of the mods
M&Co. MMS
MAI+
Mechanoid Terraformer
Miscellaneous HiRes
More Mechanoids
PowerSwitch
RimFire
EPOE
Superior Crafting Redisgned
LT-RedistHeat

If anyone can help me with why the vents don't want to be placed on walls, it would be awesome
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: ThePhoenix on November 01, 2015, 07:57:15 AM
Quote from: Johnny_Bandit on October 29, 2015, 09:02:02 AM
Well I'm having trouble with my game, it won't let me build any vents on any walls, just keeps telling me "You cannot place that here!", my mod load order is:
Core
CCL v0.12.4
ED-Core
Edb Mod Order
EdB Interface
EdB Prepare Carefully
LT-ASA
Tilled Soil
RT Fusebox
LT-A Dog Said...
LT-No Cleaning Please!
Apothecarius
Clutter
ED-Most of the mods
M&Co. MMS
MAI+
Mechanoid Terraformer
Miscellaneous HiRes
More Mechanoids
PowerSwitch
RimFire
EPOE
Superior Crafting Redisgned
LT-RedistHeat

If anyone can help me with why the vents don't want to be placed on walls, it would be awesome

I'm having the same problem, though it's only with Wood walls. Superior Crafting Redesigned makes changes to the basic Wood wall, so RedistHeat no longer recognises it as a wall. All the vents and the like seem to work perfectly fine on all other kinds of wall.

Either that, or the vents aren't supposed to go on Wood walls anyway...

EDIT: On further inspection, it appears to affect any player-made walls, so I don't know what else to do at this point.

EDIT 2: SOLUTION... kind of. I copied the Buildings_Structure .xml from ThingsDef in the Core folder across to replace that of the Superior Crafting, and it seems to have worked on a new game. Unfortunately, I get a category of errors trying to load up my previous savegame, so it looks to be a new game job, I'm afraid.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: the.adoxographer on November 03, 2015, 05:28:03 PM
In order to fix this add

<designationCategory>Structure</designationCategory>

to line 206 of Mods/Superior Crafting Redesigned/Defs/ThingDefs/Buildings_Structure.xml and it will fix the issue (it also fixes the issue with other wall placeable s)

All new walls will work so there is no need to create a new game - but already existing walls will need to be replaced.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Arckame on November 15, 2015, 01:09:02 PM
I read that some people had the same issue, but i didn't find any solution.

I use Windows 10.

Fixed :
I changed mods directory names by adding a sort number. It's working for all of them but not redistheat. now that the folder name is the good one, it's working again.

screenshot in attachment.

[attachment deleted due to age]
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Bradley_ on November 18, 2015, 06:30:18 PM
>Can I upgrade from lower versions? / Can I use this mod with existing colonies?
Would be nice to split it into two poits cuz it took dome tome for me to notice it... Maybe it's just me.

>you must first destroy every vents first.
Huh?


Well, as much rimworld reminds me about ss13 and as much i love theese games, i love this mod. Even although the actual atmos system isnt that detailed here.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Toggle on November 18, 2015, 07:54:06 PM
Quote from: Bradley_ on November 18, 2015, 06:30:18 PM
>Can I upgrade from lower versions? / Can I use this mod with existing colonies?
Would be nice to split it into two poits cuz it took dome tome for me to notice it... Maybe it's just me.

>you must first destroy every vents first.
Huh?
For the first part, I assume you mean split it into two points, no idea what dome tome means, but I get you meant you didn't read the 2nd part because you just read the first half and didn't think it had to do with your problem.
For the vent part, it means you must deconstruct all existing vents on the map before activating the mod. After deconstructing all vents, you can turn on the mod.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Bradley_ on November 19, 2015, 02:49:05 AM
Its just "first" is doubled.

Well, anyway, i installed the mod, fixed the savegame like someone suggested, and pipes work fine but for some reason vanila "medium cooler" doesn't work. It says low power use, though it uses 200W and does absolutely no cooling. Is that what mod supposed to do with them?
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: skitt. on November 21, 2015, 05:33:49 AM
hi, installed this but i seem to be having some issues,
Temperature no matter what i set it to or how many heaters/coolers i have my temp inside wont go above 2 degrees, and cooling wont go higher than -4
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Stonn on November 23, 2015, 04:42:32 AM
The seems to work fine functionally for me but I get this error:
Exception getting RedistHeat.Graphic_MultiDXT5 at Things/Building/Heater/MediumHeater: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object

  at RedistHeat.DXTLoader.LoadTextureDXT (System.String modName, System.String path, TextureFormat format, Boolean mipmap) [0x00000] in <filename unknown>:0

  at RedistHeat.Graphic_MultiDXT5.Init (GraphicRequest req) [0x00000] in <filename unknown>:0

  at Verse.GraphicDatabase.GetInner[Graphic_MultiDXT5] (GraphicRequest req) [0x00000] in <filename unknown>:0

  at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)

  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0

  --- End of inner exception stack trace ---

  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0

  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0

  at Verse.GenGeneric.InvokeStaticGenericMethod (System.Type baseClass, System.Type genericParam, System.String methodName, System.Object[] args) [0x00000] in <filename unknown>:0

  at Verse.GraphicDatabase.Get (System.Type graphicClass, System.String path, UnityEngine.Shader shader, Vector2 drawSize, Color color, Color colorTwo) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


Which makes some graphics from the mod disappear: http://imgur.com/a/jD8JR

Any ideas how I could fix that?

EDIT: Thanks Arckame! Changed back to the original name and things are fixed. A lesson learned.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Arckame on November 23, 2015, 07:10:25 AM
Quote from: Stonn on November 23, 2015, 04:42:32 AM

Which makes some graphics from the mod disappear: http://imgur.com/a/jD8JR

Any ideas how I could fix that?

Did you change the mod folder's name ? (originaly LT_RedistHeat).
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: toric on November 28, 2015, 02:46:14 PM
maybe you should switch around the heaters? it makes more sense to me that a medium heater would make up a hole tile, and a small heater would be this wall mounted thing you could put in the corner. just a thought.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Florius on November 29, 2015, 07:12:05 AM
Hi. I seem to have a problem with my duct system.

I have a room which is 51 celsius, and 1 intake (turned all the others off).
But the net temp keeps switching between 1 and 10? And I can't seem to get it working?
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Tekuromoto on November 30, 2015, 02:07:49 PM
Quote from: skitt. on November 21, 2015, 05:33:49 AM
hi, installed this but i seem to be having some issues,
Temperature no matter what i set it to or how many heaters/coolers i have my temp inside wont go above 2 degrees, and cooling wont go higher than -4
Quote from: Florius on November 29, 2015, 07:12:05 AM
Hi. I seem to have a problem with my duct system.

I have a room which is 51 celsius, and 1 intake (turned all the others off).
But the net temp keeps switching between 1 and 10? And I can't seem to get it working?
You need lots of intakes to make the system efficient. At least one intake per output is what I use. Otherwise what seems to happen is the system never gets up to speed. It's like the heat trickles out of the vents before the intake ducts can pressurize the system. I sort of think of the duct network as a big room - if you've only got the heat/coolth coming into this huge room through one little window, it's obviously not going to work very well with a ton of doors open on the other end.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: toric on December 05, 2015, 02:33:57 PM
wouldn't it make more sense to have the industrial heater and cooler to be part of the duct system? if they are meant to manage the temp of a big colony, it would be easier to have them output directly to the ducts.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Dude1925 on December 12, 2015, 11:03:41 AM
Does anyone else have problems trying to place the vents on the re-enforced walls from clutter? If so, has anyone found a fix?
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Fluffy (l2032) on December 12, 2015, 03:42:33 PM
Quote from: Dude1925 on December 12, 2015, 11:03:41 AM
Does anyone else have problems trying to place the vents on the re-enforced walls from clutter? If so, has anyone found a fix?
You need to add the modded wall's def to the list of defs vents can be attached to, another user gave instructions a couple of posts up;
https://ludeon.com/forums/index.php?topic=11056.msg181111#msg181111
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: OSMC on December 13, 2015, 06:48:53 PM
Quote from: Ekarus on October 26, 2015, 02:28:30 AM
So I'm having something of a huge problem. I love playing on the colder maps and I'm not sure if this is a mod-related problem, or me just misunderstanding the mechanics but... I've got a room setup with 42 Industrial Heaters set to heat to 160 F each, and for some reason, they're only able to, together, put the room their in up to around 60 F, and the rest of my cave system only to around 30 F. There are a MULTITUDE of intake ducts in the room (I've lined the wall with them.) and the rooms in my cave have numerous duct outlets, each set to the default 70 F. There are a few outdoor intake vents on the upper channel that are piping the outside cold-air into some of the base's freezers which are handling the outside -130 F conditions perfectly.

...What I'm saying is I'm not 100% certain the Industrial Heaters are working properly.. I've got a screenshot of the heater room and the general layout of a few of the rooms.

(https://dl.dropboxusercontent.com/u/1605589/Misc%20Long-Term%20Files/New%20Canvas.jpg)
I also have this problem, What do we do!
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Toggle on December 13, 2015, 07:25:36 PM
Quote from: OSMC on December 13, 2015, 06:48:53 PM
Quote from: Ekarus on October 26, 2015, 02:28:30 AM
So I'm having something of a huge problem. I love playing on the colder maps and I'm not sure if this is a mod-related problem, or me just misunderstanding the mechanics but... I've got a room setup with 42 Industrial Heaters set to heat to 160 F each, and for some reason, they're only able to, together, put the room their in up to around 60 F, and the rest of my cave system only to around 30 F. There are a MULTITUDE of intake ducts in the room (I've lined the wall with them.) and the rooms in my cave have numerous duct outlets, each set to the default 70 F. There are a few outdoor intake vents on the upper channel that are piping the outside cold-air into some of the base's freezers which are handling the outside -130 F conditions perfectly.
I also have this problem, What do we do!

You made sure to use different pipes for the heating and the cooling, right? Upper pipes for say heating, lower for cooling, or vice versa? Or at least kept them away so they don't connect in any location?
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: OSMC on December 13, 2015, 07:33:19 PM
I have no cooling system, don't need it when you're at a mountain core
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Toggle on December 13, 2015, 07:40:54 PM
When you say you have the "same" problem then, you might want to elaborate.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: OSMC on December 13, 2015, 07:46:09 PM
Okay, sorry, I have a similar problem with the heat not moving thru the vents to the rooms, they do not heat up even when I use a large about of heaters in a room and intake vents in that room
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: NemesisN on December 13, 2015, 10:22:35 PM
is there a video tutorial for this or any video of someone knowing how this works building this

this is very confusing to me I want a 2 large rooms, 1 that has hot air and other that has cold air, and then connect pipes or whatever to the rooms I want that hot air to heat and the cold air to cool....and how do I know if it has enough to cool or heat large areas

I don't know what is for what used....I know industrial coolers cool and industrial heaters heat, and that industrial coolers need that little thing to work behind them....as for pipes, some vents that have control points I don't understand what goes where and how it works
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Snoghoj on December 14, 2015, 02:57:52 PM
Quote from: OSMC on December 13, 2015, 06:48:53 PM
Quote from: Ekarus on October 26, 2015, 02:28:30 AM
So I'm having something of a huge problem. I love playing on the colder maps and I'm not sure if this is a mod-related problem, or me just misunderstanding the mechanics but... I've got a room setup with 42 Industrial Heaters set to heat to 160 F each, and for some reason, they're only able to, together, put the room their in up to around 60 F, and the rest of my cave system only to around 30 F. There are a MULTITUDE of intake ducts in the room (I've lined the wall with them.) and the rooms in my cave have numerous duct outlets, each set to the default 70 F. There are a few outdoor intake vents on the upper channel that are piping the outside cold-air into some of the base's freezers which are handling the outside -130 F conditions perfectly.

...What I'm saying is I'm not 100% certain the Industrial Heaters are working properly.. I've got a screenshot of the heater room and the general layout of a few of the rooms.

(https://dl.dropboxusercontent.com/u/1605589/Misc%20Long-Term%20Files/New%20Canvas.jpg)
I also have this problem, What do we do!
I have the oppesite problem, i have a closed off indoor room filled with duct coolers set to -30 Celcius, they all deliver to my lower pipes, but it keeps a steady +11 Celcius in the pipes no matter what i do.
I can provide you with screens if you need them.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: OSMC on December 14, 2015, 08:42:26 PM
I think it might lose heat over distance, which sucks, but I have like 4 industrial heaters keeping a room at 80, ton of input vents in there, but net stays at around 50, Wai, world, WAAAAI

I think this mod really needs a wiki or something like a manual
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: joshcarter on December 16, 2015, 03:19:32 PM
I'm trying to use this mod with a cold tundra map, and hitting the same problem as others here. It's not consistent, however. In one case I have a geothermal generator in its own room, a duct intake there, and ducts to two other rooms with smart outlets. Works great!

In another case (these rooms dug into a mountain) I've been doing a lot of tests with room clusters, heaters, vents, and ducts. Ducts are totally broken is this scenario. For example, I'll have two rooms next to each other. First room has a heater and intake, it stays at 70 degrees F. Second room is connected via duct and has an outlet. I'll close off the ducts and let temperatures settle, then open them. The duct gets *colder* than either room! It will make the second room colder than either room was before, and the net temperature in the duct will be around 32 degrees F.

I love the concept of this mod, in fact I was building a whole winter colony just to use it, but it's kind of broken at the moment. Anything I can do to help debug?

Question for others: do you only have this problem with heating ducts when you're built into a mountain?
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: LittleGreenStone on December 16, 2015, 04:59:08 PM
I would like to make a suggestion, if I may;

We have a "duct cooler", but we have no "duct heater".

Cooling down (or heating up) a room only to vent the air to other rooms is quite a pain, and isn't too effective either. I've tried to build a room with 4 industrial coolers, each with 4 exhaust ports, setting the temperature to -50°C, venting it into a (~9x15 big) room (with double walls/doors), approximately 30 tiles away, trying to keep the temperature inside the room at -10°C at least.
It was draining my power while struggling to keep the room at the set temperature (the "cooler room" 's temperature as well as the network's were bouncing between -50 and +40).
2 regular coolers (or 3, tops) could handle it easily, without the need of an extra room and expensive, power hungry machines.

With the introduction of the duct cooler (a god-sent tool), the problem was solved -no more need to make whole rooms.

While it's more of a pain to cool down rooms than to heat them up, I think a duct heater would have some use also.  :)
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: toric on December 16, 2015, 05:12:09 PM
Quote from: LittleGreenStone on December 16, 2015, 04:59:08 PM
I would like to make a suggestion, if I may;

We have a "duct cooler", but we have no "duct heater".

Cooling down (or heating up) a room only to vent the air to other rooms is quite a pain, and isn't too effective either. I've tried to build a room with 4 industrial coolers, each with 4 exhaust ports, setting the temperature to -50°C, venting it into a (~9x15 big) room (with double walls/doors), approximately 30 tiles away, trying to keep the temperature inside the room at -10°C at least.
It was draining my power while struggling to keep the room at the set temperature (the "cooler room" 's temperature as well as the network's were bouncing between -50 and +40).
2 regular coolers (or 3, tops) could handle it easily, without the need of an extra room and expensive, power hungry machines.

With the introduction of the duct cooler (a god-sent tool), the problem was solved -no more need to make whole rooms.

While it's more of a pain to cool down rooms than to heat them up, I think a duct heater would have some use also.  :)

why not make the industrials duct coolers and heaters? i mean, who actually uses them for anything other than central heating?
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Snoghoj on December 17, 2015, 01:23:21 AM
Quote from: joshcarter on December 16, 2015, 03:19:32 PM
Question for others: do you only have this problem with heating ducts when you're built into a mountain?
I only use mountain bases, and yes i have this problem too
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: LittleGreenStone on December 17, 2015, 01:50:26 AM
Quote from: toric on December 16, 2015, 05:12:09 PM
why not make the industrials duct coolers and heaters? i mean, who actually uses them for anything other than central heating?

I often use industrial heaters as "central heaters", place them in a big(ger) room to heat it, and small rooms adjacent to it, with the help of vents.
Also, I often use industrial heaters to heat up big, indoor farms and barns, like 30-50x12 big ones.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Shabazza on December 26, 2015, 08:24:50 AM
I'm pretty new to Rimworld and installed RedistHeat now and encountered a problem:
The vanilla coolers and the vanilla heaters are both no longer working.

I activated the mods in this order:
1 Core
2 CCL
3 CCL VanillaTweaks
4 RedistHeat
5 RTFuseBox

I read that others have the same problem with heaters.
For me its heaters and coolers.
As soon as I deactivate RedistHeat, both are working again.

EDIT2: Solved. Creating an new colony made it work. I guess replacing the existing heaters and coolers may also work.

Also: I have no Industrial Heaters in my game. Only the medium heaters are showing up in the menu.
I guess this is not normal!?
EDIT: OK, you have to research them... So only problem 1 is left.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Kaballah on December 26, 2015, 03:16:04 PM
Latta I really like the changes you've made and how there are just two dedicated duct networks now, the cross piece approach in the older version was always a bit clunky.  Such a neat and interesting mod  :-[
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: erathia on December 28, 2015, 01:33:31 AM
Adf.ly link does'nt work anymore, y'know
Still, nice work!
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Shabazza on December 28, 2015, 10:20:25 AM
Are there some numbers available to compare those new items with the vanilla heater/cooler?
How is the heating/cooling power of each piece?

It's sad that even the vanilla game does not give numbers in the info menu other than the power demand.
People have to experiment and reverse-engineer it to get some usable numbers.  :(
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: DJMurtz on December 31, 2015, 04:37:24 AM
I'm having issues getting my cooling system to work as expected.

I am unsure why, but it seems that a room that is frozen to -20 C, with several intake vents, only gets the coupled pipes down to -8.

A couple of notes on the screenshot:

- I enabled/disabled the other four intake vents, made no difference
- I disconnected the cooling network to keep only a short length of pipes, that brought the temperature down to -8 (before it got stuck at ~0)
- The room with the industrial coolers is a constant -20


[attachment deleted due to age]
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Kaballah on January 01, 2016, 03:33:05 AM
The duct network acts basically like a room, and temperature equalizes in and out of it through whatever duct endpoint equipment e.g. duct intakes, smartfans or whatever.  If you have more outlet capacity (smartfans, duct openings w/e) than you have intake, then you can have a situation like you see.  If you watch the movie Brazil you understand all of this.

(http://i.imgur.com/dIgi6ul.jpg)
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Shabazza on January 04, 2016, 07:58:24 AM
After testing this out in detail, I have gathered some suggestions for balancing the machines to work well with the vanilla parts.
I tested each part in hot or cold environment with a 50 m² room and compared their effectivity and efficiency with those of the vanilla cooler/heater.
I didn't look at the energy output values in the .xmls. I did a practical test as there are too much influencial things in the game to get a realistic impression by just looking at the raw numbers.
If someone can not confirm my expierience, feel free to comment on this.

Here 2 pictures of my test setups in a very cold and a very hot world:
http://imgur.com/a/2lCmK

Industrial Cooler: This one is only about 40% stronger than a vanilla cooler while needing 5 times the power with 1 exh. port.
And with each added exhaust port, it's efficiency gets lower and lower.
This cooler should be 2x stronger than now with 1 exhaust port to reach the same region than vanilla coolers and adding exhaust ports should either need less extra power or they should have a stronger effect to reach a sweet spot where they outperform vanilla coolers.
And this should also consider the necessara space. It needs 25% more space in the base configuration (1 exh. port) than an equally strong "2 vanilla cooler"-setup
and still needs 25% more power then.
So this one is really underpowered right now. It should have a little higher efficiency than vanilla coolers eventually, to become interesting.
There's no reason to use it atm. Give it some love, please.

Duct Outlet: Way too slow in transporting air. A smart durct is faster several times and also, well...smart. So currently Duct Outlets are not worth it at all.
I think they should have the same transport rate than smart ducts.

Active Vent: Don't know. But this one showed no difference in equilization speed whatsoever compared to it's energy-less normal vent counterpart.
The difference should be much more noticable to be actually woth it.

Industrial Heater: I measured about 280% more strength than the vanilla heater.
In a real setup, 3-4 vanilla heaters have basicly the same heating capacity but for max. 400W instead of 500W.
So I'd reduce it's power demand to 350W or even 300W to get in the same efficiency area than the vanilla heater.
Currently, this heater is not interresting because it's one large block and still only 60% as efficient as vanilla heaters.

Hope this will help balancing this awesome mod further. ;)
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Kaballah on January 04, 2016, 11:52:46 PM
I have a weird problem where some (not all) of my smart duct outlets are deciding not to run, even though the room they service is too cold.  I can see that the smartfan is at "low power usage/2W" even though the room is colder than the thermostat setting (21C) but a room right next to it with the same hookup is working correctly and is kept warm.  What's going on there?  ???

e: Does this happen when there isn't enough heat in the duct network?  It's weird that some of them will run continuously but some will stay mostly off/always off.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: mav on January 05, 2016, 06:43:56 PM
Quote from: Kaballah on January 04, 2016, 11:52:46 PM
I have a weird problem where some (not all) of my smart duct outlets are deciding not to run, even though the room they service is too cold.  I can see that the smartfan is at "low power usage/2W" even though the room is colder than the thermostat setting (21C) but a room right next to it with the same hookup is working correctly and is kept warm.  What's going on there?  ???

e: Does this happen when there isn't enough heat in the duct network?  It's weird that some of them will run continuously but some will stay mostly off/always off.

Did you place something in front of the outtakes? I had the problem with some items in the enhanced storage mod that I thought won't influence the flow path.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Kaballah on January 05, 2016, 08:00:42 PM
No, nothing was constructed in front of smart duct outlets at all (or any other element of duct equipment) ???
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Kaballah on January 05, 2016, 08:53:01 PM
You know what, after playing with the Duct Cooler for some time, I think it would make a lot of sense to have a heater counterpart.  It works really well and is not as complicated to set up.  Maybe add a new asset that does this, or convert one of the existing ones to work this way.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Shabazza on January 09, 2016, 02:11:46 PM
BUG:
Duct coolers do not react to switching their power off or switching their airflow off.
They run continuously.
Haven't tested other heaters/coolers yet.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Megafly on January 11, 2016, 08:16:46 PM
I really like this mod for the possibility of creating a central cooling system, however, I can't use it for a central heat unless I set up a "hot room" as a source of hot air.

Suggestion: make a duct heater, the counterpart of the duct cooler, for those pesky death-cold maps.

Mega
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Kaballah on January 12, 2016, 01:18:44 AM
Yeah the duct cooler really spoiled me, it just makes a lot of sense and is very straightforward to set up  ;D
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: LLoki on January 13, 2016, 04:52:06 AM
Yeah, duct heater would be great. Right now heating system with duct pipes is not effective at all. It's cheaper to place one industrial cooler in hall + wents or place one small heater in each room.

But for those all who have their bases in mountain core with ESM-MountainTemp mod and have problems with rooms heatig - use the older version of this mod. Recently I started a new colony in cold climate and I was supprised why I have a problem to heat some even a small rooms (I needed two small heaters for 5x5 room to achieve about 21C degrees) while some other rooms stayed with 21C or more by using one heater with no problem. It appears that new version of ESM-MountainTemp mod had change stable mountain temperature from 15C to 0C (honestly dunno why), so all mountain rooms tried to equalize to 0C, fighting with my heaters :P. I tried to switch off this mod, but it crached my saves. So I downloaded an older version and replaced the files. It works now - stable temp is around 15C and it's really easier to heat the room. But no with the ductworks really, I tried different solutions with industrial heaters like you all, but it's not effective at the moment.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: MisterVertigo on January 13, 2016, 09:22:19 AM
I'll throw my name in the hat here for a duct heater. I'll admit that I tried this mod but could never figure out how to get the heating all set up properly so I stopped using it. A duct heater seems like it would make a LOT more sense and would be easier to set up.

Just my two cents... :)
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: SURU on January 15, 2016, 04:41:54 AM
Hey i've look into XML file called Buildings_Temperature.xml and it's what i've found:
http://pastebin.com/LMBD6sdq
What's mean Heater and SmallCooler?? are the most efficient.
I am doing this in 5min in work so don't blame me if i missed something.
It's only part of items!
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Bendigeidfran on January 21, 2016, 01:28:21 PM
Big fan of the mod, great concept and execution, but i've got a few questions regarding some issues i've been having.
It all works great in smaller networks but once I finished testing it and applied it to my base as a whole I came across a few problems.
Can you use Upper Pipes for high temps and Lower Pipes for Low temps and run them through the same tile without them sharing temperature? Do they influence each others temperature if they touch?
I've set up my pipes thus on an Ice Sheet Biome:
I have the aforementioned two pipe networks set up with the Lower Pipe set to intake from outside and then running through a number of Duct Coolers. This works as expected and maintains a temperature of -48 quite nicely. The Upper Network is set to intake from a room filled with a number of industrial heaters set to very high temperatures. This works great in a small network but as I add Smart Vents to the network to heat up rooms I notice the network temperature begins to fluctuate heavily before eventually sitting at Zero and refusing to budge.
Is this because the Heater room isn't hot enough? Do I need an intake per vent? This mod seems perfect but I was hoping to use it to make a central heating system for my considerably large base and I feel i'm missing something regarding its usage.
The Cooler/Heater setup:
(http://puu.sh/mEjiA/dca77e4d0f.jpg)
The pipes go right the way around my base and connect to rooms like this:
(http://puu.sh/mEjsM/f4c453ee05.jpg)
It's making me tear my hair out because I can't figure out what i'm doing wrong!
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Ectoplasm on January 21, 2016, 02:00:21 PM
Bendigeidfran, Additional intake vents within the heater room will push/suck/draw more heat into the ducting system. I guess there must be an optional ratio of intake to output vents, though I don't know what it may be.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Matt Rethyu on January 21, 2016, 03:33:11 PM
Changing the name of the LT_RedistHeat folder causes a lot of "object reference not set to an instance of an object" errors in the log. You wouldn't think somebody would want to do that, but reasons. Also, great mod, you did amazing job here!
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: LittleGreenStone on January 21, 2016, 11:40:41 PM
Quote from: Matt Rethyu on January 21, 2016, 03:33:11 PM
Changing the name of the LT_RedistHeat folder causes a lot of "object reference not set to an instance of an object" errors in the log. You wouldn't think somebody would want to do that, but reasons. Also, great mod, you did amazing job here!
Not exactly sure how it works, but;
You've installed the mod, started playing, now you've changed the name, but the game is still looking for the components of the mod in the LT_RedistHeat folder, which no longer exists (since you renamed it).

It should work again if you restore the name,
also it should work again once you create a new colony (and possibly a new world too? Not sure about that) with the new folder name.
Maybe if you checked the "mod" option (main screen), sometimes the name difference causes the mod to be recognized as a new one. Perhaps enabling it will solve the problem.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: SakuraLeeBlossom on January 22, 2016, 07:06:28 PM
I have been using this mod for a while now and I love it. But I can't put down any vents, small heater or small coolers in the game.
There is no object to even place once I have selected it on the bar.
It is a glitch that makes it very hard to keep all the rooms a constant temp.
Any help on this would be great.  :)
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Kaballah on January 22, 2016, 09:35:12 PM
Vents, active vents, small/medium coolers and medium heaters need to be constructed on top of an already-present wall.  Small heaters need to be placed on an empty tile suitable for construction (i.e. not mud or marsh).  Is that your problem?
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Vas on January 23, 2016, 10:47:35 PM
I don't think I like this very much anymore.  I mean, it shouldn't take 50 heaters to heat a large base.  And it shouldn't take 100 intake vents to heat just a few rooms.  I changed the values in the file from 0.1 to 1, and it still didn't help much.  I noticed that the cooling ducts that I was using, the output source kept outputting cold air into my rooms because it was doing a heat pushing event where it kept pushing cold air as it tried to heat my room to the proper heat level.  So the two networks were fighting each other.

You have a device that cools air in a network, yes?  Why not also create a device that heats air in a network?  Rather than heating a room and making you need to have 4 intakes per room to get enough air flow.  Air ducts aren't THAT inefficient in real life.

I'll do more research later to figure out if I can provide some detailed good suggestions though, but one I already have is to make the cooling unit that cools air within a network have two levels of piping, the front of it being cold air, to cool that network, while pumping heat into the other network.  Allowing you a toggle button like on all your duct using systems to switch what duct they use, this will simply switch the front end with the back end type so you can cool the air in a different network.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: w00d on February 03, 2016, 10:32:56 PM
been using this mod and found that industrial heater and cooler is less effective than say 2 medium coolers , heating say a 10by10 room, a single medium cools faster , capable of handling a heat wave etc and uses far less space and resources. Otoh, building a large industrial cooler struggles to keep the room cool. I am unclear what i am doing wrong.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Kaballah on February 06, 2016, 08:26:33 PM
Did you construct 4 exhaust ports attached to the industrial cooler?  Before you do, you're right it's not very efficient/powerful but after 4 exhaust are connected it gets much better.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Shabazza on February 07, 2016, 10:22:59 AM
Quote from: w00d on February 03, 2016, 10:32:56 PM
been using this mod and found that industrial heater and cooler is less effective than say 2 medium coolers , heating say a 10by10 room, a single medium cools faster , capable of handling a heat wave etc and uses far less space and resources. Otoh, building a large industrial cooler struggles to keep the room cool. I am unclear what i am doing wrong.
I already pointed this out https://ludeon.com/forums/index.php?topic=11056.msg187084#msg187084 (https://ludeon.com/forums/index.php?topic=11056.msg187084#msg187084).
The current balancing of those heaters/coolers makes them completely unviable against their vanilla counterparts.
What I did for myself was to rebalance their steel cost and power consumption in a way so the bigger heaters/coolers are relatively more expensive, but also more efficient, so you are actually having a reason to exchange vanilla machines eventually with the bigger ones from this mod.
I hope Latta will rebalance them soon.
In unaltered state, there is really no point in using those heaters/coolers with the exception of the duct cooler.
But this one is inbalanced in the other direction. It's way too power conserving for what it does.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: teknotel on February 19, 2016, 02:24:31 AM
Trying to successfully regulate the temperature in my base. Have never used the ducting before so thought I would give it a shot. Took me a bit of searching but found some images and useful information which have led me to follow this model:

- One cold source and one hot source
- Cold air on lower ducting and hot air on upper ducting
- Active vents in rooms I want to regulate
- Freezer storage for food on a seperate cooling system to rest of base.
- Many intake ducts in heat source rooms

https://gyazo.com/05a727123877231ee197883844987781

That is an image of  base but here are problems I just cant figure out:

- All industrial coolers to the right of base in the main room are set to -10. Why is the temperature of the room between 5-15 when there is 8 of them?

- Same for heaters, they are all set to 60, why is the temperature in the room stuck at 23?

- I am presuming upper and lower duct pipes can overlap?

If anyone knows a guide or wiki or anything that can help me understand how the elements of this mod work and how to set up proper efficient colling and heating systems for large bases I would most grateful thank you.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Ectoplasm on February 19, 2016, 03:05:50 PM
Quote from: teknotel on February 19, 2016, 02:24:31 AM
- I am presuming upper and lower duct pipes can overlap?

Yep. If you follow the temperatures in the duct work within your base, I bet you'll find that even close to the heater or coolers, the pipe work will be significantly colder or hotter than it should technically be, is that the case for you too? In heatwaves especially I notice this.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: LittleGreenStone on February 21, 2016, 03:04:06 AM
Quote from: teknotel on February 19, 2016, 02:24:31 AM
Trying to successfully regulate the temperature in my base. Have never used the ducting before so thought I would give it a shot. Took me a bit of searching but found some images and useful information which have led me to follow this model:

- One cold source and one hot source
- Cold air on lower ducting and hot air on upper ducting
- Active vents in rooms I want to regulate
- Freezer storage for food on a seperate cooling system to rest of base.
- Many intake ducts in heat source rooms

https://gyazo.com/05a727123877231ee197883844987781

That is an image of  base but here are problems I just cant figure out:

- All industrial coolers to the right of base in the main room are set to -10. Why is the temperature of the room between 5-15 when there is 8 of them?

- Same for heaters, they are all set to 60, why is the temperature in the room stuck at 23?

- I am presuming upper and lower duct pipes can overlap?

If anyone knows a guide or wiki or anything that can help me understand how the elements of this mod work and how to set up proper efficient colling and heating systems for large bases I would most grateful thank you.

Using duct system to heat your base is a waste of time and resources. It's not *that* realistic (or how shall I phrase it) for it to be efficient. In theory it should work, but in the game it doesn't.

It'd be better if you placed small/medium heaters in your rooms, or an industrial in bigger rooms, as you see fit.

You may also use regular vents to heat up adjacent rooms, but that will likely require more (or bigger) heaters.

(mind you, the temperature in those rooms will be slightly lower, depending on the number of vents, the size of the room, and the outside temperature, be creative),
but do not try to heat up rooms this way 5 rooms away, see reason above.

As for cooling: It's best to use duct coolers, much more efficient, and you'll have better results.
As far as I know, your method doesn't work because of inadequate game mechanics. Let's say the temperature in your cooler room is ~20(°C), and you set the coolers to -40.
The coolers will lower the temperature to -40, then the intakes will "take out" the cold, reducing the duct network temperature, but increase the cooler room temperature, while the active vents reduce
the temp of rooms, they increase the temp of the duct network. If they could do it at once it would work, but they do it step by step. It's problematic.

Duct coolers skip a step (or two) in it, cooling the network directly, so the temperature lag isn't really a problem.

I tried making a similar cooler room, with industrial coolers (with 4 of those things each), the temperature was bouncing up and down between ~-70 and ~+50 (during a heat-wave), and it was capable of cooling my rooms back to ~30°C, instead of the targeted 20. Wasn't worth all the resources and electricity it took.
4 duct coolers could handle it, however.

-------------------------------------------

Anyway, here's my lackluster how-to:

-Forget central heating. Even if we had a "duct heater", it probably wouldn't worth it. But we don't have it, so it does not worth it at all.

-Don't use "cooler rooms", use duct coolers instead.

-If you want to have rooms cooled back to ~20, and a freezer to be cooled back to ~0 (or less), use a separate duct network. It's useful to have the upper/lower choice these times.
(You did it right, based on what you said.)

-The upper-lower duct pipes may intersect!

-If you don't want to place a heater in every room, you can heat up the corridors/certain rooms, and use regular vents to heat up adjacent rooms.
It works best if the central room is big, and the adjacent rooms are small(er).

-If you are hell-bent on using cooler/heater rooms, remember;
the size of such rooms matter!
As well as the length of the duct network!
And the room(s) you wish to control the temperature of!

Even if you cool down a small (let's say 5x5) room to -150, it'll be worthless if you have hundreds of tiles long duct network, or if you're trying to cool down an over sized (i.e. 12x50) room!
Similarly, even if you cool down and adequate sized room (let's say 12x9) to extremely low temperatures, it'll be worthless if you have duct pipes a few tiles in length!
Why? Because of the mechanics, which I can't really explain.

-You can recycle heat (in cold biomes mostly)! You can use regular coolers for your fridge, and use the heat they generate to heat up adjacent rooms. That, however, is risky, as coolers may generate too much heat you can't easily distribute.
If you have a big (or multiple) freezer(s), you mas also use duct coolers as "heaters" in different rooms, instead of venting the excess heat outside.

-I'm sure I'm forgetting something...
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: SarahSnowy on February 23, 2016, 03:18:05 PM
Love this mod, recently changed computer and some parts of the graphics appear missing in game, they are in the folder and its still called the original name. If you could help would be greatly appreciated . =)

What I get in game:
Could not find a type named RedistHeat.Designator_DeconstructReversed
Could not find a type named RedistHeat.PlaceWorker_DuctBase
Could not find a type named RedistHeat.PlaceWorker_DuctBase
Could not find a type named RedistHeat.Graphic_MultiDXT5
Could not find a type named RedistHeat.Graphic_MultiDXT5
Could not find a type named RedistHeat.Graphic_MultiDXT5
Could not find a type named RedistHeat.Graphic_SingleDXT5
Could not find a type named RedistHeat.Building_Heater
Could not find a type named RedistHeat.Building_Cooler
Could not find a type named RedistHeat.Graphic_MultiDXT5
Could not find a type named RedistHeat.Building_MediumHeater
Could not find a type named RedistHeat.Graphic_MultiDXT5
Could not find a type named RedistHeat.PlaceWorker_MediumHeater
Could not find a type named RedistHeat.Building_HeaterGlower
Could not find a type named RedistHeat.Graphic_MultiDXT5
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: ButteryButters on February 28, 2016, 03:45:01 PM
So I am having a ton of trouble getting this to work. Every time I try I can't place the vents. I click on them and I see the resource cost near my mouse but there is no graphic and when I try to place it on any wall, vanilla or modded I see an error in debug like this "Exception: Cannot be null" or something similar. I took a screenshot of the errors when I loaded the mod into the game as well as a screenshot of all my mods listed in EdB mod order to see if that would help. My guess is it might be a conflict with GlitterTech or Industrialization as both add new walls, though I think Industrialization only adds concrete. I removed MD2 Fortifications so its not Mechanical Walls. I would like the play with this mod again as I find the vanilla coolers vents and heaters ugly and bulky. Hopefully the screenshots help.


I didn't have the Community Core Library installed .__________________________.

IMA STUPID! Carry on, nothing to see here!
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: messiahgov on March 14, 2016, 03:34:45 PM
Like SarahSnowy, I get some red errors at the log for RedistHeat (the only errors).
Because you can't copy from the log (lol), I had to make a picture.
It shows all errors and the first is select: http://i.imgur.com/PNO4quv.png

In-game, after a fresh install, some of the mod buildings (instustrial cooler etc., see the picture) have no icon (just an "X") and are invisible on placement plus the placement is async (doesn't attach to a valid block, but somewhere between, it seems).

I use the RimWorld A12B and the latest CCL. Not really useable this way.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Mrshilka on March 17, 2016, 06:30:15 AM
Having massive issues with the duct system in a very large mountain base as part of the SK hardcore pack.

I am using multi vets to pull in air from rooms that are between 100 to 300c no cooler then 95c and once the duct system gets so large it just breaks, the channel reads as negative temps and is pumping cold air into my base.
(http://i.imgur.com/KyBvzVe.jpg)
As you can see I have 5 rooms like this (one elsewhere) all at 100 to 300c and ducts pulling air from these room and then meant to be pumping it around my base to the smart ducts set to 21c yet the air temp inside this network is cold.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Tony2000 on March 22, 2016, 11:20:06 AM
Quote from: messiahgov on March 14, 2016, 03:34:45 PM
In-game, after a fresh install, some of the mod buildings (instustrial cooler etc., see the picture) have no icon (just an "X") and are invisible on placement plus the placement is async (doesn't attach to a valid block, but somewhere between, it seems).
I have the same problem.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Pickle on March 23, 2016, 04:54:42 PM
I don't know if the mod has an issue or if I am doing something wrong but I can't heat my base correctly. I have four industrial heaters set to 91 C°, each one in a little room with three duct intakes.

At the moment, the temperatures are :
- Outside : Between - 95 C° and - 105 C°
- In the heater's room : 30 C° / 50 C°
- In the ducts : - 2 C° / 4 C°
- In the rooms : - 10 C° / 2 C°
When I started this colony I was ok with only two industrial heaters, but after some solar flares / cold snap (-116 C° sometimes) the temperatures fell a lot and I can't make them rise up again even if my base is still little.


[attachment deleted by admin - too old]
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: endders2 on April 11, 2016, 10:13:11 AM
does it work with 13a ?
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: mcduff on April 11, 2016, 12:48:16 PM
This is the mod I need the most, looking forward to the A13 release!
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Zephalon on April 11, 2016, 01:40:15 PM
The community core is not updated yet, i guess it will take some time :/
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Shabazza on April 13, 2016, 12:55:14 PM
Looking forward to the A13 release.
And I hope it will also bring some balancing changes.
The current versions items were pretty much obsolete, due to the inefficient parts compared to their vanilla counterparts (stand-alone heaters/coolers)
and parts without noticable dimishing returns (supplying almost any number of duct outlets with a fixed number of duct coolers).
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: MechanoidHater on April 18, 2016, 01:02:06 PM
CCL was updated to alpha 13 recently. So when can we expect this mod geting a long-awaited update?
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: igz33 on April 18, 2016, 01:49:08 PM
I'm waiting for this mod too!

I had big problem heating a base in the desert with those little heater!
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Morgloz on April 24, 2016, 02:57:20 PM
I was bored waiting for this mod to update so I did it myself. I already requested a pull so everyone gets it, let's hope its soon  :)
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: cstkto on April 27, 2016, 05:06:32 PM
Quote from: Morgloz on April 24, 2016, 02:57:20 PM
I was bored waiting for this mod to update so I did it myself. I already requested a pull so everyone gets it, let's hope its soon  :)

Any eta on this being released?
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: killergold88 on April 28, 2016, 08:11:26 AM
Tried to self update as well... failed hard hahaha, oh well... hope this gets pushed up soon, its the only one im waiting on right now.

@Morgloz
I know Latta is going through some issues (from reading this forums), have you tried to contact the members helping with the mod?
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: be_cracked on April 28, 2016, 01:49:22 PM
I tried to update with Morgloz' changes but the textures aren't working for me.
I don't know that much about modding, but it seems to me as if there even aren't any textures, since there is no Textures folder in the repositry and the game console also tells me it can not find the textures.
Or do I missunderstand something here?
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Drajean on April 28, 2016, 02:53:26 PM
Quote from: be_cracked on April 28, 2016, 01:49:22 PM
I tried to update with Morgloz' changes but the textures aren't working for me.
I don't know that much about modding, but it seems to me as if there even aren't any textures, since there is no Textures folder in the repositry and the game console also tells me it can not find the textures.
Or do I missunderstand something here?

I had a similar issue, if you have made sure to take the files that were not in need of an update from the last released version (Most of the defs were fine and the textures didn't change) and are still getting the issue, make sure the folder in your mods directory is called "LT_RedistHeat".
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Minnigin on April 28, 2016, 08:43:54 PM
this is literally the last mod on my list to have an official update, I also fail at doing the update myself.. fingers crossed for official soon :D
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Morgloz on April 29, 2016, 06:59:24 AM
@killergold88
I didn't know there was more people helping with the mod, can you specify someone?

@be_cracked
Download the A12 version and then change its def folder with mine. You also have to use visual studio to build the project and replace the A12 RedistHeat.dll in the assemblies folder with the one you just build(Its located in bin/debug/).

PD: Here is the link to the wiki where it explains how to set up the project: http://rimworldwiki.com/wiki/Modding_Tutorials/Setting_up_a_solution

You only need to follow the section 2.  In your project, add references to Assembly-CSharp.dll and UnityEngine.dll: since you are not making a new project(You have to delete the existing Assembly-CSharp.dll and UnityEngine.dll from references)
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: be_cracked on April 29, 2016, 02:16:12 PM
I didn't even know I had to compile.
In retrospective I seem to have been quite confused... :D
Thanks for the instructions. I guess I'll have it from here.

Edit: Yes, I managed to get it working. Thanks a lot, Morgloz!

I wish I had more time to tinker around with modding myself.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: killergold88 on April 29, 2016, 11:59:29 PM
Latta started the mod, but due to unfortunate things the very last update to this mod was done by 1000101, and they were answering the most recent bug questions as well.
Im sure Latta will still have to give the final say, but that may take a very long time, and who knows unless you try.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Shabazza on April 30, 2016, 11:12:33 AM
Well, Latta is still watching the forum. So I guess/hope (s)he(?) will update RedistHeat eventually.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Uziel on April 30, 2016, 11:47:51 AM
Can you guys just upload compiled files to replace? It might make us non-code people happy ;)
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Morgloz on April 30, 2016, 12:31:45 PM
I will upload the mod this sunday if Latta doesn't say something
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Cabraca on April 30, 2016, 12:45:51 PM
yeah damn :D i need it so xD
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Morgloz on May 01, 2016, 02:01:52 PM
Well its sunday so here is the fully updated mod. Please feel free to give any feedback if you think something needs to be changed

[attachment deleted by admin - too old]
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Cabraca on May 01, 2016, 02:53:28 PM
the mod can´t be used by me i got no textures
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Vallat on May 01, 2016, 04:34:45 PM
Pipes doesn't work
http://prntscr.com/az64im
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: be_cracked on May 01, 2016, 07:16:52 PM
Morgloz' version works as fine as the one that I compiled for myself. So assume an error on your end. Remember to install CCL (https://ludeon.com/forums/index.php?topic=16599.0).
Without it this the Mod will not work.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Kaballah on May 01, 2016, 10:46:29 PM
Tried Morgloz's version, it seems to work ok for me  ???  Thanks for updating it!
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Famous Shoes on May 01, 2016, 10:58:32 PM
Quote from: Vallat on May 01, 2016, 04:34:45 PM
Pipes doesn't work
http://prntscr.com/az64im

There are likely other causes, but those disconnected pipes is what you'll see if you don't quit and restart RimWorld after installing this mod and activating it in RimWorld.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Vallat on May 02, 2016, 03:08:33 AM
Thanks a lot. Mod works.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: crazyjoery on May 02, 2016, 03:57:18 AM
I am getting missing textures in both morgliz version as my own compiled version.

Any idea what could cause this? I have reinstalled ccl and the vanilla tweaks, restarted rimworld. Then activated redist and get not textures.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Morgloz on May 02, 2016, 05:21:59 AM
What textures are missing?
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: crazyjoery on May 02, 2016, 06:05:23 AM
Quote from: Morgloz on May 02, 2016, 05:21:59 AM
What textures are missing?

As far as i remember it only is the pipes. All I se ingame is the red Cross and when I place them I dont see it a all.

Currently at work so cant post a screenshot
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Cabraca on May 02, 2016, 07:51:24 AM
same by me dont get pipes showen or medium heater/cooler
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Morgloz on May 02, 2016, 08:26:22 AM
I just tried a fresh install with just ccl and redist heat and it works fine. Make sure the mod loading order is core->CCL->CCL vanilla tweaks(optional)->redist heat. I always use edb mod order because it makes very easy to set the loading order, if you are not using it you must check the mods in the order you want them to be loaded.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: crazyjoery on May 02, 2016, 10:38:23 AM
Will try putting redist before everything else in the load order when I get home in about an hour

Edit: Okay loading it up first after CCL fixes the issue :)
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: cstkto on May 03, 2016, 01:12:52 PM
Having problems with the update done to the mod pipes working ok the cooler is fine but anything that goes onto the walls see no texture and unable to place them they show the material cost only, I have generated bare new worlds with just core ccl and redlist to no avail. Running the mac os build but never had a problem with any mod before now
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Maitri on May 03, 2016, 01:40:03 PM
Quote from: Morgloz on May 01, 2016, 02:01:52 PM
Well its sunday so here is the fully updated mod. Please feel free to give any feedback if you think something needs to be changed

This fixed all my problems. The download link on the front page is bugged to all holy hell.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Morgloz on May 03, 2016, 01:58:31 PM
@cstkto
Have you downloaded my version? If that's the case, has the debug log shown something? The only advice I can give you with the data of the problem that I have is that you should check the mod loading order.

@Maitri
That is because the link in the front page is for A12d
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: reiia on May 03, 2016, 03:11:40 PM
Having a bit of a problem with heat, in middle of winter and even with 2 100+ rooms, the pipes are bouncing between 8-12 degrees nonstop, is it because i dont have enough heat? O-o
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Morgloz on May 03, 2016, 04:02:35 PM
I read that someone had issues with the temperature of the pipe network back in A12. I will see what I can do.

Edit: I tested it using an industrial heater set to 101 C in the smallest room possible with an intake connected to two smart ducts set to 31C in different rooms. After using  the dev tool to lower the temperature to -270 in one of the rooms the net shows -61 C so I suppose that the smart ducts shouldn't lower the temperature of the net since they are pulling air out and not in. I will have to take a deep look into how heating works, it may take a while since I'm new at modding.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: reiia on May 04, 2016, 01:11:03 AM
Fixed it by breaking a pipe near my central heating room, wait for the pipes to go back up in temp, reconnect and that usually fixes it. If not, i add another heater and try again =P
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: caekdaemon on May 05, 2016, 02:33:39 AM
Got an error that will probably sound familiar: my blueprints are fine, but the finished ducts don't connect to one another...but I've got CCL and the CCL optional pack, with RedistHeat being loaded right after them. Everything else about the mod seems to work fine, it's just the ducts don't connect to one another, and 'I'm using the version Morgloz uploaded a page or two ago.

Here's my mod load order, straight from my ModsConfix.xml file:

    <li>Core</li>
    <li>Community Core Library</li>
    <li>Community Core Library - Vanilla Tweaks</li>
    <li>LT_RedistHeat</li>
    <li>Apparello</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>GlitterTech</li>
    <li>Powerless! v1.52</li>
    <li>RimPharma v2.11</li>
    <li>Soda Brewing v1.50</li>
    <li>Rimsenal</li>
    <li>Rimsenal_Federation</li>
    <li>Rimsenal_Feral</li>
    <li>Rimsenal_hair</li>
    <li>Rimsenal_Security</li>
    <li>Rimsenal_Storyteller</li>
    <li>RT_Fuse-A13-1.0.0</li>
    <li>More Furniture</li>
    <li>Mending</li>
    <li>Daylight Sensors v1.00</li>
    <li>Bulk_Meals</li>
    <li>Additional Joy Objects v3.00</li>
    <li>EdBPrepareCarefully</li>
    <li>Turrets Pack</li>
    <li>Hospitality</li>
    <li>AutoEquip</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>SkilledBuilder</li>
    <li>Rimfire 2.0</li>
    <li>kNumbers-0.4.3.1-A13</li>
    <li>RW_MedicalInfo-0.13.0.1</li>
    <li>Mad Skills</li>


And here's my error log, from the moment I started the game.

Initialize engine version: 4.6.3f1 (4753d8b6ef2b)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 9.0c [nvd3dum.dll 10.18.13.5850]
    Renderer: NVIDIA GeForce GTX 950
    Vendor:   NVIDIA
    VRAM:     1970 MB (via DXGI)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 RAWZ=0 NULL=1 RESZ=0 SlowINTZ=0
Begin MonoManager ReloadAssembly
Platform assembly: C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\UnityEngine.dll (this message is harmless)
Loading C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless)
Loading C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain
Platform assembly: C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
- Completed reload, in  0.070 seconds
<RI> Initializing input.

<RI> Input initialized.

desktop: 1680x1050 59Hz; virtual: 1680x1050 at 0,0
Platform assembly: C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\System.dll (this message is harmless)
Platform assembly: C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\System.Xml.dll (this message is harmless)
RimWorld 0.13.1135 rev816

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Platform assembly: C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\System.Xml.Linq.dll (this message is harmless)
Non platform assembly: data-0E5CC2E0 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0E5CC2E0.dll
Non platform assembly: data-0E627D08 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0E627D08.dll
Non platform assembly: data-0E6BF008 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0E6BF008.dll
Non platform assembly: data-0E228C80 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0E228C80.dll
Non platform assembly: data-0E6FC018 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0E6FC018.dll
Non platform assembly: data-0E552F48 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0E552F48.dll
Non platform assembly: data-0E6FF220 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0E6FF220.dll
Non platform assembly: data-0E701E28 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0E701E28.dll
Initialized the EdB Prepare Carefully mod

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Non platform assembly: data-0E743010 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0E743010.dll
Non platform assembly: data-0E747C20 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0E747C20.dll
Non platform assembly: data-0E770890 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0E770890.dll
Non platform assembly: data-0E7842A0 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0E7842A0.dll
Non platform assembly: data-0E78F230 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0E78F230.dll
NullReferenceException: Object reference not set to an instance of an object
  at AutoEquip.MapComponent_AutoEquip.get_Get () [0x00000] in <filename unknown>:0

  at AutoEquip.ModInitializerBehaviour.FixedUpdate () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

Non platform assembly: data-0E7A8CA8 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0E7A8CA8.dll
Non platform assembly: data-0E7B1A88 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0E7B1A88.dll
Non platform assembly: data-0E7B5A90 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0E7B5A90.dll
Non platform assembly: data-0E7C6C28 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0E7C6C28.dll
Non platform assembly: data-0E7E6008 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0E7E6008.dll
Non platform assembly: data-0E7EE410 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0E7EE410.dll
Non platform assembly: data-0E7F3418 (this message is harmless)
Fallback handler could not load library C:/Users/REDACTED/Desktop/Win/RimWorld1135Win_Data/Mono/data-0E7F3418.dll
MapComponentInjector: initializing for RTMadSkills.MapComponent_RTSkillIncreaser

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not load UnityEngine.Texture2D at Things/Projectile/Rocket/Rocket in any active mod or in base resources.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

MatFrom with null sourceTex.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: v0.13.1.1

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Library Core :: Validations :: Validated
Community Core Library :: ModHelperDef :: Passed validation, requesting v0.13.1.1
Community Core Library - Vanilla Tweaks :: ModHelperDef :: Passed validation, requesting v0.13.1.1
LT_RedistHeat :: ModHelperDef :: Passed validation, requesting v0.13.1
SkilledBuilder :: ModHelperDef :: Passed validation, requesting v0.13.1.1
Rimfire 2.0 :: ModHelperDef :: Passed validation, requesting v0.13.0


(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Advanced Research :: Validations :: Validated


(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Community Core Library :: Injection Controller :: Initialization :: Errors during injection
Error injecting 'CommunityCoreLibrary.DetourInjector' :: System.NullReferenceException: Object reference not set to an instance of an object

  at CommunityCoreLibrary.DetourInjector+<>c.<FixDoors>b__1_0 (Verse.ThingDef def) [0x00000] in <filename unknown>:0

  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Verse.ThingDef].MoveNext () [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.DetourInjector.FixDoors () [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.DetourInjector.Inject () [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.MHD_SpecialInjectors.Inject (CommunityCoreLibrary.ModHelperDef def) [0x00000] in <filename unknown>:0


(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

UnloadTime: 2.343102 ms
Unloading 4 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 22 unused Assets to reduce memory usage. Loaded Objects now: 8546.
Total: 56.541702 ms (FindLiveObjects: 0.687254 ms CreateObjectMapping: 1.181699 ms MarkObjects: 53.949802 ms  DeleteObjects: 0.073484 ms)

Platform assembly: C:\Users\REDACTED\Desktop\Win\RimWorld1135Win_Data\Managed\Boo.Lang.dll (this message is harmless)
Initializing map from file Lutin with mods Core, Community Core Library, Community Core Library - Vanilla Tweaks, LT_RedistHeat, Apparello, ExpandedProsthetics&OrganEngineering, GlitterTech, Powerless! v1.52, RimPharma v2.11, Soda Brewing v1.50, Rimsenal, Rimsenal_Federation, Rimsenal_Feral, Rimsenal_hair, Rimsenal_Security, Rimsenal_Storyteller, RT_Fuse-A13-1.0.0, More Furniture, Mending, Daylight Sensors v1.00, Bulk_Meals, Additional Joy Objects v3.00, EdBPrepareCarefully, Turrets Pack, Hospitality, AutoEquip, Miscellaneous_TrainingFacility, SkilledBuilder, Rimfire 2.0, kNumbers-0.4.3.1-A13, RW_MedicalInfo-0.13.0.1, and Mad Skills

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

NullReferenceException: Object reference not set to an instance of an object
  at AutoEquip.MapComponent_AutoEquip.get_Get () [0x00000] in <filename unknown>:0

  at AutoEquip.ModInitializerBehaviour.FixedUpdate () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

Saveable_Outfit Constructor

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Saveable_Outfit Constructor

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Saveable_Outfit Constructor

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Saveable_Outfit Constructor

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Saveable_Outfit Constructor

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Saveable_Outfit Constructor

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

RT_Fuse: replaced IncidentWorker for ShortCircuit.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Look rotation viewing vector is zero

(Filename:  Line: 70)

Jackal threw exception while determining job (main): System.NullReferenceException: Object reference not set to an instance of an object

  at TrainingFacility.JoyGiver_PracticeShooting.TryGiveJob (Verse.Pawn pawn, Verse.Thing targetThing, Boolean NoJoyCheck) [0x00000] in <filename unknown>:0

  at TrainingFacility.JoyGiver_PracticeShooting.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at RimWorld.JobGiver_GetJoy.TryGiveJobFromJoyGiverDefDirect (RimWorld.JoyGiverDef def, Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at RimWorld.JobGiver_GetJoy.TryGiveTerminalJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at RimWorld.ThinkNode_Conditional.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.Pawn_JobTracker.DetermineNextJob (Verse.ThinkTreeDef& thinkTree) [0x00000] in <filename unknown>:0  lastJobGiver=RimWorld.JobGiver_GetJoy

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Recruiting Mushinto: diff: 85.80336 mood: 100

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Recruiting Phillips: diff: 90.89108 mood: 41.20001

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Recruiting Chiyoko: diff: 91.49241 mood: 69.40001

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


Any help is always welcome! :D I've reloaded the game after putting the mod into my load order, and I still get the problem, in case people think that might be it :p And yes, I've got the game on my desktop because I'm too lazy a git to put it anywhere else when I'm constantly adding mods.

EDITx2: Well, started a new colony and tested out the duct system in developer mode...and the pipes worked fine. I guess I just need to start a new colony :( RIP Lutin.

EDITx3: Haha! Got it working! :D I manually added the "<li Class="RedistHeat.AirNetTicker" />" line to the list of components in my save after copying it from a newly generated world, and now the ducts work properly and have a net temperature and everything! :)
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Hoggle on May 05, 2016, 10:51:52 PM
I am running on A13 and everything seems to work fine until the industrial heater gets power. Then my color all goes to hell and becomes monochrome, black and white, vibrant and broken. I can reload the saved game and it works fine until the heater gets power again.

MODs loading Core>CCL>CCL Vanilla>Heat> rest of my mods..

Please help. -70 cannot be beaten with vanilla heating.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Morgloz on May 06, 2016, 06:47:28 AM
@caekdaemon
Glad to hear you fixed it! That will help diagnosing other people's problems

@Hoggle
Is the colony new? If not, can you make a new one in a new world and tell me if it is still happening? It will aso help to know what are the rest of the mods and if the log console shows something before and after all goes to hell.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: crusader2010 on May 08, 2016, 02:45:01 PM
Hi! Thanks for updating the mod Morgloz!

I'm having a few issues with it (i'm using other mods too - BetterVents, BetterCoolers, ED-ClosableVent patched for the first two, ED-PoweredVent patched for the first two, ED-ReverseCycleCooler patched for the first two):

1. I get a texture error (a bit red X appears on the button) for: Duct Outlet, Smart duct outlet, Duct intake, duct cooler, small cooler, medium heater.
2. Duct pipes cannot be placed anywhere.

Tried to change the order of these mods, but there is no improvement for RedistHeat. Any advice?
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Morgloz on May 09, 2016, 07:26:46 AM
@crusader2010 Does the log console show something? Also could you post the optut log?
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: kutch on May 09, 2016, 08:51:35 AM
I am having an issue.  Am not sure it is related to this mod, but it did start immediately after building upper pipe and one of the cooler thingies that connect to the pipe.  At this point I haven't completed research (Temperature Control), not sure if that's related to this error.  Prior to building them, had the blueprints laid down for at least one game day before forcing a person to build it.

The screen goes black after constructing the upper pipe, and can see white text where my characters are (four of them).  When anything moves it leaves a trace on where the characters are.

Mod order (tried changing it around, this is last version):
    <li>Core</li>
    <li>Community Core Library</li>
    <li>Community Core Library - Vanilla Tweaks</li>
    <li>LT_RedistHeat</li>


This is the log that was output (sorry for length)
Initialize engine version: 4.6.3f1 (4753d8b6ef2b)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 9.0c [igdumdim32.dll 10.18.10.3910]
    Renderer: Intel(R) HD Graphics Family
    Vendor:   Intel
    VRAM:     880 MB (via DXGI)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=1 INTZ=1 RAWZ=0 NULL=1 RESZ=1 SlowINTZ=0
Begin MonoManager ReloadAssembly
......
XML error: Could not register node named "BuildingBase" in mod LT_RedistHeat because this name is already used in this mod.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <version>0.12.1</version> doesn't correspond to any field in type ModHelperDef.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find type named CommunityCoreLibrary.RestrictedPlacement_Properties from node <li Class="CommunityCoreLibrary.RestrictedPlacement_Properties"><compClass>CommunityCoreLibrary.RestrictedPlacement_Comp</compClass><thingDefs><li>Wall</li></thingDefs></li>

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named CommunityCoreLibrary.RestrictedPlacement_Comp

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <thingDefs><li>Wall</li></thingDefs> doesn't correspond to any field in type CompProperties.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <basePowerConsumption>10</basePowerConsumption> doesn't correspond to any field in type CompProperties.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <shortCircuitInRain>false</shortCircuitInRain> doesn't correspond to any field in type CompProperties.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <soundPowerOn>PowerOnSmall</soundPowerOn> doesn't correspond to any field in type CompProperties.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <soundPowerOff>PowerOffSmall</soundPowerOff> doesn't correspond to any field in type CompProperties.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <energyPerSecond>0.1</energyPerSecond> doesn't correspond to any field in type CompProperties.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find type named CommunityCoreLibrary.RestrictedPlacement_Properties from node <li Class="CommunityCoreLibrary.RestrictedPlacement_Properties"><compClass>CommunityCoreLibrary.RestrictedPlacement_Comp</compClass><thingDefs><li>Wall</li></thingDefs></li>

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find a type named CommunityCoreLibrary.RestrictedPlacement_Comp

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <thingDefs><li>Wall</li></thingDefs> doesn't correspond to any field in type CompProperties.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <basePowerConsumption>20</basePowerConsumption> doesn't correspond to any field in type CompProperties.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <shortCircuitInRain>false</shortCircuitInRain> doesn't correspond to any field in type CompProperties.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <soundPowerOn>PowerOnSmall</soundPowerOn> doesn't correspond to any field in type CompProperties.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <soundPowerOff>PowerOffSmall</soundPowerOff> doesn't correspond to any field in type CompProperties.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

XML error: <energyPerSecond>0.15</energyPerSecond> doesn't correspond to any field in type CompProperties.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not find type named CommunityCoreLibrary.RestrictedPlacement_Properties from node <li Class="CommunityCoreLibrary.RestrictedPlacement_Properties"><compClass>CommunityCoreLibrary.RestrictedPlacement_Comp</compClass><thingDefs><li>Wall</li></thingDefs></li>

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
......
Community Core Library :: Library Core :: Validation :: Errors during validation
Community Core Library :: ModHelperDef :: Passed validation, requesting v0.13.1.1
Community Core Library - Vanilla Tweaks :: ModHelperDef :: Passed validation, requesting v0.13.1.1
ModHelperDef :: RedistHeat :: RedistHeat ::
Null or empty 'minCCLVersion' requirement
LT_RedistHeat :: ModHelperDef is invalid


(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

UnloadTime: 1.516134 ms
Unloading 4 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)

Unloading 22 unused Assets to reduce memory usage. Loaded Objects now: 5678.
Total: 21.460711 ms (FindLiveObjects: 0.279579 ms CreateObjectMapping: 0.285737 ms MarkObjects: 19.803761 ms  DeleteObjects: 0.056244 ms)

Platform assembly: C:\Temp\RimWorld1135Win\RimWorld1135Win_Data\Managed\Boo.Lang.dll (this message is harmless)
Initializing map from file Palo Pinto with mods Core, Community Core Library, Community Core Library - Vanilla Tweaks, and LT_RedistHeat
......
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Exception printing RedistHeat_DuctPipeUpper198302 at (26, 0, 46): System.MissingMethodException: Method not found: 'Verse.Printer_Plane.PrintPlane'.

  at Verse.Thing.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0

  at Verse.ThingWithComps.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0

  at Verse.SectionLayer_ThingsGeneral.TakePrintFrom (Verse.Thing t) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Exception printing RedistHeat_DuctPipeUpper198381 at (21, 0, 47): System.MissingMethodException: Method not found: 'Verse.Printer_Plane.PrintPlane'.

  at Verse.Thing.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0

  at Verse.ThingWithComps.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0

  at Verse.SectionLayer_ThingsGeneral.TakePrintFrom (Verse.Thing t) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Exception printing RedistHeat_DuctPipeUpper198358 at (22, 0, 47): System.MissingMethodException: Method not found: 'Verse.Printer_Plane.PrintPlane'.

  at Verse.Thing.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0

  at Verse.ThingWithComps.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0

  at Verse.SectionLayer_ThingsGeneral.TakePrintFrom (Verse.Thing t) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Exception printing RedistHeat_DuctPipeUpper198341 at (23, 0, 47): System.MissingMethodException: Method not found: 'Verse.Printer_Plane.PrintPlane'.

  at Verse.Thing.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0

  at Verse.ThingWithComps.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0

  at Verse.SectionLayer_ThingsGeneral.TakePrintFrom (Verse.Thing t) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Exception printing RedistHeat_DuctPipeUpper198335 at (24, 0, 47): System.MissingMethodException: Method not found: 'Verse.Printer_Plane.PrintPlane'.

  at Verse.Thing.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0

  at Verse.ThingWithComps.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0

  at Verse.SectionLayer_ThingsGeneral.TakePrintFrom (Verse.Thing t) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Exception printing RedistHeat_DuctPipeUpper198318 at (25, 0, 47): System.MissingMethodException: Method not found: 'Verse.Printer_Plane.PrintPlane'.

  at Verse.Thing.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0

  at Verse.ThingWithComps.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0

  at Verse.SectionLayer_ThingsGeneral.TakePrintFrom (Verse.Thing t) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Exception printing RedistHeat_DuctPipeUpper198287 at (26, 0, 47): System.MissingMethodException: Method not found: 'Verse.Printer_Plane.PrintPlane'.

  at Verse.Thing.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0

  at Verse.ThingWithComps.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0

  at Verse.SectionLayer_ThingsGeneral.TakePrintFrom (Verse.Thing t) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Exception printing RedistHeat_DuctPipeUpper198274 at (27, 0, 47): System.MissingMethodException: Method not found: 'Verse.Printer_Plane.PrintPlane'.

  at Verse.Thing.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0

  at Verse.ThingWithComps.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0

  at Verse.SectionLayer_ThingsGeneral.TakePrintFrom (Verse.Thing t) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Exception printing RedistHeat_DuctPipeUpper198293 at (28, 0, 47): System.MissingMethodException: Method not found: 'Verse.Printer_Plane.PrintPlane'.

  at Verse.Thing.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0

  at Verse.ThingWithComps.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0

  at Verse.SectionLayer_ThingsGeneral.TakePrintFrom (Verse.Thing t) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Could not execute post-long-event action. Exception: System.MissingMethodException: Method not found: 'Verse.Printer_Plane.PrintPlane'.

  at RedistHeat.CompAir.CompPrintForAirGrid (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0

  at RedistHeat.Building_DuctBase.PrintForAirGrid (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0

  at RimWorld.SectionLayer_AirNetOverlay.TakePrintFrom (Verse.Thing t) [0x00000] in <filename unknown>:0

  at Verse.SectionLayer_Things.Regenerate () [0x00000] in <filename unknown>:0

  at Verse.Section.RegenerateAllLayers () [0x00000] in <filename unknown>:0

  at Verse.MapDrawer.RegenerateEverythingNow () [0x00000] in <filename unknown>:0

  at Verse.MapIniterUtility.<FinalizeMapInit>m__52F () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

LT-RH: Initialized RedistHeat.

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

NullReferenceException: Object reference not set to an instance of an object
  at Verse.MapDrawer.MapMeshDirty (IntVec3 loc, MapMeshFlag dirtyFlags, Boolean regenAdjacentCells, Boolean regenAdjacentSections) [0x00000] in <filename unknown>:0

  at Verse.MapDrawer.MapMeshDirty (IntVec3 loc, MapMeshFlag dirtyFlags) [0x00000] in <filename unknown>:0

  at Verse.GlowGrid.MarkGlowGridDirty (IntVec3 loc) [0x00000] in <filename unknown>:0

  at Verse.GlowGrid.RecalculateAllGlow () [0x00000] in <filename unknown>:0

  at Verse.GlowGrid.GlowGridUpdate_First () [0x00000] in <filename unknown>:0

  at Verse.Map.MapUpdate () [0x00000] in <filename unknown>:0

  at Verse.RootMap.RootUpdate () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
  at Verse.MapDrawer.MapMeshDirty (IntVec3 loc, MapMeshFlag dirtyFlags, Boolean regenAdjacentCells, Boolean regenAdjacentSections) [0x00000] in <filename unknown>:0

  at Verse.MapDrawer.MapMeshDirty (IntVec3 loc, MapMeshFlag dirtyFlags) [0x00000] in <filename unknown>:0

  at Verse.GlowGrid.MarkGlowGridDirty (IntVec3 loc) [0x00000] in <filename unknown>:0

  at Verse.GlowGrid.RecalculateAllGlow () [0x00000] in <filename unknown>:0

  at Verse.GlowGrid.GlowGridUpdate_First () [0x00000] in <filename unknown>:0

  at Verse.Map.MapUpdate () [0x00000] in <filename unknown>:0

  at Verse.RootMap.RootUpdate () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
  at Verse.MapDrawer.MapMeshDirty (IntVec3 loc, MapMeshFlag dirtyFlags, Boolean regenAdjacentCells, Boolean regenAdjacentSections) [0x00000] in <filename unknown>:0

  at Verse.MapDrawer.MapMeshDirty (IntVec3 loc, MapMeshFlag dirtyFlags) [0x00000] in <filename unknown>:0

  at Verse.GlowGrid.MarkGlowGridDirty (IntVec3 loc) [0x00000] in <filename unknown>:0

  at Verse.GlowGrid.RecalculateAllGlow () [0x00000] in <filename unknown>:0

  at Verse.GlowGrid.GlowGridUpdate_First () [0x00000] in <filename unknown>:0

  at Verse.Map.MapUpdate () [0x00000] in <filename unknown>:0

  at Verse.RootMap.RootUpdate () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
  at Verse.MapDrawer.MapMeshDirty (IntVec3 loc, MapMeshFlag dirtyFlags, Boolean regenAdjacentCells, Boolean regenAdjacentSections) [0x00000] in <filename unknown>:0

  at Verse.MapDrawer.MapMeshDirty (IntVec3 loc, MapMeshFlag dirtyFlags) [0x00000] in <filename unknown>:0

  at Verse.GlowGrid.MarkGlowGridDirty (IntVec3 loc) [0x00000] in <filename unknown>:0

  at Verse.GlowGrid.RecalculateAllGlow () [0x00000] in <filename unknown>:0

  at Verse.GlowGrid.GlowGridUpdate_First () [0x00000] in <filename unknown>:0

  at Verse.Map.MapUpdate () [0x00000] in <filename unknown>:0

  at Verse.RootMap.RootUpdate () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
  at Verse.MapDrawer.MapMeshDirty (IntVec3 loc, MapMeshFlag dirtyFlags, Boolean regenAdjacentCells, Boolean regenAdjacentSections) [0x00000] in <filename unknown>:0

  at Verse.MapDrawer.MapMeshDirty (IntVec3 loc, MapMeshFlag dirtyFlags) [0x00000] in <filename unknown>:0

  at Verse.GlowGrid.MarkGlowGridDirty (IntVec3 loc) [0x00000] in <filename unknown>:0

  at Verse.GlowGrid.RecalculateAllGlow () [0x00000] in <filename unknown>:0

  at Verse.GlowGrid.GlowGridUpdate_First () [0x00000] in <filename unknown>:0

  at Verse.Map.MapUpdate () [0x00000] in <filename unknown>:0

  at Verse.RootMap.RootUpdate () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
  at Verse.MapDrawer.MapMeshDirty (IntVec3 loc, MapMeshFlag dirtyFlags, Boolean regenAdjacentCells, Boolean regenAdjacentSections) [0x00000] in <filename unknown>:0

  at Verse.MapDrawer.MapMeshDirty (IntVec3 loc, MapMeshFlag dirtyFlags) [0x00000] in <filename unknown>:0

  at Verse.GlowGrid.MarkGlowGridDirty (IntVec3 loc) [0x00000] in <filename unknown>:0

  at Verse.GlowGrid.RecalculateAllGlow () [0x00000] in <filename unknown>:0

  at Verse.GlowGrid.GlowGridUpdate_First () [0x00000] in <filename unknown>:0

  at Verse.Map.MapUpdate () [0x00000] in <filename unknown>:0

  at Verse.RootMap.RootUpdate () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)


Have downloaded latest version of this mod, and the common core version downloaded last week some time, all in a fresh install of RimWorld.

NOTE:  Modified debug log slightly to make it fit into the 20K character size limit.  Removed lots of lines.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: crusader2010 on May 09, 2016, 12:10:21 PM
Quote from: Morgloz on May 09, 2016, 07:26:46 AM
@crusader2010 Does the log console show something? Also could you post the optut log?

I've attached the output_log.txt.
The console does show many errors related (apparently) to RedistHeat.
I've loaded the mod as the last from the pack. Also, the ReverseCycleCooler seems to work properly! (i.e. I can rotate the coolers), but the coolers and vents look like in vanilla (so the BetterCoolers mod gets overwritten, at least in terms of the object sprite).


[attachment deleted by admin - too old]
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Morgloz on May 10, 2016, 06:39:52 AM
@kutch
It seems to me that you downloaded the mod from the front page instead of doing it from my attachment a few pages ago.

@crusader2010
It looks like it's not loading the .dll located in the assemblies folder. Check if the .dll is there and if its date is 04/24/2016. If it isn't, download the mod again from my attachment and, if the errors persist you will have to start with only redist heat and then add the mods one at a time until it breaks.

The bettercoolers is conficting because the mods are trying to modify the same buildings, so you have to choose what change you want and load it last.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: crusader2010 on May 10, 2016, 01:30:19 PM
Quote from: Morgloz on May 10, 2016, 06:39:52 AM
@crusader2010
It looks like it's not loading the .dll located in the assemblies folder. Check if the .dll is there and if its date is 04/24/2016. If it isn't, download the mod again from my attachment and, if the errors persist you will have to start with only redist heat and then add the mods one at a time until it breaks.

The bettercoolers is conficting because the mods are trying to modify the same buildings, so you have to choose what change you want and load it last.

I do have the .dll in "\Mods\LT_RedistHeat\Assemblies" -> "RedistHeat.dll"
Still the errors appear. Could it have to do with the naming? (LT_RedistHeat   vs   RedistHeat).
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Morgloz on May 10, 2016, 03:36:59 PM
No, the naming of the .dll doesn't need to be the same as the folder. Try loading just ccl and redist heat and restart the game. Then look if the log console is still showing the errors.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: MechanoidHater on May 14, 2016, 06:20:28 AM
When using heaters and coolers from this mod I notced the the "designate power toggle" button vanished. I'm on alpha 13 and I am using the latest version of the mod.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Famous Shoes on May 15, 2016, 06:30:34 PM
It seems the size of the room from which air is drawn by intake vents is the primary or perhaps only factor in determining how much heating or cooling a given duct network can provide. A single intake vent pulling from a 5x5 room seems to provide far less heating/cooling than a single vent pulling from a 10x10 room--assuming both source rooms are maintained at the same temperature. Since that seems a pretty clear bug, I'm wondering if anyone else has noticed this and/or patched their install of this mod around that?
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Tapkevich on May 18, 2016, 07:33:31 AM
Hi guys. I've got a problem. I build a rly big base, for atlest 64 colonists. I wanted to build some kind of central heating system. I got room with alot of heaters + intakes and same for cooling. The problem i have is that net temperature is near 0. Even when room with intakes have temp near 60C. Is there any way to fix that ? Or this mod dont rly support big scale.

Sorry for my english, not rly native language.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Cabraca on May 18, 2016, 09:48:39 AM
Yeah that problem have everyone xD

The pipes lost so many heat in short time .-/ try to reduce the intakes and higher the room temp.

in my old game i had 2 rooms with heaters around a cooler room so i can use the warm air from the coolers to higher the temp and dont get lost anything

this set up was okay for a 20 col base but i think it has a better effect if you use many small rooms 5x5 or so and make a small pipe system to heat/cool only a few rooms

or try to heat the big pipe system with a few smaller heater /cooler rooms
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Famous Shoes on May 18, 2016, 11:37:04 AM
I've found a few things when trying to figure out what I was seeing with my own bases:

1. Vents randomly disconnect from ducts. This can cause much confusion when trying to "debug" your setup. Cycling the vents' duct connections, upper-lower-upper or lower-upper-lower, will fix this.

2. The size of room an intake vent is pulling from is either far more important than the number of intake vents or may be the only factor considered for intake. The relative temperatures of the intake and target rooms appears to irrelevant.

3. Cooling ducts appear to be completely broken, e.g., I've a cooling network with 9 duct coolers and no intake vents connected to a 9x18 walk-in freezer with 3 square thick walls, which has an internal temperature of -10C, outside temperature is -16C, and duct network temperature is +5C. I've also tried using industrial coolers to cool an intake room to -100C and found that the duct network temperature had almost no relationship to the intake or target rooms' temperatures and no amount of fiddling could make a setup based around cold-air intake work (rather than direct duct cooling, which can be made to partially work at a much higher energy cost than using in-wall coolers).

4. Heating duct networks appear to work much better, but are also broken.

All things considered, I'd say if you like the industrial heaters and coolers or the medium wall heater unit, use this mod for those. But consider the duct system unusable.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Tapkevich on May 18, 2016, 02:46:20 PM
Quote from: Cabraca on May 18, 2016, 09:48:39 AM
Yeah that problem have everyone xD

The pipes lost so many heat in short time .-/ try to reduce the intakes and higher the room temp.

in my old game i had 2 rooms with heaters around a cooler room so i can use the warm air from the coolers to higher the temp and dont get lost anything

this set up was okay for a 20 col base but i think it has a better effect if you use many small rooms 5x5 or so and make a small pipe system to heat/cool only a few rooms

or try to heat the big pipe system with a few smaller heater /cooler rooms
If i only knew where to look, playing mod variety pack, i mb can firgue out how to fix that. It seems like pipes lose temperature for every cell they pass. And they use vanula rules of the game for calculations. Anyway i cant rly change base plan for many small pipelines so seems like i will use conventional ways of heating\cooling.   :(
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Morgloz on May 21, 2016, 09:40:31 AM
I had a look into how the ducts work and they try to equalize the net temperature with the room temperature. That's why the net temperature drops so wildly when the room is very big and cold.

I didn't test the relation between room size and heat intake yet, but now I am busy with exams and I won't be able to do it for at least two weeks.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Tahvohck on May 25, 2016, 04:37:15 PM
Since Hoggle didn't reply, I was having the same problem on A13 when using the A12 version linked in the first post. Since switching to Morgloz's version it went away.

Morgloz, since you've looked at the code, how hard do you think it would be to switch the heaters/coolers/vents to use a hysteresis value instead of a single setpoint and pulsed heat? If it could be folded in it would probably make for a much smoother power/temperature graph instead of the jittery one we have now.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: notfood on May 28, 2016, 01:46:52 AM
I tried Morgloz version with Modlist as Core, CCL and LT_RedistHeat and I get this error:

I'm reposting it from HardcoreSK thread but it happens without the modlist.
Quote from: notfood on May 27, 2016, 11:36:18 PM
I narrowed my LT_RedistHeat Linux issue to this:
Mods/LT_RedistHeat/Defs/DesignationCategoryDefs/DesignationCategories_Duct.xml
<?xml version="1.0"?>
<Defs>
  <DesignationCategoryDef>
    <defName>Ductwork</defName>
    <label>Ductwork</label>
    <description>Exchanges temperature between remote areas.</description>
    <order>-55</order>
    <specialDesignatorClasses>
      <li>Designator_Cancel</li>
      <li>Designator_Deconstruct</li>
      <li>RedistHeat.Designator_DeconstructReversed</li>
    </specialDesignatorClasses>
  </DesignationCategoryDef>
</Defs>


Commenting this line:<li>RedistHeat.Designator_DeconstructReversed</li> Makes Rimworld start. Seems to be a texture load issue, still...

It seems to fail here: https://github.com/burandon/RimWorld-RedistHeat/blob/master/RedistHeat/Misc/Designator_DeconstructReversed.cs#L16

Any modding experts, why is this failing under Linux?

Any ideas how to fix it?
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Zorathex on June 05, 2016, 04:30:53 PM
Seeing as Latta hasn't been seen since April 26, is someone else willing to update this mod instead?
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Morgloz on June 09, 2016, 08:36:06 AM
I have updated it, the link is posted a few pages ago.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: InfiniteRemnant on June 13, 2016, 06:17:52 AM
does this come with a manual? i swear i'm putting the duct system together wrong or something...
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: kebab4you on June 29, 2016, 05:03:43 AM
Any chance someone can post the compiled library to get this mod to work with A13? I saw the notes on how to do it myself but such a hassle to compile and change around in directories.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Chaos_Therum on June 30, 2016, 08:09:18 PM
It was posted about three pages back. Try reading the conversation before you ask. Not trying to be mean just inform.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: securitycop on July 01, 2016, 09:56:27 PM
can somone update this plz
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: DanJSC on July 01, 2016, 11:18:57 PM
Quote from: Morgloz on May 01, 2016, 02:01:52 PM
Well its sunday so here is the fully updated mod. Please feel free to give any feedback if you think something needs to be changed
link (https://ludeon.com/forums/index.php?action=dlattach;topic=11056.0;attach=12738)

Quoting for awareness. More pages it's present in the more it helps people going to ask for it.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Chaos_Therum on July 03, 2016, 05:18:30 PM
Good call on reposting it.
I also wanted to ask if Morgloz is going to be updating this anymore to cover a couple of the small bugs. I rad about some of the fixes just being new maps and whatnot maybe I misread but there seem to be a couple outstanding. Would hate to see this mod die though the fact that it is open source does bode well.

Specifically it would seem some of the localization is not working. Though this may be because of using the A13 MVP pack.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Morgloz on July 04, 2016, 09:29:38 AM
Yes, I'm going to keep updating the mod, but since I'm still learning how to mod it's going to take me a while.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Chaos_Therum on July 08, 2016, 10:22:00 AM
Quote from: Morgloz on July 04, 2016, 09:29:38 AM
Yes, I'm going to keep updating the mod, but since I'm still learning how to mod it's going to take me a while.
Cool well good luck on it it's always nice to see a new developer in the modding community.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Chaos_Therum on July 11, 2016, 01:58:58 PM
So has anyone else had trouble placing the exhaust ports it seems like it won't recognize the industrial cooler.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Chaos_Therum on July 13, 2016, 08:01:56 AM
So update there was no issue with the mod we were using old xml files in the modpack.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Dude1925 on July 15, 2016, 05:42:30 PM
Does anyone know if this going to be updated to A14? The mod is indescribably useful for colonies in the "extreme" temperature zones.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Chaia on July 15, 2016, 05:43:40 PM
As Latta is still unseen on the forums, there will be only an unofficial update !maybe!
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Dude1925 on July 15, 2016, 05:50:23 PM
Well someone made an unofficial update to A13, so maybe we'll see him do it again or someone else will. All we can do is hope for now.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: MaxP on July 16, 2016, 05:07:03 PM
Why this amazing mod is abandoned?
There is a absolutely nothing similar to this, even without heat radiators (I wonder why it is still not in game...).
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Veyda on July 17, 2016, 12:27:00 PM
Quote from: MaxP on July 16, 2016, 05:07:03 PM
(I wonder why it is still not in game...).

I remember Tynan saying something about not wanting to overcomplicate the base game mechanics and rather leaving it to optional mods.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: MaxP on July 17, 2016, 05:32:20 PM
Yes, you are right - it is the overcomplication of a stock game.
But as mod, water-heating system is simple and can be created with much more common components, than electric generators + heaters. And - this is the base of creating comfortable conditions, so it would be created first, imho ))
Just wonder - may be there is a some kind of technical problems with in-game implementation.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Veyda on July 18, 2016, 10:12:59 AM
Quote from: MaxP on July 17, 2016, 05:32:20 PM
Just wonder - may be there is a some kind of technical problems with in-game implementation.

No, it was a design decision. Just like with hydration/water/rain/irrigation still not being vanilla mechanics.

But regarding this mod specifically, it is probably just a bit too complicated for a random person to pick up, figure out and update for the newest alpha — since it simulates abstracted concepts like networks of pipes and ducts. Although I haven't seen the source code and how well-commented it is, so it's just a hunch..
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Freeadama89 on July 18, 2016, 11:11:50 AM
I'd say if he doesn't show up by Alpha 15 or 16 then this mod is good as dead. Though I would love it if someone picked it up again. These made making an centralized HVAC system so damned easy.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Morgloz on July 18, 2016, 11:46:56 AM
I am currently updating it. By now there are two errors left to solve, references to Game.GodMode and Faction.OfColony, wich were a thing back in A13 but not anymore
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: «Temple» on July 19, 2016, 01:19:10 AM
Post DL link here when you fix it?
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: kaptain_kavern on July 19, 2016, 03:04:24 AM
https://ludeon.com/forums/index.php?topic=21718.msg236016#msg236016
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Dude1925 on July 19, 2016, 05:01:33 AM
Quote from: kaptain_kavern on July 19, 2016, 03:04:24 AM
https://ludeon.com/forums/index.php?topic=21718.msg236016#msg236016

Well at least we have Morgloz to save the mod kaptain. Speaking of which, Morgloz, have you tried to ask Latta if you can take over the mod officially, now that we know its not going to get an offical update? It would probably be better for everyone.
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Morgloz on July 19, 2016, 09:01:48 AM
I sent him a PM today, but I will make a new post when I finish porting the mod nonetheless
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Latta on July 19, 2016, 09:02:13 AM
 ;)
Title: Re: [A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix
Post by: Morgloz on July 19, 2016, 02:21:28 PM
It's finished, here is the link to the new post: https://ludeon.com/forums/index.php?topic=21770.0