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RimWorld => Mods => Releases => Topic started by: Morgloz on July 19, 2016, 02:19:23 PM

Title: [1.0] RedistHeat (Oct 29, v50) Ported to 1.0
Post by: Morgloz on July 19, 2016, 02:19:23 PM
(http://i.imgur.com/zedjnqt.png)
A fully working heat redistribution package, from massive cooler to air duct systems.


 

Equalize temperature of every room
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.

Help
Omniwatch's video guide (https://www.youtube.com/watch?v=X6zXW4s2nCs)

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


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



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

DUCTWORK IS BACK!
I'll explain it a bit.

First, now you can connect the industrial versions of the heater and the cooler to the duct network. You can't ouput to the net an the room at the same time so I added a button to switch between the two.

Second, the the duct outlets need flow to distribute the network heat. The only way to generate flow is wit the duct intakes each producing 16 units of flow. Since the outlets require 4, you can have up to four per intake if you want them at full throttle. The intakes suck a lot of air so a room of at least a 4x4 room is needed. They will also pull air from connected rooms so the temperature in the surrounding rooms is also important.

The new system is poorly tested so feel free to post about any bug fixes/balance suggestions/general feedback you want.

Please remember that if you want your save to be remotely compatible with the update you must destroy every industrial heater/cooler and exhaust por you have. Even then it may still be incompatible.

That's all! I'm sorry for the long wait and I hope you have a great time playing with this mod :)

Can I use this with a modpack I have?
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 v44a from lower versions requires you to destroy and rebuild every duct intake/outlet for the changes to apply.
Also, to install RH on existing colonies, you must first destroy every vent and temperature building first.

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



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

Direct (https://github.com/Morgloz/RimWorld-RedistHeat/releases/tag/v50)
Steam Workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=1551135830&tscn=1540867824)



(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.
And finally thanks to Latta (https://ludeon.com/forums/index.php?action=profile;u=35458), the author of this mod, for this great addon which I think it's a necessity for extreme biomes.



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

Please report anything that isn't on the list.
Title: Re: [A14] RedistHeat (Jul 19, v43)
Post by: retep998 on July 19, 2016, 02:31:22 PM
I tried to place a medium heater and these errors popped up when construction was finished.
(http://i.imgur.com/7u3GxGE.png)
I can't even deconstruct it, so I'll have to reload a save.
(http://i.imgur.com/ruxUgs9.png)
Title: Re: [A14] RedistHeat (Jul 19, v43)
Post by: Latta on July 19, 2016, 02:33:10 PM
I recommend you get rid of medium heater or remove its lighting function as it's rigged dirty.
Title: Re: [A14] RedistHeat (Jul 19, v43)
Post by: retep998 on July 19, 2016, 02:54:38 PM
Also another point, the heater in vanilla rimworld is movable. The small heater in RedistHeat is not movable.
Title: Re: [A14] RedistHeat (Jul 19, v43)
Post by: Morgloz on July 19, 2016, 03:02:30 PM
Fixed and released, also some textures are backwards, I'm working on it. Then I'll look the moving thing.
Title: Re: [A14] RedistHeat (Jul 19, v43b)
Post by: MaxP on July 19, 2016, 03:27:59 PM
Many thanks, guys.
Title: Re: [A14] RedistHeat (Jul 19, v43b)
Post by: Indiana Mogens on July 19, 2016, 03:30:36 PM
Oh thank you almighty Morgloz. May your journey be long and prosperous
Title: Re: [A14] RedistHeat (Jul 19, v43c) Fixed reversed textures
Post by: rsdworker on July 19, 2016, 07:25:38 PM
looks nice so steam workshop yet?
Title: Re: [A14] RedistHeat (Jul 19, v43c) Fixed reversed textures
Post by: Morgloz on July 19, 2016, 07:29:37 PM
The textures are fixed and the small heater mobility has been added. As allways, feel free to post errors or suggestions you may have.
I might consider adding it to steam workshop tomorrow.
Title: Re: [A14] RedistHeat (Jul 19, v43c) Fixed reversed textures
Post by: notfood on July 19, 2016, 07:45:13 PM
Thank you! Another of those must needed mods taken out of my checklist.
Title: Re: [A14] RedistHeat (Jul 19, v43c) Fixed reversed textures
Post by: «Temple» on July 19, 2016, 09:38:59 PM
Thank you for this
Title: Re: [A14] RedistHeat (Jul 19, v43c) Fixed reversed textures
Post by: Mrshilka on July 19, 2016, 10:17:05 PM
I have loaded the A14 version of this mod alongside a few other mods I am running and started a new game, I have the CCL also installed and my games gives me no errors but both the medium and the industrial coolers are not cooling.

I should point out the small cooler is working as described however.
Title: Re: [A14] RedistHeat (Jul 19, v43c) Fixed reversed textures
Post by: Viken on July 19, 2016, 10:18:49 PM
I also have the same problem Mrshilka.  The medium and industrial coolers don't seem to work.  Plus I couldn't figure out if it were possible to connect them to the piping system in the first place, which would be a nice feature.  Lol.
Title: Re: [A14] RedistHeat (Jul 19, v43c) Fixed reversed textures
Post by: A Crazy Russian on July 20, 2016, 12:32:29 AM
I have the same problem as Mrshilka as well, but a workaround iv found is using the duct coolers as heaters.  They can keep a refrigeration line while also producing enough heat to warm a fairly large base.
Title: Re: [A14] RedistHeat (Jul 19, v43c) Fixed reversed textures
Post by: Last2Night on July 20, 2016, 02:11:53 AM
Havnt gotten to industrial cooler yet, however Medium Cooler is not cooling, only the small one.
Title: Re: [A14] RedistHeat (Jul 19, v43c) Fixed reversed textures
Post by: Morgloz on July 20, 2016, 08:04:44 AM
I have loaded the A14 version of this mod alongside a few other mods I am running and started a new game, I have the CCL also installed and my games gives me no errors but both the medium and the industrial coolers are not cooling.

I should point out the small cooler is working as described however.

I tested the industrial cooler and it worked fine could you tell me what are the other mods that you are using? Remember that the industrial cooler needs to have an attatched exaust port to function. I'll test the medium cooler. Found the problem, it's fixed now.

I also have the same problem Mrshilka.  The medium and industrial coolers don't seem to work.  Plus I couldn't figure out if it were possible to connect them to the piping system in the first place, which would be a nice feature.  Lol.

The things that connect to the piping system are in the ductwork tab, so if you want to cool the system you will have to use duct coolers or a duct intake in a cold room.
Title: Re: [A14] RedistHeat (Jul 19, v43d) Fixed buildings not working
Post by: Last2Night on July 20, 2016, 02:03:36 PM
43d fixes the problem with Medium Cooler not cooling. Thanks.
Title: Re: [A14] RedistHeat (Jul 19, v43d) Fixed buildings not working
Post by: Mrshilka on July 20, 2016, 03:07:06 PM
Thanks for the quick fix:)
Title: Re: [A14] RedistHeat (Jul 19, v43d) Fixed buildings not working
Post by: BaconBits on July 20, 2016, 04:15:16 PM
Thanks for being on top of all the issues and the quick fixes.  ;D ;D
Title: Re: [A14] RedistHeat (Jul 19, v43d) Fixed buildings not working
Post by: rekasa on July 21, 2016, 12:16:39 AM
I just downloaded the recent version and started a game - I tried to build a medium cooler, and after my colonist finished, it disappeared  and doesn't seem to exist.

Any ideas?
Title: Re: [A14] RedistHeat (Jul 19, v43d) Fixed buildings not working
Post by: mrofa on July 21, 2016, 06:00:54 AM
Morgloz looked at compatibility between out mods since atm they seem to not work together, didnt fully test it yet but you basic error is CCL wrong version, which invialidates your mod and couse some wierd errors.
To fix that go to Defs/ModHelperDefs and in xml change the
<minCCLVersion>0.14.0.1</minCCLVersion>
 to
<minCCLVersion>0.14.0</minCCLVersion>

Edit: also after testing mod in game found a possible bug that may generate errors.
Duct intakes and outlets blueprints can be placed multiply in one cell, like 4 on each wall side. im not sure if its inteded, since i  cant  place a blueprint on a cell with already build intake/outlet.
So either way you should look at the placeworker
Title: Re: [A14] RedistHeat (Jul 19, v43d) Fixed buildings not working
Post by: lukiono on July 21, 2016, 06:27:42 AM
Maybe (i hope so) it's a fault on my side, but the temperature control doesn't work for me or is very inefficient.... only the campfire heats up rooms as example.
All components in the temperature tab (heaters and coolers) uses low power, regardless of the temperature setting and wont work....

What i'm doing wrong...?
Title: Re: [A14] RedistHeat (Jul 19, v43d) Fixed buildings not working
Post by: Famous Shoes on July 21, 2016, 10:24:41 AM
Looking back through the comments of this and the original thread, I don't see a mention of anyone tackling or fixing the problems with the "core mechanic" of RedistHeat. That is, the original mod didn't work in complex, multi-room setups (the problems showed up at different times and in different ways for different people, see original thread.) Did I miss those posts and has anyone tried or succeeded in fixing that or have all the updates been about patch "surface" incompatibilities?
Title: Re: [A14] RedistHeat (Jul 19, v43d) Fixed buildings not working
Post by: Morgloz on July 21, 2016, 12:45:39 PM
Morgloz looked at compatibility between out mods since atm they seem to not work together, didnt fully test it yet but you basic error is CCL wrong version, which invialidates your mod and couse some wierd errors.
To fix that go to Defs/ModHelperDefs and in xml change the
<minCCLVersion>0.14.0.1</minCCLVersion>
 to
<minCCLVersion>0.14.0</minCCLVersion>

Edit: also after testing mod in game found a possible bug that may generate errors.
Duct intakes and outlets blueprints can be placed multiply in one cell, like 4 on each wall side. im not sure if its inteded, since i  cant  place a blueprint on a cell with already build intake/outlet.
So either way you should look at the placeworker

Ok, I will change the CCL version requirement and look the placeworker

Looking back through the comments of this and the original thread, I don't see a mention of anyone tackling or fixing the problems with the "core mechanic" of RedistHeat. That is, the original mod didn't work in complex, multi-room setups (the problems showed up at different times and in different ways for different people, see original thread.) Did I miss those posts and has anyone tried or succeeded in fixing that or have all the updates been about patch "surface" incompatibilities?
By now I am maintaining the mod just enough for it to be compatible with A14. I am new at modding RimWorld so it will take a while until I can make significant changes to the mod. :)
Title: Re: [A14] RedistHeat (Jul 19, v43d) Fixed buildings not working
Post by: Veyda on July 21, 2016, 03:25:04 PM
I seem to have an opposite issue - Medium Cooler cools, but the Small one doesn't. Just always sits in Low power mode. (43d)
Title: Re: [A14] RedistHeat (Jul 19, v43d) Fixed buildings not working
Post by: Morgloz on July 21, 2016, 05:21:39 PM
I seem to have an opposite issue - Medium Cooler cools, but the Small one doesn't. Just always sits in Low power mode. (43d)
I'll take a look then.
Title: Re: [A14] RedistHeat (Jul 19, v43d) Fixed buildings not working
Post by: Morgloz on July 21, 2016, 06:36:28 PM
Maybe (i hope so) it's a fault on my side, but the temperature control doesn't work for me or is very inefficient.... only the campfire heats up rooms as example.
All components in the temperature tab (heaters and coolers) uses low power, regardless of the temperature setting and wont work....

What i'm doing wrong...?

I tested all heaters/coolers and the only one that doesn't work is the small cooler, If they don't start, maybe the room is at their target temperature

Edit: also after testing mod in game found a possible bug that may generate errors.
Duct intakes and outlets blueprints can be placed multiply in one cell, like 4 on each wall side. im not sure if its inteded, since i  cant  place a blueprint on a cell with already build intake/outlet.
So either way you should look at the placeworker
You are right, up to four can be placed on the same cell! My guess is that it was unintended, since once one is built no more can be designated, but I think it is very cool so I'll try to change the placeworker to let the player build more once one is built.
Title: Re: [A14] RedistHeat (Jul 21, v43d) Added to Steam Workshop
Post by: lukiono on July 22, 2016, 07:13:50 AM
The rooms was definitly not at the target temperature...
Here you have a brand new testing savegame. The only mods used are CCL, CCL Tweaks and RedistHeat in that loadorder...
Only the small cooler works here for me.

[attachment deleted by admin - too old]
Title: Re: [A14] RedistHeat (Jul 21, v43d) Added to Steam Workshop
Post by: drakulux on July 22, 2016, 08:49:11 AM
I found that the coolers and heaters from this mod are not flickable, so I added the comp flicking code manually. 
Title: Re: [A14] RedistHeat (Jul 21, v43d) Added to Steam Workshop
Post by: Morgloz on July 22, 2016, 09:39:32 AM
The rooms was definitly not at the target temperature...
Here you have a brand new testing savegame. The only mods used are CCL, CCL Tweaks and RedistHeat in that loadorder...
Only the small cooler works here for me.

Found what is happening. You don't have the latest release, the problem you have has been fixed.
Title: Re: [A14] RedistHeat (Jul 21, v43d) Added to Steam Workshop
Post by: lukiono on July 22, 2016, 09:59:23 AM
Ouh.... I intended i'm on the latest version... Sorry for that and many thanks for your help =)
Title: Re: [A14] RedistHeat (Jul 21, v43d) Added to Steam Workshop
Post by: Rorax on July 24, 2016, 12:26:49 AM
I'm not sure I understand how duct work... works.

Heres a couple of pictures.

http://imgur.com/a/LFPqO

In that album you will see one room, my temperature management room is at 21C
I have a inlet in that room which is connected to the upper network. the upper network connects to 2 outlets in the two rooms on the left
You will see in the other picture that the reactor room is at 14c (this also goes for the comms room)

the duct network selected has a net temp of 15C, I'm not sure how the duct network is distributing the heat from one room to the next? Is it? did I misunderstand the concept here?

Also in the picture although not shown, is the industrial cooler with its heat output room. It leads to two inlets one on upper the other on lower, which lead outside. The idea I had here was that the inlets were going to draw heat out of the room and dump it outside. However that doesn't seem to be happening. The hot box can get /really/ hot. And the duct work seems to do nothing/ very little.

I just assume I am misunderstanding the use of ductwork here but the main post doesn't go into detail about how these systems work with each other.
Title: Re: [A14] RedistHeat (Jul 21, v43d) Added to Steam Workshop
Post by: Rorax on July 24, 2016, 12:35:17 AM
Oh yeah and the Industrial heater never seems to go into low power mode even if it has reached target temp
Title: Re: [A14] RedistHeat (Jul 21, v43d) Added to Steam Workshop
Post by: Rorax on July 24, 2016, 02:32:24 AM
both coolers and heaters don't seem to be efficiently using their low power state. They appear to be moving into high again the moment there is /any/ temp change, which causes a constantly flickering between power states. Which makes me think redistHeats coolers and heaters aren't continuing to heat/cool while in low power state.

The reason it works in vanilla is that they continue to maintain the temp of the room while in low power.
Its only once there is a big enough jump in temperature that they move back into high to compensate. And once again even then they will move back into low once the equilibrium has been reached.
Title: Re: [A14] RedistHeat (Jul 21, v43d) Added to Steam Workshop
Post by: Cabraca on July 24, 2016, 04:18:19 AM
why you had Industial Cooler and Heater in 1 room ? thats useless i think xD you cooldown your heat room :D
Title: Re: [A14] RedistHeat (Jul 21, v43d) Added to Steam Workshop
Post by: Anbalsilfer on July 24, 2016, 07:02:26 PM
Is this mod being actively developed by the current maintainers?

I was wondering one thing about the so-called "Smart duct outlet"...

Is there any particular reason why this needs to be connected to either one or the other network channel? It seems like a weird design decision. If it were simultaneously connected to both a hot and a cold air network, it could mix the air from the channels as needed to reach any temperature between them. The way it's designed right now you need two of these for each isolated space to maintain a steady temperature, regardless of temperature outside. A simple water faucet in most people's homes are able to mix water to any temperature. Don't real HVAC systems really work in the same way?
Title: Re: [A14] RedistHeat (Jul 21, v43d) Added to Steam Workshop
Post by: Rorax on July 24, 2016, 10:56:51 PM
why you had Industial Cooler and Heater in 1 room ? thats useless i think xD you cooldown your heat room :D

Its not an issue :P think about it this way. Its winter, its 14C in the room. set the heater to 21C set the cooler to 31C, the cooler won't cool and the heater will heat.

It would however be much more helpful if the mod author allow you to flick the machines on and off like they are in vanilla.
Title: Re: [A14] RedistHeat (Jul 21, v43d) Added to Steam Workshop
Post by: Morgloz on July 25, 2016, 12:08:33 PM
why you had Industial Cooler and Heater in 1 room ? thats useless i think xD you cooldown your heat room :D

Its not an issue :P think about it this way. Its winter, its 14C in the room. set the heater to 21C set the cooler to 31C, the cooler won't cool and the heater will heat.

It would however be much more helpful if the mod author allow you to flick the machines on and off like they are in vanilla.

I changed them to be flickable already, I was waiting to see if I was able to fix the placeholder before publishing another update, but I will upload the changes now.

The ducts try to equalize the temperature between the network and the room they are placed in. Also they have a max rate at which they can work, if the room is big enough you may need more inlets/outlets to achieve the desired temperature.

And I'll take a look at the low/high not working/working thing, but I already plan to use hysteresis to control when to kick on/off.
Title: Re: [A14] RedistHeat (Jul 21, v43d) Added to Steam Workshop
Post by: Morgloz on July 25, 2016, 12:23:21 PM
Is this mod being actively developed by the current maintainers?

I was wondering one thing about the so-called "Smart duct outlet"...

Is there any particular reason why this needs to be connected to either one or the other network channel? It seems like a weird design decision. If it were simultaneously connected to both a hot and a cold air network, it could mix the air from the channels as needed to reach any temperature between them. The way it's designed right now you need two of these for each isolated space to maintain a steady temperature, regardless of temperature outside. A simple water faucet in most people's homes are able to mix water to any temperature. Don't real HVAC systems really work in the same way?
Wow, I go missing for two days and there are already people thinking I'm dead?

Actually the smart outlet will push air at the temperature of the network to heat/cool the room and then heat up the nework if the room is warmer than it or cool it down if is colder.
If you keep your network at 21C the smart outlet should be able to maintain that temperature if the room is not too big, but you could achieve that with a normal outlet too.

The smart outlet is used for networks with extreme temperatures, which are used to heat/cool multiple rooms with one network.

However I like the idea of the smart outlet been able to connect to both upper and lower pipes, so I'll see if I can implement that.
Title: Re: [A14] RedistHeat (Jul 21, v43d) Added to Steam Workshop
Post by: Utildayael on July 25, 2016, 05:53:30 PM
Some questions I had as I try to sort this out in my head after messing around with the mod in dev mode...

1. Duct temperature is the absolute lowest [or highest] temp you can get a room? For example if a duct temp is 50F then you can possibly get a room down to 50F assuming the duct has enough cooling behind it to handle the temperature? I'm assuming you use the volume of a room meaning  a 3x3 hooked to a 50F line with a smart duct will most likely be 50F whereas a 20x20 room hooked to a 50F line may NOT actually hit 50F if there's not enough coolers feeding the duct network?

2. How do I handle hot and cold on same network or is that not possible? Say I want "70F all year round"... its 100F in summer so I need cooling but its 30F in winter so I need heat. Do I need to run like.. upper duct for cooling and lower duct for heat hooked to appropriate cool/heat units? Seems cooling/furnace fight eachother if both on same line. Assuming this to be true, I'd need two smart vents per room? [one upper, one lower]

3. How big can duct networks be? If I have a giant base can I use one network assuming I put enough coolers / furnaces on it?

4. On industrial coolers what is the proper way to use the exhaust ports? They connect fine but should they open to the outside or a duct leading to a vent outside or some other configuration for optimum use? I put my cooler units outside to deal with the heat they generate but that seems less than ideal. Can I run ducts from the exhaust ports to the outside and put outlets on them or is there some other better way?

5. Duct coolers are just small cooling units correct? Any special placement for optimum usage?

Sorry for all the questions but figure some of those answers can fit into the general usage as well so people like me will stop asking you. Maybe. :)

Screenshots of some common sample setups might help alleviate a bunch of questions too.

Once I get it figured out I can write up a little guide on Steam to reference people to if you like and include screenshots.

Cheers!
Title: Re: [A14] RedistHeat (Jul 21, v43d) Added to Steam Workshop
Post by: Programmdude on July 25, 2016, 09:14:42 PM
I've been trying arctic worlds lately, and I tried this mod. Previously I was using a large hallway filled with heaters and vents to all the rooms. I had a double layer outside wall to add some insulation. This worked even in -80 temperatures.

However once I started using the pipe system, I found it very difficult to get all the rooms above freezing. It was technically working, since getting it to 0 was enough of an achievement. I tried more intake pumps, all in a room full of large heaters. The heater room was the right temperature, yet the temperature in the pipes never got above 4-5.

Essentially, while this mod is a good idea, currently the pipe system isn't viable as a base heating mechanism in arctic conditions.
Title: Re: [A14] RedistHeat (Jul 21, v43d) Added to Steam Workshop
Post by: Degraine on July 25, 2016, 11:02:34 PM
I was going to say I had the same problem, but I just discovered that the duct cooler does in fact cool the air in the pipe system (I'd tried it on a previous save with the intake connected to the outdoors and it didn't work for some reason). Overall the system is rather confusing and counterintuitive. Duct coolers ought to be able to act as an intake, by rights.

I sympathise with your woes about efficiency. It really doesn't seem to work as it should. Perhaps multiple heaters in separate rooms would be more effective?

Edit: Also, output rooms are significantly colder than the source room (4x4 with an industrial cooler). The latter is 21C, while my bedrooms are 17C...in summer with an outdoor temperature of 29. I'm not understanding the physics of this situation.
Title: Re: [A14] RedistHeat (Jul 21, v43d) Added to Steam Workshop
Post by: Rorax on July 26, 2016, 03:21:26 AM
why you had Industial Cooler and Heater in 1 room ? thats useless i think xD you cooldown your heat room :D

Its not an issue :P think about it this way. Its winter, its 14C in the room. set the heater to 21C set the cooler to 31C, the cooler won't cool and the heater will heat.

It would however be much more helpful if the mod author allow you to flick the machines on and off like they are in vanilla.

I changed them to be flickable already, I was waiting to see if I was able to fix the placeholder before publishing another update, but I will upload the changes now.

The ducts try to equalize the temperature between the network and the room they are placed in. Also they have a max rate at which they can work, if the room is big enough you may need more inlets/outlets to achieve the desired temperature.

And I'll take a look at the low/high not working/working thing, but I already plan to use hysteresis to control when to kick on/off.

While it might be true that a larger room might take a longer amount of time consider the pictures I provided. Three rooms, all three are not particularly large. And yes the duct network never really heats up. My heater was set to 21 as it shows in the picture. But the reactor room and the comms room were at 14 for the entire length of autumn and winter.

If this is the case there needs to be some serious re balancing of the ducts work rate, because if attached vanilla vents do a better job of distributing heat throughout the base. Then why would I use ducts? at all?

You also see that in the pictures. And as I explained in that post. That I have two inlets trying to suck the hot air out of the coolers hot box room. Yet it barely makes any change what so ever despite being fed outside.

You may intend the duct network to try and equalize all it parts. But /something/ isn't working/balanced right.

Which is such a shame because I really want this mod to be something special that I wouldn't dare think of ever playing Rimworld without.
Title: Re: [A14] RedistHeat (Jul 21, v43d) Added to Steam Workshop
Post by: Morgloz on July 26, 2016, 06:32:12 AM
why you had Industial Cooler and Heater in 1 room ? thats useless i think xD you cooldown your heat room :D

Its not an issue :P think about it this way. Its winter, its 14C in the room. set the heater to 21C set the cooler to 31C, the cooler won't cool and the heater will heat.

It would however be much more helpful if the mod author allow you to flick the machines on and off like they are in vanilla.

I changed them to be flickable already, I was waiting to see if I was able to fix the placeholder before publishing another update, but I will upload the changes now.

The ducts try to equalize the temperature between the network and the room they are placed in. Also they have a max rate at which they can work, if the room is big enough you may need more inlets/outlets to achieve the desired temperature.

And I'll take a look at the low/high not working/working thing, but I already plan to use hysteresis to control when to kick on/off.

While it might be true that a larger room might take a longer amount of time consider the pictures I provided. Three rooms, all three are not particularly large. And yes the duct network never really heats up. My heater was set to 21 as it shows in the picture. But the reactor room and the comms room were at 14 for the entire length of autumn and winter.

If this is the case there needs to be some serious re balancing of the ducts work rate, because if attached vanilla vents do a better job of distributing heat throughout the base. Then why would I use ducts? at all?

You also see that in the pictures. And as I explained in that post. That I have two inlets trying to suck the hot air out of the coolers hot box room. Yet it barely makes any change what so ever despite being fed outside.

You may intend the duct network to try and equalize all it parts. But /something/ isn't working/balanced right.

Which is such a shame because I really want this mod to be something special that I wouldn't dare think of ever playing Rimworld without.
They probably need balancing.
Would you be so kind to attatch a savefile so I can test them better?
Title: Re: [A14] RedistHeat (Jul 26, v43e) Fixed small cooler
Post by: Rorax on July 26, 2016, 07:42:05 AM
My Pleasure :)

[attachment deleted by admin - too old]
Title: Re: [A14] RedistHeat (Jul 26, v43e) Fixed small cooler
Post by: cliffahead on July 26, 2016, 10:37:48 AM
small cooler cannot be placed. medium heater is not working even after i set the temp to -40 degrees. all my food is gone =(
Title: Re: [A14] RedistHeat (Jul 26, v43e) Fixed small cooler
Post by: Utildayael on July 26, 2016, 05:13:07 PM
small cooler cannot be placed. medium heater is not working even after i set the temp to -40 degrees. all my food is gone =(

Hoping you typo'd but you don't want to place a heater in your freezer. You'll want to also keep an eye on rooms when you first set them up to make sure they actually reach desired temperature the same way you do with vanilla heat/cool items. Large enough rooms need multiple coolers just like in vanilla.
Title: Re: [A14] RedistHeat (Jul 26, v43e) Fixed small cooler
Post by: Omniwatch on July 27, 2016, 01:30:37 AM
Here is a video i made to help people who are new to the mod understand it better, Its my first attempt at making video guide so please go easy ^^ (IMO I think i made it a bit too long)

https://www.youtube.com/watch?v=X6zXW4s2nCs
Title: Re: [A14] RedistHeat (Jul 26, v43e) Fixed small cooler
Post by: Sarelth on July 27, 2016, 02:29:03 AM
Here is a video i made to help people who are new to the mod understand it better, Its my first attempt at making video guide so please go easy ^^ (IMO I think i made it a bit too long)

https://www.youtube.com/watch?v=X6zXW4s2nCs

The audio for your video is really bad, it sounds like you are in an alien fishbowl. The video itself was good though. I found it useful.
Title: Re: [A14] RedistHeat (Jul 26, v43e) Fixed small cooler
Post by: Rorax on July 27, 2016, 05:05:21 AM
Here is a video i made to help people who are new to the mod understand it better, Its my first attempt at making video guide so please go easy ^^ (IMO I think i made it a bit too long)

https://www.youtube.com/watch?v=X6zXW4s2nCs

There is a couple of things wrong in your video.

1. when you showed cooling a distant room, you never changed the channel that the intake vent was on, it was still on /upper/ channel and not the lower channel,  your duct to the distant room was a lower duct. You need to make sure your intakes and out takes are on the right channels, you can't just have both on the same cell and expect them to connect to both.

2. the reason why the duct cooler wasn't working is like the screenshot shows at the top of the mod page, it requires an /in/ pipe and an /out/ pipe. you only had an in pipe.

Title: Re: [A14] RedistHeat (Jul 21, v43d) Added to Steam Workshop
Post by: Morgloz on July 27, 2016, 01:27:37 PM
Some questions I had as I try to sort this out in my head after messing around with the mod in dev mode...

1. Duct temperature is the absolute lowest [or highest] temp you can get a room? For example if a duct temp is 50F then you can possibly get a room down to 50F assuming the duct has enough cooling behind it to handle the temperature? I'm assuming you use the volume of a room meaning  a 3x3 hooked to a 50F line with a smart duct will most likely be 50F whereas a 20x20 room hooked to a 50F line may NOT actually hit 50F if there's not enough coolers feeding the duct network?

2. How do I handle hot and cold on same network or is that not possible? Say I want "70F all year round"... its 100F in summer so I need cooling but its 30F in winter so I need heat. Do I need to run like.. upper duct for cooling and lower duct for heat hooked to appropriate cool/heat units? Seems cooling/furnace fight eachother if both on same line. Assuming this to be true, I'd need two smart vents per room? [one upper, one lower]

3. How big can duct networks be? If I have a giant base can I use one network assuming I put enough coolers / furnaces on it?

4. On industrial coolers what is the proper way to use the exhaust ports? They connect fine but should they open to the outside or a duct leading to a vent outside or some other configuration for optimum use? I put my cooler units outside to deal with the heat they generate but that seems less than ideal. Can I run ducts from the exhaust ports to the outside and put outlets on them or is there some other better way?

5. Duct coolers are just small cooling units correct? Any special placement for optimum usage?

Sorry for all the questions but figure some of those answers can fit into the general usage as well so people like me will stop asking you. Maybe. :)

Screenshots of some common sample setups might help alleviate a bunch of questions too.

Once I get it figured out I can write up a little guide on Steam to reference people to if you like and include screenshots.

Cheers!
1. Right now ducts try to equalize the temperature of the room and the temperature of the network. They have a max rate at which they work however, so it is possible to need more outlets to achieve that equalization.

2. Since they equalize temperatures it's possible to heat and cool with one network, as long as you keep the network at your target temperature.

3. Technically you can make them as big as you want, but I recommend you to build smaller subnets and connect them with rooms.

4. Exhaust ports do not care if you vent the heat of the room they generate it, but take into consideration that the if the room is small enough, it can reach very high temperatures, which can affect the temperature of the room you are trying to cool down through the walls.

5. They cool the air in the network and generate heat in the room they are in, but like the exhaust ports, they don't care if you vent that heat or not.

I will gladly accept any guide you make, and I will work to improve the info of the mod.
Title: Re: [A14] RedistHeat (Jul 26, v43e) Fixed small cooler
Post by: Omniwatch on July 27, 2016, 09:41:28 PM
Here is a video i made to help people who are new to the mod understand it better, Its my first attempt at making video guide so please go easy ^^ (IMO I think i made it a bit too long)

https://www.youtube.com/watch?v=X6zXW4s2nCs

There is a couple of things wrong in your video.

1. when you showed cooling a distant room, you never changed the channel that the intake vent was on, it was still on /upper/ channel and not the lower channel,  your duct to the distant room was a lower duct. You need to make sure your intakes and out takes are on the right channels, you can't just have both on the same cell and expect them to connect to both.

2. the reason why the duct cooler wasn't working is like the screenshot shows at the top of the mod page, it requires an /in/ pipe and an /out/ pipe. you only had an in pipe.

Thanks for the comment, however all my cooling network was a bottom pipe. The only reason the upper was made was to show the different in color.

secondly, the reason the duct cooler does not work is due the face that it needs be in a direct path of the network not adjacent to it like i had it.

if you do see anything else please let me know. Ty
Title: Re: [A14] RedistHeat (Jul 26, v43e) Fixed small cooler
Post by: Xira on July 27, 2016, 10:42:02 PM
Some notes after using this. I love the idea of the mod more than I like the mod.

Un-Intuitive

I first tried to run a double track of pipes down the shared middle wall of a double-sided bedroom row. Then connecting two outlets to the middle wall in each room. Didn't work. Should have worked.


Both of those need to change. If multiple outlets into the same wall work at all then you probably ought to be able to build them both ways, if not then neither way should be buildable. A lower pipe outlet simply shouldn't block an upper pipe. Or you could make the outlet connect to both pipes and raise/lower the temperature as needed, but you'd need some way to prevent it from switching between the two over and over.

The duct cooler needing to be in-line probably should be changed. It's not very 'gamey-game-sense' for it to need real plumbing.

Poor balance


I felt that given the high resource requirements of the entire system as a whole I was not saving any resources *or* space by complexifying my system beyond what vanilla offers. Real life is often like that, games aren't.

Just..erm....triple or more the intake rate of the intake vents. Maybe double the cooling/heating rate of the industrial units. And I really should be able to save 2 walls of space by doing the whole thing inside one wall...Not sure here, truthfully, this is the kind of this that needed to be tested at different power points.

For instance, I still need a 'duct tube' running down the center of my double-sided bedroom rows. Gee, I could also do that same thing and just use the vanilla heaters/coolers to cool the tube and vanilla vents to vent it to the rooms. What am I saving here? 1/20th of roof leakage area? Or do ducts leak too? If I want to cool a freezer with this system I need to cool the entire system down to 26F and use smart vents everywhere, what kind of leakage am I getting there? And I'm using a lot more electricity and metal for all that too.

Great idea, but not a useful mod in its current state.
Title: Re: [A14] RedistHeat (Jul 26, v43e) Fixed small cooler
Post by: Chibisuke on July 28, 2016, 08:04:40 AM
Anyone else experiencing this? Bug or just me? If you run duct pipes without an intake anywhere and connect Smart Duct Outlet the Net Temp will always be 20c

(https://s32.postimg.org/533j0f52d/screenshot1.png)
Title: Re: [A14] RedistHeat (Jul 26, v43e) Fixed small cooler
Post by: Morgloz on July 28, 2016, 05:37:13 PM
Anyone else experiencing this? Bug or just me? If you run duct pipes without an intake anywhere and connect Smart Duct Outlet the Net Temp will always be 20c

I'll check that right now.

Edit:
It's not only you, the network initially has a temperature close to the one outside. If you attatch a smart outlet and use it to heat a room the net temperature drops, but if you use it to cool the room it wont increase. I will fix it soon.
Title: Re: [A14] RedistHeat (Jul 21, v43d) Added to Steam Workshop
Post by: Utildayael on July 28, 2016, 11:48:02 PM
1. Right now ducts try to equalize the temperature of the room and the temperature of the network. They have a max rate at which they work however, so it is possible to need more outlets to achieve that equalization.

Roger. Will try that.

Quote
2. Since they equalize temperatures it's possible to heat and cool with one network, as long as you keep the network at your target temperature.

Hrm having issues with this but looking at the vid and whatnot it seems this might be easier just using upper [cool] and lower [hot] or something. If you add the feature to make smart vents tie to BOTH upper/lower as you had mentioned elsewhere, that would make this super easy and compact.

Quote
3. Technically you can make them as big as you want, but I recommend you to build smaller subnets and connect them with rooms.

Good to know. :)

Quote
4. Exhaust ports do not care if you vent the heat of the room they generate it, but take into consideration that the if the room is small enough, it can reach very high temperatures, which can affect the temperature of the room you are trying to cool down through the walls.

Heat goes through walls? Hrm. I think I'll just either treat it like a real HVAC and exhaust outside or maybe tie exhaust to a "heat" network.

Quote
5. They cool the air in the network and generate heat in the room they are in, but like the exhaust ports, they don't care if you vent that heat or not.

Ah ok. Seems they have to be inline with ducts full too? IE:   DDXDD where D is duct and X is the cooler? Or can you hang them on the end, ie DX ?

Last bit... in O's video he makes a room and uses a port to feed the ducts. Can you just hook ducts up to the industrial cooler / furnace or does that not work? Also can I attach ducts to the exhaust ports on industrial cooler? From a mod perspective, if they *do* connect it would be nice to see some sort of indication they are connected if that is possible? Might clear up some connection bits for folks. The vents are much more obvious since you have to connect upper/lower toggle button which is why I wondered if the ducts *actually* connect to the industrial bits.


Quote
I will gladly accept any guide you make, and I will work to improve the info of the mod.

I'll muck with it some more and put something together. Hopefully help folks figure things out easier and less questions for you, well, assuming they actually read the guide or watch O's video. :)


Cheers!
Title: Re: [A14] RedistHeat (Jul 26, v43e) Fixed small cooler
Post by: Gfurst on July 29, 2016, 01:20:35 AM
Sup.... just trying out the mod in a new colony.... as many others I'm kinda lost....
Tried using external coolers  for a small freezer (3x4), the cost of the structure is barely worth when compared to vanilla, even though they have a single layer wall, 3x4 is so small it should keep up no matter what.
Or it may be that it just needs to be lined somehow between inlet and out ports. I just have them both side by side, input cold air would just help even colder room.
Title: Re: [A14] RedistHeat (Jul 21, v43d) Added to Steam Workshop
Post by: Morgloz on July 29, 2016, 06:30:06 AM
Hrm having issues with this but looking at the vid and whatnot it seems this might be easier just using upper [cool] and lower [hot] or something. If you add the feature to make smart vents tie to BOTH upper/lower as you had mentioned elsewhere, that would make this super easy and compact.
I'm planning to implement that.

Quote
Ah ok. Seems they have to be inline with ducts full too? IE:   DDXDD where D is duct and X is the cooler? Or can you hang them on the end, ie DX ?
It will work as long as it has a pipe next to it (not diagonally)

Quote
Last bit... in O's video he makes a room and uses a port to feed the ducts. Can you just hook ducts up to the industrial cooler / furnace or does that not work? Also can I attach ducts to the exhaust ports on industrial cooler? From a mod perspective, if they *do* connect it would be nice to see some sort of indication they are connected if that is possible? Might clear up some connection bits for folks. The vents are much more obvious since you have to connect upper/lower toggle button which is why I wondered if the ducts *actually* connect to the industrial bits.
All the stuff that connects to pipes is in the ductwork tab, so the heaters/coolers in the temperature tab do not.
Title: Re: [A14] RedistHeat (Jul 26, v43e) Fixed small cooler
Post by: Delerium76 on July 30, 2016, 02:25:21 PM
First off, in regards to everyone having problems with the mod being intuitive or not, most people assume that central heating/air in your mod works like it does in a real life house.  You have a heater/ac that hooks directly up to ducts that go to your rooms, thus heating/cooling each room directly, and all done from the same line of ducts.  The differences in your mod is that you have to first set up heating/cooling in one room, then intake the air temperature from that room into a duct network that goes to the rest of your rooms.  Once you realize that difference, this mod is really easy to use.

Not sure if you can fix this on your end or not, but your ductwork doesn't attach to utility walls from the clutter structures mod.  Any chance you could add that feature?
Title: Re: [A14] RedistHeat (Jul 26, v43e) Fixed small cooler
Post by: papu on July 31, 2016, 11:59:30 AM
i might have found a bug? or its probably me. i was trying to make a central cooling system then accidentally found the cooling problem in the image below

When i turned my industrial coolers off and even Closed the intake vent, the pipes are still 11 celcius and my rooms still stayed at the same temps, fortunately closing the outlet ducts changed the room's temperature.

I even disconnected the pipes, the pipes with all outlet ducts(top part of image) remained 11c while its 32c outside, while the pipes from the coolers(lower part of image) normalized when i turned everything off.

so basically im cooling my rooms with just pipes and no coolers

the only way i could fix this is to remove the intake duct and rebuild the pipe below it then rebuild the intake duct


its probably the pipe layout but im not sure

(https://i.imgur.com/Ap1Ydnz.jpg)
Title: Re: [A14] RedistHeat (Jul 26, v43e) Fixed small cooler
Post by: Morgloz on August 01, 2016, 07:43:21 AM
Not sure if you can fix this on your end or not, but your ductwork doesn't attach to utility walls from the clutter structures mod.  Any chance you could add that feature?
I'll see what I can do

i might have found a bug? or its probably me. i was trying to make a central cooling system then accidentally found the cooling problem in the image below

When i turned my industrial coolers off and even Closed the intake vent, the pipes are still 11 celcius and my rooms still stayed at the same temps, fortunately closing the outlet ducts changed the room's temperature.
It's not only you, I'm working to fix it.
Title: Re: [A14] RedistHeat (Jul 26, v43e) Fixed small cooler
Post by: MaxP on August 03, 2016, 01:10:26 PM
I think there is a good idea to replace air nets with water pipes, and duct vents with radiators.
Water is the best for heat transfer, and it's more real-like system.
So what it may looks like:
- Water tank
- Heaters (firewood, electrical or any other fuel)
- Water pipes
- Radiators
 

Title: Re: [A14] RedistHeat (Jul 26, v43e) Fixed small cooler
Post by: dsandy82 on August 05, 2016, 03:36:38 PM
Getting these errors whether it's alone in the mods list(other than CCL) or not.

(http://i.imgur.com/672g2Wa.jpg)
(http://i.imgur.com/uyotLHB.jpg)
(http://i.imgur.com/MkyoMl5.jpg)
Title: Re: [A14] RedistHeat (Aug 11, v43f) Provisional net rebalance
Post by: Morgloz on August 14, 2016, 02:14:37 PM
Version 43f released, destroy every duct intake/outlet to let the changes take effect.
Title: Re: [A14] RedistHeat (Aug 11, v43f) Provisional net rebalance
Post by: biship on August 15, 2016, 09:56:13 AM
Using 8/14 github build (I don't see an option to open a github issue).
Getting this on game start, even before loading a save.

Code: [Select]
XML error: <energyPerSecond>0.1</energyPerSecond> doesn't correspond to any field in type CompAirTraderProperties.
XML error: <energyPerSecond>0.15</energyPerSecond> doesn't correspond to any field in type CompAirTraderProperties.
XML error: <energyPerSecond>0.9</energyPerSecond> doesn't correspond to any field in type CompAirTraderProperties.
Title: Re: [A14] RedistHeat (Aug 11, v43f) Provisional net rebalance
Post by: Gfurst on August 15, 2016, 09:13:52 PM
Hey Morgloz, thanks for keeping up with the awesome mod.
May I ask how the latest version changes affects the usage of the ducts?
I have a lengthy text in preparation about usage of the mod and how it can be improved, but it will take a while before I'm able to write it, until then.
Title: Re: [A14] RedistHeat (Aug 11, v43f) Provisional net rebalance
Post by: Sylph on August 17, 2016, 03:00:23 PM
It might be my mod configuration, but active vents seem to be magic. They seem to function normally in relation to the room they are monitoring, but they cause the room they are not monitoring to be heated/cooled to the temperature they are trying to maintain in the room they are monitoring... if that makes any sense. I realised something wasn't quite right when I had a solar flare during winter on a ice sheet and the majority of my base remained at a comfortable twenty one degrees celcius. I used god mode to delete all the active vents and replaced them with normal ones, the temperature bug was resolved, to the chagrin of my colonists.
Title: Re: [A14] RedistHeat (Aug 11, v43f) Provisional net rebalance
Post by: Gfurst on August 17, 2016, 03:33:18 PM
It might be my mod configuration, but active vents seem to be magic. They seem to function normally in relation to the room they are monitoring, but they cause the room they are not monitoring to be heated/cooled to the temperature they are trying to maintain in the room they are monitoring... if that makes any sense.
Well the vent supposed to work this way: if the target temperature for the room is offset and the other room has excess temperature, then it opens and works as a regular vent, equalizing temperature.
For example, you can only cool a target room if the other side of the vent has lower temperature than target room, even then the vents open equalizing temperature, so it could just be a case of them getting pretty close equalizing.
Title: Re: [A14] RedistHeat (Aug 11, v43f) Provisional net rebalance
Post by: Sylph on August 17, 2016, 03:52:28 PM
It might be my mod configuration, but active vents seem to be magic. They seem to function normally in relation to the room they are monitoring, but they cause the room they are not monitoring to be heated/cooled to the temperature they are trying to maintain in the room they are monitoring... if that makes any sense.
Well the vent supposed to work this way: if the target temperature for the room is offset and the other room has excess temperature, then it opens and works as a regular vent, equalizing temperature.
For example, you can only cool a target room if the other side of the vent has lower temperature than target room, even then the vents open equalizing temperature, so it could just be a case of them getting pretty close equalizing.

Let me put this another way:

Ice sheet ambient outside temperature: -50 degrees.
My main greenhouse, workshop and connected passages: 350+ open tiles.
Heating apparatus: none functioning.
Interior temperature (not of the room the active vents were trying to keep at 21 degrees): 21 degrees.
Interior temperature (of the few small bedrooms the active vents were trying to keep at 21 degrees): 19 degrees.
Interior temperature after removing all active vents: -40 degrees.

 ;D

Title: Re: [A14] RedistHeat (Aug 11, v43f) Provisional net rebalance
Post by: Gfurst on August 17, 2016, 04:16:58 PM
Anyway, so here my overview of the Redist mod, (new post cause its long).

I really like the base concept of the mod, and that is to have more options to better maintain temperature in your structures, forwarding heat to different places and etc, without need weird and ugly designs. Also the graphics and builtin on the walls are really nice features.
Most people seems to get confused on how it works, as did I when first started with it. Like the idea of having a duct intake for coolers before an outlet, like real air duct systems would work. However there is a  big difference concept with the game: it doesn't vent air, but heat volume. I'm just guessing this, but actual air isn't simulated in game (no pawn dies of asfixiation), instead heat is measured as volume, like how big a room is and how much different the temperature is.

So far so good, once you get that concept you can make better use of the mod. However the mod lacks a bit in design, it needs some improvement but I'm not sure how, why? It seems the mod is design in a way to encourage buffer rooms with controlled temperature. For example, one of the ways is to have a "cold room" with a industrial freezer, make it a  freezing room, from that you have duct intakes and designated cool pipe that distributes wherever you need them to. You can even utilize the cooler hot side for another "hot room".

So one way to effectively use this is having both "cold" and "hot" rooms, a duct designated for each extreme. For each controlled room you have two smart outlets, one connected to the colder and another to the hot pipe. This is one way to get it working reliably without needing to micro. However if you consider the whole system it ends up being way more costly and much less effective than doing things the conventional way, just building coolers and heaters wherever you want. This is counter intuitive as generally central systems should be the most efficient ones, instead of the other way around, maybe at the cost of more planning and construction.

That is one of the major ways to use the mod, and seems to be flawed. Another way to use it, instead of having both hot and cold ducts, would be to have one controlled duct, for example always averaging +-22°C. However that is hard if not impossible to do, the only object that can control directly the duct temperature is the cooler, there is no duct heater and no controlled intake (monitors the duct temperature instead of the room).

So in my opinion (and recommendations to the mod), there should be those missing objects, like and inline heater and controlled intake. Why not intake air from the nice weather outside? Having controlled intake you would only need one general duct system for the average base. Another, like someone else suggested, would be to have smart outlets hook to both pipes, having a hot and cold pipe, but like I've said, that really isn't much efficient.
Another small points I like to make: the bigger structures should be significantly more efficient, the bigger cooler and heaters. I also think they should be hooked with ducts, ducts are cool and should be encourage to be used. Why even have vent output on the bigger cooler in the first place? Also a fuel heater would be really neat too, nothing like a fireplace to warm up your shelter. And of course heat generation is usually significantly easier than refrigerating a place, where to heat to place you'd only need to burn something or pass raw power through it, where as to refrigerate you do need a differential pump engine of some sort (I'm not actually sure in terms of power consumption).

So to summarize (I told you it was going to be a lengthy text). I really think the objects mentioned would be a good addition, specially the duct connected stuff. But overall I think the mod design is worthy of a relook, I don't even know what should be best too. But considering overall, the name of the mod Redist Heat should really be about options heat distribution. All the while remembering, if the player is going to the effort of designing and building the whole heat network it should least be more efficient than conventional setups.

All in all, I have to declare, I still enjoy the mod very much and managed to achieve a good balance with efficiency in my little base, using a little bit of each system, so many thanks of working on this. Cheers!
Title: Re: [A14] RedistHeat (Aug 11, v43f) Provisional net rebalance
Post by: Morgloz on August 18, 2016, 01:03:12 PM
Using 8/14 github build (I don't see an option to open a github issue).
Getting this on game start, even before loading a save.

Code: [Select]
XML error: <energyPerSecond>0.1</energyPerSecond> doesn't correspond to any field in type CompAirTraderProperties.
XML error: <energyPerSecond>0.15</energyPerSecond> doesn't correspond to any field in type CompAirTraderProperties.
XML error: <energyPerSecond>0.9</energyPerSecond> doesn't correspond to any field in type CompAirTraderProperties.

You have the old defs, I downloaded the v43f release and it has the correct ones, so erasing the redistheat folder and downloading again should do the trick.
Title: Re: [A14] RedistHeat (Aug 11, v43f) Provisional net rebalance
Post by: Morgloz on August 18, 2016, 01:05:17 PM
Let me put this another way:

Ice sheet ambient outside temperature: -50 degrees.
My main greenhouse, workshop and connected passages: 350+ open tiles.
Heating apparatus: none functioning.
Interior temperature (not of the room the active vents were trying to keep at 21 degrees): 21 degrees.
Interior temperature (of the few small bedrooms the active vents were trying to keep at 21 degrees): 19 degrees.
Interior temperature after removing all active vents: -40 degrees.

 ;D

Wow, I'll check that  :).
Title: Re: [A14] RedistHeat (Aug 11, v43f) Provisional net rebalance
Post by: skyboy on August 19, 2016, 03:57:59 AM
I appear to have completely broken all concept of conservation of energy:

(http://i.imgur.com/Drl99ek.jpg)
(http://i.imgur.com/f5Fpf62.jpg)

Using only the single cooler in the top picture and 5 smart outlet vents i can heat this entire complex to 70 F at -16 F external temperature with one smart outlet vent per room, and the freezer (blue room, lower ducts) set to -20 F, though it only maintains around -10 F that's expected.

The outlet vents in the small room with the cooler are set to maintain 88 F rather than 70 F, to give the rest of the base some temperature to work with.

Using this mod list:
(http://i.imgur.com/UJDZaFE.png)
Title: Re: [A14] RedistHeat (Aug 11, v43f) Provisional net rebalance
Post by: bomberchibbi on August 27, 2016, 10:08:50 AM
Hi,

I just wanted to report what is a bug imo. I have a setup, where several industrial coolers cool a room to -20°C, in that same room I have several intakes, then followed by a pipeline to a 8x5 room, which is supposed to be cooled. If I attach a smart outlet to the line (all set to lower) the temperature starts going crazy and the network temperature jumps to 20-21°C. If I however attach a "dumb" outlet, the temperature falls to -32°C, which is lower than the intake temperature. I'm on a temperate planet, outdoor temp is 24°C and room temperature of all adjacent rooms is similar, the rooms are also all sealed with doors. Atm I for the love of god can't figure out how this mod calculates temperatures, nor can I establish the temperature I want. I watched the tutorial video, made sure it's all connected to the same line and also that there are enough intakes. The room I want to cool Is not too spacious either (8x5). So is there something funky with the mod at the moment, or may I be doing something wrong? (everything is powered when this occurs ofc)

(https://s13.postimg.org/olhi71v47/redistheat.jpg)
Title: Re: [A14] RedistHeat (Aug 11, v43f) Provisional net rebalance
Post by: Riotzanber on September 02, 2016, 09:48:23 PM
Hiya. Any chance of this mod making it to a15? :D
Title: Re: [A14] RedistHeat (Aug 11, v43f) Provisional net rebalance
Post by: Deimos Rast on September 03, 2016, 01:14:33 AM
Hiya. Any chance of this mod making it to a15? :D

Likelihood is good as it's still being worked on at the github repo last I checked.
Title: Re: [A14] RedistHeat (Aug 11, v43f) Provisional net rebalance
Post by: Morgloz on September 04, 2016, 01:30:56 PM
Hiya. Any chance of this mod making it to a15? :D

I already updated it, but it won't work until CCL updates too, so I can't test it.
Title: Re: [A14] RedistHeat (Aug 11, v43f) Provisional net rebalance
Post by: Riotzanber on September 09, 2016, 10:47:30 PM
Hiya. Any chance of this mod making it to a15? :D

I already updated it, but it won't work until CCL updates too, so I can't test it.

Can I say I love you?
Now to wait patiently for CCL to update. :D
Title: Re: [A14] RedistHeat (Aug 11, v43f) Provisional net rebalance
Post by: Morgloz on September 10, 2016, 02:52:06 PM
Hiya. Any chance of this mod making it to a15? :D

I already updated it, but it won't work until CCL updates too, so I can't test it.

Can I say I love you?
Now to wait patiently for CCL to update. :D

Since it's taking them a long time to update it and Redist uses just a couple of it's functions I'm trying to implement them on the mod directly.
Title: Re: [A14] RedistHeat (Aug 11, v43f) Provisional net rebalance
Post by: Crossbowman on September 10, 2016, 05:32:32 PM
One of the best mods, in my opinion. We all eagerly await your updates!
Title: Re: [A14] RedistHeat (Aug 11, v43f) Provisional net rebalance
Post by: Shinkai on September 10, 2016, 05:44:14 PM
Hiya. Any chance of this mod making it to a15? :D

I already updated it, but it won't work until CCL updates too, so I can't test it.

Can I say I love you?
Now to wait patiently for CCL to update. :D

Since it's taking them a long time to update it and Redist uses just a couple of it's functions I'm trying to implement them on the mod directly.

Cool. I look forward to trying this out. Been playing on an arid shrubland where the temp is like 80F+. Always.

Having central air would be nice.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Morgloz on September 13, 2016, 11:06:01 AM
Finally removed CCL dependency, I only tested it a bit because now I have to split time between this and university.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Morgloz on September 13, 2016, 11:44:07 AM
Changed a few things that didn't update on github if you downloaded it prior to this message, download it again.

Edit: And I messed up again, should be fixed now
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Deimos Rast on September 13, 2016, 03:28:37 PM
and so it begins.
Kind of sad about the breakup, but I understand, especially if you didn't use too much of CCL. It had to happen sooner or later.
The important thing is it's done, and for that you have my thanks.
Cheers mate!
(/mellowdrama)
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Master Bucketsmith on September 13, 2016, 03:42:41 PM
Yay! Good job! :D
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Crossbowman on September 16, 2016, 12:15:37 AM
Looks and feels excellent! I did find an odd behaviour, though; if I destruct a duct outlet and install a smart duct outlet in its place, the temperature in my network decreases by about 50 C, and it never really stabilises. This nearly ended my ice sheet colony, since the outdoor temperature was averaging about -60 C, and winter temperature hit -91 C at its lowest. The colony indoor farm instantly failed, so our food supply was critically low. My colonists had a balmy indoor temperature of 10 C when it plummeted to -40 C, and lacking in wood I was forced to have all of my colonists sit next to the industrial heater while the net warmed up.

It's able to hit about 0-5 C now, but the average net temperature still drops to -20 C sometimes. I can at least grow crops though with some medium heaters, and for the most part my colonists aren't complaining with their parkas on. It was still pretty scary to see all of my rooms at -55 C for a while though!
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Adventurer on September 16, 2016, 10:59:49 PM
Seems to conflict with cuproPanda's Expanded Power...
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Morgloz on September 17, 2016, 05:53:49 AM
Looks and feels excellent! I did find an odd behaviour, though; if I destruct a duct outlet and install a smart duct outlet in its place, the temperature in my network decreases by about 50 C, and it never really stabilises. This nearly ended my ice sheet colony, since the outdoor temperature was averaging about -60 C, and winter temperature hit -91 C at its lowest. The colony indoor farm instantly failed, so our food supply was critically low. My colonists had a balmy indoor temperature of 10 C when it plummeted to -40 C, and lacking in wood I was forced to have all of my colonists sit next to the industrial heater while the net warmed up.

It's able to hit about 0-5 C now, but the average net temperature still drops to -20 C sometimes. I can at least grow crops though with some medium heaters, and for the most part my colonists aren't complaining with their parkas on. It was still pretty scary to see all of my rooms at -55 C for a while though!

If you post an image of the net or a savegame I could test what happened.

Seems to conflict with cuproPanda's Expanded Power...

I need more info to try to solve it.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Adventurer on September 17, 2016, 06:05:35 AM
Here you go. Hopefully it is minor.

Code: [Select]
Conflicting Mods: Expanded Power  &  RedistHeat
C:\Games\RimWorld A15c\Mods\cuproPanda, Expanded Power vAug28\Defs\VanillaOverrides\Buildings_Temperature_EXP.xml
C:\Games\RimWorld A15c\Mods\RedistHeat v44a\Defs\ThingDefs\Buildings_TempController.xml
Expanded Power                                     Load Position: 11  FileSize: 4831   Line: 5     RootElement: Defs                    Element: ThingDef                                      defName: Heater                                   
RedistHeat                                         Load Position: 53  FileSize: 18703  Line: 16    RootElement: Buildings               Element: ThingDef                                      defName: Heater                                   

Conflicting Mods: Expanded Power  &  RedistHeat
C:\Games\RimWorld A15c\Mods\cuproPanda, Expanded Power vAug28\Defs\VanillaOverrides\Buildings_Temperature_EXP.xml
C:\Games\RimWorld A15c\Mods\RedistHeat v44a\Defs\ThingDefs\Buildings_TempController.xml
Expanded Power                                     Load Position: 11  FileSize: 4831   Line: 73    RootElement: Defs                    Element: ThingDef                                      defName: Cooler                                   
RedistHeat                                         Load Position: 53  FileSize: 18703  Line: 83    RootElement: Buildings               Element: ThingDef                                      defName: Cooler             

The file for it is located here: https://github.com/cuproPanda/EXP/blob/master/Mod/Defs/VanillaOverrides/Buildings_Temperature_EXP.xml

Hopefully the conflicts are minor.

Also, there was someone on the previous page who had issues with the smart duct outlet as well, right near the bottom of the page.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Morgloz on September 17, 2016, 06:16:20 AM
Ok, what happens is that EXP overrides the heater and the cooler, which is been overrided by me.

The EXP post says "Overrides can be removed by deleting the Defs/VanillaOverrides folder", so you will have to delete the Buildings_Temperature_EXP.xml. If you want the changes made by EXP, which are basically more materials required to build, I would suggest you to add those materials to the Buildings_TempController.xml of RedistHeat.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Adventurer on September 17, 2016, 06:25:34 AM
Ahh, I see. Good to know. I hope you get the issues with the Smart Duct sorted.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Falc on September 17, 2016, 12:34:51 PM
Okay, so I have a Heat Wave going on, outside temperatures are reaching 50°C.

I have 4 Industrial Coolers in a 3x9 room, bringing the room to -40°C, more or less, with 9 Duct Intakes.

I have ducts bringing this cold air to a 5x11 freezer room and a 5x7 hospital, using Smart Outlets. The ones in the freezer are set to -9°C and the hospital is at 21°C.

And while the hospital is stable at that temperature, the freezer just won't go below 3°C...

I'm thinking the issue stems in part from the fact that the temperature in the duct channel keeps fluctuating a lot and rapidly, starting at about 15, rapidly going to -3 and then jumping back to 15.

Am I doing something wrong?
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Adventurer on September 17, 2016, 08:54:59 PM
Falc, a lot o people have been having issues with the Smart stuff. The author is working on it. Supply a save if you can.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: SteelRev on September 17, 2016, 10:24:25 PM
Added A15 version to my mods list. I get an error log on startup now. Where should I start troubleshooting? Attached is output log.

[attachment deleted by admin - too old]
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Morgloz on September 21, 2016, 09:46:12 AM
Added A15 version to my mods list. I get an error log on startup now. Where should I start troubleshooting? Attached is output log.

It looks like is not loading RedistHeat at all. Try downloading it again.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Xgkkp on September 21, 2016, 01:17:39 PM
I'm not sure if this is behaving as intended - I'm on an ice sheet, and a raid killed one of my pipes that was taking heat from a geothermal vent, leaving one end of the pipe exposed. I'd assume that it would take nothing in without an inlet, but it looks like it's leaving every connected room vent-connected to the outside - my main growing area dropped to -20c, despite having two industrial heaters in and normally being a perfectly good temperature.

I *had* connected a smart duct - which I have now removed but am still getting the behavior. Funnily enough when first connecting to a couple of small rooms they went up to 90c - as expected with the vent, but the instant I built the smart heater it dropped to 23c - despite only having an upper connection (that was not connected).... something is going odd with the smart heaters, for sure.

Do unconnected pipes just count as "outside" by default?
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Serenity on September 21, 2016, 01:20:08 PM
I'd like to try this for my next playthrough, which is going to be in the desert, but this mod seems to be really bugged from what people are saying :/
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: SteelRev on September 21, 2016, 07:31:07 PM
Added A15 version to my mods list. I get an error log on startup now. Where should I start troubleshooting? Attached is output log.

It looks like is not loading RedistHeat at all. Try downloading it again.

Thanks, seems I downloaded the source from github the first time.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: yttriumtyclief on September 22, 2016, 10:01:02 PM
Running into a really weird bug after installing this mod on an existing save. I've attached an image of what the network looks like visually.

I loaded it with all of the same mods on a fresh save and used god mode to recreate the situation and everything works perfectly there. To me, it seems like the ducts aren't actually connecting to one another. Often if I remove a duct and then click another still-existing duct to view the network, it shows a ghost outline of the old duct as if it were still there, so I have a feeling the duct networks aren't being updated whatsoever.

There don't seem to be any errors in the debug log. I'm going to continue this save without RedistHeat but I'll save this post-install variant of the save, so if there's any type of information that would help you, I'd be happy to provide any debug info I can.

[attachment deleted by admin - too old]
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Dellamorte on September 22, 2016, 10:12:28 PM
The duct system has trouble when you add it to an old save, the other parts of the mod work fine.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Morgloz on September 23, 2016, 03:18:29 PM
Do unconnected pipes just count as "outside" by default?
As of right now there are three things that change the system's temperature: intakes, outlets and the duct cooler.
The intakes are the ones that have the most "power" changing the net, but the outlets will transfer a bit of the room's temperature to the net too.

However this is as far as I'm been able to understand of Latta's code, but I'll check that "outside" thing.
I'd like to try this for my next playthrough, which is going to be in the desert, but this mod seems to be really bugged from what people are saying :/

Well, I'm reworking the duct system right now because smart ducts are completely broken and new things pop every day. However the temperature buildings work fine, and that means three tipes of heaters and coolers, which are still quite useful.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: SteelRev on September 23, 2016, 05:55:38 PM
the smart ducts are working fine for cooling on my play with it. Pulling cold air from my frezzer as expected. I tried to use the exhaust from two medium coolers are heat for my base but even with 10 intakes and 5 smart vents set to target 500+. the system couldn't take hot air out of the room fast enough to keep the coolers effective.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Serenity on October 05, 2016, 01:27:46 AM
I used the passive ducts for the first time now and those seem to work fine :)
Simply for cooling bedrooms I don't need smart ducts as the temperature can be in a wide range.

I tried the smart vent in another game to cool my kitchen with cold air from the freezer. But that caused the freezer to be way too warm. Could be that the temperature difference between outside and the kitchen was so high that all the cold air was sucked out of the freezer. Not sure.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: dawixx on October 09, 2016, 05:34:08 AM
Running into a really weird bug after installing this mod on an existing save. I've attached an image of what the network looks like visually.

I loaded it with all of the same mods on a fresh save and used god mode to recreate the situation and everything works perfectly there. To me, it seems like the ducts aren't actually connecting to one another. Often if I remove a duct and then click another still-existing duct to view the network, it shows a ghost outline of the old duct as if it were still there, so I have a feeling the duct networks aren't being updated whatsoever.

There don't seem to be any errors in the debug log. I'm going to continue this save without RedistHeat but I'll save this post-install variant of the save, so if there's any type of information that would help you, I'd be happy to provide any debug info I can.

I have the very same issue. I don't know what to do now, my save won't work without Redist Heat and it doesn't work itself.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: KTVSUN on October 09, 2016, 08:30:07 AM
This is a great mod, thank you, it makes temperature managament a breeze.

Cheers,

K
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: JerryBi on October 10, 2016, 05:44:04 AM
installed latest version, tried to built freezer - it just disappear after being built

also can someone tell me how duct coller supposed to work?
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Canute on October 16, 2016, 04:41:21 AM
You need build the duct cooler outside or in a room you want to heat.
Build the outlet in a room you want to cool, you don't need a smart one since you adjust the temp. over the cooler.
Connect both with pipes or when they are next to each other just select the same upper or lower to connect them.
Set the duct cooler to a negativ temp. (celsius).
If the room don't cool enough, check the temperatur of the net temperatur, is the temp to high you need another cooler.
Is the net temperatur ok, you need another outlet.


About ductwork generell, don't you think they are a bit overpowered ?
When i got a geysir in a 25x25 room it raise the temp at 1-3 degree.
But when i suround the geysir with wall and use duct's to transport the heat i can keep a bigger base warm.
Sure most enemy's like to destroy pipes but thats is not a big deal.

[attachment deleted by admin - too old]
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: RommePawn on October 19, 2016, 03:12:02 AM
I'm having some issues with this mod. After I installed it the temperature of my base(rather large base) just kept dropping. It was -39 outside, the temperature inside stays at 20-21 during the summer(now). I use 3 walls of insulation and 90% of the base has overhead mountain. The base is heated with 21 heaters in the main room/hallway/garden. I know for a fact that without this mod the temperature will stay at 20-21.

So does this mod change how heat works? Or does it nerf the standard heaters? If its a nerf then how many industrial heaters do you think I will need? The problem isn't really having the mats for the heaters, its more an issue that I likely will not be able to finish the research for the industrial heaters before my base is an icebox.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Canute on October 19, 2016, 04:36:00 AM
I need 5 medium heater for a 25x25 room to stay at 15 degree on -49 outside with double stone walls.
Thats why i switched to use steam geysirs and ductwork. I can heat 3 rooms 25x25 with one geysir alot less power cost.

Do you got a geysir near by or maybe in the mountain use it. If you want to use outside geysirs you should use at last 2, raiders like it to destroy ductpipes.

[attachment deleted by admin - too old]
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: RommePawn on October 19, 2016, 05:13:54 PM
I do have a geyser within my territory but the issue is that a 25x25 room is 625 square cells. My base's main hallway/farm area, the place that gets heated, is 3927 square cells.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Jheebs on October 20, 2016, 12:24:02 PM
I got it to work with an existing save by updating the save file.

Mine are in C:\Users\<YourUser>\AppData\LocalLow\Ludeon Studios\RimWorld\Saves

Open the save with a text editor (should probably make a backup copy first) and find
Code: [Select]
<components>
Then inside of it (below with the other <li> tags), add

Code: [Select]
<li Class="RedistHeat.AirNetTicker" />
Save it then load the save and it 'should' work.  Hopefully this helps someone.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Canute on October 20, 2016, 01:25:54 PM
I do have a geyser within my territory but the issue is that a 25x25 room is 625 square cells. My base's main hallway/farm area, the place that gets heated, is 3927 square cells.
Try it out, my current base i around 2k squares, and i got 21 degrees even with -49 outside.
If the geysir inside your walls/warm area, it is enough with a simple wall.

You can try it even with a generator on top, but then you don't get enough heat concentrate.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: cjayr369 | KagoMakoto on October 31, 2016, 06:09:19 AM
I'm having a problem from the mod, the pipes wouldn't connect to each other. Although it somehow worked, it just wouldn't connect to each other. I looked like it an end pipe in a single line. I also happen to had a similar problem since the early alpha before I stop playing, and to this day I still encounter that problem. could you please advice me what to do...
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: jmababa on November 03, 2016, 03:31:50 AM
problem with mod can't build one on mountain base
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Canute on November 03, 2016, 06:32:31 AM
You mean, you can't build pipes into natural stones ?
Can you build power conduits into natural stones, no you can't.

Beside that, i have no problems to distribute my heat/cold in a mountain base with pipes.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: cjayr369 | KagoMakoto on November 03, 2016, 06:48:47 AM
You mean, you can't build pipes into natural stones ?
Can you build power conduits into natural stones, no you can't.

Beside that, i have no problems to distribute my heat/cold in a mountain base with pipes.

no that... I mean placing it on a single line with each had ha look of "end pipe"
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Killaim on November 03, 2016, 07:34:16 AM
i want this for power cables.

different types of cables that dont connect to each other to layer them or cross over each other to make different networks
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: cjayr369 | KagoMakoto on November 04, 2016, 01:18:37 AM
here is what it looked like http://imgur.com/a/qXvkP

[attachment deleted by admin due to age]
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: jmababa on November 04, 2016, 01:50:12 AM
You mean, you can't build pipes into natural stones ?
Can you build power conduits into natural stones, no you can't.

Beside that, i have no problems to distribute my heat/cold in a mountain base with pipes.

problem is now people are saying This place is unpleasant to be in get me out. Very ugly environment so you can't really put this in mountains. You need to tile the mountain just to get that very ugly environment away. I can't do cause I'm using Caveworld flora mod and next they'll say In Darkness and I'm a tribe so no lamps
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Wishmaster on November 04, 2016, 11:06:52 AM
I have an issue.

I can't get the lower pipes to connect to each others and I can't get vents to connect to a pipe network.
The "net temperature" field is always empty.
... Everything works fine however if I start a new game so I don't if I can blame my current modpack.

Finally the vanilla cooler doesn't function properly anymore and is locked to lower power.

Any ideas ? does someone had similar issues?


Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: JerryBi on November 10, 2016, 03:57:37 PM
Config error in CoolingPipe: does not add to map mesh but has a link drawer. Link drawers can only work on the map mesh.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Config error in detachedGlower: detachedGlower has null thingClass.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Config error in detachedGlower: detachedGlower has components but it's thingClass is not a ThingWithComps
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Config error in CoolingPipe: does not add to map mesh but has a link drawer. Link drawers can only work on the map mesh.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Config error in detachedGlower: detachedGlower has null thingClass.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Config error in detachedGlower: detachedGlower has components but it's thingClass is not a ThingWithComps

how to fix it ?
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Morgloz on November 17, 2016, 05:35:27 AM
Config error in CoolingPipe: does not add to map mesh but has a link drawer. Link drawers can only work on the map mesh.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Config error in detachedGlower: detachedGlower has null thingClass.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Config error in detachedGlower: detachedGlower has components but it's thingClass is not a ThingWithComps
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Config error in CoolingPipe: does not add to map mesh but has a link drawer. Link drawers can only work on the map mesh.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Config error in detachedGlower: detachedGlower has null thingClass.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Config error in detachedGlower: detachedGlower has components but it's thingClass is not a ThingWithComps

how to fix it ?

Do you have other mods installed? RedistHeat does not have an item called CoolingPipe.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: TKCaesar on November 17, 2016, 06:51:11 AM
How do I use this to redistribute heat? I can only cool rooms through the duct system.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Canute on November 17, 2016, 07:11:23 AM
How do I use this to redistribute heat? I can only cool rooms through the duct system.
Take a look at page 8.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Dingo on November 17, 2016, 07:45:19 AM
Do you have other mods installed? RedistHeat does not have an item called CoolingPipe.

I believe CoolingPipe is from Rimushima.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Killaim on November 18, 2016, 03:23:41 PM
can you make something like this, but for power?

like different colored powercables (with options to connect to them in items)
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: faltonico on November 19, 2016, 10:39:03 AM
can you make something like this, but for power?

like different colored powercables (with options to connect to them in items)
+1
I was about to request from you the same thing. That way we can create circuits with different purposes more easily =D
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Morgloz on November 19, 2016, 01:20:13 PM
can you make something like this, but for power?

like different colored powercables (with options to connect to them in items)
It's a great idea!
Currently i'm reworking the duct system and starting a necromancy mod so it won't be done soon.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: samuk190 on November 19, 2016, 01:30:03 PM
Ok but a power system would be awesome!.. ^^
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Canute on November 19, 2016, 04:22:32 PM
Necromancy mod ? Skeleton slaves to haul and clean, Zombie soldiers, Life drain spells to heal the necro ? :-)

Who cares about different power networks, they just should watch not to cross the lines :-)

Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Morgloz on November 21, 2016, 04:49:01 PM
By now I'm trying to reanimate corpses, but the life drain spells and the skeleton slaves aren't a bad idea!
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: faltonico on November 22, 2016, 07:17:11 AM
Hello there Morgloz!
I know you have other priorities right now, but i wonder if you could add in your "to do" list for the next update of this mod, "underground ductwork"?, ductwork looks rather ugly right now (at least to me >_<), so much that it wouldn't be an absurd idea if you decided to add even more negative beauty impact to them as regular power conduits do.
Underground ductwork could have the same behavior as Haplo's invisible power conduits.

On another subject, i just realized that, sometimes, your ability to get a room with the temperature you want does not depend on the power behind your coolers, but in the ability of the inlets or outlets to push or pull air from a system.

I could not be able to have a single duct circuit to cool my entire base and my freezers. At first i thought i didn't have enough coolers, but once i had 8 industrial coolers the reasoning was a bit off, so what i did was to add another inlet to the system and immediately got the temperatures i wanted in all the different areas.

So, ANOTHER request i do to you, would be to add industrial outlets/inlets, to be able to draw more air from the systems. Or to be able to choose the amount of air pulled or pushed out from the regular ones, just like when selecting the temperature.

Thank you for listening, and for spending so much time in this great mod!
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Didact04 on December 21, 2016, 05:02:15 PM
Any word on progress towards A16? I gotta say, starting a game in a -180F degree iceworld just doesn't feel the same without those heating mechanics. I also don't like looking at 6 heaters lined against the wall.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: joaonunes on December 21, 2016, 07:28:56 PM
...
Also, to install RH on existing colonies, you must first destroy every vent and temperature building first.
...

Kinda... I destroyed everything related to temperature and the mod is not working properly... the ducts are not connecting to each other :/
Maybe I have to manually add the assembly to the save?


<li Class="RedistHeat.AirNetTicker" />
^This must be added to the "components" section in the save.

example:
Code: [Select]
<components>
...
...
<li Class="RedistHeat.AirNetTicker" />
</components>
<cameraMap>
...
...
</cameraMap>

Think you should add this to the main post
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: alsoandanswer on December 27, 2016, 07:07:39 AM
is this going to be updated for a16
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: faltonico on December 27, 2016, 01:21:39 PM
My solution to prevent infestations inside your precious nuclear power plant... (To make it a freezer):
(https://www.mediafire.com/convkey/d230/tlzhb0ylcszvgte4g.jpg) (http://www.mediafire.com/view/tlzhb0ylcszvgte/Congelador.jpg)
Wouldn't have been possible without this mod xD

Edit:
And also the ultimate insect jelly farm:
(https://www.mediafire.com/convkey/1c5b/mle18ecvhv9m5104g.jpg) (http://www.mediafire.com/view/mle18ecvhv9m510/farmeo.jpg)
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Morgloz on December 28, 2016, 06:34:43 AM
Any word on progress towards A16? I gotta say, starting a game in a -180F degree iceworld just doesn't feel the same without those heating mechanics. I also don't like looking at 6 heaters lined against the wall.
is this going to be updated for a16

Yes it is

My solution to prevent infestations inside your precious nuclear power plant... (To make it a freezer):
(https://www.mediafire.com/convkey/d230/tlzhb0ylcszvgte4g.jpg) (http://www.mediafire.com/view/tlzhb0ylcszvgte/Congelador.jpg)
Wouldn't have been possible without this mod xD

Do low temmperatures prevent spawn or they just die?
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: faltonico on December 28, 2016, 07:49:02 AM
Do low temmperatures prevent spawn or they just die?
Prevent them from spawning.

200°C for a couple hours in game kills them, without bursting into flames.

Glad to know you are working on an update =)
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Morgloz on December 28, 2016, 10:27:37 AM
Prevent them from spawning.

200°C for a couple hours in game kills them, without bursting into flames.

Glad to know you are working on an update =)

Cool!

What mod is the nuclear powerplant from? Because I know of Rimushima but it doesn't look the one from it.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: coffy on December 28, 2016, 12:14:40 PM
any ETA for a16? really love this mod, building mountain bases just isn't the same without it
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: faltonico on December 28, 2016, 12:16:34 PM
Cool!

What mod is the nuclear powerplant from? Because I know of Rimushima but it doesn't look the one from it.
It is indeed Rimushima... The one and only!, but the cooling pipes glitched out, i told dubwise56 about it, but i think that report got lost in the wall of text xD
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Azeyrt on December 28, 2016, 01:14:46 PM
Looks cool
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Morgloz on December 28, 2016, 09:06:13 PM
any ETA for a16? really love this mod, building mountain bases just isn't the same without it

It's hard to tell, but I should have a working version in about a week.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: alsoandanswer on December 29, 2016, 12:50:30 PM
yay!!!
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Headshotkill on December 29, 2016, 12:59:10 PM
My solution to prevent infestations inside your precious nuclear power plant... (To make it a freezer):
(https://www.mediafire.com/convkey/d230/tlzhb0ylcszvgte4g.jpg) (http://www.mediafire.com/view/tlzhb0ylcszvgte/Congelador.jpg)
Wouldn't have been possible without this mod xD

Edit:
And also the ultimate insect jelly farm:
(https://www.mediafire.com/convkey/1c5b/mle18ecvhv9m5104g.jpg) (http://www.mediafire.com/view/mle18ecvhv9m510/farmeo.jpg)

My eyes may be fooling me but is that a different graphic I see for foiliage, maybe from a mod?
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: faltonico on December 29, 2016, 01:06:34 PM
My eyes may be fooling me but is that a different graphic I see for foiliage, maybe from a mod?
CK - Animal & Plant Pack's (https://ludeon.com/forums/index.php?topic=26265.msg265607#msg265607) Tropical Rain Forest.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: deathstar on January 02, 2017, 11:15:15 AM
This is the last mod I'm waiting for to complete modpack of the usual suspects. May your updating be swift and painless!
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Smexy_Vampire on January 04, 2017, 06:50:03 PM
i am deathly missingthe small coolers and medwall heaters T_T i could never make the ductwork stuff work
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Iwillbenicetou on January 04, 2017, 07:16:27 PM
It'll come when it'll come. Most modders are annoyed by repeated asks about a new update. While it may be good for a couple people to ask, it's useful to look above when commenting
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: ebrius on January 06, 2017, 10:29:38 AM
Is this the correct fork on github?
https://github.com/Morgloz/RimWorld-RedistHeat (https://github.com/Morgloz/RimWorld-RedistHeat)
I was hoping to help out but the last commit was 2 months ago and I wasn't sure if it is up to date
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: notfood on January 06, 2017, 11:14:25 AM
Check the pull requests, there is already a working A16 version. HardcoreSK uses it.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Tgr on January 06, 2017, 02:19:43 PM
What am I doing wrong? I installed the A16 version, but it's totally broken. Can't place objects etc.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: burandon on January 06, 2017, 02:24:38 PM
You have to compile the .dll, not just placing the mod folder as it is on Github. I don't have the knowledge for that unfortunately...

EDIT: I compiled the .dll using Xamarin Studio, it works fine for me. I had some problems before with ductwork not working, but once I changed the mod load order and disabled some mods I don't use anymore, it fully works now. Here's the link: https://www.dropbox.com/s/jt81t9uxqcuu21b/RimWorld-RedistHeat-master.rar?dl=0 (https://www.dropbox.com/s/jt81t9uxqcuu21b/RimWorld-RedistHeat-master.rar?dl=0) I hope it helps while the mod is officially updated.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Tgr on January 06, 2017, 04:22:04 PM
Thanks, man.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Degraine on January 06, 2017, 05:06:28 PM
Ditto the thanks. I could take or leave the ducts, but I missed the super-spiffy wall vents and the additional temperature control buildings.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Hydromancerx on January 06, 2017, 05:58:59 PM
I used the ducts as pretend water and sewage pipes.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: nbielinski on January 06, 2017, 06:29:25 PM
You have to compile the .dll, not just placing the mod folder as it is on Github. I don't have the knowledge for that unfortunately...

EDIT: I compiled the .dll using Xamarin Studio, it works fine for me. I had some problems before with ductwork not working, but once I changed the mod load order and disabled some mods I don't use anymore, it fully works now. Here's the link: https://www.dropbox.com/s/jt81t9uxqcuu21b/RimWorld-RedistHeat-master.rar?dl=0 (https://www.dropbox.com/s/jt81t9uxqcuu21b/RimWorld-RedistHeat-master.rar?dl=0) I hope it helps while the mod is officially updated.

Thanks a ton for the work, but I do have just one question. What was the problem stopping you from using ducts? I'm having the same issue but I have +20 mods and I'm looking for anything in particular that might be a problem
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: deathstar on January 06, 2017, 07:45:43 PM
You have to compile the .dll, not just placing the mod folder as it is on Github. I don't have the knowledge for that unfortunately...

EDIT: I compiled the .dll using Xamarin Studio, it works fine for me. I had some problems before with ductwork not working, but once I changed the mod load order and disabled some mods I don't use anymore, it fully works now. Here's the link: https://www.dropbox.com/s/jt81t9uxqcuu21b/RimWorld-RedistHeat-master.rar?dl=0 (https://www.dropbox.com/s/jt81t9uxqcuu21b/RimWorld-RedistHeat-master.rar?dl=0) I hope it helps while the mod is officially updated.

Thanks a ton for the work, but I do have just one question. What was the problem stopping you from using ducts? I'm having the same issue but I have +20 mods and I'm looking for anything in particular that might be a problem

I just did a quick test with burandon's version (thank you by the way). Redistheat is the very last mod on my LO and everything seems to be working fine for me.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: nbielinski on January 06, 2017, 08:50:21 PM
Did a quick reinstall and shoved in a new save, seems I'm able to use the ducts now. Thankfully.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Dryerlint on January 06, 2017, 08:53:45 PM
Had the same problem, don't try and use this mod on a preexisting save.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: faltonico on January 07, 2017, 03:04:59 AM
Had the same problem, don't try and use this mod on a preexisting save.
You mean the unofficial version of the mod on a preexisting save.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Morgloz on January 07, 2017, 12:57:23 PM
ok A16 version is out!, Ductwork is disabled until I finish it. Sorry for the wait
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: Morgloz on January 07, 2017, 01:07:28 PM
Had the same problem, don't try and use this mod on a preexisting save.
You mean the unofficial version of the mod on a preexisting save.

The official version also has problems on preexisting saves
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: Mrshilka on January 07, 2017, 01:09:52 PM
Great to see a release thanks mate!, Ducts are nice but your temperature machines and those fantastic vents your mod has is the real reason I love it!.
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: Goldini50 on January 07, 2017, 03:57:17 PM
Unfortunately for me it is not possible to place any Object.  :(
I tested it without any other mod (Only Core + RedistHeat ) and a new map - still the same problem.
If I try to place f.e. a small cooler, this message appears in my log :

"Exception in UIRootUpdate: System.ArgumentNullException: Argument cannot be Null.
Parameter name : type"

Is there any workaround/hotfix for this ?
Cheers,...
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: tridon on January 07, 2017, 08:02:51 PM
Thanks for the A16 release.

I tried it and it seems to be working, but the active vents are not getting power and therefore not working.

Also I couldn't figure out how the active vents will work. If Vent is pushing Air from A to B will it be smart?
Since you can only specify one temperature will it check if the temperature moved is working towards that temperature?

1. A (temp 20 °C) active vent -> B (-5 °C) Target temperature of B is 10 °C
2. A (temp -10 °C ) active vent -> B (-5 °C) target temperature of B is 10 °C

 In case 1. i should heat the room but will it cool the room in case 2. ?
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: Morgloz on January 07, 2017, 09:39:23 PM
Thanks for the A16 release.

I tried it and it seems to be working, but the active vents are not getting power and therefore not working.

Also I couldn't figure out how the active vents will work. If Vent is pushing Air from A to B will it be smart?
Since you can only specify one temperature will it check if the temperature moved is working towards that temperature?

1. A (temp 20 °C) active vent -> B (-5 °C) Target temperature of B is 10 °C
2. A (temp -10 °C ) active vent -> B (-5 °C) target temperature of B is 10 °C

 In case 1. i should heat the room but will it cool the room in case 2. ?
I'll check the power issue, and no, in the 2nd case it will close since it cannot heat the room
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: Morgloz on January 07, 2017, 09:40:51 PM
Unfortunately for me it is not possible to place any Object.  :(
I tested it without any other mod (Only Core + RedistHeat ) and a new map - still the same problem.
If I try to place f.e. a small cooler, this message appears in my log :

"Exception in UIRootUpdate: System.ArgumentNullException: Argument cannot be Null.
Parameter name : type"

Is there any workaround/hotfix for this ?
Cheers,...

Please attach the output_log.txt in your game data folder so I can get more info
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: Smexy_Vampire on January 08, 2017, 02:38:23 AM
ty sir i dont rilly use the ducts any ways :D
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: Grabarz on January 08, 2017, 02:50:19 AM
I have question:
- Is it possible to makes storage rooms with temperature -270 Celsius degree?
I tried to do this with stock coolers however minimal temperature was around -110(temp outside of the room was about +20 degree), and don't ask why i temperature of liquid nitrogen in game
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: Canute on January 08, 2017, 03:09:00 AM
For these deep temp. i suggest Quantum cooling  https://ludeon.com/forums/index.php?topic=26590.0.

And i hope you are geting the ducts to work, who need heater, when we can exploid steam geysirs :-)
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: Degraine on January 08, 2017, 03:23:40 AM
Thanks for the update, Morgloz.

I've been thinking about the ducts some lately, and I think you may be approaching the concept from the wrong direction. Functionally, the duct cooler building should just be a source of cooling without the network it's connected to requiring an intake. Gameplay-wise, if you have a source of cold air already, why wouldn't you just connect straight to that and not bother with extra complications in the system?

Extending this thought, I reckon the industrial heater/cooler should be made to function the same way. So rather than putting duct intakes on the room that holds an industrial heater/cooler, you could just connect directly to it and it changes the temperature of the duct network directly. The heater would probably still heat the physical room it's in a bit as well, of course.
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: Goldini50 on January 08, 2017, 05:41:31 AM
Here´s my log file.


[attachment deleted by admin due to age]
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: Morgloz on January 08, 2017, 09:01:55 AM
I have question:
- Is it possible to makes storage rooms with temperature -270 Celsius degree?
I tried to do this with stock coolers however minimal temperature was around -110(temp outside of the room was about +20 degree), and don't ask why i temperature of liquid nitrogen in game

I've tested it and you can't achieve those temperatures with this mod. Maybe when I get the ductwork to work you will be able to transfer the cold to a heavily insulated room.
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: Morgloz on January 08, 2017, 09:08:55 AM
Here´s my log file.

Ok looks like you are trying to load the ductwork, make sure to remove the .xml inside DesignationCategoryDefs and Buildings_Duct.xml inside ThingDefs
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: Morgloz on January 08, 2017, 09:15:13 AM
I tried it and it seems to be working, but the active vents are not getting power and therefore not working.

Mine work as intended try to put a power source closer to them or send me the output_log if that doesn't work.
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: Goldini50 on January 08, 2017, 10:08:45 AM
I deleted both .xml files, but without success.

Here's my log again : http://www.fileconvoy.com/dfl.php?id=ga5b5bed55514d91c9999202911fe7d9cd66c588b5

(couldnt attached it cuz its >600KB )
Cheers,..
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: Morgloz on January 08, 2017, 03:00:15 PM
I deleted both .xml files, but without success.

Here's my log again : http://www.fileconvoy.com/dfl.php?id=ga5b5bed55514d91c9999202911fe7d9cd66c588b5

(couldnt attached it cuz its >600KB )
Cheers,..

Now it looks like you don't have the .dll. Please delete the mod and download it again.
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: deathstar on January 08, 2017, 03:28:05 PM
May I ask what is wrong with the ductwork? I'm still using the ported version burando has uploaded and it seems to be working. Are there some changes coming with the real thing?
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: Morgloz on January 08, 2017, 04:48:36 PM
May I ask what is wrong with the ductwork? I'm still using the ported version burando has uploaded and it seems to be working. Are there some changes coming with the real thing?

The ported version doesn't fix the bugs with the smart outlets and the overall wonkyness of big nets. That's why I'm redoing all the coding.
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: deathstar on January 08, 2017, 05:13:08 PM
The ported version doesn't fix the bugs with the smart outlets and the overall wonkyness of big nets. That's why I'm redoing all the coding.

Thanks for clarifying. Looking forward to the release, godspeed and thanks for your work.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: 123nick on January 08, 2017, 07:38:14 PM
ok A16 version is out!, Ductwork is disabled until I finish it. Sorry for the wait


ok, good luck with the recoding of ductwork. i hope there is few bugs to fix and few obstacles in doing so.
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: Goldini50 on January 09, 2017, 06:30:40 AM
Now it looks like you don't have the .dll. Please delete the mod and download it again.

Yop, that fixed my Problem :D
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: deathstar on January 09, 2017, 12:54:47 PM
All coolers and heaters only require 1 work to be built, is this intentional or an error on my end?
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: Wellenbrecher on January 10, 2017, 07:55:56 AM
Looks like he forgot to change <WorkToMake>XYZ</WorkToMake> to <WorkToBuild>XYZ</WorkToBuild>.
You can just go into the xml files and do a quick search and replace.


That being said:
Thank you so much for the port. I was missing those lovely non-intrusive vents more than I ever thought I would.
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: Morgloz on January 10, 2017, 12:02:27 PM
Looks like he forgot to change <WorkToMake>XYZ</WorkToMake> to <WorkToBuild>XYZ</WorkToBuild>.

Woops, I'll fix that now
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: Fallatus on January 10, 2017, 07:36:11 PM
Just wondering for something:
1. Would it be possible to add a fan for the duct-work that pushes air in one direction for better temperature transmittance?
2. Could you allow for the duct-network to hook directly up into the heater like the coolers do? The big heater, Not the vanilla ones.
3. And lastly, Would it be possible for the cooler (the small mod one) to be increased in size to 2x2 to see if that looks better? The texture always makes me think it's supposed to be bigger than it is.

Thank you, And good luck working on the mod. Looking forward to see you getting it up and running. : )
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: Morgloz on January 10, 2017, 09:21:23 PM
Just wondering for something:
1. Would it be possible to add a fan for the duct-work that pushes air in one direction for better temperature transmittance?
2. Could you allow for the duct-network to hook directly up into the heater like the coolers do? The big heater, Not the vanilla ones.
3. And lastly, Would it be possible for the cooler (the small mod one) to be increased in size to 2x2 to see if that looks better? The texture always makes me think it's supposed to be bigger than it is.

1. I was thinking just about it :)
2. It will.
3. I'll see that, but that will make the cooler more difficult to place
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: Fallatus on January 10, 2017, 11:12:06 PM
1. I was thinking just about it :)
2. It will.
3. I'll see that, but that will make the cooler more difficult to place

Hey thanks man, You cool.
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: DH9129 on January 14, 2017, 06:03:40 AM
Hi new to the forum, any idea when the duct work might be back i've used redist for ages and just cant manage without it
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: Morgloz on January 19, 2017, 06:39:19 PM
In a week or two
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: DH9129 on January 27, 2017, 09:21:16 AM
thanks for the response mate.
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: Hammerhead on February 02, 2017, 05:02:33 PM
I've been checking back in this thread pretty much every day to see if the ductwork has been reimplemented yet. I've never been around when a working version was available, so the hype is real. Here's hoping things are going swimmingly on your end, Morgloz.
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: szypkiyakwonsz on February 03, 2017, 02:54:49 AM
I've been checking back in this thread pretty much every day to see if the ductwork has been reimplemented yet. I've never been around when a working version was available, so the hype is real. Here's hoping things are going swimmingly on your end, Morgloz.

Same here. My daily routine: Wake up, walk the dog, eat breakfast, go to work, log in at workplace, check the RedistHeat, make "awwwww" sound and go back to work.
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: Morgloz on February 03, 2017, 09:40:13 AM
I am currently working on it, it should be done by sunday.
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: Joshw42291 on February 03, 2017, 04:42:16 PM
Might have been asked already, but once it is reimplimented, will it work with our current saves? Not too educated on the rimworld modding scene other than installing too many mods and making them work together through vigorous trial and error on my load order lol.
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: Morgloz on February 03, 2017, 07:42:58 PM
For testing I use a save in with zero RedistHeat buildings built. If you deconstruct the buildings that have been changed the save should, but I can't guarantee it.
Title: Re: [A16] RedistHeat (Jan 07, v45) Ductwork temporarily disabled
Post by: Joshw42291 on February 03, 2017, 08:23:59 PM
Okay, thanks for the reply :). Thanks for all the work by the way, this mod is essential, hopefully something like it can get added to vanilla someday.
Title: Re: [A16] RedistHeat (Feb 04, v46) Ductwork is back!
Post by: Morgloz on February 05, 2017, 11:04:54 PM
Ok it's updated! have fun :)
Title: Re: [A16] RedistHeat (Feb 04, v46) Ductwork is back!
Post by: faltonico on February 06, 2017, 04:54:57 AM
Rejoice!
Title: Re: [A16] RedistHeat (Feb 04, v46) Ductwork is back!
Post by: joaonunes on February 06, 2017, 06:20:34 AM
Ok it's updated! have fun :)

What a great way to wake up to! :D
Title: Re: [A16] RedistHeat (Feb 04, v46) Ductwork is back!
Post by: Canute on February 06, 2017, 06:43:23 AM
Thanks for you work !
Title: Re: [A16] RedistHeat (Feb 04, v46) Ductwork is back!
Post by: Mst on February 07, 2017, 05:55:49 PM
Good news, thanks!
Has anybody already tried updating from no ductwork version their existing save?
Title: Re: [A16] RedistHeat (Feb 04, v46) Ductwork is back!
Post by: deathstar on February 07, 2017, 06:43:14 PM
Good news, thanks!
Has anybody already tried updating from no ductwork version their existing save?

Working fine for me so far.
Title: Re: [A16] RedistHeat (Feb 04, v46) Ductwork is back!
Post by: tobi1449 on February 08, 2017, 07:29:48 AM
How do you use the industrial cooler with the latest update?
Do you have to set both the cooler and the exhaust ports to room? Or the exhaust ports to network?
Title: Re: [A16] RedistHeat (Feb 04, v46) Ductwork is back!
Post by: Pichu0102 on February 08, 2017, 07:58:07 AM
If you want to maintain the temperature in a room, will a smart output choose which duct to use, or will you need two set to the different ducts?
Title: Re: [A16] RedistHeat (Feb 04, v46) Ductwork is back!
Post by: Mst on February 08, 2017, 08:38:32 AM
Good news, thanks!
Has anybody already tried updating from no ductwork version their existing save?

Working fine for me so far.
Thanks, gonna try it out now
Title: Re: [A16] RedistHeat (Feb 04, v46) Ductwork is back!
Post by: joaonunes on February 08, 2017, 01:56:32 PM
I think I need some help... I started a completely new save after installing RedistHeat, built a freezer and placed 2 "ACs" (cant remember the name) outside with ducts linking them to the outlets (automatic ones). Both the ACs and outlets set to -10ºC and to use the "low" duct, but the temperature in the room does not decrease... it stays at 15ºC (the same as outside) in a metal walled room with only "one door" (actually there are two doors and a pawn must go through both to enter the freezer).

Am I doing something wrong? It seemed to work in the past... I have pretty much the same mods as before and the ones I added affect pawns, not temperature stuff...

Is anyone else experiencing this?
Title: Re: [A16] RedistHeat (Feb 04, v46) Ductwork is back!
Post by: Ni42 on February 08, 2017, 02:53:54 PM
From the first page:

Quote
Second, the the duct outlets need flow to distribute the network heat. The only way to generate flow is wit the duct intakes each producing 16 units of flow. Since the outlets require 4, you can have up to four per intake if you want them at full throttle. The intakes suck a lot of air so a room of at least a 4x4 room is needed. They will also pull air from connected rooms so the temperature in the surrounding rooms is also important.

Did you try connecting intakes to your ductwork? After installing them, I could cool rooms. But I agree, the way Flow works is rather confusing. I wonder if the current flow is displayed somewhere, just so I know how many intakes/outlets I can balance to get efficient.
Title: Re: [A16] RedistHeat (Feb 04, v46) Ductwork is back!
Post by: joaonunes on February 08, 2017, 03:41:45 PM
Did you try connecting intakes to your ductwork? After installing them, I could cool rooms. But I agree, the way Flow works is rather confusing. I wonder if the current flow is displayed somewhere, just so I know how many intakes/outlets I can balance to get efficient.

Ok, let me describe the system a bit better:
- small coolers are touching the wall;
- They are both connected to the same pipe, same with the outlets;
- There are only two outlets connected to the pipe which is about 2 squares long in length;
- The coolers are under a room but they are "outside", meaning they are in a relatively large room with no doors, only an open space as entrance;
- The closet thing to the coolers other than the wall is a battery that has exactly one square between it and the coolers ;
- The coolers are touching each other;

Maybe one of those things is violating the "mechanical rules" for it to work... I remember the coolers working even in closed spaces like in an old colony I had where they were in a completely closed room which heated the room for A LOT xD
Title: Re: [A16] RedistHeat (Feb 04, v46) Ductwork is back!
Post by: Tindahbawx on February 08, 2017, 08:44:50 PM
Yeah, I'm not having any joy with the big coolers with a cool room and ductwork either, whereas making a hot loop with the industrial heaters and ducting is working perfectly fine.

Some weird is going on with the cooling, those big coolers just dont seem to be cooling correctly, its real hard to drop the temperature significantly when using them to create usable cool air for the ducts. Heaters on the other hand, plonk one down in an 8x8 Room, add an intake duct, and outlets where you need 'em, crank that thing up to +100 and you get tons of heat pumping.
Title: Re: [A16] RedistHeat (Feb 04, v46) Ductwork is back!
Post by: Morgloz on February 09, 2017, 06:27:14 PM
I'll give some numbers. Intakes are a bit overpowered right now, they generate 16 units of flow, which means that you will need a network of at least 16 items or they will override any temperature the network had wit the one in the room.

Outlets consume 4 units of flow, and the temperature buildings change the temperature of the network but don't generate flow.
Title: Re: [A16] RedistHeat (Feb 04, v46) Ductwork is back!
Post by: Seeker89 on February 10, 2017, 02:32:24 PM
I'm wondering if I'm doing something wrong with the heaters and hooking them up to the duckwork. With in my base I have the industrial heaters, telling it to heat up the room takes seconds, but when I switch to the duckwork they fall short. do they need to be outside in order to work?

 
Title: Re: [A16] RedistHeat (Feb 04, v46) Ductwork is back!
Post by: AngleWyrm on February 10, 2017, 04:23:16 PM
The duct work is pretty and I tried using it, but temperature control is worse than vanilla. I'll be back for another go at it when the thermostat works.
Title: Re: [A16] RedistHeat (Feb 04, v46) Ductwork is back!
Post by: faltonico on February 10, 2017, 05:21:41 PM
Is there anything I can do for the ductwork to work on existing save games?
Title: Re: [A16] RedistHeat (Feb 04, v46) Ductwork is back!
Post by: kosh401 on February 10, 2017, 06:27:27 PM
The industrial coolers had me fooled at first too but now I have them working normally. My problem was that I attached the outtake to them and THOUGHT I had it blowing outside since it's built into the outter wall, but I had not told it to connect to the the other option... Sorry I forget the names right now, there is a toggle between 'room' and 'vent system' or something like that. Once I had those options set correctly on BOTH the cooler AND the exhaust unit everything worked as expected. This is in my fridge, and I also now have an intake in the fridge sucking cold air and moving it to another room via duct with smart vent and that's working as expected as well.
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: joaonunes on February 11, 2017, 06:05:47 AM
Is there anything I can do for the ductwork to work on existing save games?

Yes, there should be. A while back I found out what was missing for the ducts to work. You basically need two things:
- Before installing the mod remove all temperature related buildings;
- After installing the mod look for this string in the save file:
Code: [Select]
<components>
...
...
<li Class="RedistHeat.AirNetTicker" />
</components>
<cameraMap>
...
...
</cameraMap>

This string must be in the components list in your save, if it's not you can manually add it, just copy the line above and paste it at the end of the "components" list
Title: Re: [A15] RedistHeat (Sept 13, v44a) CCL dependency removed
Post by: faltonico on February 11, 2017, 01:45:21 PM
Is there anything I can do for the ductwork to work on existing save games?

Yes, there should be. A while back I found out what was missing for the ducts to work. You basically need two things:
- Before installing the mod remove all temperature related buildings;
- After installing the mod look for this string in the save file:
Code: [Select]
<components>
...
...
<li Class="RedistHeat.AirNetTicker" />
</components>
<cameraMap>
...
...
</cameraMap>

This string must be in the components list in your save, if it's not you can manually add it, just copy the line above and paste it at the end of the "components" list
Thanks a lot!
Trying it now.

EDIT: It worked like a charm, thanks!
Title: Re: [A16] RedistHeat (Feb 04, v46) Ductwork is back!
Post by: Pichu0102 on February 11, 2017, 11:29:56 PM
Does this setup look like it will work, or do you need more space for each intake?

[attachment deleted by admin due to age]
Title: Re: [A16] RedistHeat (Feb 04, v46) Ductwork is back!
Post by: grimsurgent on February 11, 2017, 11:36:42 PM
can somebody who has their industrial coolers and ductwork working post a screenshot? im struggling in the middle of a heatwave
Title: Re: [A16] RedistHeat (Feb 04, v46) Ductwork is back!
Post by: KrombopulosMichael on February 12, 2017, 05:42:04 AM
I don't have the industrial coolers or heaters in my temperature tab
Title: Re: [A16] RedistHeat (Feb 04, v46) Ductwork is back!
Post by: faltonico on February 12, 2017, 11:01:35 AM
I don't have the industrial coolers or heaters in my temperature tab
I think you need to research those first.

Does this setup look like it will work, or do you need more space for each intake?
Make a backup save and enable Developer Mode in the options menu, then you can enable God Mode for instant building (clicking the face-like button on top of the pawn bar), you can playtest with everything you imagine to see what works ;)
For what i have experienced, i think you need more space in the room the intakes are in, for them to have more "volume" to draw from. I "felt" they work better that way. But i don't know what if they need to be more separated from each other, i think not.
Title: Re: [A16] RedistHeat (Feb 04, v46) Ductwork is back!
Post by: Pichu0102 on February 12, 2017, 11:21:32 AM
I had to double wall. That was the problem.

Only... something weird happened. This: https://gfycat.com/SmartEquatorialAmericanindianhorse
The temp keeps going back up even when this is the hottest room on the map. Rest are around 70, This one has heaters set to 124. The temp keeps dropping then rising despite the solar flare taking offline the heaters. Nothing should be maintaining the temp in the room, but it is, so, uh, I have no clue what's going on here.

https://gist.github.com/e8e06b77d4d5d51197acdaf7191ca8f8
Title: Re: [A16] RedistHeat (Feb 04, v46) Ductwork is back!
Post by: Milso on February 13, 2017, 07:16:30 PM
OK I was trying to use the ductwork to cool a room. The outside temp is 50-70C i have one intake (Tried outside and in the room) and 4 smart ducts inside room.  i started adding multipurpose coolers and i could not get the temp down by more than 10c from outside temp.
the network temp is all over the place but does not drop close to 21c i had over 15 multipurpose coolers before giving up on it. 

I tried industrial cooler set to network and it was not even as effective as the multipurpose cooler.

Has anyone gotten this system to work after the duct rework?  I also tried to cool a room with the industrial cooler and intake ducts in the cooler room this was not even very effective.
Title: Re: [A16] RedistHeat (Feb 04, v46) Ductwork is back!
Post by: Wisq on February 13, 2017, 07:28:02 PM
I'm getting some pretty weird bugs here.

First — I loaded an autosave, and one of my bedrooms (which had both a smart duct and a regular duct) jumped from -30ºC up to +2000ºC on load.  Everything started to catch fire, etc.

Second — I went back one autosave before that, and now all my temperatures for the heated rooms are "NaNC", which I take to mean floating point divide by zero / infinity error.  Interestingly, nothing is catching fire.  However, the NaNºC is contagious — any door that opens, the room on the other side becomes NaNºC.  I suspect that it dumps an infinite amount of heat into the other room, yet the "are colonists uncomfortable" / "does stuff burst into flame" code just ignores infinity.  I could exploit this if I wanted, but I'd rather just figure out what's going on. :)

Third — probably not a bug, just me misunderstanding the system.  I've got a mountain base, and it's -40ºC outside.  I've been trying to heat just the bedrooms with a duct system attached to two industrial heaters.  I can get the ducts up to 100ºC or more, but the smart vents in each bedroom are incapable of pushing them above about -30ºC.  I tried adding a second smart vent to a room, but it did pretty much nothing — maybe a degree or two more.  Meanwhile, if I just open all the doors and break down the wall to the industrial heater room, I can set them to Room and pretty much heat the entire base.  So, I'm presumably just not getting enough airflow, but adding more smart outlets isn't helping?  Not sure what to do here.

Finally — is there any way to safely harvest the heat from geysers in a very cold setting?  I walled in a geyser (2x2 interior, as tight as it can go) and put double walls and doors around it, but the problem is, the vent sucks in the heat so fast that the room just almost instantly drops down to -30ºC again, and then the vent is sucking in cold air and undoing all the work it just did.  Can we maybe get a smart vent intake?

(I'll archive these savefiles; let me know if you want them.  They use a bunch of mods, but RedistHeat should be the only thing touching temperature.)

Edit: Found another issue.  On load, my industrial heaters say "Connected to Lower channel.  Net temperature:" i.e. blank, even though the next line says "Connected to the room".  Power usage is "low" and they refuse to heat no matter how hot I set them.  Toggling between Room/Network does not fix them, but toggling between Upper/Lower does (even though they're not on the Network).
Title: Re: [A16] RedistHeat (Feb 04, v46) Ductwork is back!
Post by: Takel on February 14, 2017, 05:52:54 AM
Really not having any success with using the new duct network.

First off the situation:
The map is a rather cold map, hence heating is a pretty big priority. Ambient biome temperatures are around -18C during my testing session. Ambient internal temperatures are around -6C thanks to insulation.

The HVAC lab room is a 13x9 with 8 Industrial heaters in it, all set to target 50C. The room has a single Intake, which is the only intake in the entire network. This singular intake is capable of keeping the temperature of the lab room to around 26C despite having 4000Wh of heaters in the room. Despite that much power in heating, the network is incapable of bringing two fairly large rooms of around 11x19 and an 18x18 sleeping quarter which is double-double insulated. Not only is that sleeping quarter already behind a double walled insulation of the main base with an air-gap in between the double walls, the sleeping quarters has its own double walled with air-gap isolation.

I would have far better success keeping both those rooms heated at my target temperature of 18C if I were to use 2 maybe 3 medium heaters each, or around 1200Wh of heating maximum and more like a maintenance bill of ~500Wh vs a 4000Wh industrial heater setup + 110Wh of intakes/outputs plus the significant difference in steel + component costs. I could possibly tweak the HVAC room to be fully isolated with additional heaters padding the immediate surrounding temperatures but that's just far too much effort and cost for something that can be handled cheaper and more easily with standard non-centralised methods.

As an experiment, I could bring the lab room to ~90C with the intake disabled, then once I enable the intake the temperature in the room will drop to ~26C within about a minute. If I need to cool down a hot room, I'd just use a single duct intake and it'll bring the room's temperature down to ambient for 20Wh.


Personally, I feel that attempting to retain the ability to use a cold/hot room as a source for a duct network is going to hamper attempts to make it actually usable.
Title: Re: [A16] RedistHeat (Feb 04, v46) Ductwork is back!
Post by: PotatoeTater on February 14, 2017, 09:34:44 AM
You have to use multiple intakes, if you read the patch notes they generate flow mainly so the network can keep pumping. Think of it as an air return vent in your house.
Title: Re: [A16] RedistHeat (Feb 04, v46) Ductwork is back!
Post by: Takel on February 14, 2017, 10:52:15 AM
I know how to setup intakes thank you very much. The problem is that the intake temperature completely dominates the network temperature. You very much need a hot/cold room and totally ignore attempting to influence the network temperature by directly connecting the heater/coolers to the network.

Did a few more tests and I've completely broken the heating system.

Experimental setup: 4x4 room with a single industrial heater in it, plus 2 intake ducts
Industrial heater is set with a target temperature of 91C (higher the better). Since this is a very small room, this is no problem regardless of insulation and external temperatures
I'm able to heat a base of around 2100 tiles in area against a biome ambient temperature of -31C to an internal temperature of 21-25C using approximately 150Wh in heating. The intake temperature completely dominates the network temperature.

Additional test: I stuck on another 7 industrial heaters onto the same duct network, setting those additional industrial heaters to output to the network. Target temperatures: 101C. I reset the intake room's target to 50C. End result: Network temperature is struggling to hit 80C.

My take on the duct network as it stands: If you are looking for heating, you can break it completely by using a minimal sized room, oversizing the heating within the room and then output near unlimited heat so long as you size the intake ducts to the output ducts appropriately.

The only problem is that any pawn that wanders into that room is going to suffer an instant heat stroke.


Final experiment. This entire base complex (http://images.akamai.steamusercontent.com/ugc/92724624769454868/3497182E6E98FD545A6031A59F39E5FB8D2A1C35/)
is being heated from -23C to 19C using a single output duct from a 4x4 room with one industrial heater and a single intake duct with a target temperature of 110C. The 4x4 room is a completely stand alone structure with a constructed roof and single wall against the ambient -23C temperatures
The industrial heater I estimate has a duty cycle of about 70% so the total energy consumption for the heater will be approximately 365Wh and the ducts themselves will take negligible amounts of power.

The only concession I made is that there is an airlock to the base and it has a double wall with air gap construction. Before running the test, I flushed out the internal temperatures by punching a hole through all the walls to expose every room to the Outdoor.
Title: Re: [A16] RedistHeat (Feb 04, v46) Ductwork is back!
Post by: Seeker89 on February 14, 2017, 03:47:11 PM
There is something messed up with it. I set up a room, cooking it at 100c with an intake. That heated my whole base nicely. When I decided to put another heater room on the other side of my base, I'm now having problems keeping the pipes at 100c.
Title: Re: [A16] RedistHeat (Feb 04, v46) Ductwork is back!
Post by: joaonunes on February 15, 2017, 12:41:05 PM
Thanks a lot!
Trying it now.

EDIT: It worked like a charm, thanks!

Glad I could help :D
I've asked for Morgloz to put this "fix" in the main post for those who wanted to install the mod in an existing save but I don't think he wants to do it :P
Title: Re: [A16] RedistHeat (Feb 04, v46) Ductwork is back!
Post by: Takel on February 15, 2017, 10:29:05 PM
Did some additional testing. It appears that when I build a hot room/intake under a mountain ceiling, I'll have the unstable network temperatures. Under a constructed ceiling on the other hand, I'll be able to cheese a full base heating with just a single heater.

Going to do additional testing

Edit:
Nope. It's not the overhead mountain. Something is causing hot rooms inside my base area to have really unstable network temperatures whereas if I were to build it way out in the open then pull a huge long pipe back in, it's perfectly fine.
Title: Re: [A16] RedistHeat (Feb 04, v46) Ductwork is back!
Post by: crusader2010 on February 16, 2017, 06:31:18 AM
Hi. Sorry to be a bit offtopic but i'm really curious about this insulation system. Does it matter how many walls we put between interior and exterior? By how much with each layer? Does the material from which the wall is made matter? Is the air gap working? By what difference compared to an additional wall layer?

Also,is there any difference between a constructed wall and a mountain wall? Do doors behave the same way as walls?

Thanks and sorry for alll the questions :) i'm really curious about this hidden stat.
Title: Re: [A16] RedistHeat (Feb 04, v46) Ductwork is back!
Post by: Takel on February 18, 2017, 07:39:49 AM
I wouldn't call it a hidden stat but it's a behaviour I've experienced enough times to incorporate it as a standard practise for when I build out my bases regardless of the biome because heating/cooling is always an issue.

I've noted at the very least it'll make a few degrees difference when you're looking at -15C external temperatures to 17C internal plus a rather big decrease in energy requirements for heating/cooling. When making a greenhouse for a borean forest map, a single wall made it extremely difficult to keep above 12C with 2 small heaters, but simply double-thick walling it made it possible to keep warm with a single small heater.

An air gap between the two walls appears to make an even greater difference to the point where I can keep a fairly large area warm using a 2 small heaters. I don't have definitive experimental results nor do I have models simulating the differences. Just a fair amount of playtime exhibiting the behaviour. Material type doesn't seem to make a difference, just layered walls. An air gap appears to work a lot better than just thicker walls. In a mountain base, if I keep the sleeping rooms disconnected from the main walls I can allow them to stay warm passively with no vents so long as I heat the larger chamber in which those rooms are located. If I have rooms touching the wall that constitutes the rest of the mountain however, they have much lower temperatures.

Open doors allow for some heat transference, but at a much slower rate. I've had a main chamber which was 6C with an open door into a corridor of -1C and those temperatures stay stable.
Title: Re: [A16] RedistHeat (Feb 04, v46a) Added Flow tooltip and nerfed stuff
Post by: Morgloz on February 19, 2017, 04:02:09 PM
I've updated the mod, now it has a flow tooltip and the intakes/outlets have been nerfed, now they should work better.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: CathDubh on February 22, 2017, 05:25:50 PM
Getting "NaNC" temperature reading in all rooms in my save when I start it. Paused the temperatures all read perfectly as I left them when originally saved. A second after unpausing all the rooms cascade into having "NaNC" temperature and any indoor pawn is extremely uncomfortable.

When I click on the massive heater i get a red error message which says that "the redistheater has a six line string and some may be blank etc"

Everything was working well prior to initial save and exit including both hot and cold rooms and their corresponding networks.

Tried deleting roof over the building which normalised with outdoors, but it returns to NaNc temperature when new roof is built even when both networks remain powered down.

Is there something I can do to debug or sort it out?
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Sirsim on February 22, 2017, 06:44:58 PM
Getting "NaNC" temperature reading in all rooms in my save when I start it. Paused the temperatures all read perfectly as I left them when originally saved. A second after unpausing all the rooms cascade into having "NaNC" temperature and any indoor pawn is extremely uncomfortable.

When I click on the massive heater i get a red error message which says that "the redistheater has a six line string and some may be blank etc"

Everything was working well prior to initial save and exit including both hot and cold rooms and their corresponding networks.

Tried deleting roof over the building which normalised with outdoors, but it returns to NaNc temperature when new roof is built even when both networks remain powered down.

Is there something I can do to debug or sort it out?

Happened to me and only thing worked was loading a previous save (not the last one).
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: ChairmanPoo on February 22, 2017, 08:48:25 PM
I've found that it's somehow related to the "temperature" in the ducts. Turning intakes and outtakes off sometimes fixes it.

(I agree, it's very annoying, particularily in the middle of volcanic winter)
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: CathDubh on February 22, 2017, 10:29:25 PM
Sirsim I concur, that was the only solution I found.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Nanao-kun on February 23, 2017, 01:18:57 AM
The NaNC temperature also instantly dessicated my food stores, so yeah. Hope to see this fixed soon.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Sirsim on February 23, 2017, 11:28:37 AM
Tried to load a game today after last night, got the error again and unfortunately i had to go back to a save before installing the industrial coolers to avoid it. So no load with the current duct system will work.. 
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Sirsim on February 23, 2017, 12:03:29 PM
Sirsim I concur, that was the only solution I found.
I found a cheat-solution. When you load the game keep the game paused and see from where he NANC temp. comes from.You may need to run time a bit to see it and reload. For me was the industry coolers,while the industry heaters was okay. Got in god mode destroyed all the coolers - always in pause from load- rebuild them and then run the game.NANC temp. didn't occur. If you run the game and NANC occur nothing can be done, so you cheat on pause and it's ok.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Jagerius on March 01, 2017, 07:26:29 AM
I got the same problem with NaNC temperature in rooms with overhead mountain roof. Tried to remove all temperature related stuff from map, and remove this mod, but the save won't load without it. Note that NaNC temperature won't show up when I don't touch my current mod load order, but when I try to add any other, even minor aesthetic mod, it instantly pops up and I need to revert.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Sirsim on March 01, 2017, 08:43:11 AM
I got the same problem with NaNC temperature in rooms with overhead mountain roof. Tried to remove all temperature related stuff from map, and remove this mod, but the save won't load without it. Note that NaNC temperature won't show up when I don't touch my current mod load order, but when I try to add any other, even minor aesthetic mod, it instantly pops up and I need to revert.
The problem comes  mostly from industry coolers. When you load the game stay paused and delete (in god mode) the industry coolers. Run the time for some seconds,make sure that no NaNC temp present, pause and rebuild them. No problem after that. For me that always worked and except once, the industry coolers was the problem. One time was the industry heaters. No need to delete and replace anything else but the coolers.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Jagerius on March 02, 2017, 07:07:41 AM
The problem comes  mostly from industry coolers. When you load the game stay paused and delete (in god mode) the industry coolers. Run the time for some seconds,make sure that no NaNC temp present, pause and rebuild them. No problem after that. For me that always worked and except once, the industry coolers was the problem. One time was the industry heaters. No need to delete and replace anything else but the coolers.

No luck, tried that and still getting the NaNC temp in my hospital room. I guess I'll wait for an update because it broke my current colony, tried various things to fix it, but everytime my pawns try to roof the hospital room the temperature there switches to NaNC.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Sirsim on March 03, 2017, 08:30:39 AM
The problem comes  mostly from industry coolers. When you load the game stay paused and delete (in god mode) the industry coolers. Run the time for some seconds,make sure that no NaNC temp present, pause and rebuild them. No problem after that. For me that always worked and except once, the industry coolers was the problem. One time was the industry heaters. No need to delete and replace anything else but the coolers.

No luck, tried that and still getting the NaNC temp in my hospital room. I guess I'll wait for an update because it broke my current colony, tried various things to fix it, but everytime my pawns try to roof the hospital room the temperature there switches to NaNC.

Your save must have been already corrupted cause i play with this trick for nearly a week now. Load an autosave position before your last
 save and try again. Remember to not let the time pass before you rebuild the heaters.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: katherineironfist on March 07, 2017, 04:23:25 PM
WARNING!

I do not recommend this mod.

As others above me have stated, I just got a NaNC bug that ruined the 50 hours I put into my hardcore playthrough. This mod looked very promising and I was loving it until one day, I loaded my save and everything in my freezers - all the meat, vegetables, meals, pemmicans spoiled and became inedible. All the human corpses and animal corpses Ive been storing in my freezers all turned to bone / dessicated. My colonists ALL refused to go to sleep in their rooms and all slept on the floor. I don't know why. Sadly I live in a tundra biome for that save, it was the middle of winter, so my colonists had nothing to eat and everything went to shit and we all died. Thanks to this mod.

Its great, but currently I can't recommend it. The bugs are GAME BREAKING.
You have been warned.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: faltonico on March 07, 2017, 04:48:12 PM
WARNING!

I do not recommend this mod.

As others above me have stated, I just got a NaNC bug that ruined the 50 hours I put into my hardcore playthrough. ....

Now you know why playing hardcore with mods is something you shouldn't do.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: katherineironfist on March 07, 2017, 05:01:49 PM
I have countless other Rimworld mods over 30+ and none of them have given me any problems. Its as simple as checking for incompatibility and everything should work fine.

this is the first mod that Ive seen that has obvious bugs in it.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: PotatoeTater on March 07, 2017, 05:56:17 PM
WARNING!

I do not recommend this mod.

As others above me have stated, I just got a NaNC bug that ruined the 50 hours I put into my hardcore playthrough. This mod looked very promising and I was loving it until one day, I loaded my save and everything in my freezers - all the meat, vegetables, meals, pemmicans spoiled and became inedible. All the human corpses and animal corpses Ive been storing in my freezers all turned to bone / dessicated. My colonists ALL refused to go to sleep in their rooms and all slept on the floor. I don't know why. Sadly I live in a tundra biome for that save, it was the middle of winter, so my colonists had nothing to eat and everything went to shit and we all died. Thanks to this mod.

Its great, but currently I can't recommend it. The bugs are GAME BREAKING.
You have been warned.

You read there where updates to the flow and how the piping works right? I've been using this mod throughout many different alphas and playthroughs and never once have I had a major bug. It sounds more to me like you couldn't maintain a stable temp in your freezer thus causing everything to heat up and spoil before you noticed.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: ChairmanPoo on March 07, 2017, 07:58:24 PM
Eehhh. No. The NaNC temperature bug is very real. Many of us have encountered it. Just check this thread's posts.

I do still recomend the mod, but I advise not using ductwork proper at the moment, and sticking with vents. Right now it's too  buggy.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: faltonico on March 07, 2017, 09:45:38 PM
I have countless other Rimworld mods over 30+ and none of them have given me any problems. Its as simple as checking for incompatibility and everything should work fine.

this is the first mod that Ive seen that has obvious bugs in it.
The fact that you haven't encountered any other problem with your other mods doesn't mean nothing can go wrong, take your situation as an example.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Takel on March 07, 2017, 09:53:39 PM
Personally, until the ducts get more reliable and intuitive in how they perform I'm mainly sticking to the medium wall heaters and vents. Trying to centralise heating/cooling at the moment seems like a massive investment in complexity and resources for very few immediate returns due to the poor returns in power savings and the overhead in extending the duct network
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Ruisuki on March 26, 2017, 01:10:31 AM
Personally, until the ducts get more reliable and intuitive in how they perform I'm mainly sticking to the medium wall heaters and vents. Trying to centralise heating/cooling at the moment seems like a massive investment in complexity and resources for very few immediate returns due to the poor returns in power savings and the overhead in extending the duct network
Ive heard similar things said about this mod. Is there any plans to improve the work to reward ratio?
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: aEverr on March 30, 2017, 07:28:13 AM
Any solutions to the NaN Celsius-degrees problem?
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: aEverr on March 30, 2017, 08:09:33 AM
Okay, so after a lot bit of digging through stuff i found this:
https://github.com/Morgloz/RimWorld-RedistHeat/pull/6
A quickfix to the NaN Celsius-degrees problem, by yamabuki.

The recompiled dll (Paste into ./[Rimworld install folder]/mods/RedistHeat/assemblies)
https://github.com/yamabuki/RimWorld-RedistHeat/releases/tag/v46a-nanc
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: paulenaz690 on March 31, 2017, 11:30:48 AM
The pipes doesnt connect... What to do?
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: aEverr on April 01, 2017, 05:55:17 AM
The pipes doesnt connect... What to do?
Maybe its a bug of the mod not seen until now due to the NaNC bug. I don't know XML modding, so I'll start learning to fix this (or maybe the DLL is the problem, I dunno.)
There is also a bug with the industrial coolers not linking to the exhausts.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Korn.Mil on April 04, 2017, 04:38:12 PM
Hello, your mod looks amazing but i found difficulties using it, could you please make any tutorials? Its difficult to use this mod
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: faltonico on April 04, 2017, 10:34:09 PM
The pipes doesnt connect... What to do?
Maybe its a bug of the mod not seen until now due to the NaNC bug. I don't know XML modding, so I'll start learning to fix this (or maybe the DLL is the problem, I dunno.)
There is also a bug with the industrial coolers not linking to the exhausts.
I think i know what he meant, but I don't know how to explain it, sometimes, when you place, for instance, a smart outlet on existing ducts and change the channel, the ducts "break" into dashes, they doesn't seem to be connected and stop working. The solution i had for it the second time it happened to me (the first one being a rollback) was to place a duct of the same kind of the "broken" one next to it all around it... when i constructed up to some place the duct got continuous again and resumed working.
It doesn't always happens, it might be related to some mod incompatibilities, and also I had no log for that other than my save file so i didn't report it.

Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Crossbowman on April 08, 2017, 01:48:00 AM
I had that happen before too, but only on a pre-existing save. Not sure if that's related to you.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Ruisuki on April 08, 2017, 03:12:13 AM
morgloz we need you
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Iceman8619 on April 09, 2017, 10:13:41 PM
First off, let me say that I absolutely love the ideas that this mod brings to the game. This can truly redefine heating / cooling in the game. However, I currently have not been able to get the ducts working.

I've tried multiple different setups. Personally, the way I envision the HVAC setup in my base is, rather than simply venting the heat (assuming you are in a temperate area) I'd rather recycle it through my system and output it to indoor greenhouses, traps (infestations, raiders, etc) and other areas of my base. This seems doable with this mod.

However, I've yet to find a system to allow that setup to happen. I've tried adding 5x+ intake ducts for the Industrial Cooler so that air (14 C from a 4x10 room) flows into the cooler, is cooled down and then output into the lower ducts. The Industrial Cooler was set to -10C. I then then setup the exhaust to flow into the upper ducts. Initially I tried venting the upper ducts outside into an non-roofed wide-open area via output ducts. The exhaust ducts showed 0 flow. I then added 5x air intakes (14C initial Temp) to the system to push air into the exhaust and generate flow to push the hot air out into the open area.

While this worked in practice, the industrial cooler was still not cooling down the air enough to cool down a 5x6 room that was initially at 14C. to -10 C or even 0C. I added additional output ducts into the room (using the 1x input -> 4x output  ratio). This still was not cooling the room.

The room itself was separated from the cooling area by a 3 tile hallway and was insulated with 3 granite walls (6 tiles in total separation). I double-checked and ensured that all ducts were correctly setup to the appropriate duct and that everything was powered and active.

While I love this mod and the work that has been done, the ducts currently do seem to have issues. I greatly look forward to seeing further progression of this mod as I know it will be a great addition to my base.

If anyone has any suggestions for me to try, I am more than open to them. Thanks!
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: faltonico on April 10, 2017, 12:56:10 AM
@Iceman8619
Post an snapshot of your setup, maybe somebody can help you make it work.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Iceman8619 on April 10, 2017, 11:00:07 PM
@Iceman8619
Post an snapshot of your setup, maybe somebody can help you make it work.

I posted an imgur gallery of my setup. I also tried to put descriptions of the images as well as display relevant information. I appreciate the assistance. I'm trying to make sure that I have the correct understanding of how this mod is intended to function. Thanks!

http://imgur.com/a/P0UsS (http://imgur.com/a/P0UsS)
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: faltonico on April 11, 2017, 03:35:23 AM
I couldn't make the cycle thru the network button in the industrial cooler nor the heater to work. I had never used it before and now that i tested it i couldn't. It might as well be broken, Morgloz please correct me if not, so, the setup you are trying to make probably can't be achieved, but, if somebody else can, please tell me how =)

Something that does work though, make it so the industrial cooler cools a room and not the network (like your freezer) and draw cool air from there to your base using an isolated duct separated from the cooler, the more exhausts ports you place on the cooler, the more it cools (up to 6), use smart vents to set the temperature you want on the rooms you want to cool.
Don't try to use the network to vent the ports, i had to use 5 of each outlet/inlet for the cooler to start to cool, and the moment i sent cool air to another room, it immediately heated too much, it seems to me that the flow of the outlets/inlets is just derisory.

The draw back to that is that you need the exhaust ports to be outdoors, otherwise the room they are in heat a lot, and it consumes a lot of power compared to the base game coolers, and of course the known NaNC bug (that apparently is fixed by aEverr (https://ludeon.com/forums/index.php?topic=21770.msg322103#msg322103)).
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Iceman8619 on April 11, 2017, 03:43:55 AM
Alright I'm glad I had a decent understanding of things after all. I did get things working via cooling the room. Unfortunately, as you say, this means that the exhaust has to exhaust outdoors or to a "vent" shaft that will vent it to the exterior of the base. This really isn't any better than the setup I already came up with before (aside from the smart vents which will allow the rooms to stay at a near constant temp). Hopefully this mod will continue to grow and expand. I absolutely love the idea behind it. It really should be a part of the vanilla game imo.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Ruisuki on April 11, 2017, 04:53:08 AM
So whats the biigger issue with the mod, the bugs people have reported or that the temperature benefits at the moment arent enough to warrant the labour/design space investment?
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Iceman8619 on April 11, 2017, 02:47:16 PM
It isn't that it is not worth it. It can most definitely be worth it depending on your base's needs. What I'm saying is the ductwork is not working as intended in certain situations. Obviously there is intent for the cooler and exhaust to be able to directly use the ductwork for the flow of cool and warm air. That's why a toggle switch added on these devices to toggle between the room and the network. There are also toggles to toggle between the upper and lower ducts. Once the ducts are working in this fashion, this will be an essential mod for me as I will use it in every play through. Currently, setting it up to vent the exhaust directly to the outside or into an empty shaft that vents outside is exactly what I'm already doing so that isn't any different for me. The flow through the ducts to the rooms and smart vents will be nice for heatwaves / volcanic winters. As far as the bugs reported by others, I haven't experienced the NaNC but. I am, however, using the updated .dll file provided earlier in this post. That might be why I haven't seen it manifest.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Canute on April 11, 2017, 04:00:40 PM
So far i read and my own expierence, the cooler can't cool into network. There is no flow. You shouldn't use these feature just cool the room.
And the ducts arn't that effective like at the past or at HCSK. But it is working. Maybe at the next release it is better.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Man_Jones on April 12, 2017, 12:51:42 AM
Is there a know issue where for some reason if you add the mod to a save (not one that has had the mod before)  any ways what happens when I try to use the industrial heater it doesn't work at all. Also it looks as if the duct work doesn't connect to each other. Not sure if there is anything I can do.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: faltonico on April 12, 2017, 02:36:56 AM
@Man_Jones
You need to edit the save file for the mod to work on an existing save game:

Is there anything I can do for the ductwork to work on existing save games?

Yes, there should be. A while back I found out what was missing for the ducts to work. You basically need two things:
- Before installing the mod remove all temperature related buildings;
- After installing the mod look for this string in the save file:
Code: [Select]
<components>
...
...
<li Class="RedistHeat.AirNetTicker" />
</components>
<cameraMap>
...
...
</cameraMap>

This string must be in the components list in your save, if it's not you can manually add it, just copy the line above and paste it at the end of the "components" list
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Man_Jones on April 12, 2017, 10:09:01 AM
Thanks fault I'll go about doing that almost as soon as I am done with work.
EDIT: Actually should I attempt to remove all the duct work I placed before I do that or does it matter?
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: faltonico on April 12, 2017, 03:43:46 PM
Thanks fault I'll go about doing that almost as soon as I am done with work.
EDIT: Actually should I attempt to remove all the duct work I placed before I do that or does it matter?
Not sure,
Test it and tell me how it goes ;)
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Man_Jones on April 12, 2017, 05:50:02 PM
Okay it works and removal of placed duct work is not required.

Edit:Okay but now I got an issue where sometimes when I load a save any areas that are heated by ducts get NaNF instead of a temperature which usually starts fires. What does this mean. Also possibly unrelated but during this issue there seems to be a 100% food sickness rate.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Canute on April 13, 2017, 02:13:28 AM
I hope you got a safegame before these NaNC temperature thing abppear.
You can try to fix it, read a few pages before there are some posting about it. the ".dll" someone mention didn't helped me, and overall i didn't managed it to fix the temp. on my latest colony and went back to an older save.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Ruisuki on April 13, 2017, 03:30:20 AM
maybe the OP will update the mod by A17, it seems to add a lot of hype features so maybe enough to catch his attention.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Man_Jones on April 13, 2017, 10:48:46 AM
The nanf  thing seems to be random.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Karen2 on May 02, 2017, 12:58:25 PM
Either the duct system is broken or I am missing some nuance.  Here is simple test I made to cool 10x24 room:  http://imgur.com/a/3B55c
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Canute on May 02, 2017, 02:11:33 PM
The duct system itself works.
But the cooler/heater feature to push into the network is broken, they don't generate any flow, and no flow no or very less effect.

You need to let the cooler/heater work at the room only.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Karen2 on May 02, 2017, 03:26:56 PM
If we aren't connecting industrial coolers to the network, than why use them at all? We are just creating single points of failure for mortar attacks, Zzzt events etc.

And I still can't make the duct systems work for me: http://imgur.com/a/kI3hS  . At best it can be said to be marginally better than using vents.  Why not just use the resources need for a duct network into a couple more power generators and use regular coolers everywhere?
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Karen2 on May 09, 2017, 09:45:16 AM
How multipurpose coolers don't have heat exhaust, how do they work?  And how do they compare to medium ones? (is there anyway I can check the last one in the files?)
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: deathstar on May 26, 2017, 10:39:14 AM
I know it's been a while since the last post, but I'd like to go on record and say that I'd love to see RedistHeat come to Alpha 17.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: wreckcelsior on May 27, 2017, 02:57:04 PM
I started a new colony to test and there's "Flow:0".... I have noticed other comments about flow issue; Morgloz are you planning to fix this?

Does anyone know how to fix this flow issue?

Just curious...

cheers.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Rootkr on May 27, 2017, 11:08:44 PM
I started a new colony to test and there's "Flow:0".... I have noticed other comments about flow issue; Morgloz are you planning to fix this?

Does anyone know how to fix this flow issue?

Just curious...

cheers.

Technically this is not an issue as the industrial cooler/ heaters do not generate flow. You need to have at least 1 intake duct for every 4 output ducts. Your home HVAC system works similarly having at least one intake, otherwise there would be no air to be forced out of the vents. Hope this helps.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Morgloz on June 03, 2017, 02:56:13 PM
Sorry for the sudden disappearance, I'm finishing the exam period. I will start working with the mod soon.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Xubrim on June 07, 2017, 10:06:04 PM
Glad to hear it. This is one of those mods that utterly changes how you plan and build your base, and playing without it just feels... incomplete.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: faltonico on June 08, 2017, 02:40:52 AM
Technically this is not an issue as the industrial cooler/ heaters do not generate flow. You need to have at least 1 intake duct for every 4 output ducts. Your home HVAC system works similarly having at least one intake, otherwise there would be no air to be forced out of the vents. Hope this helps.
Sry you have to tell me how you do it, because i couldn't make it work with any set up i imagined using just intakes and outputs for the industrial cooler/heater.

TL;DR: Snapshot or is not real ;p
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: DDRMANIAC007 on June 16, 2017, 05:35:38 AM
ETA on A17 release?
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Canute on June 16, 2017, 06:31:50 AM
xmas 2018, maybe earlier.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: DDRMANIAC007 on June 16, 2017, 04:56:12 PM
xmas 2018, maybe earlier.
Well hopefully it's not that long. I've been playing a map with a -70c winter and I realized how much I miss using this mod.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Ozymandias on June 16, 2017, 08:38:07 PM
I've never used this mod and I've been monitoring it closely anticipating it's release!
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: PixelBitZombie on June 17, 2017, 12:58:55 AM
This, this is what I need. It would cut down on so many useless coolers. I really hope you bring this back or at least someone picks it up.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: DDRMANIAC007 on June 24, 2017, 01:45:18 AM
Really miss this mod. It may have helped me when this happened...
(http://i.imgur.com/eMkFWJH.png)
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Beathrus on June 27, 2017, 12:37:42 PM
I miss this mod. D:
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Canute on June 27, 2017, 01:17:32 PM
how much do you miss it ?
So nuch that you learn how to mod and update it ? :)
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: lperkins2 on June 27, 2017, 07:28:04 PM
So, checking out the source code on github, I spotted that someone (richmost) has a fork which is updated for A17.1557.  Unfortunately, he did not provide the compiled assemblies to make it actually work.  Anyway, about 2 hours of getting monodevelop to build for dotnet 3.5 later, I have a working copy that doesn't seem to be spitting errors into the console.

If anyone is interested, I'm including a copy here.  I make no promises about it, I didn't even more than glance at the changes richmost made, so make sure you back up your save file and what not first.

[attachment deleted by admin due to age]
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Anvil_Pants on June 27, 2017, 07:28:52 PM
how much do you miss it ?
So nuch that you learn how to mod and update it ? :)

Well, someone did.

https://github.com/ZpmFred/RimWorld-RedistHeat

Two someones.

https://github.com/Morgloz/RimWorld-RedistHeat/pulls

Edit: lperkins2 found a third someone.

Beside which Morgloz is also that sort of someone. He took over Redist when its original author needed to leave.  :-*
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: lperkins2 on June 27, 2017, 07:53:54 PM
Yeah, I looked at those two as well, I think they are for a previous version of A17, but may well work too.  Like richmost's version, they don't provide the assembly.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Erratum on June 27, 2017, 08:42:24 PM
So, checking out the source code on github, I spotted that someone (richmost) has a fork which is updated for A17.1557.  Unfortunately, he did not provide the compiled assemblies to make it actually work.  Anyway, about 2 hours of getting monodevelop to build for dotnet 3.5 later, I have a working copy that doesn't seem to be spitting errors into the console.

If anyone is interested, I'm including a copy here.  I make no promises about it, I didn't even more than glance at the changes richmost made, so make sure you back up your save file and what not first.

Looks like something's broken, because I get this error in dev console:
Quote
Exception printing Vent87924 at (131, 0, 180): System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Building_Vent.get_Graphic () [0x00000] in <filename unknown>:0
  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
Verse.Log:Error(String)
Verse.SectionLayer_ThingsGeneral:TakePrintFrom(Thing)
Verse.SectionLayer_Things:Regenerate()
Verse.Section:RegenerateLayers(MapMeshFlag)
Verse.MapDrawer:TryUpdateSection(Section)
Verse.MapDrawer:MapMeshDrawerUpdate_First()
RedistHeat.AirNetManager:UpdateMapDrawer()
RedistHeat.AirNetTicker:MapComponentUpdate()
Verse.MapComponentUtility:MapComponentUpdate(Map)
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: lperkins2 on June 27, 2017, 09:08:30 PM
Hm, looks like I might have missed getting the icons included?  I just redid the zip file, maybe it's fixed. 

Edit:  I just checked my error console, and I see that I've got an error too.  But it doesn't seem to actually break anything.

[attachment deleted by admin due to age]
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: PixelBitZombie on June 28, 2017, 06:06:19 AM
To whomever was updating his mod from Git thank you, also thank you perkins for compiling it. The only error I've encountered from the last zip you gave us is this one
http://imgur.com/a/a2FOl (http://imgur.com/a/a2FOl)
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: TA1980 on June 28, 2017, 07:36:26 AM
Dear RedistHeat enthusiasts,

does the latest "self-made" version also feature the ducts?

Regards
ps Thanks for working on this!
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: sidfu on June 28, 2017, 10:44:57 AM
the question is did either of those .dll combines fix the 2 major bugs of 1. pipes randomly stop working and 2. the nanc error for temp that is perm if u dont notice it
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: lperkins2 on June 28, 2017, 01:11:27 PM
PixelBitZombie:  Yeah, that's the same error I was getting.  I didn't have time last night to look into it, but it looks like probably some debugging information is failing to print.  I'll fix it when I get some spare time.

TA1980:  Yes, this version should also have the ducts, no, I didn't test them.

sidfu:  Both of those bugs should be fixed, at according to the git commit history.  No promises that there isn't a regression, but I've not seen it happen so far.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: PixelBitZombie on June 28, 2017, 02:53:21 PM
PixelBitZombie:  Yeah, that's the same error I was getting.  I didn't have time last night to look into it, but it looks like probably some debugging information is failing to print.  I'll fix it when I get some spare time.

TA1980:  Yes, this version should also have the ducts, no, I didn't test them.

sidfu:  Both of those bugs should be fixed, at according to the git commit history.  No promises that there isn't a regression, but I've not seen it happen so far.

Do you know if this would cause some fps drops? Mainly like stutter slowdowns whenever the error happens? Either way im happy this mod works, so if this was causing the stutter I'd gladly accept it.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: lperkins2 on June 28, 2017, 03:02:59 PM
I don't know, I've not noticed any, but I don't have many heaters, and only rarely see the error go by.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: PixelBitZombie on June 29, 2017, 05:49:04 AM
I don't know, I've not noticed any, but I don't have many heaters, and only rarely see the error go by.

I have about 7, I'm pretty sure that many is un-needed but I didn't know how to work the system to be honest. It took about two hours of practice to learn how it works. I feel like maybe three for my entire setup would work fine. But pipes are everywhere. I'm pretty sure I need to redo my pipe layout and that would probably cut down on some of the errors. However I have the upper duct laid out but it's not being used for anything which could possibly be running the errors.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: lperkins2 on June 29, 2017, 01:35:47 PM
Oh yeah, I don't have any ductwork yet.  I'll see about installing some to see if I get errors once the wave of Zs is dead.  It took me a while to figure out how to do the ductwork too.  My basic setup is usually a bunch of super coolers in the giant freezer, which doubles as the prisoner execution room.  The hot output from the freezers warms the common area of the base, and then hot and cold ducts are run from the common area and the freezer to anywhere I want to control.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: MightyGooga on June 29, 2017, 03:57:17 PM
Hey you all. Is this mod going to be updated?
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Canute on June 29, 2017, 04:23:51 PM
Curious, i just would use this mod because of the ductwork and not about the ind. cooler/heater.
In the past i just heat my ice biome base just with the heat from steam geysir, transport over the duct to the base.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: idl0r on July 04, 2017, 12:44:16 PM
So which one works? There are different versions, 2? have an additional fix the other one doesn't have. I tried one but got a bunch of error after loading it.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: wwWraith on July 04, 2017, 01:08:59 PM
So which one works? There are different versions, 2? have an additional fix the other one doesn't have. I tried one but got a bunch of error after loading it.

Then probably you need the other ;)
I'm using the version that lperkins2 uploaded in https://ludeon.com/forums/index.php?topic=21770.msg347435#msg347435.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: idl0r on July 04, 2017, 02:48:42 PM
So which one works? There are different versions, 2? have an additional fix the other one doesn't have. I tried one but got a bunch of error after loading it.

Then probably you need the other ;)
I'm using the version that lperkins2 uploaded in https://ludeon.com/forums/index.php?topic=21770.msg347435#msg347435.

Thank you, sir! :)
That one seems to work
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: moonra on July 06, 2017, 04:00:55 AM
Interesting, I'm using the update version right now and it seems that connecting the Industrial Heater to the network doesn't work, no matter what setup I try I always get 0 flow. But when I changed it to "room" and put a couple intakes on the wall it worked. Didn't try the cooler 'cause I'm on a Boreal Forest and don't need an industrial one.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Canute on July 06, 2017, 04:35:27 AM
Since it didn't work at the A16 before, it can't work at the A17.
It is basicly just a recompile to adapt it to A17.
But the room-funktion of the industrial heater/cooler should work, but not into to network.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: moonra on July 06, 2017, 05:24:07 AM
Ahh, didn't knew that, thanks.

But... oh oh, it seems something got really messed up. I noticed something weird when instead of corpses my fridge had skeletons. Then I checked the temps and... what the heck.
(https://i.imgur.com/EmPwhg9.jpg)

Edit: Argh, sorry for the bad image quality, it was too big when I posted it, so I edited it to halve the size but imgur compression turned it into that abomination. In case you can't see the important info there, Princess seems to be burning AND freezing at the same time and the temperature reads "NaNC" [Sodium CarboNitrate? What the heck]. I removed one of the doors to make it count as outside and the temperature corrected itself, but as soon as I rebuilt the door I got NaNC again.
Reloading the game showed 0ºC on load but seconds after I got NaNC again. Debug log shows no errors.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: Canute on July 06, 2017, 06:50:28 AM
Sorry you encounter the NaNc bug. That happen at the A16 version too. Thats one of the main reason i stoped using it. I am waiting for an complete overhaul of this mod, maybe someone from HCSK dev team made it.
You can search for "NaNC" at this thread and follow the tips, but they didn't realy worked for me.
Only way, you need to load a safe before you start to experiented with the industrial things and didn't encounter the NaNC yet. You should safe anything before you build anything from Redist heat so you have a safe point if that happen.
Title: Re: [A16] RedistHeat (Feb 19, v46a) Added Flow tooltip and nerfed stuff
Post by: moonra on July 06, 2017, 01:30:44 PM
Hmm, okay, I'll give that a try, thanks a lot.

Edit: I gave the .dll a try but it just gave me errors on load. Then I gave the "find out where the NaNC is coming from" thing a try and found out it was from the intakes, I deleted those before they "generated the NaNC", that fixed it. Fortunately Spring had started and I didn't really needed the Industrial Heater anymore, I might try making intakes again later.
Title: Re: [A17] RedistHeat (Jul 07, v47) Updated for A17
Post by: Morgloz on July 07, 2017, 08:21:41 AM
I updated the mod, and since I finished my exams, I'll be here for anything you need
Title: Re: [A17] RedistHeat (Jul 07, v47) Updated for A17
Post by: faltonico on July 07, 2017, 08:33:18 AM
Great way to start the day!
BTW did  you managed to fix the NanC bug?
Title: Re: [A17] RedistHeat (Jul 07, v47) Updated for A17
Post by: Morgloz on July 07, 2017, 08:35:19 AM
Great way to start the day!
BTW did  you managed to fix the NanC bug?

Not yet, since I can't pin down the mod that causes the conflict.
Title: Re: [A17] RedistHeat (Jul 07, v47) Updated for A17
Post by: PixelBitZombie on July 07, 2017, 01:07:33 PM
Nice, glad it was officially updated to a17, this will make a lot of people happy!
Title: Re: [A17] RedistHeat (Jul 07, v47) Updated for A17
Post by: lperkins2 on July 07, 2017, 01:46:44 PM
Good to see someone who knows the code is back :)
As for the NaN bug, it's probably caused by an invalid division (it might be cause by the target temperature hitting infinite, I don't know in C# how that plays out, but bad division is much more likely). 

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

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

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

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

Title: Re: [A17] RedistHeat (Jul 07, v47) Updated for A17
Post by: Riddle78 on July 07, 2017, 02:48:03 PM
I seem to be missing something,because I can't get the duct system to make any noteworthy changes to a room's temperature. My setup is as follows;

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

I don't even have my Hotbox set up because the ductwork behaviour is refusing to cooperate with the logic I'm assuming it runs on; Take in air (Any temperature),cool it down,and send it to an outlet.
Title: Re: [A17] RedistHeat (Jul 07, v47) Updated for A17
Post by: Canute on July 07, 2017, 03:19:36 PM
Does the industrial cooler, cool a room or do you want put the cold into the ductsystem ?
Like i mention a few posts before, that currently not working, and i don't think Morgluz fixed that issue yet.
Currently you only can use industrual cooler/heater to work at the room, when they try to put it into the duct system they don't generate any flow.
You need to use the industrial cooler like the standard cooler, build them into the wall, put 1-2 exhaust port right behind, or somewhere outside and connect cooler and port with duct.
Title: Re: [A17] RedistHeat (Jul 07, v47) Updated for A17
Post by: Riddle78 on July 07, 2017, 03:40:34 PM
So,the Network setting on ductwork-enabled temperature devices doesn't work. Whelp. Time to start over. Again.
Title: Re: [A17] RedistHeat (Jul 07, v47) Updated for A17
Post by: PixelBitZombie on July 07, 2017, 03:53:59 PM
Does the industrial cooler, cool a room or do you want put the cold into the ductsystem ?
Like i mention a few posts before, that currently not working, and i don't think Morgluz fixed that issue yet.
Currently you only can use industrual cooler/heater to work at the room, when they try to put it into the duct system they don't generate any flow.
You need to use the industrial cooler like the standard cooler, build them into the wall, put 1-2 exhaust port right behind, or somewhere outside and connect cooler and port with duct.
For the Industrial stuff to work, do something like this. Build a box that can fit however many industrial temp machines you want, this would be easier via dev mode in god mode as far as testing goes. Build the box, build the industrial machines, in your case, coolers. Throw only 1 duct intake in the room. Next set your coolers for network mode, when you switch it to said network you'll see white letters pop up from the machines on screen saying network mode. After this is done then build your lower or upper pipes and add them to said rooms within the walls. Once your pipping is laid out head over and put in the smart duct, maybe 3 in your living quarters as a test room. Regular temp is 70f, once they are built and connected to said pipes you laid out before in the walls they will operate accordingly. Now to cool off the rooms even further you can use either Active vents which insure specific rooms get the air over other rooms or just use vents and each room will adjust the same accordingly. Make sure you use a lot of vents.

Edit: I just realized, you really don't need to use industrial coolers for cooling certain things unless thats how you want to roll. I forgot they had central cooling. Which honestly can probably be used to refrigerate I'd imagine. You could also use central for living quarters and two separate buildings, 1 for freezing and 1 for medical/lab. Set the piping accordingly making sure they don't overlap or use upper/lower to avoid pipe confusion.

So,the Network setting on ductwork-enabled temperature devices doesn't work. Whelp. Time to start over. Again.
Look at my post above in the first line

I seem to be missing something,because I can't get the duct system to make any noteworthy changes to a room's temperature. My setup is as follows;

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

I don't even have my Hotbox set up because the ductwork behaviour is refusing to cooperate with the logic I'm assuming it runs on; Take in air (Any temperature),cool it down,and send it to an outlet.
So like myself you seem to want to run everything on a large scale network. For certain areas you'll need to either let the industrial coolers be in separate rooms with no ducting, or add various small buildings housing the industrial machine and layout your ductwork accordingly. I'm not a master at this of any sort but I've got the what I thought most of the logic down. I still run into small issues I try to fix in various ways but maybe this post will help you a bit.
Title: Re: [A17] RedistHeat (Jul 07, v47) Updated for A17
Post by: Morgloz on July 07, 2017, 04:18:50 PM
Good to see someone who knows the code is back :)
As for the NaN bug, it's probably caused by an invalid division (it might be cause by the target temperature hitting infinite, I don't know in C# how that plays out, but bad division is much more likely). 

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

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

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

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

I found it happens when the CompAir in the heater/cooler is null, but that shouldn't happen and I'm not been able to find out why it does
Title: Re: [A17] RedistHeat (Jul 07, v47) Updated for A17
Post by: Morgloz on July 07, 2017, 04:26:18 PM
I seem to be missing something,because I can't get the duct system to make any noteworthy changes to a room's temperature. My setup is as follows;

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

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

The intakes can only support four outlets. In my test world I made a room with  an industrial heater and an industrial cooler. Then I set the heater to heat the room to 51ºC to simulate a heat wave, and the cooler to cool the network. After that I built an intake taking air from that room and connect it to the cooler network. Finally I ran the network to another room and connect it to four outlets, one facing inside the other outside(to test the intake on max force). The network is still capable to cool the room down to -10 easily
Title: Re: [A17] RedistHeat (Jul 07, v47) Updated for A17
Post by: Morgloz on July 07, 2017, 04:30:32 PM
Does the industrial cooler, cool a room or do you want put the cold into the ductsystem ?
Like i mention a few posts before, that currently not working, and i don't think Morgluz fixed that issue yet.
Currently you only can use industrual cooler/heater to work at the room, when they try to put it into the duct system they don't generate any flow.
You need to use the industrial cooler like the standard cooler, build them into the wall, put 1-2 exhaust port right behind, or somewhere outside and connect cooler and port with duct.

They don't generate flow, and that is intended. The ideal setup is to put an intake outside, run the network to the cooler, and then run the network to some outlets. The placing and fisical orders are irrelevant, you can have the intake, then the outlets, then the cooler and it will work, as long as they are connected to the same network.
Title: Re: [A17] RedistHeat (Jul 07, v47) Updated for A17
Post by: PreDiabetic on July 07, 2017, 04:38:41 PM
This mod is on my wish list. As soon as NaNc bug fixed I'm on train. Good luck.
Title: Re: [A17] RedistHeat (Jul 07, v47) Updated for A17
Post by: Riddle78 on July 07, 2017, 04:40:30 PM
Snip

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

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

Snip

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

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

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

I'll test with the official version,and see if anything's changed.
Title: Re: [A17] RedistHeat (Jul 07, v47) Updated for A17
Post by: Morgloz on July 07, 2017, 04:44:52 PM
Snip

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

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

Snip

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

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

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

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

The official version had a lot of balance changes, I made the inlets less strong in terms of net temperature change and the heaters/coolers have been buffed
Title: Re: [A17] RedistHeat (Jul 07, v47) Updated for A17
Post by: lperkins2 on July 07, 2017, 06:47:29 PM
Good to see someone who knows the code is back :)
As for the NaN bug, it's probably caused by an invalid division (it might be cause by the target temperature hitting infinite, I don't know in C# how that plays out, but bad division is much more likely). 

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

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

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

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

I found it happens when the CompAir in the heater/cooler is null, but that shouldn't happen and I'm not been able to find out why it does

How can a null compAir cause that?  I would expect it to crash, since it's trying to access attributes on compAir.  Do you mean compAir.connectedNet is null?  Otherwise, the question is how you get an industrial heater/cooler that hasn't had SpawnSetup called, or whose GetComp<CompAirTrader> returns null. 
Title: Re: [A17] RedistHeat (Jul 07, v47) Updated for A17
Post by: CheaterEater on July 07, 2017, 07:48:48 PM
I made a few tests with the updated version, here are some numbers for heating/cooling. These were tested in a 5x5 room with single walls in a temperate biome (~24C). If ducting was involved, it was one inlet in ambient air plus one outlet in the room. Industrial coolers had 6 exhaust ports. Heaters and coolers were set to very high/low values to max the output.

One cooler (medium): -36C
One heater (small vanilla): 64C
Industrial heater in room: 146C
Industrial cooler output into room: -105C

Industrial hooked up to ducts: -96C
Industrial cooler ->double thick walls, 5x5 room ->ducts-> single wall 5x5 room: -96C (and the first room was at -108C)
Industrial heater hooked up to ducts: 106C
Duct cooler (ducts only): -80C
Duct cooler exhaust (reversed cooler): 135C

Industrial cooler exhaust duct only (the cooler exhaust hooked up the ducts exhaust into a room): exhaust room reaches ~240C, cooler room reduced to 15C (so the ducted exhaust can't keep up)
Industrial cooler exhausted into a room: exhaust room reaches 156C
Industrial cooler exhausted into duct (ambient): exhaust room is at ambient, ducts take all heat. Cooled room reaches -36C. Bumping up to 4 outlets in ambient lets cooled room reach -85C.

And power usage:
Cooler (vanilla) & duct cooler: 200W
Heater (small vanilla): 100W
Industrial heater: 500W
Industrial Cooler + 6 exhausts: 400W for cooler, 100W per exhaust = 1,000W.

So overall, I would say the duct cooler is a little too powerful, as it reaches -86C for the same power cost as the vanilla cooler reaching -36C. Its exhaust is also too powerful as it's better than the industrial heater. The industrial cooler exhaust is too much as well, but the cooler itself seems good. The industrial heater could put more heat into the ducts to get closer to its in-room
performance. The ducts are still way better than before, they will be much more useful.

One final note: I got the NaNC bug in the unofficial version in my ducts coming from a steam vent and in the vent. I flipped the output of the duct off and on a few times and the problem fixed itself, even at the vent. Hope that helps.
Title: Re: [A17] RedistHeat (Jul 07, v47) Updated for A17
Post by: Morgloz on July 07, 2017, 08:57:30 PM

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


Okay I'll nerf it a bit

The industrial cooler exhaust is too much as well, but the cooler itself seems good.

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

The industrial heater could put more heat into the ducts to get closer to its in-room performance.

Ok, I'll buff it a bit.

The ducts are still way better than before, they will be much more useful.

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

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

There were other mods installed?
There were any industrial heaters/coolers connected to that network?
And, (of this one I almost know the answer) Did it happened on colony load?
Title: Re: [A17] RedistHeat (Jul 07, v47) Updated for A17
Post by: Morgloz on July 07, 2017, 08:59:35 PM
How can a null compAir cause that?  I would expect it to crash, since it's trying to access attributes on compAir.  Do you mean compAir.connectedNet is null?  Otherwise, the question is how you get an industrial heater/cooler that hasn't had SpawnSetup called, or whose GetComp<CompAirTrader> returns null.

It hapens on colony load and I don't know why, but I'm been trying to reproduce the bug in my computer so I can fix it.
Title: Re: [A17] RedistHeat (Jul 07, v47) Updated for A17
Post by: PixelBitZombie on July 07, 2017, 09:35:57 PM
So I didn't realize Intakes could be used on the outside, probably better used that way too.
So I used two, and incorporated 3 Out-takes (outlets) non smart, at 64f air non-stop. With 12 central cooling units filling a very large living quarter at 70-73 all throughout the quarter. Maybe I need more units, maybe I'm not doing it right. But at 64f I figured 3 outlets would push it to 64f instead of 70f.

http://imgur.com/a/QDZ3z
Title: Re: [A17] RedistHeat (Jul 07, v47) Updated for A17
Post by: CheaterEater on July 07, 2017, 11:57:57 PM
Technically it has the same power to cool as the industrial heater has to heat, but cooling generates a positive heat gain. That's why it generates so much heat.

There were other mods installed?
There were any industrial heaters/coolers connected to that network?
And, (of this one I almost know the answer) Did it happened on colony load?

Moreso I meant that it seemed easier to build a cooler and run it in reverse than a heater. If the heat out is the same on both sides then that's right. I guess the balance is in the cost.

On load the temperature in the vent room was 0C, after which it became NaNC. I don't remember if the duct was at NaNC. Tons of other mods installed, of course, so I don't have any idea which one it could be. No other heaters/cooler connected to the network, only inlets and one outlet.

Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: Morgloz on July 08, 2017, 12:08:21 PM
Okay, I finally fixed the NaNC bug! I updated the download link.
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: Canute on July 08, 2017, 12:26:56 PM
You made another exam at bughunting !! ? :-)
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: SpaceDorf on July 08, 2017, 12:49:46 PM
Can't a guy play one hour in peace without having a mod update again ? ;D
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: Morgloz on July 08, 2017, 03:23:54 PM
Can't a guy play one hour in peace without having a mod update again ? ;D

Well, I stacked two changes because before making a new release, because I know that feeling  ;)
Actually, I think that mod management is the only advantage that the Steam version has over the DRM-free version
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: SpaceDorf on July 08, 2017, 03:29:13 PM
Can't a guy play one hour in peace without having a mod update again ? ;D

Well, I stacked two changes because before making a new release, because I know that feeling  ;)
Actually, I think that mod management is the only advantage that the Steam version has over the DRM-free version

Which still does not outweigh the disadvantages in my eyes :)
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: faltonico on July 08, 2017, 05:45:05 PM
Thanks a lot for squashing that bug!
You forgot to remove the debug log though:
Code: [Select]
RedistHeat: DuctOutlet count 138 pushers 48 pullers 12 force 4 result -0.51491
Verse.Log:Message(String)
RedistHeat.Building_DuctComp:Equalize()
RedistHeat.Building_DuctComp:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Also, can you make it so it ticks as rarely as possible? For performance sake?
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: Morgloz on July 08, 2017, 07:51:19 PM
Thanks a lot for squashing that bug!
You forgot to remove the debug log though:
Code: [Select]
RedistHeat: DuctOutlet count 138 pushers 48 pullers 12 force 4 result -0.51491
Verse.Log:Message(String)
RedistHeat.Building_DuctComp:Equalize()
RedistHeat.Building_DuctComp:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Also, can you make it so it ticks as rarely as possible? For performance sake?
Ops! I'll hide it, but I might wait to do more changes to the code before drafting a new release. They tick at the same rate as the vanilla temperature buildings, as far as I know
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: faltonico on July 08, 2017, 09:30:28 PM
Thank you for checking that out!
I tested it for a little while, ductwork seems to be working as intended, i couldn't make it work in A16 (or i'm just that dumb). But now, I can have an industrial cooler to cool a room directly thru the network and not by first attaching it to a room.
I haven't tested the efficiency though, that was a major setback for me as well in the A16 version.

Again thank you for maintaining this mod, it is really handy!
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: hoaxdream on July 08, 2017, 11:13:24 PM
i have a question about the stable temp of industrial cooler/heater, i did a test of same size of 2 room 7x7, the first room have 1 medium cooler and the other have 1 industrial cooler, i set both to -30c, the medium has a stable temp of -29 to -30c while the industrial cooler temp is flactuating to -27c to -30c and sometimes droping to -26c, i think it's weird that medium is better than industrial considering the amount of steel needed for industrial is huge which is 300 steel compared to medium 90 steel, for now i build medium as i got stable temp with that one with the cost of low needed steel
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: Canute on July 09, 2017, 03:15:27 AM
When a single medium cooler is enough to cool the room, why do you think to build an industrial one ? You should compare it in a room which need 3 medium coolers.
But basicly you right, the reaction of the industrial could be better so he keep the temp. closer by the -30C.

Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: hoaxdream on July 09, 2017, 03:50:44 AM
When a single medium cooler is enough to cool the room, why do you think to build an industrial one ? You should compare it in a room which need 3 medium coolers.
But basicly you right, the reaction of the industrial could be better so he keep the temp. closer by the -30C.



obviously industrial cooler's purpose is for bigger room sizes hence it should be easily for it, to cool a small room, the logic is the smaller one can do it why not the bigger one which is better
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: Canute on July 09, 2017, 04:32:16 AM
Sorry your logic isn't complete. Not allways is bigger better in any way. Ind. cooler can/should cool a larger room with less power then you would need then with regular coolers.
From the expierence of RL, bigger is mosttimes slower in responce, heavy mashines need longer time to get at the working speed to 100%. Maybe this behavior comes into this mod too, lets wait what morgloz say about it.
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: hoaxdream on July 09, 2017, 05:43:58 AM
Sorry your logic isn't complete. Not allways is bigger better in any way. Ind. cooler can/should cool a larger room with less power then you would need then with regular coolers.
From the expierence of RL, bigger is mosttimes slower in responce, heavy mashines need longer time to get at the working speed to 100%. Maybe this behavior comes into this mod too, lets wait what morgloz say about it.
lol im sorry too,i think you misunderstood what im trying to say here,i didn't say that the bigger is always better, i just said that the "smaller one can do it why not the bigger one which is better" the upgraded version of medium cooler, more superior, that's why you upgrade because it's more powerful, btw i also test it in bigger room, and same result not stable temp, it is always flactuating like i said from my previous post and that is my point here temp is flactuating compared to regular coolers which is stable, and maybe it's true that heavy machine takes longer time to get working 100%, but i did my test on the coolers 10 days in-game time and came up with same result. and yes that's what im trying to do from the very start, waiting only for the author's response.
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: Morgloz on July 09, 2017, 07:43:41 AM
i have a question about the stable temp of industrial cooler/heater, i did a test of same size of 2 room 7x7, the first room have 1 medium cooler and the other have 1 industrial cooler, i set both to -30c, the medium has a stable temp of -29 to -30c while the industrial cooler temp is flactuating to -27c to -30c and sometimes droping to -26c, i think it's weird that medium is better than industrial considering the amount of steel needed for industrial is huge which is 300 steel compared to medium 90 steel, for now i build medium as i got stable temp with that one with the cost of low needed steel

I implanted hysteresis in the industrial heater/cooler so they are not on high power consumption all time, in fact, the industrial cooler can cool way more than -30C
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: hoaxdream on July 09, 2017, 08:25:06 AM
i have a question about the stable temp of industrial cooler/heater, i did a test of same size of 2 room 7x7, the first room have 1 medium cooler and the other have 1 industrial cooler, i set both to -30c, the medium has a stable temp of -29 to -30c while the industrial cooler temp is flactuating to -27c to -30c and sometimes droping to -26c, i think it's weird that medium is better than industrial considering the amount of steel needed for industrial is huge which is 300 steel compared to medium 90 steel, for now i build medium as i got stable temp with that one with the cost of low needed steel

I implanted hysteresis in the industrial heater/cooler so they are not on high power consumption all time, in fact, the industrial cooler can cool way more than -30C

thanks, but i know that it can cool more than -30c i just set it to -30c for stable temp testing and comparing to the other cooler. is it possible to make the cooler to have stable temp? for sample i set it to -200c the temp is fluctuating to -196 to -200 unlike the medium cooler its stable -199c to -200c, btw i did a test on a 2 large room size, 20x medium cooler and on the other room 20x indust cooler both set at -200 target temp.
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: tobi1449 on July 12, 2017, 02:21:12 PM
Correction: Smart Duct Outlets seem to eat both upper and lower ducts laid in their square when switching them between upper and lower.
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: Nafensoriel on July 12, 2017, 03:40:26 PM
/snipsnip

thanks, but i know that it can cool more than -30c i just set it to -30c for stable temp testing and comparing to the other cooler. is it possible to make the cooler to have stable temp? for sample i set it to -200c the temp is fluctuating to -196 to -200 unlike the medium cooler its stable -199c to -200c, btw i did a test on a 2 large room size, 20x medium cooler and on the other room 20x indust cooler both set at -200 target temp.

Earlier in the thread morgolz mentioned he uses hysteresis with some of these systems. This would practically simulate how large air systems operate in real life.

The best example I can give is looking at how two wheels operate.. One being directly connected to the motor(like eletric) and one being connected via a transmission and other associated gears like a car.  The direct connected engine typically will have a smaller adjustment range but will respond faster when power is applied. The transmission connected wheel will take significantly longer for energy to reach the wheel but will have more overall selection in how to apply that power once running.

Basically a smaller cooler/heater is quick but can't cool very well..
A large cooler/heater on the other hand has to rev up to operating temp and is thus slower but it can cool significantly more.

This plays out well in game with the mod.. if you are seeing wild temp fluctuations with a large cooler you might have installed it long before you actually needed that power.

Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: moonra on July 12, 2017, 10:53:22 PM
I'm getting a constant

Exception ticking RedistHeat_DuctIntake197237: System.NullReferenceException: Object reference not set to an instance of an object
  at RedistHeat.Building_DuctComp.Equalize () [0x00000] in <filename unknown>:0
  at RedistHeat.Building_DuctComp.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

RedistHeat: DuctOutlet count 432 pushers 16 pullers 16 force 4 result 4.523601
Verse.Log:Message(String)
RedistHeat.Building_DuctComp:Equalize()
RedistHeat.Building_DuctComp:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

spam on the debug log when I set heaters to network. I had a few Smart Outputs connected to the network but it wasn't working, so I read that you need an Input to generate flow, so when I added it that spam started.


Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: copious on July 22, 2017, 05:13:24 AM
Not a single video or pic anywhere that makes any sense about this mod. Looked everywhere. I know I'm not using it well.
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: manelmp66 on July 22, 2017, 05:19:01 AM
In the first page has a video link.
Not totally explanatory, but for a first approach is ok
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: copious on July 22, 2017, 07:21:31 PM
I think im relatively intelligent. That video is cancerous. A simple picture of someones base showing its implementation would suffice.
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: AngleWyrm on July 22, 2017, 07:29:31 PM
(https://bw-1651cf0d2f737d7adeab84d339dbabd3-gallery.s3.amazonaws.com/images/image_2680267/1234b30bb074eaba407918f458496e04_original.jpg)
I think im relatively intelligent.
That video is cancerous.
A simple picture of someones base showing its implementation would suffice.

There's probably a reason no simple pictures of a base showing it's implementation have been produced.
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: copious on July 23, 2017, 12:59:23 AM
(https://bw-1651cf0d2f737d7adeab84d339dbabd3-gallery.s3.amazonaws.com/images/image_2680267/1234b30bb074eaba407918f458496e04_original.jpg)
I think im relatively intelligent.
That video is cancerous.
A simple picture of someones base showing its implementation would suffice.

There's probably a reason no simple pictures of a base showing it's implementation have been produced.

This is an astute observation.  :o
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: abracadabra on July 23, 2017, 12:59:15 PM
I have a problem.
I have two colonies. When I switch camera to one of them, coolers in other are not working. Maybe someone knows how to fix it?
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: copious on July 24, 2017, 02:07:35 AM
I have a problem.
I have two colonies. When I switch camera to one of them, coolers in other are not working. Maybe someone knows how to fix it?

Show some pics bro
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: abracadabra on July 24, 2017, 06:49:23 AM
I built a freezer with indusrial cooler and it works fine, keeping temperature at ~ -30 C:
(http://i.imgur.com/HGCon3n.jpg)
Then I moved camera to my other colony:
(http://i.imgur.com/ryLQ7tz.jpg)
While I don't look at first colony, industrial cooler there does not work so freezer warms up:
(http://i.imgur.com/ubWlXCC.jpg)

I tried it on other coolers, only industrial cooler has this bug.
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: copious on July 24, 2017, 06:57:50 PM
I believe you need to give the system "flow" with vents. However I haven't been able to do that properly. If anyone finds a picture of someones base that is effectively using this mod, please share.

also your target temperature is not your actual temperature. Put the mouse over the freezer and you will see on the bottom right that your temps are probably not anywhere near -30.
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: abracadabra on July 25, 2017, 06:49:03 AM
I believe you need to give the system "flow" with vents. However I haven't been able to do that properly. If anyone finds a picture of someones base that is effectively using this mod, please share.

also your target temperature is not your actual temperature. Put the mouse over the freezer and you will see on the bottom right that your temps are probably not anywhere near -30.
You didn't understood, it works fine while I look at map that contains it. When I do not watch it, it does not work.

That were screenshots from testing world. In main playing world I have this construction:
(http://i.imgur.com/zHwmoMB.jpg)
One cooler cools air in special room, intakes take it to network, network is cooled by second cooler and then cooled air is going to freezer.

And this also does work only when you are on the same map with it. When you switch map, industrial cooler does not work:
(http://i.imgur.com/djDtfy6.jpg)
(http://i.imgur.com/IA4xRvY.jpg)
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: copious on July 25, 2017, 12:23:07 PM
I did understand. I will test your implementation. The fact that it turns off when you switch map should be an incompatibility issue or a problem with the mod. My guess is only the creator can help on that one.
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: moonra on July 26, 2017, 02:27:09 AM
I'm trying to heat my base with industrial heaters built on the hallways but for some reason they don't seem to want to put the hallway at 21ºC, but if I close the area the heaters are in and put a few active vents pushing air to the hallway then they have no issues keeping it at 21ºC.
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: Anvil_Pants on July 28, 2017, 11:42:59 AM
abracadabra's use of industrial cooler is normal, and you can see that by the blue output and room outlines on the selected cooler in the screenshot. Redist coolers work as both normal and duct coolers. Only the so named "duct cooler" is made for only attaching to ducts. The others output into rooms and also attach to ducts.

It looks to me like what it looks to abracadabra. That cooler isn't being calculated when its map is in the background. I'll bet on that being because the industrial cooler is mod-only code and the code predates world map and multiple colonies.

I think im relatively intelligent.
That video is cancerous.
A simple picture of someones base showing its implementation would suffice.

There's probably a reason no simple pictures of a base showing it's implementation have been produced.

This is an astute observation.  :o

The reason is you haven't done it, and neither have we.
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: Anvil_Pants on July 28, 2017, 11:56:21 AM
I'm trying to heat my base with industrial heaters built on the hallways but for some reason they don't seem to want to put the hallway at 21ºC, but if I close the area the heaters are in and put a few active vents pushing air to the hallway then they have no issues keeping it at 21ºC.

Reason is industrial heater is coded differently than the rest. It uses hysteresis (https://en.wikipedia.org/wiki/Hysteresis) so that the heater turns on briefly, waits for temperature to reach goal, then turns off and waits for temperature to fall some degrees below goal, then turns on again. This is both a power saving and a simulation choice by the author.

Likely reason for vents being more stable is that the duct network is a closed system and its temperature is less variable. The vents are not coded to simulate fluctuating temperature. Could be mistaken, but I don't think that Redist is using air input to account for the work needed to heat/cool the air taken into the unit. It doesn't have an air intake building. I think it's working like vanilla heater and coolers do, where only the rooms matter.

Therefore, the duct network is essentially a closed room, in how its internal temperature behaves.
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: moonra on July 28, 2017, 03:43:53 PM
I'm not using ducts, though, I was using them before but was getting error reports on the log [which I reported a few posts back, you can check it if you want, not gonna paste it here to not make the post unnecessarily long] when I used intakes. I set up the heaters in a small, 3x5 I think, room with 5 active vents pushing air to the "room" next to it which is actually the hallways as well since I removed the door to the room. Images say more than words, right? Easier to show than tell.

Here's the setup I'm using that works: (https://i.imgur.com/XH6PyL0.jpg?1)
Heaters are turned off right now 'cause it's early Fall in a Temperate Forest, but in Winter I can heat the entire base with only one heater on.

But if I leave it like this: (https://i.imgur.com/ML4PYjz.jpg?1)
then it just doesn't work, the heaters only go full power for a split second every few seconds and the temperature keeps fluctuating between 18 and 19ºC on the hallway itself, which that area is part of with the walls down. I created a Cold Snap to simulate Winter, btw, it's -6ºC outside at 7AM.

Edit: Holy crap, imgur compression if you don't upload pics to an account is AGGRESSIVE.
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: Apo on July 31, 2017, 08:30:56 PM
Hi I found another bug. When I have a room with a embrasure it doesn't recognise it as a closed room so it can't cool it properly. It apply both  to vent and duct intake and outlets.
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: Canute on August 01, 2017, 03:42:43 AM
Because most embrasure didn't even close the room (from the temperature point) even when you can't walk over them the air can flow nearly freely out/in.

You will  have problems to heat/cool with regular air-condition system with embrasure at the walls, this has nothing to do with this mod.
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: Apo on August 01, 2017, 06:57:24 PM
Thanks for the replay, my bad. So I have to re think my strategy of defending ;)
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: titanjones on August 27, 2017, 11:47:43 PM
I'm getting a constant

Exception ticking RedistHeat_DuctIntake197237: System.NullReferenceException: Object reference not set to an instance of an object
  at RedistHeat.Building_DuctComp.Equalize () [0x00000] in <filename unknown>:0
  at RedistHeat.Building_DuctComp.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

RedistHeat: DuctOutlet count 432 pushers 16 pullers 16 force 4 result 4.523601
Verse.Log:Message(String)
RedistHeat.Building_DuctComp:Equalize()
RedistHeat.Building_DuctComp:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

spam on the debug log when I set heaters to network. I had a few Smart Outputs connected to the network but it wasn't working, so I read that you need an Input to generate flow, so when I added it that spam started.

same issue. Had 3 multipurpose coolers, 2 intake vents with flow between 16 and 34, hooked up to a network and arouond 5 or 6 smart outputs and suddenly got a heat wave and the whole system which worked for 2 years went to shit. This error kept popping up until i deleted my entire cooling system. I couldnt figure it out. Closed/opened all output vents, no change. added another mulitipurpose cooler, no change. Added more intakes no change. I just deleted everything and wasted money just using vanilla cooling. Much easier/but more wasteful, but at least bug is gone. I love this mod, but it just doesnt work. Hvaent tried the industrial coolers.
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: Actarion on September 27, 2017, 03:55:39 PM
hello Morgloz and thanks for the mod ! being able to heat up (or cool down) a big room whit less than 40 heater is really helpfull  ;D

but, i have some trouble whit the duct system ???. I have run some test, and discovered that it's more efficience (rougly double the temperature :o) to heat up a room whit industrial heater, then push that hot air in the duct network trough intake than directly connecting that same heater to the network.

I found that a bit weird, isn't it more logical to directly connect the heater to duct network ? or did i really miss something during my test ?
I belive it's due to the air temperature behing cold before the heater, but, it's, a weird way of work IMO.

anyway, thanks for the mod :) ! And sorry for bad eng :s
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: sirgzu on October 11, 2017, 11:26:53 AM
I tried connecting a duct intake to a duct outlet with pipes and they all look wonky (even though they're all located in a straight line, the pipe graphics orientation are random) and flow is set to 0. I guess it's not working right?
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: lperkins2 on November 12, 2017, 07:37:04 PM
I tried connecting a duct intake to a duct outlet with pipes and they all look wonky (even though they're all located in a straight line, the pipe graphics orientation are random) and flow is set to 0. I guess it's not working right?

Did you by chance install the mod in an existing game?  It has issues if you do that, there was a fix (editing the save file), but I don't remember the details.
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: Sadaharu on November 20, 2017, 02:12:34 AM
Hi, any chance this mod gets an update for B18?.
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: Morgloz on November 22, 2017, 02:24:27 PM
I will start working on it this weekend :)
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: deathstar on December 04, 2017, 11:28:31 AM
I will start working on it this weekend :)

I love you.
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: Mst on December 06, 2017, 02:20:12 PM
Is it safe to start without RedistHeat and add it later?
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: Canute on December 06, 2017, 03:00:36 PM
At A17 it is was safe to add it later.
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: JinxVanAshke on December 09, 2017, 08:25:11 PM
I wonder if you might be having the same wall destroy bug that a few other mods were having Invisible Conduits and a few others and they mentioned this line of code fixing the problem...I am prolly an idiot for even poking my nose in this but, figured better look like an idiot than not try to help at all.

Thanks for this update! Was waiting for these to come out.   ;D

Still having some issues when it comes to building them on custom walls, although, this time around vents & coolers will be built... at the cost of the wall being deconstructed first.  :P No go when you put the wall blueprints back either, because pawns will deconstruct the vent/coolers to rebuild the wall. Not sure why that happens, even if I use the vanilla bases & tags for my own wall defs it's still the same deal, but I guess I'll stick with God mode-ing them in for those modded-in walls or use the default walls instead for those, no biggie...

EDIT: Figured it out! (Because another mod that I used & just updated the version to had this same issue of deconstructing walls before construction):     

Code: [Select]
<clearBuildingArea>false</clearBuildingArea>
In order for Better Coolers/Vents to work with custom walls, this line needed to be added to the defs for the coolers/vents to prevent pawns from being silly and destroying the walls altogether. :D
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: lance_hardwood on January 04, 2018, 05:37:47 AM



                                          F
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: Mst on January 04, 2018, 08:50:11 AM



                                          F

Was so excited when I saw notification on the thread update in my mail.
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: Ramsis on January 05, 2018, 12:20:12 PM



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Don't wake up a thread to pay respects schmuck.
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: lance_hardwood on January 06, 2018, 05:45:05 AM
Don't wake up a thread to pay respects schmuck.

kek, bubkes
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: Harry_Dicks on January 06, 2018, 07:10:23 AM
He-Man respec, He-Man protec
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: Morgloz on January 12, 2018, 05:00:29 PM
The mod is updated! Sorry for the delay and the lack of information, sometimes life gets in the way
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: Mst on January 12, 2018, 05:28:26 PM
The mod is updated! Sorry for the delay and the lack of information, sometimes life gets in the way
Awesome! Loved the artwork last time I played.
I really hope it will work on my existing colony. Is it possible to move from other temperature mod to RedistHeat considering it was only activated but no object have ever been built? Of course I will deconstruct every vanilla cooler/heater I have at the moment as it is said in the first post.
By the way, can the pipes be hidden under the floor?
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: Morgloz on January 12, 2018, 06:56:59 PM
I really hope it will work on my existing colony. Is it possible to move from other temperature mod to RedistHeat considering it was only activated but no object have ever been built? Of course I will deconstruct every vanilla cooler/heater I have at the moment as it is said in the first post.
Probably not, even moving from a save without other temperature mods(I still can't figure why). But if you make a backup of the save it doesn't hurt to try.

By the way, can the pipes be hidden under the floor?
Not for now, but is in the list of improvements
Title: Re: [B18] RedistHeat (Jan 12, v48) Updated to B18
Post by: Harry_Dicks on January 12, 2018, 08:31:05 PM
Hell yeah, I can't wait to try this out! 8)
Title: Re: [B18] RedistHeat (Jan 12, v48) Updated to B18
Post by: Kirby23590 on January 13, 2018, 04:57:37 AM
Yay! Can't wait to go back with this mod!
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: Mst on January 13, 2018, 10:27:43 AM
I really hope it will work on my existing colony. Is it possible to move from other temperature mod to RedistHeat considering it was only activated but no object have ever been built? Of course I will deconstruct every vanilla cooler/heater I have at the moment as it is said in the first post.
Probably not, even moving from a save without other temperature mods(I still can't figure why). But if you make a backup of the save it doesn't hurt to try.

That's some bad news. Sure I will try the next time I play but perhaps there is a way with some manual work to improve my chances? I remember back in a16 I added it with no problem.

Upd.
Well I got a chance to test it. I added RedistHeat to my save after I disabled CCC and deconstructed every vanilla cooler/heater. Everything seems to be working fine. I can't be sure how true it is to the author's intended result but there are no error messages and objects seems to be doing what they are supposed to (heaters heat, coolers cool, ducts push and pull).

The only thing is now my debug log is filled with such messages:
Code: [Select]
RedistHeat: DuctOutlet count 24 pushers 4 pullers 16 force 1 result 50.34642
Verse.Log:Message(String)
RedistHeat.Building_DuctComp:Equalize()
RedistHeat.Building_DuctComp:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

They are white so I guess it's not an error but the message pops every tick or so.

So the main question is: am I ok to continue using RedistHeat or this message is a bad sign?
Title: Re: [A17] RedistHeat (Jul 08, v47a) Fixed NaNC bug
Post by: sidfu on January 14, 2018, 06:37:42 PM
I really hope it will work on my existing colony. Is it possible to move from other temperature mod to RedistHeat considering it was only activated but no object have ever been built? Of course I will deconstruct every vanilla cooler/heater I have at the moment as it is said in the first post.
Probably not, even moving from a save without other temperature mods(I still can't figure why). But if you make a backup of the save it doesn't hurt to try.

That's some bad news. Sure I will try the next time I play but perhaps there is a way with some manual work to improve my chances? I remember back in a16 I added it with no problem.

Upd.
Well I got a chance to test it. I added RedistHeat to my save after I disabled CCC and deconstructed every vanilla cooler/heater. Everything seems to be working fine. I can't be sure how true it is to the author's intended result but there are no error messages and objects seems to be doing what they are supposed to (heaters heat, coolers cool, ducts push and pull).

The only thing is now my debug log is filled with such messages:
Code: [Select]
RedistHeat: DuctOutlet count 24 pushers 4 pullers 16 force 1 result 50.34642
Verse.Log:Message(String)
RedistHeat.Building_DuctComp:Equalize()
RedistHeat.Building_DuctComp:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

They are white so I guess it's not an error but the message pops every tick or so.

So the main question is: am I ok to continue using RedistHeat or this message is a bad sign?

u can use thats jusst the debug left enabled by mod author. he probaly do a quick update to disable
Title: Re: [B18] RedistHeat (Jan 12, v48) Updated to B18
Post by: Mst on January 14, 2018, 08:39:14 PM
Glad to hear, thanks!
Title: Re: [B18] RedistHeat (Jan 12, v48) Updated to B18
Post by: Morgloz on February 03, 2018, 05:03:57 PM
I changed the code to allow the exhaust ports to be placed sideways to the cooler instead of just back-to-back be sure to update your mod to enjoy the benefits!
Title: Re: [B18] RedistHeat (Jan 12, v48a) Allowed exhaust port side placing
Post by: Minnigin on February 03, 2018, 05:33:28 PM
I changed the code to allow the exhaust ports to be placed sideways to the cooler instead of just back-to-back be sure to update your mod to enjoy the benefits!

Thank you
Title: Re: [B18] RedistHeat (Jan 12, v48a) Allowed exhaust port side placing
Post by: Kassidoo on February 15, 2018, 03:57:11 PM
Why did this just randomly happen? https://imgur.com/a/m7gxr aswell as https://imgur.com/a/OtIC3. Any idea?
Title: Re: [B18] RedistHeat (Jan 12, v48a) Allowed exhaust port side placing
Post by: Morgloz on February 16, 2018, 12:53:04 PM
Did it happen on colony load?
Title: Re: [B18] RedistHeat (Jan 12, v48a) Allowed exhaust port side placing
Post by: Daros on February 22, 2018, 10:42:34 AM
Is the network property of the mod working properly? For the life of me, I can't figure out how to set the Industrial heater to actually use the Network property properly.

I have the Industrial Heater in it's own little room adjecent to a guest bedroom. Like this: https://imgur.com/a/Io9K3
The heater is set to use NETWORK, target temperature is +200 c. I have pipes going to the adjecent bedroom. I have tried every possible combination I can think of with the intake and outlet ducts, yet as long as the Heater is set to use Network, no temperature changes happen, at all. That is, intake duct in the heater room, outlet duct in the bedroom = no change in tempeature. Other way around, = no change in temperature. Both ducts in both room, = no change in temperature...

Of course, if the Industrial heater is set to heat up it's own room, that works and I can then use vents to direct the heat to the bedroom, but I want to heat up just the bedroom only. So How does this actually work?

Is this something the mod just cannot do? Or am I using the network wrong? Any help would be appreciated.

Also, I'm not native english speaker, but I cannot help but think that the description on the ducts is the wrong way around? Assuming outlet duct means that it pushes air from the network into the target room, the wording for pulls air from the network sounds counter-intuitive. Same for the intake duct; to me it would make more sense for it to pull air from the target room into the network...

Title: Re: [B18] RedistHeat (Jan 12, v48a) Allowed exhaust port side placing
Post by: Canute on February 22, 2018, 11:15:19 AM
Quote
Is the network property of the mod working properly?
It wasn't working for me at previous versions. And i used cooler/heater just with the room function.

I remember someone mention that we did some mistake with the setup, but i can't find that posting anymore.
Title: Re: [B18] RedistHeat (Jan 12, v48a) Allowed exhaust port side placing
Post by: henk on February 26, 2018, 08:25:52 PM
Is the industrial heater works properly in b18?  In my game all my industrial heaters stuck on "current power use: low" despite the target temperature being way higher than the room temperature..

Is the network property of the mod working properly?

I could never make it work in the previous version in my megabase, only the room function worked well. Simply build a dedicated room with coolers and intake outlets, then drag your network to where its needed and add outlet.

1. Don't forget to adjust the cooler temp, and add more coolers and exhaust ports if they can't deliver (important for freezers during a heat wave, better keep one on standby then have everything spoil)

2. Don't forget to check the push pull values, or just make sure you have enough intake outlets for your base.

Here is how my setup looks like: https://imgur.com/a/5mHrb
Title: Re: [B18] RedistHeat (Jan 12, v48a) Allowed exhaust port side placing
Post by: grimsurgent on March 03, 2018, 01:55:05 PM
With Smooth Stone Walls, you can't smooth walls that have air vents in them
Title: Re: [B18] RedistHeat (Jan 12, v48a) Allowed exhaust port side placing
Post by: Harry_Dicks on March 12, 2018, 04:46:36 PM
Is this mod supposed to have a bunch of log spam when running? I get 2-3 these a second it seems like, and I really don't like it as this is pretty much non-stop pointless log spam. Can I turn this off, or is this not normal? For reference I'll also post the only things I've built from the mod.

(https://i.imgur.com/cGi5Kg4.png)

(https://i.imgur.com/zEJK5oX.png)
Title: Re: [B18] RedistHeat (Jan 12, v48a) Allowed exhaust port side placing
Post by: Kassidoo on March 12, 2018, 07:01:33 PM
Is this mod supposed to have a bunch of log spam when running? I get 2-3 these a second it seems like, and I really don't like it as this is pretty much non-stop pointless log spam. Can I turn this off, or is this not normal? For reference I'll also post the only things I've built from the mod.

I reported this a week ago I think, and I was under the impresion that the author released a new version without the debugging? Do you have the lastest steam release?
Title: Re: [B18] RedistHeat (Jan 12, v48a) Allowed exhaust port side placing
Post by: Harry_Dicks on March 12, 2018, 07:58:55 PM
I don't use anything from Steam. I'll have to see if I can find an updated version. Is that what you were able to do, and this resolved the issue for you? Also, thank you! :)
Title: Re: [B18] RedistHeat (Jan 12, v48a) Allowed exhaust port side placing
Post by: Harry_Dicks on March 13, 2018, 12:03:50 PM
I've got my 5 multipurpose coolers set to a target temperature of -2F, and the room that the (2)intakes are in is at 87F (by being separately cooled by 2 small coolers in the wall), however they are only able to get my walk in freezer down to 47F. I have only 2 intakes in the dining room, and the 3 exhausts into the cooler. Am I not doing something correctly? I have power going to everything, and it's been enough time for everything to be stabilized, but what's going on? Are these multipurpose coolers really that weak that 5 of them can't get a freezer this size down below the high 40sF?

EDIT: Adding a 3rd intake in the dining room has now increased the temperature in the freezer to the mid 50sF...

Also, my dining room is the same exact temperature as outside, despite having 2 small coolers set to 50F. 93F inside the dining room and outside as well..

EDIT2: Further testing, and reading about intakes vs outlets: if I swapped it around to only 1 intake and 4 outlets, my walk in freezer is working perfect now. Guess I just had too many intakes that it was over saturating the network with too much air that it couldn't cool down properly. Anyway, glad to have the mod working like I wanted it to now. I liked the other central climate control mod, but RedistHeat looks to be just a little bit more expansive, and is more of my particular flavor.

Thanks again for all of your hard work, OP! :)

(https://i.imgur.com/aOf9NZ9.png)
Title: Re: [B18] RedistHeat (Jan 12, v48a) Allowed exhaust port side placing
Post by: outcast14 on March 21, 2018, 10:46:15 AM
Great mod! I have these errors with B18 version. Pls help me fix it. Thanks in advance.

[attachment deleted due to age]
Title: Re: [B18] RedistHeat (Jan 12, v48a) Allowed exhaust port side placing
Post by: Canute on March 21, 2018, 11:03:13 AM
I suggest NOT to download the master, and use the latest link under release.
Mosttime the master don't contain nessesary compiled files (assemblies folder).
Title: Re: [B18] RedistHeat (Jan 12, v48a) Allowed exhaust port side placing
Post by: outcast14 on March 21, 2018, 04:42:22 PM
I suggest NOT to download the master, and use the latest link under release.
Mosttime the master don't contain nessesary compiled files (assemblies folder).
Thanks for the quick reply, it's working now without errors. I'll always keep in mind not to use mod's master. Thanks!
Title: Re: [B18] RedistHeat (Jan 12, v48a) Allowed exhaust port side placing
Post by: Renousim on April 01, 2018, 12:10:33 AM
I'm having issues with temperatures within rooms jumping between 3C to 19C to 23C to 31C. This is my first time ever using the mod and I've had nonstop issues with it where I cant figure out how to fix it. I'll post a picture of my system if needed.
Title: Re: [B18] RedistHeat (Jan 12, v48a) Allowed exhaust port side placing
Post by: randy on April 30, 2018, 04:29:05 AM
I'm having issues with temperatures within rooms jumping between 3C to 19C to 23C to 31C. This is my first time ever using the mod and I've had nonstop issues with it where I cant figure out how to fix it. I'll post a picture of my system if needed.
im getting that but its the outside temp going crazy
Title: Re: [B18] RedistHeat (Jan 12, v48a) Allowed exhaust port side placing
Post by: randy on April 30, 2018, 06:02:16 AM
i think i have found out the temperature bug has something to do with ducts the flow and output vents and im getting debug log spam which seems to be at the same time as the temp fluctuations

RedistHeat: DuctOutlet count 482 pushers 16 pullers 16 force 4 result 29.42971
Verse.Log:Message(String)
RedistHeat.Building_DuctComp:Equalize()
RedistHeat.Building_DuctComp:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
 
Title: Re: [B18] RedistHeat (Jan 12, v48a) Allowed exhaust port side placing
Post by: ψonic on May 08, 2018, 04:05:22 AM
If you got multiple colonies on same planet ductworking totally refuses to work in any colonies exept first main colony.
1st pic - random ductwork configuration in main colony, works fine
2nd pic - functionally same configuration in second colony, does not works
3rd pic - ducting from 2nd pic after saving and loading game, looks ok but still not functioning
This bug appears even if RedistHeat is only used mod. Debug log stays quiet

[attachment deleted due to age]
Title: Re: [B18] RedistHeat (Jan 12, v48a) Allowed exhaust port side placing
Post by: Morgloz on May 17, 2018, 12:51:32 PM
Now that I'm going to have some free time, I'm going to try to rewrite all the code for the ductwork, and I will try to make it compatible with multiple colonies :)

I'm thinking of restricting intake placing to outside only, it will make a lot of the code easier, and it will probably reduce overall confusion
Title: Re: [B18] RedistHeat (Jan 12, v48a) Allowed exhaust port side placing
Post by: Canute on May 17, 2018, 01:33:16 PM
You should delay it for the final RW release. Sure noone know a release date, but then you could enjoy your current summer free time, and coding at the winter.

About the intake only outdoors, basicly a bad idea.
Your mod was the only mod which could transport the temp. from one room to another. Sure currently it isn't working well, since you overpower the intakes, but these feature i liked very much at Redist heat.
Like when you want to exploid geysir's and transport their heat into your colony.
But when you restrice intakes to outdoor only, you can remove then completly.
Any cooler/heater push the temp. into the network and some waste-heat into the room/area they are placed.
Title: Re: [B18] RedistHeat (Jan 12, v48a) Allowed exhaust port side placing
Post by: Morgloz on May 17, 2018, 02:00:27 PM
I was going to add another intake with less power to make normal ductwork behave like vents and leave the original for setups with the industrial heater/cooler, but I guess you're right.
Title: Re: [B18] RedistHeat (Jan 12, v48a) Allowed exhaust port side placing
Post by: Morgloz on May 17, 2018, 02:14:52 PM
You should delay it for the final RW release. Sure noone know a release date, but then you could enjoy your current summer free time, and coding at the winter.

I actually enjoy coding, especially if it is without pressure, and between finishing my degree and the always well received paid work, there's no way I can ensure my availability later.
Title: Re: [B18] RedistHeat (Jan 12, v48a) Allowed exhaust port side placing
Post by: MonkeyDrone on July 05, 2018, 01:08:03 AM
You should delay it for the final RW release. Sure noone know a release date, but then you could enjoy your current summer free time, and coding at the winter.

I actually enjoy coding, especially if it is without pressure, and between finishing my degree and the always well received paid work, there's no way I can ensure my availability later.

How goes the work on the rewrite mate?
cheers.
Title: Re: [B18] RedistHeat (Jan 12, v48a) Allowed exhaust port side placing
Post by: publicuser on September 01, 2018, 03:17:26 AM
B19 version, pls
Title: Re: [B18] RedistHeat (Jan 12, v48a) Allowed exhaust port side placing
Post by: Thydeus on September 15, 2018, 12:02:56 AM
Will this be updated to B19?
Title: Re: [B18] RedistHeat (Jan 12, v48a) Allowed exhaust port side placing
Post by: publicuser on October 18, 2018, 04:53:58 AM
Now the game goes to 1.0, hope this mod to update
Title: Re: [B18] RedistHeat (Jan 12, v48a) Allowed exhaust port side placing
Post by: shadowstitch on October 26, 2018, 05:19:19 PM
Same here. I never really used the central AC/Ducting part, but the toggle vents, powered vents, and assorted heater/cooler sizes were just great. I'm just now starting to play 1.0 and I miss them terribly.

I tried updating the defs, but it just doesn't work. There's something in the assembly that needs tweaking, and I'm not quite to that point of desperation just yet. Bettervents/Bettercoolers is scratching the itch for now, but it's definitely not the same.
Title: Re: [B18] RedistHeat (Jan 12, v48a) Allowed exhaust port side placing
Post by: zmadz on October 26, 2018, 07:36:03 PM
I found about a similiar mod that i use while this one isn't updated, dubwise hygiene with radiators or climate control with similiar system
Title: Re: [B18] RedistHeat (Jan 12, v48a) Allowed exhaust port side placing
Post by: Morgloz on October 28, 2018, 04:54:54 PM
I was out finishing my final degree essay,I'll update the mod within the next couple hours
Title: Re: [B18] RedistHeat (Jan 12, v48a) Allowed exhaust port side placing
Post by: JesusKreist on October 28, 2018, 06:14:46 PM
I was out finishing my final degree essay,I'll update the mod within the next couple hours

Thank you thank you thank you!  ;D

Although I kinda like the radiator heating with warm water dubs hygiene does I thoroughly miss this mod in 1.0.
Mostly for the ability to effortlessly balance heat in rather large bases with superior vents and ducts.
Title: Re: [B18] RedistHeat (Jan 12, v48a) Allowed exhaust port side placing
Post by: PixelBitZombie on October 28, 2018, 06:43:46 PM
This, the vents are so damn good. I even tried went and tried to fix this mod. Couldn't do it, but I tried. We definitely need this updated, not a big fan of centralized climate.
Title: Re: [1.0] RedistHeat (Oct 29, v50) Ported to 1.0
Post by: Morgloz on October 28, 2018, 08:53:18 PM
Ported to 1.0, the steam version is not ready yet, and the github one is not thorougly tested, but I don't want to make you guys wait any longer :)
Title: Re: [1.0] RedistHeat (Oct 29, v50) Ported to 1.0
Post by: PixelBitZombie on October 28, 2018, 09:12:18 PM
Ported to 1.0, the steam version is not ready yet, and the github one is not thorougly tested, but I don't want to make you guys wait any longer :)

My man, thanks dude. I'm sure a lot of people were looking forward to this! <3
Title: Re: [1.0] RedistHeat (Oct 29, v50) Ported to 1.0
Post by: viperwasp on October 28, 2018, 11:47:07 PM
This mod was in my first ever mod pack. For some reason I have not really used it since about A14. Either not updated in time or I missed it. Or it conflicted with another mod. I have no idea the reason. But that was than... this is now. I do like this mod. It's nostalgic to me! Because only my oldest colonies had this! Feels like it's been forever. Thanks for the update.
Title: Re: [1.0] RedistHeat (Oct 29, v50) Ported to 1.0
Post by: moonra on November 01, 2018, 03:03:26 AM
Sweet! It might sound a bit silly but this is truly one of my favorite mods. First time I downloaded it, it was a joy to find out how much more convenient it made temperature control, so thanks a ton for the update!
Title: Re: [1.0] RedistHeat (Oct 29, v50) Ported to 1.0
Post by: shadowstitch on November 01, 2018, 03:50:43 PM
First off, thank you for updating this to 1.0. It remains an invaluable mod.

I keep noticing something strange with the temperature equalizing in Rimworld 1.0, that may be a vanilla issue entirely unrelated to redistheat, but redistheat doesn't solve the issue, either.  I don't think it's just my imagination.

Vents seem almost worthless, in how little they normalize temperature between rooms.

For example, if I build two identical adjacent 5x5 rooms, and put a heater/cooler in one and a vent between them, the temperature only normalizes a very limited amount between rooms compared to earlier versions.

Testing inside a cool base averaging 15c, a heater in one room will reach 21c easily. But an adjacent room connected by either a vanilla or redistheat vent will be practically unaffected, hovering around 17c. Even double walled, it doesn't remain insulated at all, and this gap only widens the colder the ambient temperature is.

Take a map with a cold ambient temp of -30c, two adjacent 5x5 rooms, double walled and connected by a vent, and only one with a heater. The heated room will struggle to maintain 19c, but the one next to it will barely approach 8c. Better than the outside temp, but still unsatisfactory. Adding two more heaters to the first room allows it to stay stable at 21c, but the room next to it still will not go above 10~12c.

When I have no choice but to put a cooler or heater in every room to maintain a stable temperature, it defeats the entire purpose of having vents in the first place. Is there any way to tweak the effectiveness of redistheat vents, to make them more efficient in trading temps?
Title: Re: [1.0] RedistHeat (Oct 29, v50) Ported to 1.0
Post by: Jiro on November 02, 2018, 03:07:40 AM
This looks really really good, better than Centralized Climate Control even. How well does it work with Bad Hygiene? Does it conflict at all?
Title: Re: [1.0] RedistHeat (Oct 29, v50) Ported to 1.0
Post by: Morgloz on November 02, 2018, 12:30:41 PM
Testing inside a cool base averaging 15c, a heater in one room will reach 21c easily. But an adjacent room connected by either a vanilla or redistheat vent will be practically unaffected, hovering around 17c. Even double walled, it doesn't remain insulated at all, and this gap only widens the colder the ambient temperature is.

Take a map with a cold ambient temp of -30c, two adjacent 5x5 rooms, double walled and connected by a vent, and only one with a heater. The heated room will struggle to maintain 19c, but the one next to it will barely approach 8c. Better than the outside temp, but still unsatisfactory. Adding two more heaters to the first room allows it to stay stable at 21c, but the room next to it still will not go above 10~12c.
I didn't notice any changes in the code regarding equalization. I'll check what can be done.
When I have no choice but to put a cooler or heater in every room to maintain a stable temperature, it defeats the entire purpose of having vents in the first place. Is there any way to tweak the effectiveness of redistheat vents, to make them more efficient in trading temps?
Not now, but I should be able to change the code to make the efectiveness tweakable
Title: Re: [1.0] RedistHeat (Oct 29, v50) Ported to 1.0
Post by: Morgloz on November 02, 2018, 12:32:08 PM
This looks really really good, better than Centralized Climate Control even. How well does it work with Bad Hygiene? Does it conflict at all?
I didn't hear anybody complaining about conflicts with Bad hygiene, so I guess it works well
Title: Re: [1.0] RedistHeat (Oct 29, v50) Ported to 1.0
Post by: HomoPuerRobustus on November 03, 2018, 01:13:12 PM
Quote
Also, to install RH on existing colonies, you must first destroy every vent and temperature building first.

Could you explain this, please? Will this mod will break vanilla vents, heaters, and coolers?
Title: Re: [1.0] RedistHeat (Oct 29, v50) Ported to 1.0
Post by: Morgloz on November 04, 2018, 07:41:40 AM
Yes, it breaks them
Title: Re: [1.0] RedistHeat (Oct 29, v50) Ported to 1.0
Post by: Babycakes on November 05, 2018, 09:31:57 PM
Could someone please do a quick fix and make this mod buildable on smooth walls?

Please please pretty pleeeease!
Title: Re: [1.0] RedistHeat (Oct 29, v50) Ported to 1.0
Post by: publicuser on November 09, 2018, 12:45:31 AM
Add some Simplified Chinese translations which untranslated based on existing translation, by master_wu. In attachment

[attachment deleted due to age]
Title: Re: [1.0] RedistHeat (Oct 29, v50) Ported to 1.0
Post by: Kassidoo on November 09, 2018, 08:51:53 AM
Hi, it seems the balancing of the heaters of this mod is off, I have 2 industrial heaters and somehow they are able to heat a massive base on ice sheet;
https://imgur.com/ad6d00e7-6f73-4f7c-b5ae-4f5aba90b42a

2 industrial heaters with 2 intakes (so total airflow of 32) and 35 outlets (I thought it was 4 airflow per outlet?) is somehow able heat all this to comfortable temperature even when outside temperature is -94*C
Title: Re: [1.0] RedistHeat (Oct 29, v50) Ported to 1.0
Post by: zmadz on November 13, 2018, 02:52:57 PM
i noticed today that it spams the log so much that it kills fps of a playable game :(
Title: Re: [1.0] RedistHeat (Oct 29, v50) Ported to 1.0
Post by: Asero on November 13, 2018, 08:54:02 PM
i noticed today that it spams the log so much that it kills fps of a playable game :(

Same problem here, though it luckily doesn't seem to affect the framerate on my end. It's pretty annoying though since it makes the log useless to track potential problems with other mods during gameplay or testing.

Edit: Seems if you have Debug mode enabled, you get your log spammed up with this nonsense. Also I just found out that this mod uses // Assembly-CSharp, Version=1.0.6864.30442 instead of // Assembly-CSharp, Version=1.0.6864.30166 (Stable version)

Either way, I'm moving on to something else.
Title: Re: [1.0] RedistHeat (Oct 29, v50) Ported to 1.0
Post by: Anexgohan on November 17, 2018, 01:09:28 AM
I'm getting this errors in yellow colour
"
Multiple nets on the same cell (169, 0, 130). This is probably a result of an earlier error.
Verse.Log:Warning(String, Boolean)
RimWorld.PowerNetGrid:Notify_PowerNetDeleted(PowerNet)
RimWorld.PowerNetManager:DeletePowerNet(PowerNet)
RimWorld.PowerNetManager:TryDestroyNetAt(IntVec3)
RimWorld.PowerNetManager:UpdatePowerNetsAndConnections_First()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

"
&
"

Two power nets on the same cell (169, 130). First transmitters: Power switch and Power switch.
Verse.Log:Warning(String, Boolean)
RimWorld.PowerNetGrid:Notify_PowerNetCreated(PowerNet)
RimWorld.PowerNetManager:RegisterPowerNet(PowerNet)
RimWorld.PowerNetManager:TryCreateNetAt(IntVec3)
RimWorld.PowerNetManager:UpdatePowerNetsAndConnections_First()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


"


Also my Debug Log is filled with this message in white colour

"
RedistHeat: Equalize pushers 32 pullers 32

RedistHeat: Intake net result temp: -22.38774 with diff: 318 force: 16 temp: 16.59494 count: 334

RedistHeat: Intake room result temp: 16.59212


RedistHeat: Outlet force: 4 with pullers: 32 and pushers: 32


RedistHeat: DuctOutlet count 218 pushers 32 pullers 32 force 4 result 17.37583


RedistHeat: Outlet result temp: 17.37583 with diff: 214 force: 4 temp: -22.38774 count: 218


"


Any idea what's going on.


Title: Re: [1.0] RedistHeat (Oct 29, v50) Ported to 1.0
Post by: NoCanDo on November 30, 2018, 04:58:59 AM
How do I turn off the logging? My log is being spammed with https://git.io/fprUn
Title: Re: [1.0] RedistHeat (Oct 29, v50) Ported to 1.0
Post by: Kirby23590 on November 30, 2018, 05:31:43 PM
For some reason the ductworks pipes graphics are bugged in my game...

I can build them but they are invisible in my game like i can't even see where the ductpipes are when they are built... Which can make it hard to look where the piping is... I hope there is a quick fix for these since this was my favorite cooling and heating mod for my freezers... :(
Title: Re: [1.0] RedistHeat (Oct 29, v50) Ported to 1.0
Post by: Soraphis on January 01, 2019, 08:16:25 AM
can we enable the issues on the github project?

from what i posted on the steam workshop side:


When I have no choice but to put a cooler or heater in every room to maintain a stable temperature, it defeats the entire purpose of having vents in the first place. Is there any way to tweak the effectiveness of redistheat vents, to make them more efficient in trading temps?

the equilization rate is sadly hardcoded: https://github.com/Morgloz/RimWorld-RedistHeat/blob/master/RedistHeat/Building/Building_Vents/Building_Vent.cs#L10

from my understanding this is the "problem".

i calculated 2 rooms 5x5, the first one staying constant at 21°C the second one is at 0°C and losing every tick 1% of its temperatur (due to not optimal insulation).




note that this is only a calculation based on the code, but it fits with my personal experiences using this mod.

sadly Active Vents have the same EQ-Rate...
Title: Re: [1.0] RedistHeat (Oct 29, v50) Ported to 1.0
Post by: Firebirdss on January 01, 2019, 09:31:22 PM
Hi I am having a problem with cooling/heating rooms. I have the Industrial Heater on a network of its own and connected to intakes and outputs but even with 3 of them cranked up to 196°F they barely manage to keep any one of my rooms warm except for the freezer.

https://imgur.com/RKK9ZFY
Title: Re: [1.0] RedistHeat (Oct 29, v50) Ported to 1.0
Post by: Soraphis on January 02, 2019, 09:30:30 AM
Hi I am having a problem with cooling/heating rooms. I have the Industrial Heater on a network of its own and connected to intakes and outputs but even with 3 of them cranked up to 196°F they barely manage to keep any one of my rooms warm except for the freezer.

https://imgur.com/RKK9ZFY

its just an assumption but:

You use the cold air from outside for your intakes, it should not be a problem with 3 industrial heaters though. same but vice versa for your top right cooling circuit.

____

my currenct colony is much larger and i have just 3 of those coolers for every room except freezer.

Title: Re: [1.0] RedistHeat (Oct 29, v50) Ported to 1.0
Post by: paragonid on February 05, 2019, 12:38:19 AM
(https://i.imgur.com/9FgQTdn.jpg)

Duct intake works like it's room heater rather than anything in my setup.
Room goes from -10C (suspended by in-wall freezer) to 25C+. Is it intended?

PS: can not find spoiler for image

UPD: Ah wait nutrient paste dispenser doesn't prevent .... uh it does. wtf
Title: Re: [1.0] RedistHeat (Oct 29, v50) Ported to 1.0
Post by: Andaius on February 08, 2019, 12:13:05 PM
Is it pointless putting heaters and duct coolers directly in the duct network to adjust heat? I have 8 intakes taking outside air, 4 each for upper(heat) and 4 lower (cooling ducts connected). I have intakes duct connected to 4 industrial heaters, that then go to the upper duct works to all the rooms. Same with the lower but I have 9 duct coolers. between outside air and my base.  All connected up via smart outlets for the rooms. Temp target set to 70 on everything.

All that ends up happening is base turn to outside temp, the heaters and cooler seem to do nothing to the air in the network.  Do you just have to make an indoor room to take air from? 1 for hot air and 1 for cool air?
Title: Re: [1.0] RedistHeat (Oct 29, v50) Ported to 1.0
Post by: LiteEmUp on March 30, 2019, 05:37:08 AM
maybe im not doing it correctly, but i cant just figure out why on some rooms on my base it is too cold or on some rooms it is too hot..

in the photo of my shower rooms and toilet rooms:
 - the left shower room is around same temp as nearly rest of my base
 - the right shower room seems always cold or lower temperature than normal
 - left toilet room is same as left shower room
 - right toilet room is always hot or above normal temps.
 - baby room, which is on right of women's dorm is slightly warm than average(around 2-3 degrees higher). but i noticed sometimes temp jump from 20-26 in an instant.. other rooms are normal, but this room has high temp fluctiations.


 on right shower room, i added a radiator to warm it up, but still no change. and right toilet room has an aircon, and still no change on temp too. i even added all the vents and whatever temperature controller from your mod and dub's hygiene, and still no temperature changes...
lol maybe you can help me out solve this problem

[attachment deleted due to age]
Title: Re: [1.0] RedistHeat (Oct 29, v50) Ported to 1.0
Post by: sajberhippien on February 10, 2020, 05:44:47 AM
Is there an up to date guide on this mod? I'm trying to make the industrial coolers, well, cool things, but so far the effect seems incredibly underwhelming (3 industrial coolers with 6 exhaust ports fail to cool down twelve 3x4 bedrooms, only dropping them from 38c to 30c). I think I must be doing something wrong.
Title: Re: [1.0] RedistHeat (Oct 29, v50) Ported to 1.0
Post by: Canute on February 10, 2020, 07:12:09 AM
I suggest not to use this mod.
The mod author update it to 1.0 and it is basicly working. But the balance is missing.
And you shouldn't await any update or responce from the author, he didn't visit the forum since over a year.
Dub's hygiene mod or
Centralized Climate Control
should work much better.
Title: Re: [1.0] RedistHeat (Oct 29, v50) Ported to 1.0
Post by: sajberhippien on February 10, 2020, 08:11:25 AM
Thanks.