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RimWorld => Mods => Releases => Topic started by: alaestor on October 03, 2016, 09:07:24 PM

Title: [1.0] Quantum Cooling (and heating)
Post by: alaestor on October 03, 2016, 09:07:24 PM
Quantum Cooling
Now With Heaters!
(https://i.imgur.com/95iTQrs.png)

Tired of the heat?!
Go tell Thermodynamics to screw off!
Quantum Cooling™


Quantum Cooling technology allows for exhaustless cooling. It can be used to reach extremely low temperatures but is relatively expensive and consumes a lot of power.


Previous versions going back to A15 can be downloaded from the Mega.nz link in the Downloads section.

Quantum Cooling™ Technology
Using quantum mechanics; you can discover how to reduce entropy without displacing it.
Perfect for cooling the inside of mountian bases without the need for exhaust venting!
(and yes, I'm aware physics doesn't work like that; thanks :D )

Research and Construction
After you've researched "Air Conditioning", QC adds the "Quantum Prototype" which will unlock the very weak Prototype Quantum Cooler. It may struggle to keep negative temperatures depending on the room size, climate, and weather. From there you can research the next tier; "Quantum Cooling" which will unlock both the Small and Large versions of the Quantum Cooler, which can be found in the Temperature construction tab. Also adds "Quantum Heating" which will unlock both the Small and Large versions of the Quantum Heater.

(https://i.imgur.com/51ZMEPx.jpg)

Cooler Comparison
eps = Energy Per Second (Rimworld's heat mechanics...)
The lower the Watts per EPS, the more efficient the cooler is.

To balance the lack of exhaust, Quantum Coolers are rather pricey and inefficient. The coolers get more efficient in accordance with their price - though the default cooler will always be more resource and energy efficient. However, the bonuses are that you can do more with less space and don't need to worry about exhaust. In a space that's well insulated a non-prototype Quantum Cooler can be used to easily reach temperatures close to absolute zero (-270c).

(https://i.imgur.com/cO158g1.png)


Compatibility
You're good to go! QC isn't known to conflict with anything.

QC Downloads
Latest Mod Version is mv2.0.0 made for Game Version 1.0.2059
There will also be archives of older versions available for download via Mega.nz (oldest being A15 mv0.0.1)
Download: mega.nz (https://mega.nz/#F!k4kgUSIJ!sYzpLPqFDNJgEp7tfpFWPw), files.fm (https://files.fm/u/e4dprsn3), or the Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=774577413).

Change Log
Can be found in this Pastebin (http://pastebin.com/fMxPZgJ3) or the Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/changelog/774577413)

License, Suggestions, and Bug Reports
I would prefer if people were to submit bug reports (http://steamcommunity.com/workshop/filedetails/discussion/774577413/350543841944679742/) in the Steam Workshop discussion, though I understand that this isn't always possible. I will likely be slow to respond to posts in this thread. If something is urgent; feel free to E-Mail me (which can be found in the changelog paste bin).

As for suggestions; I doubt I will be expanding on the mod as I'm currently limited to XML definitions.

License information; reuse, redistribute, update, modify, whatever.
Title: Re: [A15] Quantum Cooling
Post by: Thirite on October 03, 2016, 11:30:10 PM
Does it work the same way as quantum healing (https://en.wikipedia.org/wiki/Bullshit)?
Title: Re: [A15] Quantum Cooling
Post by: alaestor on October 04, 2016, 12:21:24 AM
RE: "and yes, I'm aware physics doesn't work like that"[...]

thx tho :D
Title: Re: [A15] Quantum Cooling
Post by: Canute on October 04, 2016, 01:48:26 AM
ohh why not, temperatur is just a kind of swinging/moving atoms/molecules. If you can generate a field some people would call it stasis field to prevent this, the temperature inside the field would drop.
But i would say you need to add one or 2 more zero at the research cost :-)
Title: Re: [A15] Quantum Cooling
Post by: Darkfirephoenix on October 04, 2016, 03:21:44 AM
Behold the SPACE MAGIC™ (which would still be more or less just EXTREMELY advanced tech....) :D

Quote from: Canute on October 04, 2016, 01:48:26 AM
ohh why not, temperatur is just a kind of swinging/moving atoms/molecules. If you can generate a field some people would call it stasis field to prevent this, the temperature inside the field would drop.
But i would say you need to add one or 2 more zero at the research cost :-)
Well if the colonists have a sample/blueprint and just need to figure out how to copy it it wouldn't take that much research. You can reproduce machines even if you don't really understand how they work/what the science is behind them. ;)
Title: Re: [A15] Quantum Cooling
Post by: Canute on October 04, 2016, 05:27:47 AM
You sure ? :-)
Thats only works well for machines/tech you can analyse with your current tech/research.
Or how do you think people from the victorian age with steammashines would rebuild a current mobile phone. Oh yeah get some voodoo doc to help ! :-)

Title: Re: [A15] Quantum Cooling
Post by: Dave-In-Texas on October 04, 2016, 01:15:02 PM
I love it, adds a dash of buck rogers to the game.   I added the foilowing to my copy

    <requiredResearchBuilding>HiTechResearchBench</requiredResearchBuilding>
    <requiredResearchFacilities>
      <li>MultiAnalyzer</li>
    </requiredResearchFacilities>

Title: Re: [A15] Quantum Cooling
Post by: alaestor on October 04, 2016, 02:26:49 PM
It's quite unbalanced as this was just the initial release. Today I'll be looking into adding two versions (small and large) that use different amounts of power and cool at vastly different rates, meaning the small version wont be able to approach absolute zero hopefully xD I'll also be increasing the research cost and requirements.
Title: Re: [A15] Quantum Cooling
Post by: Facepunch on October 04, 2016, 07:08:54 PM
Quote from: Thirite on October 03, 2016, 11:30:10 PM
Does it work the same way as quantum healing (https://en.wikipedia.org/wiki/Bullshit)?

That was actually an interesting read
Title: Re: [A15] Quantum Cooling
Post by: Evmeister on October 04, 2016, 08:36:10 PM
I have already begun plans for military and defense applications, this is going to be fun! Plus will require some creativity.
Title: Re: [A15] Quantum Cooling
Post by: starburst98 on October 04, 2016, 09:10:56 PM
you could have a detached exhaust thing. just quantum tunnels the heat to it. make it and the 8 spaces around it be super heated, even when out in the open. someone trying to melee attach the defenseless machine will have a bad time.
Title: Re: [A15] Quantum Cooling
Post by: Mussels on October 05, 2016, 01:51:47 AM
Quote from: Evmeister on October 04, 2016, 08:36:10 PM
I have already begun plans for military and defense applications, this is going to be fun! Plus will require some creativity.


oh my god, the cold deathtraps we can create!
Title: Re: [A15] Quantum Cooling
Post by: alaestor on October 05, 2016, 02:34:22 AM
Update mv0.1.0 (view Change Log (http://pastebin.com/fMxPZgJ3) for specific more info)

Slight improvements to balance and I've added "small" and "large" variants of the quantum cooler. Each with their own unique graphics. It should stand to reason; the Large costs a lot more in both resources and power.
Title: Re: [A15] Quantum Cooling
Post by: Joshwoo70 on October 05, 2016, 02:40:55 AM
could you switch hosts? mega dislikes me as i exceded the download limit and forces me to signup...
PS the reason i do not wanna signup is due to the old site of mega (some older peeps should know)
Title: Re: [A15] Quantum Cooling
Post by: alaestor on October 05, 2016, 02:54:00 AM
Quote from: Joshwoo70 on October 05, 2016, 02:40:55 AM
could you switch hosts? [...] the reason i do not wanna signup is due to the old site of mega

I'll add the latest version as an attachment. As for mega, I'm not aware of them selling user information or anything like that... I'm aware that megaupload had legal battles due to piracy, but other than that; care to explain your reasoning more indepth? Anyways, for future use you may just want to use a temporary email site to register.
Title: Re: [A15] Quantum Cooling
Post by: mazacik on October 05, 2016, 08:23:50 AM
Could you also make a Quantum Heater?
Title: Re: [A15] Quantum Cooling
Post by: alaestor on October 05, 2016, 12:51:36 PM
Quote from: mazacik on October 05, 2016, 08:23:50 AM
Could you also make a Quantum Heater?

The point of quantum cooling was to have an exhaustless cooler... heaters don't need to exhaust :D
If you just want a heater that packs a bigger punch, check out the furnace mod (https://ludeon.com/forums/index.php?topic=5509.0).
Title: Re: [A15] Quantum Cooling
Post by: mazacik on October 05, 2016, 05:12:59 PM
Quote from: alaestor on October 05, 2016, 12:51:36 PM
Quote from: mazacik on October 05, 2016, 08:23:50 AM
Could you also make a Quantum Heater?

The point of quantum cooling was to have an exhaustless cooler... heaters don't need to exhaust :D
If you just want a heater that packs a bigger punch, check out the furnace mod (https://ludeon.com/forums/index.php?topic=5509.0).

That is exactly what I was looking for! Thank You
Title: Re: [A15] Quantum Cooling
Post by: mazacik on October 13, 2016, 04:28:45 PM
There's one disadvantage to the furnace mod though. There is not a way to set the desired temperature, it simply continues to heat the area up to the point where everything burns.
Title: Re: [A15] Quantum Cooling
Post by: alaestor on November 23, 2016, 09:49:54 AM
I've updated the main thread post with a FileDropper.com mirror, along with a clickable link to the attached file.

Quote from: mazacik on October 13, 2016, 04:28:45 PM
There's one disadvantage to the furnace mod though. There is not a way to set the desired temperature, it simply continues to heat the area up to the point where everything burns.
If there is enough demand, I may add quantum heaters.
However, I haven't played rimworld in a while so my desire to add functionality is pretty dead at the moment. I also feel like the point of this was to be exhaustless, and merely adding heaters wouldn't justify renaming the mod and all the effort of drawing another texture. These coolers are less efficient than normal coolers to make up for the fact that they are extremely powerful and exhaustless. I'm not exactly sure what the trade-offs could possibly justify for just a bigger heater.

Title: Re: [A16] Quantum Cooling
Post by: alaestor on December 23, 2016, 04:03:54 AM
Updated to A16
Title: Re: [A16] Quantum Cooling
Post by: «Temple» on December 23, 2016, 05:57:31 AM
I'm looking for a simple 1 way cooler, like how the heater works, put it in a room with no output and it will cool it.  This is a cool mod but think you could make a lesser version?  If not its fine, I'm just currently looking for a good art program so I can change the heaters red/orange pixels to blue/cyan.
Title: Re: [A16] Quantum Cooling
Post by: alaestor on December 23, 2016, 07:42:34 AM
Quote from: Hunter00064 on December 23, 2016, 05:57:31 AM
I'm looking for a simple 1 way cooler, like how the heater works, put it in a room with no output and it will cool it.  This is a cool mod but think you could make a lesser version?  If not its fine, I'm just currently looking for a good art program so I can change the heaters red/orange pixels to blue/cyan.

Prototype Quantum Cooler has been implemented in mv0.2.0. It's not quite as strong as a default rimworld cooler, and is a bit more expensive to construct, but requires no additional research (at the moment).

---
I wanted these to be rather pricey to balance out the fact that you no longer would require exhaust tunnels in mountain bases and the likes... However, I'll look into making a "prototype" quantum cooler that doesn't require research and is far less expensive. For now, you can modify the values yourself to make it less powerful. I'd suggest modifying the eps to -15 or -21, and lower the electricity & resource costs to match the AC unit.
Title: Re: [A16] Quantum Cooling
Post by: Love on December 23, 2016, 07:43:51 AM
Quote from: alaestor on December 23, 2016, 07:42:34 AMHowever, I'll look into making a "prototype" quantum cooler that doesn't require research and is far less expensive.

Erm.. I'd have to stop using it if that were the case, that sounds overpowered. Ventless cooling definitely merits research...
Title: Re: [A16] Quantum Cooling
Post by: alaestor on December 23, 2016, 09:26:09 AM
I've just updated to Mod Version 0.2.0 which adds a Prototype Cooler.
It's cheaper than other quantum coolers, but is also far weaker.

I'm looking forward to input on it's balance
*caugh* didn't see Love's objection until I pushed update *caugh*

Quote from: Love on December 23, 2016, 07:43:51 AM
Quote from: alaestor on December 23, 2016, 07:42:34 AMHowever, I'll look into making a "prototype" quantum cooler that doesn't require research and is far less expensive.

Erm.. I'd have to stop using it if that were the case, that sounds overpowered. Ventless cooling definitely merits research...

WELL THEN ! Do I have some bad news for you...
nah, I think it'll be fine.

Give it a try and tell me what you think. It's nearly half the power of the default rimworld cooler, but I'm still thinking about reducing it further to help balance it more. As it stands at -11eps (see original post for comparison) it has the worst efficiency by FAR and cant keep negative temps in an 8x8 room with 30 degree weather and 1 thick walls. I think a good balance is for it is to not go bellow 15 or 20 in 30 degree weather without insulation, but it's not quite that weak yet.

I'd really hate to include another research - but I'd also dislike including it in with the Quantum Cooling research as that's pretty mid/late-game tech...

If this is overpowered, my current solutions are one or more of the following:
> Reduce cooling capacity to between -5 and -10 EPS
> Increase Steel required to 120
> Increase power consumption to between 250 and 300

So, I'm specifically looking forward to your opinion as you voiced an objection at the concept.
Title: Re: [A16] Quantum Cooling
Post by: Love on December 23, 2016, 09:38:51 AM
welp

I'm sorry, I just think it's silly to be able to build something so advanced without researching it. No amount of steel cost is gonna change that.
Title: Re: [A16] Quantum Cooling
Post by: Torres on December 23, 2016, 09:44:35 AM
Please find some time to make some sort of refrigerator, my poor pawns got to keep making meals because if I plant them near the seating/dining area they go bad in a few days. And I if I want to keep them for long they have to go all the way to the freezer room.

Why hasn't anyone made a simple fridge mod yet? something you can keep in the kitchen or near the hall? :D
Title: Re: [A16] Quantum Cooling
Post by: alaestor on December 23, 2016, 10:11:38 AM
Quote from: Torres on December 23, 2016, 09:44:35 AM
Please find some time to make some sort of refrigerator, (...)

Well there's this on the steam workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=780996548). It's currently outdated (A15) but should be exactly what you're looking for! If I was going to make something, it would basically be exactly that. (#copyright)

Quote from: Love on December 23, 2016, 09:38:51 AM
I'm sorry, I just think it's silly to be able to build something so advanced without researching it. No amount of steel cost is gonna change that.
Well, I was more leaning towards the whole 'unable to cool bellow 20c in 30c weather' thing so it couldnt be used for fridges and large areas. But if that's unacceptable, I may end up putting it in with the quantum research (although it would damage its accessibility early game...)

The more feedback the better!!
Title: Re: [A16] Quantum Cooling
Post by: Pichu0102 on December 25, 2016, 10:14:53 PM
I was wondering, maybe instead of just quantum cooling, the prototype could also have a heater built in so it's an all in one device that tries to maintain a certain temperature by heating or cooling, depending on the temp.
Title: Re: [A16] Quantum Cooling
Post by: alaestor on December 26, 2016, 06:37:41 AM
Quote from: Pichu0102 on December 25, 2016, 10:14:53 PM
I was wondering, maybe instead of just quantum cooling, the prototype could also have a heater built in so it's an all in one device that tries to maintain a certain temperature by heating or cooling, depending on the temp.
That's an interesting idea; however it would (likely) require C# DLLs, and I absolutely refuse to write or compile C# code. As it stands, Quantum Coolers are actually just hacky XML definitions (based on the default heater) that pump out negative heat.

I'll play around and see what can be done with XML definitions; but it's unlikely such a device will be possible.
Other than that; what's your opinion on the Prototype Cooler in terms of balance? I have an update ready that reduces its efficiency so a single unit can't maintain negative temperatures, and added research for it that's a prerequisite to the main quantum cooling research.

I'm still looking for more feedback on it's current balance before I upload a nerf.
Title: Re: [A16] Quantum Cooling
Post by: Pichu0102 on December 26, 2016, 06:58:07 AM
Quote from: alaestor on December 26, 2016, 06:37:41 AM
Quote from: Pichu0102 on December 25, 2016, 10:14:53 PM
I was wondering, maybe instead of just quantum cooling, the prototype could also have a heater built in so it's an all in one device that tries to maintain a certain temperature by heating or cooling, depending on the temp.
That's an interesting idea; however it would (likely) require C# DLLs, and I absolutely refuse to write or compile C# code. As it stands, Quantum Coolers are actually just hacky XML definitions (based on the default heater) that pump out negative heat.

I'll play around and see what can be done with XML definitions; but it's unlikely such a device will be possible.
Other than that; what's your opinion on the Prototype Cooler in terms of balance? I have an update ready that reduces its efficiency so a single unit can't maintain negative temperatures, and added research for it that's a prerequisite to the main quantum cooling research.

I'm still looking for more feedback on it's current balance before I upload a nerf.

I'm not sure about balance. I think maybe it should have the same strength as a heater, but with cooling instead of heating, but that's just me. I have to keep 6 in my freezer to keep it at 20F, which feels about right.

[attachment deleted by admin due to age]
Title: Re: [A17] Quantum Cooling
Post by: alaestor on May 29, 2017, 06:27:45 AM
A17 is now officially supported.

The change log has been updated, and the latest version can be found in the downloads section of the original post.

Old versions will only be available via the mega.nz link.
Title: Re: [B18] Quantum Cooling
Post by: alaestor on November 27, 2017, 06:42:56 AM
Updated to B18.

Old versions can be found on the download sites.
Title: Re: [B18] Quantum Cooling
Post by: Ikazuchi00 on March 16, 2018, 03:08:52 AM
For some reason im getting a "bug" where the cooler is stuck at low power, its vexing when theres a heat wave and the cooler isnt working.

Edit: seems like the cooler goes on low mode when i use the embrasures from embrasures mod, though it stays on high when i use vents connected to outside
Title: Re: [B18] Quantum Cooling
Post by: Harry_Dicks on March 16, 2018, 06:39:49 AM
Quote from: Ikazuchi00 on March 16, 2018, 03:08:52 AM
For some reason im getting a "bug" where the cooler is stuck at low power, its vexing when theres a heat wave and the cooler isnt working.

Edit: seems like the cooler goes on low mode when i use the embrasures from embrasures mod, though it stays on high when i use vents connected to outside

I suppose embrasures have a different insulation rating. There is a mod on here, "Insulating Walls" that I would recommend reading the thread on if you would like to see other user's comments on this subject.

https://ludeon.com/forums/index.php?topic=38046.0
Title: Re: [B18] Quantum Cooling
Post by: Canute on March 16, 2018, 08:58:21 AM
Most embrasures arn't wall's they are impassable Sandbags.
So it is a bad idea to use them as wallreplacement.
I place a door at the wall, and then 1x3 to 3x3 free area that is surrounded with embrasures.
Title: Re: [B19] Quantum Cooling
Post by: alaestor on August 29, 2018, 11:00:05 PM
Updated to B19
previous versions still available
Title: Re: [1.0] Quantum Cooling (and heating)
Post by: alaestor on October 20, 2018, 01:44:38 AM
Updated for the 1.0 Release!

Due to popular demand (well, on steam), I've now expanded the mod to include Quantum Heaters!
Alpha and beta versions can be found in the downloads, as usual.
Title: Re: [1.0] Quantum Cooling (and heating)
Post by: dodviper on March 01, 2020, 05:14:41 AM
Quote from: alaestor on October 20, 2018, 01:44:38 AM
Updated for the 1.0 Release!

Can we get an update for 1.1 too please?  :)
Title: Re: [1.0] Quantum Cooling (and heating)
Post by: louiemnb on March 01, 2020, 10:37:14 AM
1.1 please?