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RimWorld => Mods => Releases => Topic started by: coldtoad on July 11, 2017, 06:50:20 AM

Title: [1.0] Centralized Climate Control (v1.5.0 - 21st October '18)
Post by: coldtoad on July 11, 2017, 06:50:20 AM
(http://i.imgur.com/w9rACpn.jpg)


About the mod:
Hi, This is my first mod ever. This mod, like the title, adds central air cooling/heating. I know there are some competitor mods, but I wanted to put out my idea for the same central cooling concept. While there are many alternate mods for Central Heating. This mod adds a new network-like resource (like electricity) air (Which is generated and consumed). The heating/cooling system you will build depends on the number of rooms and the heating/cooling capacity of your air networks.

Recommended: Steam Guide for Creating a Basic Setup (http://steamcommunity.com/sharedfiles/filedetails/?id=1078768280)

Buildings & Other stuff added
- Air Intake Fan: Fans to supply air to the system
- Air Climate Control System: Heat or Cool air to a target temperature
- Air Vents: Vent out the heated/cooled air
- Wall Mounted Air Vents
- Large Intakes & Air Climate Units


Features
Unified Heating/Cooling System
Heating and Cooling is done by 1 unit, so reduces the need to build coolers and heaters.

Outside (and Far away) Heat Exhaust:
The Heat Exhaust of the Climate Control units isn't located adjacent to rooms. They are located far away from your rooms, thus allowing you to make adjacent rooms to fridge rooms.

Air Network
There is a network-like resource (like electricity) which is generated and consumed which is further dictated by Efficiency of the Network.
1) Flow Efficiency
The rate at which your rooms will cool/heat or maintain heat due to changes in the room temps.
Value: 1 Intake Fan for 3 Rooms (for 100% Efficiency)

2) Thermal Efficiency
The rate at which your Climate Control units can heat the air. Sudden changes like Cold Snaps or Heat wave will inject very cold or very hot air into your system. Climate Control Units will take care that, but their rate is determined by this Efficiency unit.
Value: 1 Climate Control Unit for 3 Intake Fan (for 100% Efficiency)

You can always check efficiency of each network at the Vents.

Air Temperature inside Pipes
This mod also deals with the temperature of the air in the Pipe Network.

Can share air without Climate Control units
Intakes take note of the Air Temperature the take in. We can practically make Climate Control-less networks that share the same temperature.
For example:
Multiple Frigdes can be connected together, but only 1 is getting the cooling. The rest just share the air.

Bigger buildings for late game
Build larger Intakes and Climate Units which have about 5x more power than a regular machine.

Pipe Switches at Vents
If you have multiple pipes near your vent, You can force it to connect to a specific pipe.

More Details

Air Climate Unit:
(https://raw.githubusercontent.com/vasumahesh1/CentralizedClimateControlMod/master/Misc/Images/air_climate_control.jpg)
- Responsible for Changing the Temperature of the Air in a Pipe Network.
- Capacity of holding 3 Regular Intake Fans (Beyond that Thermal Efficiency reduces below 100%)

Air Intake Fans:
(https://raw.githubusercontent.com/vasumahesh1/CentralizedClimateControlMod/master/Misc/Images/intake_fans.jpg)
- Takes in Outside Air (Average Temperature of each Outside Cell Highlighted)
- Defines the Intake Temperature of the System
- Capacity of holding 3 Vents (Beyond that Flow Efficiency reduces below 100%)
- Having Flow Efficiency reduce to below 100% doesnt affect much. However when it reaches below 30% you'll get some significant changes.

Air Vents:
(https://raw.githubusercontent.com/vasumahesh1/CentralizedClimateControlMod/master/Misc/Images/air_vents.jpg)
- Takes the final Temperature of the Pipe System and dumps it into the room/environment.

Wallmounted Air Vents:
(https://raw.githubusercontent.com/vasumahesh1/CentralizedClimateControlMod/master/Misc/Images/wall_mounted_vents.jpg)
- Same as Regular Vents but they don't occupy a full Wall Space (useful for your forts & defences)

Large Air Climate Unit:
(https://raw.githubusercontent.com/vasumahesh1/CentralizedClimateControlMod/master/Misc/Images/large_air_climate_units.jpg)
- 5x more power than the Regular Unit

Large Air Intake Fans:
(https://raw.githubusercontent.com/vasumahesh1/CentralizedClimateControlMod/master/Misc/Images/large_intake_fans.jpg)
- 5x more power than the Regular Unit


Authors & Contributors
-  vasumahesh  (http://steamcommunity.com/id/vasumahesh/)
-  [B19 changes] Jdalt40    (https://github.com/Jdalt40)


Credits & Inspiration:
-  carlgraves for "Central Heating"  (https://ludeon.com/forums/index.php?action=profile;u=19514)
-  Redist Heat  (https://ludeon.com/forums/index.php?topic=21770.0)
-  Dubs Hygiene Mod  (https://ludeon.com/forums/index.php?topic=29043.msg341113#msg341113)

Requirements:
- Hugs Lib
(http://i.imgur.com/9L4f8u7.png) (https://ludeon.com/forums/index.php?topic=28066)

How to install:
Subscribe on Steam:
Steam Workshop Link (http://steamcommunity.com/sharedfiles/filedetails/?id=973091113)

Manual way:
- Download from:
  - Github Releases (https://github.com/vasumahesh1/CentralizedClimateControlMod/releases)
  - Google Drive (https://drive.google.com/drive/folders/0B08U3R0FGDNCaWowSC1wNDg1ZW8?usp=sharing)
  - Nexus Mods (http://www.nexusmods.com/rimworld/mods/196/)
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game (Load HugsLib Before this Mod).


License
Free to use/modify wherever you want.


Feedback
Well, This is my first mod. Any feedback (positive/negative) is welcomed!

Known Issues
- For some Reason Reinstall doesn't work (Uninstall and Install work fine) on the machines
- The Climate Units don't release much heated air
- Compatibility Issues with Redist.Heat Mod

More Images (imgur) (http://imgur.com/a/MnULI)
Github Source Code (https://github.com/vasumahesh1/CentralizedClimateControlMod)
Title: Re: [A17] Centralized Climate Control (v1)
Post by: Canute on July 11, 2017, 09:18:27 AM
Nice !! Need to try out at the next colony !
1. suggestion when i see the picture, wallmounted intakes/vents. I rather would build 2 wallmounted with reduced flow each then 1 inside the room.
Title: Re: [A17] Centralized Climate Control (v1)
Post by: coldtoad on July 11, 2017, 09:30:20 AM
Thanks for the feedback. Yup you are right wall mounts are far better. After building the mod I checked out Redist.Heat had a similar option. I will put this up for consideration.  :)
Title: Re: [A17] Centralized Climate Control (v1)
Post by: Sirsim on July 11, 2017, 09:50:25 AM
First of all thanks for the mod, since Redistheat had it's problems i am looking for a mod for cooling (as everybody).
But, omg ! I installed an intake , a heater and pipes and guess what. I got the NaNC temp for all my base !!!
It's a nightmare comes back. This bug troubled me for months to try override it and is here again !
I hope that now that this bug showed again, it will be easier to corner it. Wish you luck.... 

Edit 1:
I realized that i have Redistheat installed without having build any stuff from it though, but probably this is the problem. I will uninstall Redistheat, build again and see what happen.

Edit 2:
I uninstalled Redistheat which by the way is the latest version and your mod works fine (without even start new game just uninstalling RedistHeat ). Sorry for the false alarm and thanks again for the mod.
Title: Re: [A17] Centralized Climate Control (v1)
Post by: coldtoad on July 11, 2017, 10:31:19 AM
Hi,

I was able to get NaNC only when I built the heater (with power) 1st. I will make a patch fix soon. Apart from that Any Combination of Vent, Heater and Intake building order placement will not get NaNC.

EDIT 1:
Glad you got it working! There was indeed a bug (even if you didn't trigger it xD), but it was a very odd case bug. The heater started working with 0 flow in the pipe network :) Now its resolved.

Thanks!
Title: Re: [A17] Centralized Climate Control (v1)
Post by: Sirsim on July 11, 2017, 10:43:59 AM
Quote from: coldtoad on July 11, 2017, 10:31:19 AM
Hi,

I was able to get NaNC only when I built the heater (with power) 1st. I will make a patch fix soon. Apart from that Any Combination of Vent, Heater and Intake building order placement will not get NaNC.

EDIT 1:
Glad you got it working! There was indeed a bug (even if you didn't trigger it xD), but it was a very odd case bug. The heater started working with 0 flow in the pipe network :) Now its resolved.

Thanks!

Thank god i didn't triggered it after i uninstalled RedistHeat cause i don't know if i could have handle it ... mentally i mean xD. Thanks again.
Title: Re: [A17] Centralized Climate Control (v1)
Post by: coldtoad on July 14, 2017, 08:25:51 AM
Quote from: Canute on July 11, 2017, 09:18:27 AM
Nice !! Need to try out at the next colony !
1. suggestion when i see the picture, wallmounted intakes/vents. I rather would build 2 wallmounted with reduced flow each then 1 inside the room.

Wall mounted vents added :)
Title: Re: [A17] Centralized Climate Control (v1.1.0 - 14th July '17)
Post by: Canute on July 15, 2017, 06:25:34 AM
I just notice at all the release zip,
you miss the mod folder. Inside the .zip are the modfiles, would be nice if you could add the mod folder there too for further releases.
So people just need to unzip into mods without creating a mod folder there.

Title: Re: [A17] Centralized Climate Control (v1.1.0 - 14th July '17)
Post by: coldtoad on July 15, 2017, 07:07:55 AM
Quote from: Canute on July 15, 2017, 06:25:34 AM
I just notice at all the release zip,
you miss the mod folder. Inside the .zip are the modfiles, would be nice if you could add the mod folder there too for further releases.
So people just need to unzip into mods without creating a mod folder there.

Oh yeah. My build script does that. I ll change it. Thanks for letting me know!
Title: Re: [A17] Centralized Climate Control (v1.1.0 - 14th July '17)
Post by: Canute on July 17, 2017, 04:26:23 AM
Ok, finaly a new colony.
And at the first try i need to say it is more powerful than standard ones.
On Desert biomes i needed 4 cooler previously to keep the room at the target -10C (600-800W).
With your setup, i used 1 climate control, 1 intake fan, 3 wall mounted vents and got the same target -10C with just 250W.
I think this need some tweaking. Like the intake should need 200W too. Or the vents 50W and the intake 100W.

Large climate control need the same resources like the  other one.
Wall mounted intakes would be nice too with just 50/100 cc/s.

The climate control got a buildin exhaust, would be nice if you could connect that to another exhaust.

Some logical issues,
at the pic you see the wall vents would blow the air straight into the intake and the rest of the room wouldn't get cooled much (in RL).
I think you should add 3x1 exhaust fan area to the vents. And these fan area's shouldn't be inside the intake area. That isn't a big deal, i just need to build the intake a bit to the side.

And i think you should seperate the climate control into heater/cooler. Technical it is possible to have both in one device, but it is either not very effective (peltierelements) or need double material/space because it got heater/cooler in the same device.



[attachment deleted by admin due to age]
Title: Re: [A17] Centralized Climate Control (v1.1.0 - 14th July '17)
Post by: coldtoad on July 17, 2017, 05:56:51 AM
Thanks for the feedback :D

QuoteAnd at the first try i need to say it is more powerful than standard ones.
Yes, I agree they are a bit OP at the moment. Glad that someone else spotted it too. This needs tweaking. I have planned an update this week.

QuoteThe climate control got a buildin exhaust, would be nice if you could connect that to another exhaust.
Can you explain that a bit? Does it mean the Climate control's heat exhaust be piped somewhere outside?

Quoteat the pic you see the wall vents would blow the air straight into the intake and the rest of the room wouldn't get cooled much (in RL).
Dunno If I understood this (correct me if i'm wrong). But the flow of air starts at the Intake (like electricity - Intake generates air in the pipes). So say you set that room to -10C (In Climate unit), then the Intake will take your current room air, say 20C. After that, your climate unit will convert it slowly. The vents will dump the air into the same room, much cooler. As weird as it may sound xD, it should increase the cooling rate as The intake will now take much cooler air inside the system. IRL, the intake should also exhaust some heat to stop this.

QuoteI think you should add 3x1 exhaust fan area to the vents.
I felt a 1x1 square would be enough as a larger area would be cumbersome for keeping it open. Plus you wont be able to put vents on the corners, right?

Quotei think you should seperate the climate control into heater/cooler
I think I want to keep it as is. Maybe increase the costs compared to native heater/cooler. When I'm playing in sandbox, building heater and a cooler every time and 4-5 coolers per fridge becomes hectic. Having a unified cooler/heater makes it simple, just build 1 and forget about heating/cooling as long as you have a vent in your buildings. And once you have more rooms & vents, you ll need to manage the airflow instead of temperature. (Maybe i'm picky on this a little, but I think this mod tries to shift the attention from temperature to air flow)

PS: havent fixed the zip files yet. Will be fixed when the next update comes :)
Title: Re: [A17] Centralized Climate Control (v1.1.0 - 14th July '17)
Post by: Canute on July 17, 2017, 06:41:19 AM
Quote
Quote
    The climate control got a buildin exhaust, would be nice if you could connect that to another exhaust.
Can you explain that a bit? Does it mean the Climate control's heat exhaust be piped somewhere outside?
Yes.

QuoteDunno If I understood this (correct me if i'm wrong). But the flow of air starts at the Intake (like electricity - Intake generates air in the pipes). So say you set that room to -10C (In Climate unit), then the Intake will take your current room air, say 20C. After that, your climate unit will convert it slowly. The vents will dump the air into the same room, much cooler. As weird as it may sound xD, it should increase the cooling rate as The intake will now take much cooler air inside the system. IRL, the intake should also exhaust some heat to stop this.
No the cycle of the air is ok and it is working ingame.
The problem i got is, the vent are right next to the intake, they blow the cold air right into the intake, the rest of the room wouldn't barely get any cold air. An RL aircondition technican would place intake and outtake at different sides of the room.
The intake allready got an area with need to be free, the 3x3 area around it.
The exhaust vent got a 1x1 area. Both area's shouldnt be overlap. And i think the vent should got a 1x3 area. The 3 tiles in blow direction.

Quote
Quote


    i think you should seperate the climate control into heater/cooler
I think I want to keep it as is.
Ok, i just need to check how its works if i want different temp zones. If this is possible with just 1 or 2 controls at the same network.
Since i don't have smart vent, i need to regulate the temperatur with the controls.
At the freezer i set the control to some -10C, and basicly i could use the heat from it, but i have no way to push the heat over other pipes.
And i can't use the same control to cool other rooms to +20C, because no smart vents, they would either cool to -10C or so far the flow let them.

Edit:
I just placed 1 wall mounted vent connected to my -10C freezer room at my 23x23 work room, (1 intake 3 wall vents total) and it cools the room far to much. We need smart vents that stop working, or cheaper control units which are just heater/cooler.
Or you need to explain how you would solve it :-)
Title: Re: [A17] Centralized Climate Control (v1.1.0 - 14th July '17)
Post by: coldtoad on July 17, 2017, 06:54:05 AM
Ah, I see your point on the area overlap (that is an issue so will put it up in the list).
For the vents, maybe a 1x2 will also suffice. Since people build rooms small or large depending on the game.

For the 2nd part. I think you ll need two climate networks with this mod. There isn't any heat transfer mechanism as such. Dunno if i should add it or not, I will check out Redist.Heat a bit more. The ideally for this mod you ll need 2 networks one at -10C and one at 25C. So fridge networks are different from the room networks. Also the 3rd Pipe is just an add-on, In case you want another network with a different temperature. (Like someone on steam suggested to build furnaces for the enemies lol)
Title: Re: [A17] Centralized Climate Control (v1.1.0 - 14th July '17)
Post by: coldtoad on July 17, 2017, 06:59:02 AM
QuoteI just placed 1 wall mounted vent connected to my -10C freezer room at my 23x23 work room, (1 intake 3 wall vents total) and it cools the room far to much. We need smart vents that stop working, or cheaper control units which are just heater/cooler.

Far too much as in? It went beyond -10C? Or the rate of change of temp is too high?

The rate at which it changes the temperature per tick needs changing. Needs some balance. (This is scheduled for this weekend)
Title: Re: [A17] Centralized Climate Control (v1.1.0 - 14th July '17)
Post by: Canute on July 17, 2017, 08:48:45 AM
Yep, the 3. pipe system is ok.
Btw. how does the items know what network they should access if i placed all 3 pipes at the same tile ?

With HCSK i got once a mountain base when i needed 3 temps.
- freezer -10C
- other room to heat (ice biome) 20C
- other room to cool (in case of indoor fire). 25C
Since HCSK use redist heat, and they got smart outlets i could use the freezer system to cool other rooms.

I just wait for your next update :-) 

I think the placeable vents should have the same stats like a regular heater/cooler. Wall mounted ones should have 1/3 or 1/2 of that.
Btw. did i mention wall mounted intakes ? They should have just 1/3 or 1/2 of the standoff one.

Title: Re: [A17] Centralized Climate Control (v1.1.0 - 14th July '17)
Post by: coldtoad on July 18, 2017, 01:40:27 PM
Cool, I will use these values while balancing. Thanks!
Title: Re: [A17] Centralized Climate Control (v1.2.1 - 19th July '17)
Post by: coldtoad on July 19, 2017, 09:21:01 AM
v1.2.0

New:
- Switches for Pipes at Vents

Balance Changes:
- Decreased performance of Wall mounted Vents to 75% when compared to Full Size Vents
- Intake Power Consumption increased for both Buildings to 150W and 450W
- Flow Efficiency and Thermal Efficiency now have a greater impact

Bug Fixes:
- Fix Vent Highlight color to Cyan when connected to Cyan Pipe
- "GraphicsLoader probably needs a StaticConstructorOnStartup attribute" Warning
Title: Re: [A17] Centralized Climate Control (v1.2.1 - 19th July '17)
Post by: Canute on July 19, 2017, 10:15:31 AM
Just got a question (old version).
Does the intake change the temp. of the room at any way ?
At last i notice that intakes in different room affect the intake temp. for the controller.

I got 2 intakes in my main room, and wanted extra cooling during a heat wave, so i placed another intake in the freezer room, but didn't notice any temp. change at the freezer room.
But later the controler of the freezer room messer up (after loading safegame). The pipenetwork of the 2 controller wasn't connected and even different colours.

Title: Re: [A17] Centralized Climate Control (v1.2.1 - 19th July '17)
Post by: coldtoad on July 19, 2017, 10:26:20 AM
Quoteso i placed another intake in the freezer room

Okay, this seems a bit confusing to me.
Check this guide out: http://steamcommunity.com/sharedfiles/filedetails/?id=1078768280

Edit:
Intakes should be kept outside. So they get the air from outside.
Climate units change the temps of that Intake air.
Vents dump the air into the room.

xD Is this the same with your implementation?
Title: Re: [A17] Centralized Climate Control (v1.2.1 - 19th July '17)
Post by: Canute on July 19, 2017, 11:32:13 AM
You should link the guild at your 1. posting, useful for new user. But it didn't tell me anything new.
Maybe you can add some numbers, like how much flow generate the intake, how much flow use a wall mounted vent. So people know how what they need to increase to have an effect.

At the freezer, we allready agree that it is a good idea to place the intake inside the freezer room, so it can take allready cold air and made it colder.
That is all fine and was working.

I got a 2. network to heat the main room (damn desert can become very cold at winter) and got a heat wave at late spring. 2 intake at the main room, serveral vents at the main room and living rooms.
Good thing your climate controls can heat and cool.
But the room still got 30C nothing dangerous, outside it was 50C.
The freezer got -10C (control at -19C), so i thought to put an intake at the freezer to give some extra cool air to the living room.

Logical the temp. of the freezer should raise a bit, but it doesn't. That lead to the question "Does intakes change the temperature of rooms?"

Another thing i notice later (i think after a loading), control unit from the freezer didn't work. Intake and outtake display was 0C but room temp was above 0C.
I replaced the extra intake outside, and replaced the control unit with the dev. tool. And it worked again.

So i think something messed up with the networks, you could investigate.

Title: Re: [A17] Centralized Climate Control (v1.2.1 - 19th July '17)
Post by: coldtoad on July 19, 2017, 11:55:53 AM
Hey,

Yeah the guide was made recently (it's incomplete but will be updated). Will update the links in the 1st Post.

Does intakes change the temperature of rooms?
Yes, but indirectly. Intakes take air at a specific temperature (average of all the wind cells around it). This specifies the overall intake temperature. If you have more intakes, then the global average of all connected intakes is taken.

This intake temperature is fed into the Climate Unit.

The Intakes decide how fast the Vents should do their cooling/heating. As you know, the more vents you start having the more distributed your air flow becomes (and thus, lowering the effect per vent). This factor is called Flow Efficiency. So Like you said the room was at 30C, yes the Vents did try to cool it down, but the cold air escaping the room and the outside extreme heat did affect it slightly. Flow Efficiency will decide how fast your rooms will try to get the target temperature. Sometimes they don't that maybe because the flow is less or an incident like heat wave is happening.

if FE reaches <50% then you ll start seeing some changes. Like a room 12x12 will start attaining its temperature slowly. If more fluctuations (like frequent entering the room for colonists etc.) come then attaining that temperature will take some time. Maybe it wont attain it because of how the game is feeding heat into the rooms (ambient, events & colonist movement).

I noticed this too " Intake and outtake display was 0C but room temp was above 0C." But usually they automatically build the networks and start working as normal. this is because I am not storing the Intake Temperature and Exhaust in the Save file. Which I think I should now.

But I'm not able to reproduce the 0C. After loading, it says 0C but it starts up and starts working again like normal for me. If you even face this issue. Just build 1 pipe anywhere. It will trigger rebuild of the networks.

This flow efficiency needs to be on the guide. I will put that up soon. (You also have thermal efficiency)

EDIT:
So how to resolve this 30C issue? Build more Vents. And if you do that, make sure you have enough flow. If you dont have enough flow, then build more intakes.
Title: Re: [A17] Centralized Climate Control (v1.2.1 - 19th July '17)
Post by: Sixdd on July 19, 2017, 03:21:45 PM
This mod seems really good, I will have to try it on my next colony.
Title: Re: [A17] Centralized Climate Control (v1.2.1 - 19th July '17)
Post by: coldtoad on July 19, 2017, 04:08:18 PM
@Canute Check out the Guide's new part "Air Flow Mechanics"

@Sixdd Thanks :) You can check the guides too on how it works over at Steam.
Title: Re: [A17] Centralized Climate Control (v1.2.1 - 19th July '17)
Post by: Canute on July 20, 2017, 03:19:46 AM
Quote from: coldtoad on July 19, 2017, 04:08:18 PM
@Canute Check out the Guide's new part "Air Flow Mechanics"
Looks fine so far ! :-)

What do you think to change the
Total Network Air flow:  600 cc/s
into
Network pressure: +200 cc/s (you can add vents)
Network pressure: -400 cc/s (you need intakes)
Title: Re: [A17] Centralized Climate Control (v1.2.1 - 19th July '17)
Post by: coldtoad on July 20, 2017, 06:04:44 AM
Ah the + and - thing will definitely help. Its better than the large positive value. I will look into this. Thanks!  ;D
Title: Re: [A17] Centralized Climate Control (v1.2.1 - 19th July '17)
Post by: Schwartz on July 20, 2017, 07:17:34 AM
Does the performance decrease for wall-mounted vents mean that the player can use more of them before he runs into flow/thermal issues? Essentially servicing more rooms less efficiently.

And I've never seen either buildings change from 'low' to 'high' power use. Does that happen when flow and temp efficiency drop later on? Or is it tied to a wide temperature difference, i.e. cooling 50°c down to -10°c?


That aside I agree with the changes. The system was a little too cheap power wise when compared to traditional temp stuff. A color switch for the vents was also necessary.
Re: Temp units. It looks like they generate a little bit of heat on their own. But I haven't run into problems using intakes and temp units in the same closed building. It's usually just a difference of a few degrees.
Title: Re: [A17] Centralized Climate Control (v1.2.1 - 19th July '17)
Post by: coldtoad on July 20, 2017, 07:30:16 AM
QuoteDoes the performance decrease for wall-mounted vents mean that the player can use more of them before he runs into flow/thermal issues? Essentially servicing more rooms less efficiently.
Wall mounted vents actually are just 25% weaker than the regular ones. I can change that value to 50%. But first wanted to see if people notice any severe changes with their maps. It's only the fact that full size vents can output more air compared to wall mounted ones (hence more cooling/heating). The user will need more wall mounted vents when compared to full size ones to achieve the same target temperatures.

QuoteAnd I've never seen either buildings change from 'low' to 'high' power use.
This is my first mod (like ever), I haven't coded that yet xD. I will add that to the list. It comes bundled with the Power Component.

QuoteRe: Temp units. It looks like they generate a little bit of heat on their own. But I haven't run into problems using intakes and temp units in the same closed building. It's usually just a difference of a few degrees.
Fixed in the Future Version (v1.3.0). If you have placed a Climate unit inside a Room. It will go up to 40-60 degrees based on the location. If you keep your buildings outside, it wont affect you at all. I have a feeling some people have their climate units inside. This update will affect them somewhat.
Title: Re: [A17] Centralized Climate Control (v1.2.1 - 19th July '17)
Post by: Schwartz on July 20, 2017, 07:40:27 AM
I'm not sure about that.. Imagine you're building in a very cold climate. You want the heat and you essentially get it for free - once 'low' and 'high' will be implemented, temp units producing lots of ambient heat could lead to an unintended exploit for icy biomes. Just put it all in an enclosed space and harvest the heat. Could even do it with regular vents and open doors.

How about this: Units that raise the temperature produce ambient cold, units that lower the temperature produce ambient heat. Makes sense, right?

And ideally it shouldn't be a massive temperature spike. That just enables the player to put heating units in freezers and cooling units in farms and common rooms. If it's just a few degrees, it's enough to up the workload for enclosed temperature buildings slightly without making it worth it to put them elsewhere. You still could, of course..
Title: Re: [A17] Centralized Climate Control (v1.2.1 - 19th July '17)
Post by: coldtoad on July 20, 2017, 07:51:32 AM
Exploit sure is there.

The Cold / Hot exhaust seems reasonable.

Will need to think more on this. Thanks for the suggestion :)
Title: Re: [A17] Centralized Climate Control (v1.2.1 - 19th July '17)
Post by: coldtoad on July 20, 2017, 08:33:22 AM
@Schwartz Another idea can be we make it like the Native Cooler + Heater. When the Climate Unit will cool air, it will generate heat (like the native cooler). And, When the CU will heat air, it will do nothing (like the native heater).

You might say that we can still use the CUs to make a false cooling network and use the heat generated by it. But the same can be done with a native cooler right? we can reverse the native cooler and get the same stuff.

What say? Anything you can add to the topic?
Title: Re: [A17] Centralized Climate Control (v1.2.1 - 19th July '17)
Post by: Schwartz on July 20, 2017, 08:59:28 AM
That sounds reasonable. If you're in a hot biome and need a cooler, you have no use for the hot air. If you're in a cold biome and need a heater, you most likely won't need a cooler. In a temperate biome during winter, the cooler might turn off so you don't get the ambient heat benefit.

I was thinking about dedicated exhaust ports for this, but come to think of it... you don't really need these. Could always put some plain old vents into the heater / cooler building and equalize temps with outside.
Title: Re: [A17] Centralized Climate Control (v1.2.1 - 19th July '17)
Post by: Canute on July 20, 2017, 10:37:57 AM
@Schwartz
Wall mounted vents are good for smaller rooms and when you don't want "waste" the space inside the room  for regular vent.
1 Intake can support 3 vents or 4 wall mounted vents. With 50% for the wall mounted vents the intake can support 6 wall mounted vents. I think even on 50% they should be good for a 5x5 sleeping room.
Personally i just build wall mounted vents, i don't like that vents block the way inside a room.


I allready thought about to exploid the exhaused heat from the CU, but currently i am on desert and don't need to heat much like on a cold biome.
To create a room 3x9 enough place for 3 intakes, and then 1-2 CU at the wall with the exhaust inside the room.
The heat would jam inside that little room, and the CUs would have less work.
You even can exploid this more when you use fueled generators and put them into that room too, they generate heat too. But careful then the temp. easyly can get above safe tem. for your pawns.

Any device what get powred generate heat, you can't say that the CU don't generate heat when it heat the network. It isn't 100% temp. isolated.

Edit:
Ok, just did a fast testing:
Outside -20C, small room +35C, large room +16C.
Without looking into the data, i think the CU heats like a heater.
But that not right it use the same power (200W) like a heater, heat the room AND the network. The exhaust heat should be reduced alot.
BTW, the CU didn't heat the the network in this case it cools the network :-)
Converting: 35C (intake) -> 23C (exhaust).


[attachment deleted by admin due to age]
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: coldtoad on July 22, 2017, 09:48:37 AM
1.2.2 Published:

Balance Changes:
- Climate Control Unit now gives a significant heat exhaust (Only when Cooling Air)

Bug Fixes:
- Storing Temperature information for Climate Control on Game Save
- Fix the Display string when Power Component of the machines breakdown
- Code optimized in some files
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: Balgias on July 24, 2017, 08:51:00 AM
Unable to get the vents to function at all, " vent is disconnected "
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: Canute on July 24, 2017, 10:39:49 AM
You have connect it with the CU with a pipe, or build next to the CU ?
The vent shouldn't be in the same room like the CU exhaust are.
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: Balgias on July 24, 2017, 11:21:53 AM
It seems to me that the color of the pipes for the outgoing air needs to be the same as the ingoing air
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: Canute on July 24, 2017, 01:54:08 PM
Yes, from the intake to the vent, all need to be the same colour.
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: Schwartz on July 25, 2017, 01:50:35 PM
Bit of a quirk.. you can flick climate controls on and off, and it won't alter the thermal efficiency rating shown on vents. Flow efficiency numbers change when you flick fans on / off.
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: Ledaren on July 25, 2017, 09:18:30 PM
Thank you for this

Suggestion : Add total vent's cc per network in the vent info
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: Katarumi on July 28, 2017, 01:37:15 PM
What do you do if you have a large climate controller, a small fan intake, but it isn't enough to heat the room you're trying to heat? More intake?
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: Schwartz on July 28, 2017, 01:59:48 PM
First check if you have enough vents in the room. Wall vents in particular you might need several to keep the climate stable in bigger rooms. If that is not the reason (but it should be), one control unit can work off of 3 fan intakes of the same size. So that's 3 big fans or .. more than 12 small fans, I forget. Anyway, even just 1 small fan is more than you need for 1 room.
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: Canute on July 28, 2017, 02:02:21 PM
At first you need an intake !
An intake give 300 cc/s thats enough for 3 vents or 4 wall vents.
1 climate controller can support 3 intakes.

If the room don't heat well enough, you need more vents.
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: Katarumi on July 28, 2017, 03:59:58 PM
It was almost certainly the vents. I had one intake, one climate control, and one vent. I'll try adding more vents and see if that helps when winter rolls around. Temps aren't bad now, but my planet is jetting away from its star and everything that ever mattered, so it's going to get real cold. Thanks!
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: Mavoc on July 30, 2017, 02:15:36 PM
Just an FYI, I have been doing a ton of testing of this mod lately and posted a full write up of things I noticed and ideas on how to improve this mod in case anyone here is interested in reading or commenting on it.
Steam Discussion (http://steamcommunity.com/workshop/filedetails/discussion/973091113/1471966894873179694/)

Also after reading this thread, it seems some of you are placing the full vent inside of rooms instead of replacing a wall tile with them.
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: Oblitus on July 30, 2017, 02:55:26 PM
Quote from: Mavoc on July 30, 2017, 02:15:36 PM
Also after reading this thread, it seems some of you are placing the full vent inside of rooms instead of replacing a wall tile with them.
Because it is compromising wall integrity. Vents are relatively fragile. And ugly.
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: bloodshifter on July 30, 2017, 04:32:46 PM
Quote from: Mavoc on July 30, 2017, 02:15:36 PM
Also after reading this thread, it seems some of you are placing the full vent inside of rooms instead of replacing a wall tile with them.
As the guy above me states, Wall Vents cause the Raiders to target those sections of the wall first and are relatively easy to destroy and have negative beauty, regular vents are a bit hardier and have less of a beauty impact.

Not to mention better efficiency and power consumption. For a starting base it's a life saver till I get Water Turbines or Steam Generators.
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: Mavoc on July 30, 2017, 05:43:36 PM
Quote from: bloodshifter on July 30, 2017, 04:32:46 PM
As the guy above me states, Wall Vents cause the Raiders to target those sections of the wall first and are relatively easy to destroy and have negative beauty, regular vents are a bit hardier and have less of a beauty impact.

Not to mention better efficiency and power consumption. For a starting base it's a life saver till I get Water Turbines or Steam Generators.
First off the Wall Vents are the ones that get placed on top of walls, the Regular vents are the ones that replace them. So as for the raiders I think you got your vents backwards.

More importantly, neither vents have any beauty score or power usage.
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: bloodshifter on July 30, 2017, 11:37:34 PM
Quote from: Mavoc on July 30, 2017, 05:43:36 PM
Quote from: bloodshifter on July 30, 2017, 04:32:46 PM
As the guy above me states, Wall Vents cause the Raiders to target those sections of the wall first and are relatively easy to destroy and have negative beauty, regular vents are a bit hardier and have less of a beauty impact.

Not to mention better efficiency and power consumption. For a starting base it's a life saver till I get Water Turbines or Steam Generators.
First off the Wall Vents are the ones that get placed on top of walls, the Regular vents are the ones that replace them. So as for the raiders I think you got your vents backwards.

More importantly, neither vents have any beauty score or power usage.
Wall Vents drop Beauty because they replace the value of the wall. Typically anything above wood gives a positive value.

Secondly the Vents added in the Mod can be placed ANYwhere, so long as a Pipe is adjacent to the Vent. When I get on a computer I'll upload a picture to show.
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: Mavoc on July 31, 2017, 12:08:09 AM
Quote from: bloodshifter on July 30, 2017, 11:37:34 PM
Wall Vents drop Beauty because they replace the value of the wall. Typically anything above wood gives a positive value.

Secondly the Vents added in the Mod can be placed ANYwhere, so long as a Pipe is adjacent to the Vent. When I get on a computer I'll upload a picture to show.
Just tested it in game, none of the wall sections give beauty, not even gold or jade. Though they do add to the wealth score.

One of the vents can be placed anywhere, the other can only be placed on top of a wall tile.  I never said that the full vents couldn't be placed anywhere in the room, I just asked why would you place them anywhere but in the walls.  My main reason for asking was I don't think the full 1x1 vents are even worth having in this mod as the Wall placed ones are functionally better and it would make more sense to have multiple "Wall Mounted Air Vents" of different strengths and drop the "Air Exhaust Vents". Just having these 2 things that look and sound so different but being basically the same thing at different strengths is just going to cause confusion.

I assume you have conceded that the vents do not use power.
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: Canute on July 31, 2017, 02:31:09 AM
Ok, the problem is more,
regular vents are impassable and works as wall.
Maybe they should passable so they can't be used as wall anymore, or works like most embrasures which work as impassable walls, but not as temperature isolation.
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: bloodshifter on July 31, 2017, 02:43:11 PM
Quote from: Mavoc on July 31, 2017, 12:08:09 AM
Quote from: bloodshifter on July 30, 2017, 11:37:34 PM
Wall Vents drop Beauty because they replace the value of the wall. Typically anything above wood gives a positive value.

Secondly the Vents added in the Mod can be placed ANYwhere, so long as a Pipe is adjacent to the Vent. When I get on a computer I'll upload a picture to show.
Just tested it in game, none of the wall sections give beauty, not even gold or jade. Though they do add to the wealth score.

One of the vents can be placed anywhere, the other can only be placed on top of a wall tile.  I never said that the full vents couldn't be placed anywhere in the room, I just asked why would you place them anywhere but in the walls.  My main reason for asking was I don't think the full 1x1 vents are even worth having in this mod as the Wall placed ones are functionally better and it would make more sense to have multiple "Wall Mounted Air Vents" of different strengths and drop the "Air Exhaust Vents". Just having these 2 things that look and sound so different but being basically the same thing at different strengths is just going to cause confusion.

I assume you have conceded that the vents do not use power.
It's likely from my mods then, as my walls DO give Beauty.

Material efficiency. The fact that they are quite fragile. the usual circular nature of things in Rimworld for Greenhouses. Also Wall mounted one can be targeted from the outside as the are simply on a different layer but, still taking the 1x1 cell. Smart placement would get rid of this weakness but, often it's easier to sacrifice a room cell instead.

indeed, I got mixed up with other vents which do use power.
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: Mavoc on July 31, 2017, 06:58:12 PM
Quote from: bloodshifter on July 31, 2017, 02:43:11 PM
Also Wall mounted one can be targeted from the outside as the are simply on a different layer but, still taking the 1x1 cell. Smart placement would get rid of this weakness but, often it's easier to sacrifice a room cell instead.
Ok, now this hadn't occurred to me.  I never have AC setup anywhere near my defensive walls. What if their was a floor vent that was treated more like a standing lamp as far as space and passability then, that pushed the exhaust into its own tile?
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: Oblitus on July 31, 2017, 07:00:20 PM
Quote from: Mavoc on July 31, 2017, 06:58:12 PM
Quote from: bloodshifter on July 31, 2017, 02:43:11 PM
Also Wall mounted one can be targeted from the outside as the are simply on a different layer but, still taking the 1x1 cell. Smart placement would get rid of this weakness but, often it's easier to sacrifice a room cell instead.
Ok, now this hadn't occurred to me.  I never have AC setup anywhere near my defensive walls. What if their was a floor vent that was treated more like a standing lamp as far as space and passability then, that pushed the exhaust into its own tile?
Better ceiling then. Ceiling vents are actual thing, after all :)
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: Mavoc on July 31, 2017, 07:49:02 PM
Quote from: Oblitus on July 31, 2017, 07:00:20 PM
Better ceiling then. Ceiling vents are actual thing, after all :)
I don't have any mods that add ceiling objects, how do they differ from floor objects? I assume the visuals would be basically the same.
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: Canute on August 01, 2017, 03:45:04 AM
Mosttimes there isn't much visuals, and you can freely move over/under it, and drop item on that tile.
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: Oblitus on August 01, 2017, 04:45:32 AM
Quote from: Mavoc on July 31, 2017, 07:49:02 PM
Quote from: Oblitus on July 31, 2017, 07:00:20 PM
Better ceiling then. Ceiling vents are actual thing, after all :)
I don't have any mods that add ceiling objects, how do they differ from floor objects? I assume the visuals would be basically the same.
Well, they are described as being ceil-mounted, require a roof and don't slow down movement.
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: Schwartz on August 20, 2017, 11:20:39 AM
The ratio for large CCs to large intake fans is off. For the small version, it's 3:1, for the big version you get: 2 CCs, 4 fans = 116% thermal. 2 CCs, 5 fans = 93%. 2 CCs, 6 fans = 77%. Same with 1 CC, 3 fans. Seeing how they're supposed to be both 5x as powerful, it should still be 3:1 right?

Also, it'd be reasonable to give the larger units more hitpoints I think. When a fire breaks out, they go down fast.
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: maculator on September 15, 2017, 06:24:28 AM
Hi,
I translated your mod into german. I noticed that the pipenames arent a thing I could change.
Stuff is in attachment.
Cheers

[attachment deleted by admin: too old]
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: coldtoad on September 15, 2017, 10:40:07 AM
Thank you so much!

I will release them with the upcoming 1.3.0 update. Probably in next 1-2 weeks.
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: spincrus on October 07, 2017, 01:11:52 PM
I absolutely love your mod and have been using it since launch. The only gripe I have with it is that all the structures (vents, air intakes, climate control, etc.) are constructable straight from the beginning of the game, and not behind the actual tech that lets you build A/C units. Was this by choice?

(I once complained about a similar thing in another mod, turns out I had God Mod left on, had to swallow all the things I said. This time, I checked though :P)

Cheers!
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: coldtoad on October 07, 2017, 01:37:30 PM
Thanks! Glad you liked it.

There is an update coming with Research for the Mod. I have some difficulties in balancing time between university and extra-work (like this mod). There have been some gameplay fixes like the cost etc. and are waiting to be released. But need to test everything before I release it to everyone.
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: paulvin on October 07, 2017, 03:30:56 PM
i honestly like this mod better than redist heat because its less buggy
i hope you continue updating this and add more intake fans because i have very large rooms and 4 large intakes are not enough
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: nmid on October 11, 2017, 05:25:33 AM
Can you please explain Thermal Efficiency a bit more?
What does having a Thermal Efficiency more than 100% mean?
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: Canute on October 11, 2017, 05:55:46 AM
QuoteValue: 1 Climate Control Unit for 3 Intake Fan (for 100% Efficiency)
I think, you prolly got more intake fan's then your Control unit can handle.


Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: Kori on October 11, 2017, 06:39:00 PM
Post so I don't miss the upcoming update!

Also thanks for this great mod! :)
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: coldtoad on October 11, 2017, 10:26:12 PM
Quote from: nmid on October 11, 2017, 05:25:33 AM
Can you please explain Thermal Efficiency a bit more?
What does having a Thermal Efficiency more than 100% mean?

From the Steam Guide:
Thermal Efficiency is how well your Climate Units are able to handle the change in Intake Temperature.

So...

Change in Intake Temperature maybe caused by Season, Cold Snaps or Heat Waves etc. Having more TE is always good. It is even good till 75%.

Say your temperature outside drops suddenly, so your Climate Units will take some time to adjust this change in temperature. Thermal Efficiency doesn't have that great effect in the temperature when compared to Flow Efficiency. Flow Efficiency literally stops your rooms from reaching the desired temperature if there are too many vents (i.e. reduced flow).

Check This for more info:
http://steamcommunity.com/sharedfiles/filedetails/?id=1078768280
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: tase on October 15, 2017, 03:57:14 PM
AirThermal and LargeAirThermal have the same cost? 200 steel 3 components each.
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: Nightinggale on October 15, 2017, 08:47:41 PM
I have been playing with this mod and I really like it. One thing I noticed right away is that if you use it for your first freezer, expanding, moving or building a new one becomes a lot easier and will not require components. This not only makes the first freezer easier (you can always redo it), it also mean the game is way less annoying once the first freezer becomes too small (which will happen eventually).

I have been thinking about what I would like to see in this mod. This thread already has a bunch of interesting points and I have modified my thinking accordingly, particularly the points regarding exploits.

If we are to apply real physics, heating 1 cc 1 °C takes a certain amount of energy. Let's call this number E. If you then send 100 cc of 22 °C into a room, which is 17°C, it will deliver 100*(22-17)*E = 500 * E. Now if we know E in the heat unit in Rimworld, then we can do lots of interesting stuff, which at first glance looks balanced and scales well, it runs into a serious problem. Imagine outside at 0 °C. A certain room is 20 °C and it needs 25 °C airflow to maintain the temperature. For each cc, it takes 25 E to heat it up, but it only delivers 5 E. This means you will need 5 W for each W you use to heat the room and that is in addition to the fans to create the air flow. Obviously this is not the path to take.

That made me stop and think and I realized the problem is not with my way of thinking. It's with the concept of taking in air from the outside vs just heating the air inside using electric heaters. This means the entire concept might be broken by design, which is why it might seem quite unbalanced. The same goes for redist heat, a mod I stopped using because I had severe problems controlling the pipe temperature.

This brings up the important question: how do you make centralized climate control in a way, which is balanced for gameplay, without exploits and works well with the game engine?

What comes to mind is liquid based heat transfer. In real life water is usually used due to it being easy and cheap to get and it's not toxic if it leaks. The problem with liquid systems is that it requires a return pipe, but if we say a pipe ingame is actually two pipes, one in each direction, then we have that problem solved as well.

Here is how I envision it to work. A pipe is one entity, which has energy stored. Let's called it E (not the same E as in air). The temperature is then T = E / (K * number of pipe tiles), where K is a constant for energy/°C. When a new pipe is placed, the energy in it is K*outdoor temperature. If it's next to a pipe network, this energy is added and naturally the number of pipe tiles increase. Likewise if two pipe system merge, they just add the numbers.

We then add a furnace to the pipe and it can add X energy if it's on. Room heaters, aka radiators will produce a set amount of heat and drain energy from the pipe, but only if the pipe is hotter than the room. They have a set temperature, where they cut off. This is done with a regulator relying on heat expansion, meaning it doesn't require a component. However to change the temperature, a colonist needs to flick the "switch". Automated radiators could be invented, which require a component.

Furnaces have components and you can set a target temperature, just like with vanilla heaters/coolers. When the pipe reach that temperature, the furnace stops producing heat and goes into low power mode. If we set up say 10 furnaces and set the target to 30, 31.... 39 and the pipe is 37°C, then only two will be on and 8 will be in low power mode. When it's winter and it gets cold, the pipe drops to 28 °C and they are all in high power mode and produce heat. This will allow power usage to scale with the heat production in a way which use vanilla code to handle the power usage part.

Cooling is done the same way, except it's reversed. Coolers will lower the pipe temperature and radiators will heat the pipe while they cool the room. Manual radiators will have a button to select if it heats or cools while the ones with a component can connect to two pipes (or to all by default?) and use the one required to aim at the chosen temperature.

It's also worth considering heaters, which requires little or no electricity, but they cool the room while working and can only be on if the pipe is colder than the room. This would be useful for production facilities, which produce heat to the room, heat the pipe with campfires (wood instead of electricity), or even a new use for steam geysers.

Pipe temperature should be capped and the cap should be less strict as you invent more stuff. This means you could make heat/cold traps, but only with advanced technology.

I know it's a major change and most likely a lot to ask for, but I think it will work a whole lot better this way because it completely avoids the issue of having to heat up new air all the time vs just heating up the room.
Title: Re: [A17] Centralized Climate Control (v1.3.0 - 19th October '17)
Post by: coldtoad on October 20, 2017, 12:03:06 AM
A New Update has been released. Includes a bunch of fixes & some new art assets.

Research Tech & a new build tab are also included.
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: coldtoad on October 20, 2017, 12:15:30 AM
Hi Nightinggale,

Yeah, I understand the physics don't really work out for the Mod. Though, I had the idea of storing heat energy per pipe initially. But since I was pretty new to the scene, I thought it was best to keep it simple.

I had two more ideas apart from storing pipe-based energy, I thought of sharing intakes with different climate networks & attenuating energy based on distance from the climate units. Since these changes are some big ones, people who might be using the mod currently might face some issues.

Let's see what we can do. I was thinking of duplicating the code base and implement the above features. If you would be willing to contribute with some of the code, I would be happy to work together!
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: Nightinggale on October 20, 2017, 08:11:04 AM
Quote from: coldtoad on October 20, 2017, 12:15:30 AMYeah, I understand the physics don't really work out for the Mod. Though, I had the idea of storing heat energy per pipe initially. But since I was pretty new to the scene, I thought it was best to keep it simple.
I don't view physics as mandatory. I'm concerned with game balance and if it takes 5000 W to heat using vanilla heaters, it should take more than 500 W with centralized heating. Thinking about how it scales made me look to physics, but more important math regarding heating/cooling for each W used.

Having energy in the pipe is a simple idea, which has the benefit of having suppliers and consumers. This makes it simple to say if you need 500 W with a heater to heat a room, you can make a radiator to produce the same amount of heat using X pipe energy units. The furnace can then add X pipe energy and it will require something around 500 W, not 200 W and not 2000 W. This makes it much easier to make the mod balanced with the existing temperature devices. The real bonus from having a central heating system would then be that you can have 10 rooms heated by 500 W each, and each heater is on 10% of the time, in which case the heating the pipe will only require 500 W (+loss if implemented) and you don't need to add 5000 W heat capacity. Also you can stockpile heat in the pipe during the day and then drain during the night, meaning like batteries for power supply, you can have peak usages, which are higher than production.

This mod has plenty of potential for awesomeness in multiple ways, but it needs to have balanced energy consumption for the temperature changes.

Quote from: coldtoad on October 20, 2017, 12:15:30 AMI had two more ideas apart from storing pipe-based energy, I thought of sharing intakes with different climate networks & attenuating energy based on distance from the climate units.
I thought about mixers as well. They should connect to two pipes and then reduce air flow from one to get the average temperature in the output to be what the settings request. For instance say two pipes provide 10 °C and 40 °C, both at 300 cc. If you want 20 °C, it will use 300 cc@10 °C and 150 cc@40 °C, which results in 450 cc@ 20 °C.

I also thought about heat exchangers which would change both room temperature and pipe temperature to put them closer to each other. This way you can extract heat from heat producing buildings or steam geysers, though it would require mixers to gain control of the temperature. This would be interesting if heat production has balanced costs. You could even heat a room with camp fires if you have plenty of wood, but low electricity, or as a way to temporally increase the temperature production in case of a cold snap.

It could be beneficial to have valves on pipes to make pipes connect only when on. This way you can disconnect a room with heat exchangers if it's not in use, meaning it won't drain the overall system if left unheated.

Quote from: coldtoad on October 20, 2017, 12:15:30 AMSince these changes are some big ones, people who might be using the mod currently might face some issues.
I don't think you should be too concerned with breaking it for players using the current code, or I would say not while developing. However if you have something, which will break existing savegames, putting it on steam to autoupdate would be a bad idea. Make a new mod if needed.

Quote from: coldtoad on October 20, 2017, 12:15:30 AMLet's see what we can do. I was thinking of duplicating the code base and implement the above features. If you would be willing to contribute with some of the code, I would be happy to work together!
I certainly would like to. However I have two problems with it. One is that I need to spend coding time on something else first, which takes priority and the second is that I still haven't figured out C#. Having years of experience with C++, I don't need to get explained what a bool is or what if (A || B) does. However searching for C# for C++ programmers only results in lists of how to do certain C++ tasks in C#, not how to use C# itself. I haven't found anything including non-C++ concepts such as yield return and I really need that if I am to use C# correctly and not just try to make C# act like C++. Once I figure out this problem, I will likely turn into advanced C# overnight, but until then don't count on me to do any actual coding.
Title: Re: [B18] Centralized Climate Control (v1.4.0 - 22nd November '17)
Post by: frenchiveruti on November 24, 2017, 03:23:27 PM
Hello am I facing a bug or an intended feature?
https://github.com/vasumahesh1/CentralizedClimateControlMod/issues/2 (https://github.com/vasumahesh1/CentralizedClimateControlMod/issues/2)

EDIT: Fixed it myself: https://github.com/frenchiveruti/CentralizedClimateControlMod/releases
Title: Re: [B18] Centralized Climate Control (v1.4.0 - 22nd November '17)
Post by: coldtoad on November 27, 2017, 07:20:46 PM
Thanks for spotting this out. The fix was deployed to Steam but I forgot to update GDrive and Github.
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: Nightinggale on November 27, 2017, 08:52:19 PM
Quote from: coldtoad on October 20, 2017, 12:15:30 AMLet's see what we can do. I was thinking of duplicating the code base and implement the above features. If you would be willing to contribute with some of the code, I would be happy to work together!
Just for the record I haven't forgotten this statement and I still would like to work on such game mechanics at some point. However as it turned out, it seemed that first BoneMod and then patching became topics to take my modding time. I still have a point on the todo list where I plan to get back to this mod.
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: coldtoad on November 27, 2017, 09:26:26 PM
Quote from: Nightinggale on November 27, 2017, 08:52:19 PM
Quote from: coldtoad on October 20, 2017, 12:15:30 AMLet's see what we can do. I was thinking of duplicating the code base and implement the above features. If you would be willing to contribute with some of the code, I would be happy to work together!
Just for the record I haven't forgotten this statement and I still would like to work on such game mechanics at some point. However as it turned out, it seemed that first BoneMod and then patching became topics to take my modding time. I still have a point on the todo list where I plan to get back to this mod.

Awesome. Sorry for not replying, having difficulties in getting time for the mod. If you want to contribute the repository is always open, we can even discuss features here and how to go about implementing / changing them. Code changes for features & fixes are always welcomed!
Title: Re: [B18] Centralized Climate Control (v1.4.0 - 22nd November '17)
Post by: frenchiveruti on December 06, 2017, 04:25:49 PM
Hey ColdToad, will you consider updating the mod download links? It keeps linking to the old version with the wall destroying bug.
thanks-
Title: Re: [A17] Centralized Climate Control (v1.2.2 - 22nd July '17)
Post by: coldtoad on December 20, 2017, 02:42:31 AM
Quote from: Nightinggale on November 27, 2017, 08:52:19 PM
Quote from: coldtoad on October 20, 2017, 12:15:30 AMLet's see what we can do. I was thinking of duplicating the code base and implement the above features. If you would be willing to contribute with some of the code, I would be happy to work together!
Just for the record I haven't forgotten this statement and I still would like to work on such game mechanics at some point. However as it turned out, it seemed that first BoneMod and then patching became topics to take my modding time. I still have a point on the todo list where I plan to get back to this mod.

In the next update, more vents will be added. But I need to scale them appropriately. Currently, I think the Vents are a little OP. To scale them, I need to adjust the weights as well as the formula for temperature change.

Here are the following Vents:

1) Wall Vent - Regular Current Vents
Exhaust Ouput: 100
Cost: 70 Steel

2) Small Wall Vent - Smaller Wall Vent
Exhaust Ouput: 50
Cost: 35 Steel

3) Surround Vent - Surround Exhaust; Full Size Vent
Exhaust Ouput: 300
Cost: 210 Steel

4) Wide Surround Vent - Surround Exhaust; 2x1 Size Vent
Exhaust Ouput: 600
Cost: 420 Steel

Current Temperature Change Formula:

// Flow Efficiency is capped at 1.0f.
magnitudeChange = temperatureDifference (between outside and room but capped at 10.0 degrees)
efficiencyImpact = FlowEfficiency * FlowEfficiency;
smoothMagnitude =  magnitudeChange * 0.25f * (ExhaustOutput / 100.0f);

// Rimworld's Heater / Cooler code
// I feel this needs a change as it makes no sense to me.
energyLimit = smoothMagnitude * efficiencyImpact * 4.16666651f * 12f * signChanger;
tempChange = GenTemperature.ControlTemperatureTempChange(intVec, Map, energyLimit, outsideTemp);

Would greatly appreciate if anyone could pitch in and explain what's happening in the Heater/Cooler formula.

The update is on Github, you'll need to download the ZIP of the master branch in order to test it. To edit the formula, one needs to build the DLL which is a pain for a tester.
Title: Re: [B18] Centralized Climate Control (v1.4.0 - 22nd November '17)
Post by: coldtoad on December 20, 2017, 02:48:03 AM
Quote from: frenchiveruti on December 06, 2017, 04:25:49 PM
Hey ColdToad, will you consider updating the mod download links? It keeps linking to the old version with the wall destroying bug.
thanks-

Sorry forgot to reply, if you are referring to the Google Drive link, it was fixed around that time. I hope you were able to get the new zips.
Title: Re: [B18] Centralized Climate Control (v1.4.0 - 22nd November '17)
Post by: sidfu on December 22, 2017, 12:13:07 AM
hmm the <defName>AirVent</defName> like vent not showing in my game. everything else shows
Title: Re: [B18] Centralized Climate Control (v1.4.0 - 22nd November '17)
Post by: Farry on January 02, 2018, 08:05:18 AM
please help, im scared to start a new game (debug log shows first lines in yellow):

Def-linked translation error: Found no Verse.ThingDef named AirVent_Blueprint to match AirVent_Blueprint.label
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData_Patch1(Object)
Verse.PlayDataLoader:<DoPlayLoad>m__1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Def-linked translation error: Found no Verse.ThingDef named AirVent_Frame to match AirVent_Frame.label
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData_Patch1(Object)
Verse.PlayDataLoader:<DoPlayLoad>m__1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Def-linked translation error: Found no Verse.ThingDef named AirVent_Frame to match AirVent_Frame.description
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData_Patch1(Object)
Verse.PlayDataLoader:<DoPlayLoad>m__1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
Title: Re: [B18] Centralized Climate Control (v1.4.0 - 22nd November '17)
Post by: Harry_Dicks on January 02, 2018, 04:07:47 PM
Quote from: Farry on January 02, 2018, 08:05:18 AM
please help, im scared to start a new game (debug log shows first lines in yellow):

Def-linked translation error: Found no Verse.ThingDef named AirVent_Blueprint to match AirVent_Blueprint.label
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData_Patch1(Object)
Verse.PlayDataLoader:<DoPlayLoad>m__1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Def-linked translation error: Found no Verse.ThingDef named AirVent_Frame to match AirVent_Frame.label
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData_Patch1(Object)
Verse.PlayDataLoader:<DoPlayLoad>m__1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Def-linked translation error: Found no Verse.ThingDef named AirVent_Frame to match AirVent_Frame.description
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData_Patch1(Object)
Verse.PlayDataLoader:<DoPlayLoad>m__1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()


I've had those same 3 yellow lines for a few weeks now, and they haven't given me any issue. I even had 2 separate climate systems that worked perfect in my mountain base. 70F for normal temp for pawns, 0F for my freezers.
Title: Re: [B18] Centralized Climate Control (v1.4.0 - 22nd November '17)
Post by: nattywwc on January 04, 2018, 06:35:37 AM
Quote from: sidfu on December 22, 2017, 12:13:07 AM
hmm the <defName>AirVent</defName> like vent not showing in my game. everything else shows

I had that problem too, can confirm that it's present in the steam workshop and Google drive versions (1.4.0).

What's happened is that the designationCategory isn't set for the air vent. Copy the line <designationCategory>CentralClimateControl</designationCategory> into "AirVent" somewhere and you should be fine.
For those who don't know where to go, this is found at "(mod root folder)\Defs\ThingDefs_Buildings\Buildings_Temperature.xml". The air vent is down the bottom of the file.

Working code for the air vent is as follows if you want to just copy/paste.

  <ThingDef ParentName="CentralizedClimateControlBuilding">
    <defName>AirVent</defName>
    <label>airVent</label>
    <thingClass>CentralizedClimateControl.Building_AirVent</thingClass>
    <graphicData>
      <texPath>Things/Building/AirVent</texPath>
      <graphicClass>Graphic_Multi</graphicClass>
      <damageData>
        <cornerTL>Damage/Corner</cornerTL>
        <cornerTR>Damage/Corner</cornerTR>
        <cornerBL>Damage/Corner</cornerBL>
        <cornerBR>Damage/Corner</cornerBR>
      </damageData>
    </graphicData>
    <altitudeLayer>Building</altitudeLayer>
    <passability>Impassable</passability>
    <blockWind>true</blockWind>
    <fillPercent>1</fillPercent>
    <coversFloor>true</coversFloor>
    <blockLight>true</blockLight>
    <canOverlapZones>false</canOverlapZones>
    <castEdgeShadows>true</castEdgeShadows>
    <staticSunShadowHeight>1.0</staticSunShadowHeight>
    <statBases>
      <WorkToBuild>1600</WorkToBuild>
      <MaxHitPoints>100</MaxHitPoints>
      <Flammability>1.0</Flammability>
    </statBases>
    <tickerType>Rare</tickerType>
    <description>An Air Vent.</description>
    <costList>
      <Steel>50</Steel>
    </costList>
    <terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded>
    <drawPlaceWorkersWhileSelected>true</drawPlaceWorkersWhileSelected>
    <building>
      <canPlaceOverWall>true</canPlaceOverWall>
    </building>
    <comps>
      <li Class="CentralizedClimateControl.CompProperties_AirFlow">
        <compClass>CentralizedClimateControl.CompAirFlowConsumer</compClass>
        <flowType>Any</flowType>
        <baseAirExhaust>100</baseAirExhaust>
      </li>
      <li Class="CompProperties_Flickable">
        <commandTexture>UI/Commands/Vent</commandTexture>
        <commandLabelKey>CommandDesignateOpenCloseVentLabel</commandLabelKey>
        <commandDescKey>CommandDesignateOpenCloseVentDesc</commandDescKey>
      </li>
    </comps>
<designationCategory>CentralClimateControl</designationCategory>
    <holdsRoof>true</holdsRoof>
    <researchPrerequisites>
      <li>AirConditioning</li>
      <li>BasicClimateControl</li>
    </researchPrerequisites>
    <placeWorkers>
      <li>CentralizedClimateControl.PlaceWorker_AirVent</li>
    </placeWorkers>
  </ThingDef>
Title: Re: [B18] Centralized Climate Control (v1.4.0 - 22nd November '17)
Post by: coldtoad on January 04, 2018, 09:00:50 PM
It's because it was removed in the previous updates. Because we have these new Surround Vents now (https://github.com/vasumahesh1/CentralizedClimateControlMod/tree/master/Textures/Things/Building/Vents). I temporarily removed them from the menus so that It doesn't affect people already using it. These new powerful vents are coming in a few days (scheduled for 9th Jan).


Edit: My english.
Title: Re: [B18] Centralized Climate Control (v1.4.0 - 22nd November '17)
Post by: Harry_Dicks on January 04, 2018, 10:10:51 PM
Quote from: coldtoad on January 04, 2018, 09:00:50 PM
It's because it was removed in the previous updates. Because we have these new Surround Vents now (https://github.com/vasumahesh1/CentralizedClimateControlMod/tree/master/Textures/Things/Building/Vents). I temporarily removed them from the menus so that It doesn't affect people already using it. These new powerful vents coming in a few days (scheduled for 9th Jan).


Edit: My english.

Nice!
Title: Re: [B18] Centralized Climate Control (v1.4.0 - 22nd November '17)
Post by: KocLobster on January 07, 2018, 11:48:39 AM
Quote from: coldtoad on January 04, 2018, 09:00:50 PM
It's because it was removed in the previous updates. Because we have these new Surround Vents now (https://github.com/vasumahesh1/CentralizedClimateControlMod/tree/master/Textures/Things/Building/Vents). I temporarily removed them from the menus so that It doesn't affect people already using it. These new powerful vents are coming in a few days (scheduled for 9th Jan).

Edit: My english.
I was wondering why I was only able to create wall mounted vents. I guess those will just have to do for now. So you're pushing an update on the 9th that will include the new surround vents?
Title: Re: [B18] Centralized Climate Control (v1.4.0 - 22nd November '17)
Post by: coldtoad on January 07, 2018, 03:22:43 PM
Yes I just need to test and balance the new buildings.
Title: Re: [B18] Centralized Climate Control (v1.4.0 - 22nd November '17)
Post by: Mst on January 11, 2018, 11:01:21 AM
Is it possible to hide pipes under the floor?
Title: Re: [B18] Centralized Climate Control (v1.4.0 - 22nd November '17)
Post by: Canute on January 17, 2018, 03:01:38 AM
coldtoad,
i think the Air climate control need a pipe selector too like the vents have.
I got an working cooling system with blue pipes.
But then i build red pipes for another system, since i try to build the pipes allways inside walls blue and red overlap ofcouse.
But the Control unit for the blue network started to use the red pipe and ofcouse the cooling didn't worked anymore.

The intakes don't realy need it, but basicly it can't hurt to give them a selector too. In case you bundle pipes.
Title: Re: [B18] Centralized Climate Control (v1.4.0 - 22nd November '17)
Post by: Harry_Dicks on January 17, 2018, 03:15:29 AM
Quote from: Canute on January 17, 2018, 03:01:38 AM
coldtoad,
i think the Air climate control need a pipe selector too like the vents have.
I got an working cooling system with blue pipes.
But then i build red pipes for another system, since i try to build the pipes allways inside walls blue and red overlap ofcouse.
But the Control unit for the blue network started to use the red pipe and ofcouse the cooling didn't worked anymore.

The intakes don't realy need it, but basicly it can't hurt to give them a selector too. In case you bundle pipes.

I suppose you really do need selectors on everything, when they can all connect to multiple networks. Makes a lot of sense to me.
Title: Re: [B18] Centralized Climate Control (v1.4.0 - 22nd November '17)
Post by: Canute on January 17, 2018, 04:24:57 AM
Another thing i notice.
Set the target temp. to -10C but the room just went to -5C.
But when i set the target temp. to -15C the room goes down to -10C.

And the room temp. is pretty constant, so it can't be the on/off hysteries.

Title: Re: [B18] Centralized Climate Control (v1.4.0 - 22nd November '17)
Post by: Harry_Dicks on January 17, 2018, 04:46:46 AM
Quote from: Canute on January 17, 2018, 04:24:57 AM
Another thing i notice.
Set the target temp. to -10C but the room just went to -5C.
But when i set the target temp. to -15C the room goes down to -10C.

And the room temp. is pretty constant, so it can't be the on/off hysteries.

When you click on a vent, does it say you have >100% thermal and flow efficiency? Are both of the climate control units set to the same temp? Maybe you have one set for a different temperature. Also, maybe you need to add another vent.
Title: Re: [B18] Centralized Climate Control (v1.4.0 - 22nd November '17)
Post by: wwWraith on January 17, 2018, 05:01:32 AM
Quote from: Canute on January 17, 2018, 04:24:57 AM
Another thing i notice.
Set the target temp. to -10C but the room just went to -5C.
But when i set the target temp. to -15C the room goes down to -10C.

And the room temp. is pretty constant, so it can't be the on/off hysteries.

I think this effect is caused by heat exchange between freezer and neighboring rooms and/or outdoor space as you are setting only the temperature of the incoming air rather than the wanted temperature in the rooms. But what confuses me is that adding several exhausting outlets to the room doesn't seem to help.
Title: Re: [B18] Centralized Climate Control (v1.4.0 - 22nd November '17)
Post by: Canute on January 17, 2018, 06:23:18 AM
QuoteWhen you click on a vent, does it say you have >100% thermal and flow efficiency? Are both of the climate control units set to the same temp? Maybe you have one set for a different temperature. Also, maybe you need to add another vent.
1 intake for 4 wall vents = 100% flow, thats what i got. Thermal is 300%

QuoteI think this effect is caused by heat exchange between freezer and neighboring rooms and/or outdoor space as you are setting only the temperature of the incoming air rather than the wanted temperature in the rooms. But what confuses me is that adding several exhausting outlets to the room doesn't seem to help.
No then i wouldn't be able to cool it deeper with the same setup.
When you would build a similar setup with cooler, the temp. inside the room wouldn't change when you set the cooler's from -10 to -20.
Because of the effect you describe.

But i just changed the target temp. at the control unit to -15, and the room got -10 after that.
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: MercuryDoll on January 30, 2018, 05:40:42 AM
Just tried this mod out in devmode to test how it works, especially in my situation. Here's my thoughts on it:
From the concept, it's great and it has incredible potential, but it has some flaws, some of them seem logical.
The climate control unit is rather wonky, and doesn't seem to be much of use if you want to use the duality of cooling air, like the vanilla cooler. It would be amazing if the CCU's system would be changed to have one input and two explicit outputs, one for cold, one for hot air (i mean, the color coded pipes already suggest this). If either output doesn't have a pipe connected, it gets dumped into the surrounding air. Here's what the setup could look like: https://i.imgur.com/wjv7pzg.png

Another thing i noticed that really bummed me was that it's impossible to use the vent system passively, meaning without an active CCU. I tried to connect an Air Intake placed outside (freezing -10°C) and a vent in my freezer. Logically, it would just pump cold air from outside into my freezer, but it actually didn't do anything. A bummer, really. because if passive temperatures were actually acknowledged, i could imagine a lot of crazy stuff. Using extremely hot air from a geyser or volcano, combined with arctic air we could create a TEG (http://ss13.moe/wiki/index.php/Thermoelectric_Generator).
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Canute on January 30, 2018, 06:28:12 AM
MercuryDoll,
the hot air directly comes out of the CCU, this indicate the red squre when you place a CCU.
Yes this is a bit unpractical and would be nice if you could transfer the output with a pipe to another place.
But with the vanila cooler you can't do this either.

And when you place the Intake's in a cold area, the CCU need to cool less then when you would place them in a hot area.
You would see a different when you play in a desert and want cool your freezer.
I place my intake in my freezer room, to have a closed circulation.
But from my logic, an intake should work like a small heater too, since it take out the cold air, and fresh air flow inside the room.
But unfortunable the intake just add the proper pressure and temp to the pipe and don't do anything to the room temp.
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Harry_Dicks on January 30, 2018, 07:45:47 AM
Quote from: MercuryDoll on January 30, 2018, 05:40:42 AM
Another thing i noticed that really bummed me was that it's impossible to use the vent system passively, meaning without an active CCU. I tried to connect an Air Intake placed outside (freezing -10°C) and a vent in my freezer. Logically, it would just pump cold air from outside into my freezer, but it actually didn't do anything. A bummer, really. because if passive temperatures were actually acknowledged, i could imagine a lot of crazy stuff. Using extremely hot air from a geyser or volcano, combined with arctic air we could create a TEG (http://ss13.moe/wiki/index.php/Thermoelectric_Generator).

Can't you do this with Red Is Heat? I used Centralized Climate Control in the past, but haven't gotten around to actually trying out RiH. I want to say, I saw an "idea" picture for RiH that showed you could use the piping to essentially have "connected vents" to equalize the temperature between two not adjacent rooms. I can't remember if you needed to have a "pressure/flow" built into it, so that this system could be unpowered. I could also be imagining crazy things, too ;)
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Canute on January 30, 2018, 09:18:16 AM
No the 3 colours for pipe arn't reserved for hot/cold/... they are just 3 pipe system like at Redist heat upper and down pipe.
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Harry_Dicks on January 30, 2018, 09:54:20 AM
Quote from: Canute on January 30, 2018, 09:18:16 AM
No the 3 colours for pipe arn't reserved for hot/cold/... they are just 3 pipe system like at Redist heat upper and down pipe.

I never said anything about that, you are misunderstanding me. Where did I even mention a difference among the colors of different pipes?

I am talking about passive temperature changes through pipes. So if you have two rooms with a hallway between them, but they have an isolated network of just a vent in each room, with the pipe running between the two rooms, through the hallway, connecting both vents. The "air" should still travel a bit through the pipes from just passive temperatures changing, more so than regular temperature adjustments between rooms in a base, that are not connected to each other via an unpowered duct network.

Please, Canute, have more faith in me. I know if I am being an idiot or not, and will say so if I am unsure of something. However, if I am confident in my answer, I will let it be known. That is a personal fact about me, that I can say I am at least smart enough to realize how fucking dumb I am. ;)

EDIT: This is what I am talking about, and it does work for Red Is Heat.

(https://i.imgur.com/annXgzq.png)
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Canute on January 30, 2018, 10:42:19 AM
Don't forget on a forum or chat, it is very easy to missunderstood someone or get upset.
Most of us speak different native languages then engl. and some forget to put or read smilies.

But a passive heatpipe isn't very effective. Just think about the wall passing through the temp. Sure you could build the pipes with silver/gold because they transport more heat then other materials.
But i think redist heat got some unpowered intake's and outlets, but i am not sure.
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Harry_Dicks on January 30, 2018, 02:21:47 PM
Quote from: Canute on January 30, 2018, 10:42:19 AM
Don't forget on a forum or chat, it is very easy to missunderstood someone or get upset.
Most of us speak different native languages then engl. and some forget to put or read smilies.

I understand, and had figured that English wasn't your primary language. Which is why I try to be nice about it, but I felt that you did not consider what I was saying to even be possible to be true, because you did not pick up at all what we were talking about :)

Quote from: Canute on January 30, 2018, 10:42:19 AM
But a passive heatpipe isn't very effective. Just think about the wall passing through the temp. Sure you could build the pipes with silver/gold because they transport more heat then other materials.
But i think redist heat got some unpowered intake's and outlets, but i am not sure.

Could you not see in the screenshot I showed? That's exactly what it is, unpowered "vents" that have an intake and an outlet. That's what the little arrows are there to indicate. I agree that it is not very effective, but I'm sure people have their reasons. Maybe someone has their freezer near the smelting room, and they need just a little bit of cold air to go there, or people try to save materials for how the air network would best suit their base, but I'm sure some people will have their own reasons for wanting this.

EDIT: I'm also very, very grateful that we have two AWESOME central heat/air mods to choose from. Well, maybe 2.5 if you include Dubs Bad Hygiene. Either way, thank you guys, for all of your freaking fantastic work. You are making our dreams come true over here ;D
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Ashnal on January 31, 2018, 12:00:19 PM
Quote from: Harry_Dicks on January 30, 2018, 09:54:20 AM
Quote from: Canute on January 30, 2018, 09:18:16 AM
No the 3 colours for pipe arn't reserved for hot/cold/... they are just 3 pipe system like at Redist heat upper and down pipe.

I never said anything about that, you are misunderstanding me. Where did I even mention a difference among the colors of different pipes?

I am talking about passive temperature changes through pipes. So if you have two rooms with a hallway between them, but they have an isolated network of just a vent in each room, with the pipe running between the two rooms, through the hallway, connecting both vents. The "air" should still travel a bit through the pipes from just passive temperatures changing, more so than regular temperature adjustments between rooms in a base, that are not connected to each other via an unpowered duct network.

Please, Canute, have more faith in me. I know if I am being an idiot or not, and will say so if I am unsure of something. However, if I am confident in my answer, I will let it be known. That is a personal fact about me, that I can say I am at least smart enough to realize how fucking dumb I am. ;)

EDIT: This is what I am talking about, and it does work for Red Is Heat.

Sorry, this is bothering me too much. But the name of the mod is RedistHeat. There's a T in there. Between the S and H. It's short for Redistribute Heat. Not Red Is Heat. Which makes no sense.
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Harry_Dicks on January 31, 2018, 01:11:38 PM
Quote from: Ashnal on January 31, 2018, 12:00:19 PM
Sorry, this is bothering me too much. But the name of the mod is RedistHeat. There's a T in there. Between the S and H. It's short for Redistribute Heat. Not Red Is Heat. Which makes no sense.

Hahaha, holy crap. I always wondered why it was called Red is Heat ::)
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: morrosis on February 07, 2018, 05:27:27 AM
So I compleated the research but it's not there?

[attachment deleted due to age]
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: morrosis on February 07, 2018, 06:02:37 AM
all good solved it had to research basic as well
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Imca on February 12, 2018, 10:37:26 PM
The mod is causing intense lag spikes when my game saves or loads, up to two to three minutes of single FPS before returning to normal upon wich it runs fine.....

It also creates intense lag when the climate control network has additional pipes added or removed from it, before agian returning to normal.

No console log entries are being generated in debug mode, so I don't really have any thing there I can share.

Screenshots of my network though, incase something related to it directly would cause it sorry....

Image 1 (https://www.dropbox.com/s/9ncua6zc8np3cbl/20180213122932_1.jpg?raw=1)

Image 2 (https://www.dropbox.com/s/wwfa0rzkyio17hb/20180213122946_1.jpg?raw=1)
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: coldtoad on February 12, 2018, 11:42:26 PM
I haven't had the time to optimize it fully. But if your base is huge, you ll get some lag im afraid. :(

This is a long pending issue for me. I will see if I can make some changes in the next update.
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Canute on February 13, 2018, 04:56:07 AM
I notice you got plenty of unconnected wallfan around.
Maybe the mod try to look for the network at the loading. Just try to remove them with the dev-tool and safe/load and look if something change.
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Imca on February 13, 2018, 05:43:12 AM
There all connected actually, just the dark blue is my freezer unit, and the light blue is my main thermal control unit.

Also, sorry to bother you about the optimization then, its nice to hear it will be worked on but still dont mean to bother you about it. >.<
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Psychodozer on February 18, 2018, 09:38:14 AM
How to make pipes invisible? I made separate "invisible" pipes in defs and new textures with a transparency of 99% in Photoshop, but in the game they look like usual.
https://imgur.com/a/WxaGl

What should I change to make the textures appear transparent?

  <ThingDef ParentName="AirPipe">
    <defName>blueAirPipeinvisible</defName>
    <label>invisible Blue Air Pipe</label>
    <description>invisible Blue Pipes for carrying air.</description>
    <thingClass>CentralizedClimateControl.Building_ColdAirPipe</thingClass>
    <uiIconPath>UI/BlueAirPipe</uiIconPath>
    <costList>
      <Steel>1</Steel>
    </costList>
    <graphicData>
      <texPath>Things/Building/Frozen_AirPipe_Atlas_invisible</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <linkType>Basic</linkType>
      <linkFlags>
        <li>Custom6</li>
      </linkFlags>
      <damageData>
        <rect>(0,0.35,1,0.3)</rect>
      </damageData>
    </graphicData>
    <blueprintGraphicData>
      <texPath>Things/Building/Cold_AirPipe_Blueprint_Atlas</texPath>
    </blueprintGraphicData>
    <designationCategory>CentralClimateControl</designationCategory>
    <comps>
      <li Class="CentralizedClimateControl.CompProperties_AirFlow">
        <compClass>CentralizedClimateControl.CompAirFlowPipe</compClass>
        <flowType>Cold</flowType>
      </li>
    </comps>
  </ThingDef>
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Harry_Dicks on February 18, 2018, 02:29:44 PM
I would think one of these:

      <texPath>Things/Building/Frozen_AirPipe_Atlas_invisible</texPath>
      <graphicClass>Graphic_Single</graphicClass>

Or maybe the blueprint graphic data? But I figured that's just for laying them down, or when you have them selected to add on to it, which I would think you'd want to keep.

Maybe the atlas, you should make a new file for it, but just have this be a blank.png

Doesn't something like these pipes use the atlas for drawing in the game, so if it was just a blank texture file, it should be blank in game? Because I don't see anything like where it's colored in using RGB colors from the xml.

Other than that, I'm at a loss. Someone around here should be able to help you, if we can't figure it out :)
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Ruisuki on February 23, 2018, 07:13:24 AM
Sounds like a more reliable version of redisheat. My interest is piqued
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Harry_Dicks on February 23, 2018, 11:25:48 AM
Quote from: Ruisuki on February 23, 2018, 07:13:24 AM
Sounds like a more reliable version of redisheat. My interest is piqued

Do you think RedistHeat is unreliable?
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Canute on February 23, 2018, 01:17:39 PM
A bit yes.
Pipe's disconnect after a game loading sometimes.
Ind. cooler/healer don't push into networks.
But overall Redist Heat works well, at last no NaCl bug like a previous versions.

I liked Redist Heat alot, because of the heat transport system. On an ice biome i just build walls around the geysir's transport their heat with pipe's into the base to heat it.
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Canute on March 01, 2018, 04:03:03 AM
coldtoad,
could you take into your modsync support.
My installed version allways show no local version.
Ahh ok, i found the issue, the archiv at release don't include the ModSync.xml.
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: MightyGooga on March 17, 2018, 10:19:29 PM
I really cant make this work. I have a room 23x23, with 2 industrial iontakes, making about 3000 airflow. I have on climate control unit industrial that is outputing -40... The room temperture wont drop... I tried everything. What am I missing?
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Canute on March 18, 2018, 04:00:14 AM
You are missing the outlets !
The control unit just doing the temp. change and blow allways hot air out thats why you should place it somewhere else if you want it cool.
For a 23x23 room 2 normal intakes should be enough or one industrial.
Then 6 wall mounted vents (i prefer the wall mounted one so no other space is used) should do it.
If you don't got your target temp. at the room, you might add some more vent's or double wall the room.

Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Ruisuki on March 19, 2018, 05:53:14 AM
shouldnt pipes be invisible when placed under flooring? Or is this just not the case for flooring from T's more floors mod?
https://ludeon.com/forums/index.php?topic=4373.0
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: coldcell on March 26, 2018, 08:05:09 AM
Great mod.. I just have several questions:

1) What's the difference between small vents and normal vents? It says 1 intake = 3 rooms, but does room size matter?

2) So let's say I want to keep temp in my mountainous base consistent throughout. I build the air intakes outside with the climate control and connect it through vent to a room closest to the entrance. Now I just want to build wall vents. How do I do this? Do I have to connect air pipe from the last room to the original piping (near the base entrance?)

For example Room A is where the air pipe is connected to, which is the base entrance. Now I want Room B to have the same temp. I'm not sure how to do this since if I build a vent facing Room B, it does nothing unless I connect the vent facing Room B with the vent facing Room A. So essentially if I want to do this in all the rooms in my bases, they all have to be connected by air pipe to Room A.
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Canute on March 26, 2018, 11:26:57 AM
1. like the name say, small vent's are smaller, 1 normal intake for 4 small vents or 3 normal vents. Good for smaller room.

2. I would build the intake at a big room which got close to the target temp. at this way the control unit don't need to heat/cool fresh air that much.
Mosttimes you want to control the temp. of these big room too.
Then build pipes from the intake to the rooms, and small/normal vent at the wall of these room.
Then the control unit somewhere, you can place it at the same room like the intake solong you don't want cool it, the control unit produce heat.
And since the control unit don't got a switch for the pipe network, you should be sure just one pipe connect to the control unit.

Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Ruisuki on March 26, 2018, 03:48:09 PM
does it make a difference building the intakes indoors or outdoors?
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Canute on March 26, 2018, 04:31:39 PM
Try to use your brain a bit please.
When you want to heat your base, it is better to use the very cold air from outside to heat up , or the air from inside which might not that cold ?
Since the game/mod don't have a penalty/boni for fresh air, i don't a reason to place the intake outside.
You can place the control unit outside when you play on desert, so it doesn't extra heat up the indoor.
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Ruisuki on March 26, 2018, 11:02:55 PM
No need to be trash, I was wondering the scale given Ive been playing Boreal and up until winter 2 intakes(outside) have kept me in the high 60s range.
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Canute on March 27, 2018, 02:49:13 AM
Basicly it doesn't matter much where you place the intake. They don't do anything to the enviroment.
They just flood the pipe's with air of their enviroment temperature.
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Lesgalapagos on July 11, 2018, 05:07:08 PM
Hi,

The last comit on github is janury 25. Did you prepare an update of this wonderful mod for the next 1.0 ?

Regards
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Jdalt40 on July 16, 2018, 07:18:40 AM
Hey Vasumahesh1, I've forked your mod on github for 1.0, I reckon it'd be a help to you once you start updating ;)
https://github.com/Jdalt40/CentralizedClimateControlMod
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Resurak on July 16, 2018, 10:14:56 AM
Quote from: Jdalt40 on July 16, 2018, 07:18:40 AM
Hey Vasumahesh1, I've updated your mod to 1.0 in your github, I reckon it'd be a help to you once you start updating ;)
Hi Jdalt40, i just downloaded the 1.0 update that you made for this mod but... it doesen't work (or maybe it should not work because it's a work in progress xD).

When i try to launch the game with the mod enabled (and only this mod, under core and no other mods) the game says that it's incompatible and keep deactivating it.

I'm posting a screenshot of the error if it can help ^^. Anyway, keep up the good work you modders around here  ;)

[attachment deleted due to age]
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Jdalt40 on July 20, 2018, 09:50:10 PM
Hold on, I'll see if I can recreate the issue after recompiling it, probably needs recompiling again.
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Jdalt40 on July 21, 2018, 03:59:09 AM
Recompiled for 1.0.1970, should be fixed.
https://github.com/Jdalt40/CentralizedClimateControlMod
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: thisbloke on July 21, 2018, 06:54:55 AM
Quote from: Jdalt40 on July 21, 2018, 03:59:09 AM
Recompiled for 1.0.1970, should be fixed.

No go for me either. I loaded by itself under Core, and then tried it again directly under Hugslib.

[attachment deleted due to age]
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Resurak on July 21, 2018, 07:21:02 AM
Quote from: thisbloke on July 21, 2018, 06:54:55 AM
Quote from: Jdalt40 on July 21, 2018, 03:59:09 AM
Recompiled for 1.0.1970, should be fixed.

No go for me either. I loaded by itself under Core, and then tried it again directly under Hugslib.

Yep, same here :(

Don't let this discourage you, i'm sure you'll find the real problem and fix it soon!
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Jdalt40 on July 22, 2018, 02:19:10 AM
Can you please give your hugslib log by pressing Ctrl + F12?

Also did you redownload from: https://github.com/Jdalt40/CentralizedClimateControlMod?
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Jdalt40 on July 22, 2018, 02:27:17 AM
Also are you on 64 bit or 32 bit?
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Resurak on July 22, 2018, 02:42:31 AM
I'll try soon.

Thank you for the effort that you are putting in this mod! :D
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Jdalt40 on July 22, 2018, 03:36:43 AM
Really don't thank me lol, I'm only updating it because I wanted to try out C#.
Thank the original author for giving me a good mod to try updating :P
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Resurak on July 22, 2018, 04:12:52 AM
Ok there is some progress, big progress!

Now, with the version 1.0.1971 the mod is working, but there are still some problems. There are alot of errors in the startup, and others while in game (tried both x32/x64, it's the same). In game, the graphics doesn't show up at all

Here is the first screenshot:
(https://i.imgur.com/3TKA4vo.png)

The graphics of the pipes are good, no problem at all, but when i try to put down the other buildings... this is what i get:
(https://i.imgur.com/kxWwZzt.png)

Every building (except the pipes) have this problem. But, it works. I've tried to connect some intake fans with the thermal thing, set up the temperature, connect some pipes together, put some vents (tried small and big ones) in a room and yes, it works! Tried -19°C and 31°C, i've not done further inspections because i think it works for every temperature (next time i'll try 1000°C XD). Ah, even if the graphics doesn't show up, there is no problem with the area between the intake fans (that white block around), it works (if I cover with something the white block, the fan stop working). And the red area (exhaust) in the vents and thermal things work too.

So, i think the mod works? Yes! There are some problems with the graphics, but I think you can fix this in 5 minutes ;)

Oh before i forget, there is the post of the hugslib log: https://gist.github.com/HugsLibRecordKeeper/84fc1fc5f820fdfe30fc1ee2a4d2e022
It's the startup log, don't know if you need one while in game.
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Jdalt40 on July 22, 2018, 04:45:54 AM
Did you try redownloading it? Also did you try redownloading Hugslib?

Edit: Please download from https://github.com/Jdalt40/CentralizedClimateControlMod, file bloat fixed as well.
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Jdalt40 on July 22, 2018, 05:17:03 AM
Can you try redownloading it now? Since honestly, I don't know, I'm experiencing no errors now and I've given it to others that have experienced no issues at all.
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Resurak on July 22, 2018, 05:22:08 AM
Quote from: Jdalt40 on July 22, 2018, 05:17:03 AM
Can you try redownloading it now? Since honestly, I don't know, I'm experiencing no errors now and I've given it to others that have experienced no issues at all.
Ok in a couple of hours i'll try, gotta go work. I'll let you know
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Resurak on July 22, 2018, 08:00:23 AM
Found the problem, fixed it myself xD

The problem simply was the file name of the buildings. On the startup I keep having the same errors again and again, so I just read them and found that _front, _back and _side were from previous builds and the right ones were _north, _south and _east (respectively).

So, changed all the names, also double-checked that everything in the xml files were fine, aaaand:
(https://i.imgur.com/U3Zn6xT.jpg)

Ta-daaa! I'm gonna check the xml files too, i think some lines of code needs update.

Also, i saw some errors with the sound, i'll check those too.

EDIT:

Ok, changed something and now this mod it's error free, here is the code:

In Buildings_Temperature.xml
Lines 33, 230, 297, 363: <minifiedDef>MinifiedFurniture</minifiedDef> should be instead <minifiedDef>MinifiedThing</minifiedDef>

In Buildings_Temperature and in Buildings_Temperature_Base change <filthLeaving>BuildingRubble</filthLeaving> with <filthLeaving>Filth_RubbleBuilding</filthLeaving>

And that's it. Now I have to figure out what's the error with the sound, but those errors are not red (yellow) so i think we are good to go.
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Canute on July 22, 2018, 09:24:46 AM
You should team up with Jdalt40 ! :-)
You update the XML, while Jdalt40 doing the c# job.

Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Jdalt40 on July 22, 2018, 11:09:22 AM
Fixing tomorrow, looks like some stuff I thought I pushed wasn't actually pushed.
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Canute on July 22, 2018, 04:48:34 PM
Ok, now you both should start a Mod-revive thread and ask for abandon mod's which should be revived ! :-)
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Jdalt40 on July 23, 2018, 01:52:28 AM
Sorry Canute, I'm not in the area of revivals, I find them to be rather a grey area with licenses.
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Jdalt40 on July 23, 2018, 02:09:42 AM
Fixed, caused by duplicate files in Github link:
https://github.com/Jdalt40/CentralizedClimateControlMod

Caused by never removing the base file I was relying on until after uploading to Github, that's why I didn't experience issues with it as I already had the file removed.
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Resurak on July 23, 2018, 07:01:05 AM
Quote from: dodviper on July 23, 2018, 06:48:14 AM
Hi! I really appreciate this mod revival, sadly it doesn't work for me, please check my screenshots: https://imgur.com/a/K1t990J
Quote from: Resurak on July 22, 2018, 04:19:37 PM
Here is the release: https://github.com/Resurak/Centralized-Climate-Control/releases/tag/1.0 (download on Source code zip)
Pay attention on the description of the release please, and report here every issue that you may encounter.

P.s: a special thanks go to Jdalt40 for updating and compiling the C# files!

Enjoy :D

Try this release, if you keep getting error be sure you are playing with the latest version of the game.
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: dodviper on July 23, 2018, 07:12:22 AM
Quote from: Resurak on July 23, 2018, 07:01:05 AM
Quote from: dodviper on July 23, 2018, 06:48:14 AM
Hi! I really appreciate this mod revival, sadly it doesn't work for me, please check my screenshots: https://imgur.com/a/K1t990J
Quote from: Resurak on July 22, 2018, 04:19:37 PM
Here is the release: https://github.com/Resurak/Centralized-Climate-Control/releases/tag/1.0 (download on Source code zip)
Pay attention on the description of the release please, and report here every issue that you may encounter.

P.s: a special thanks go to Jdalt40 for updating and compiling the C# files!

Enjoy :D

Try this release, if you keep getting error be sure you are playing with the latest version of the game.

Sorry I removed my comment before noticing you answered me! It really was that the game didn't update from xx70 to 72, now its working thanks :)
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Resurak on July 23, 2018, 07:13:52 AM
Perfect!
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: dodviper on July 23, 2018, 09:09:04 AM
Quote from: Resurak on July 23, 2018, 07:13:52 AM
Perfect!

Now there are no errors given, but the pipes are not connecting. I built it, saved the game, exited & loaded back, now its like this:
https://i.imgur.com/won58Fw.jpg
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Resurak on July 23, 2018, 09:21:25 AM
Quote from: dodviper on July 23, 2018, 09:09:04 AM
Quote from: Resurak on July 23, 2018, 07:13:52 AM
Perfect!

Now there are no errors given, but the pipes are not connecting. I built it, saved the game, exited & loaded back, now its like this:
https://i.imgur.com/won58Fw.jpg
Don't know... just tried and i'm not experiencing this at all, my pipes load fine at every reload of the game.
Maybe some other mod conflict, or maybe the pipes atlas isn't configured well (i had to fix those too). Try to post here the startup log dialog
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: thisbloke on July 23, 2018, 04:53:24 PM
Quote from: Resurak on July 23, 2018, 09:21:25 AM
Don't know... just tried and i'm not experiencing this at all, my pipes load fine at every reload of the game.
Maybe some other mod conflict, or maybe the pipes atlas isn't configured well (i had to fix those too). Try to post here the startup log dialog

We don't need no stink'n pipes, sir. We are living on the cutting edge out here in the rim. This here is the hot (or cold) new  thang in indoor heating and cooling--wireless heating and cooling! And if you act now we'll even through in a repeater for free!
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Jdalt40 on July 24, 2018, 03:53:23 AM
Quote from: dodviper on July 23, 2018, 09:09:04 AM
Quote from: Resurak on July 23, 2018, 07:13:52 AM
Perfect!

Now there are no errors given, but the pipes are not connecting. I built it, saved the game, exited & loaded back, now its like this:
https://i.imgur.com/won58Fw.jpg
Please reinstall from the link here if you haven't done so: https://github.com/Jdalt40/CentralizedClimateControlMod
This link works completely fine on my game and there's no reason why it wouldn't
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: thisbloke on July 24, 2018, 07:18:28 PM
In case anyone is still getting errors when activating this mod, you might try this.... For whatever reasons activating Centralized Climate Control was still throwing out gobs of red text errors for me. I suspected that was related to differences in  0Harmony.dll version and was going to ask Jdalt40 (bless his heart for taking on the daunting task of updating it to 1.0--I took a look at the source and yikes!) to include it in the Assemblies folder. But seeing the exchanges of messages on this thread and some people even got it to work, I was forced to rethink. After a bit of trial and errors, time I could be planting crops, or putting up turrets against unwanted visitors like my in-laws, I hit upon the solution. it was so simple!
By deleting the $HugsLibChecker.dll that came with Centralized Climate Control, I got no errors; no red flags. The mod works, and my secret hidden lair for world domination now has indoor heating and cooling! And, yes there are pipes too! Though wireless heating and cooling is kinda cool too.
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: doc776 on July 24, 2018, 11:47:10 PM
Quote from: thisbloke on July 24, 2018, 07:18:28 PM
By deleting the $HugsLibChecker.dll that came with Centralized Climate Control, I got no errors; no red flags. The mod works, and my secret hidden lair for world domination now has indoor heating and cooling!

you got it working? I still get mad wall of red. And after trying with god mode i cant place any of the units (pipes work) because there is missing textures error.
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Jdalt40 on July 25, 2018, 03:09:23 AM
Removed HugsLibChecker, thought I removed it in the original github push, but I didn't, sorry guys.

The problem being that the HugsLib version checker was outdated, thus throwing errors on startup. I fixed this on my local copy and obviously didn't port it over to Github, sorry guys
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: thisbloke on July 25, 2018, 05:21:52 AM
We forgive you! Thanks for updating the mod!
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Jdalt40 on July 26, 2018, 02:01:08 AM
Another error being fixed, textures invalid, changing now (forgot to push updates again! :( )
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Shipwrecked_and_Comatosed on July 28, 2018, 09:10:36 PM
Hey guys, I just stumbled over this thread after getting back into Rimworld following a lengthy hiatus. I updated my mods the other day and began a new colony and am finally at the point of reconfiguring the heating and cooling systems with the good old central climate control. Anyways I have inferred that the Steam version is no longer being updated, which hopefully explains why my pipes are acting a little hinky. Should I unsubscribe from the Steam workshop version and then download one of the ones you guys have posted?

Thanks for updating this wicked mod!

Edit: So this is weird, I've tried a couple of times now but every time I download one of your versions, the game disables every other one of my mods. CCC shows up as red, for version 1.0.1964. Maybe I'm just installing it wrong? There don't seem to actually be any installation instructions anywhere as far as I can tell. Do I use the game's native Mod folder? Thanks for any advice :)
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Jdalt40 on July 29, 2018, 03:30:30 AM
Are you on B18 or 1.0?
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Canute on July 29, 2018, 03:38:50 AM
Shipwrecked,
the version jadalt40 made are for the unstable 1.0 version only.
If you still play B18, you should stay with the coldtoad's original version (B18.1.5.0.CentralizedClimateControl.zip) which is the same as from workshop.

Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Shipwrecked_and_Comatosed on July 29, 2018, 04:35:33 AM
Ahh I see, thank you! It didn't occur to me that there was an unstable version of the game. I'll just deal with not being able to use CCC for the time being then.
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Jdalt40 on July 29, 2018, 05:38:08 AM
No no! There's a B18 version in the description, I'm just currently the one porting it over to 1.0.
You can subscribe to the original B18 here: https://steamcommunity.com/sharedfiles/filedetails/?id=973091113
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Makani on July 29, 2018, 08:23:01 AM
Would it be possible to have something like the power switch, but for air pipe networks?

For example, I have hospital and prison buildings I want to shut down when not in use. I have power switches for the power end of things, of course, but I'd like to be able to do this with the climate system as well... without needing to build a whole dedicated network for each.
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Shipwrecked_and_Comatosed on July 31, 2018, 11:39:30 AM
Quote from: Jdalt40 on July 29, 2018, 05:38:08 AM
No no! There's a B18 version in the description, I'm just currently the one porting it over to 1.0.
You can subscribe to the original B18 here: https://steamcommunity.com/sharedfiles/filedetails/?id=973091113

Yes that's the one I'm using currently, but it hasn't been updated in a few months and doesn't seem to be working for me any more. Does it work normally for others? Perhaps another mod is interfering with it if that's the case.
Title: Re: [B18] Centralized Climate Control (v1.5.0 - 25th January '18)
Post by: Makani on August 04, 2018, 10:33:40 PM
B18 version has been working for me.
Title: Re: [B19] Centralized Climate Control (v1.5.0 - 31st August '18)
Post by: coldtoad on August 31, 2018, 09:12:35 PM
B19 Changes are live. Many thanks to Jdalt40 (added as a contributor to the mod).

I'm sorry to say that I don't work on this mod anymore (for new features) but I am happy to keep it updated. I have way too many projects on my plate currently.

But if anyone wants to add new features, you can always open up an issue on github or just straight up contact me. I would be happy to assist you on where to add new changes / modifications to the code. There are a few important features people requested but I couldn't find the time to do so.  :)

Thanks!
- ColdToad
Title: Re: [B19] Centralized Climate Control (v1.5.0 - 31st August '18)
Post by: deliveryservice on September 04, 2018, 01:23:00 AM
It throws 3 language errors, but I've already checked it it seems no wrong syntax. What could they be?
for now I'm avoiding the errors for I afraid it will get complicated as I add another mods.

I created a translation report:
Translation report for English

Consider using <Something.Field.Example.Etc>translation</Something.Field.Example.Etc> def-injection syntax instead of <rep>.

========== General load errors (0) ==========

========== Def-injected translations load errors (3) ==========
Found no Verse.ThingDef named Blueprint_AirVent to match Blueprint_AirVent.label (Buildings_Temperature.xml)
Found no Verse.ThingDef named Frame_AirVent to match Frame_AirVent.label (Buildings_Temperature.xml)
Found no Verse.ThingDef named Frame_AirVent to match Frame_AirVent.description (Buildings_Temperature.xml)

========== Backstories load errors (0) ==========

========== Unnecessary def-injected translations (marked as NoTranslate) (0) ==========

========== Def-injected translations using old, renamed defs (fixed automatically but can break in the next RimWorld version) (24) =========
Def has been renamed: IntakeFan_Blueprint -> Blueprint_IntakeFan, translation IntakeFan_Blueprint.label should be renamed as well.
Def has been renamed: IntakeFan_Frame -> Frame_IntakeFan, translation IntakeFan_Frame.label should be renamed as well.
Def has been renamed: IntakeFan_Frame -> Frame_IntakeFan, translation IntakeFan_Frame.description should be renamed as well.
Def has been renamed: AirThermal_Blueprint -> Blueprint_AirThermal, translation AirThermal_Blueprint.label should be renamed as well.
Def has been renamed: AirThermal_Frame -> Frame_AirThermal, translation AirThermal_Frame.label should be renamed as well.
Def has been renamed: AirThermal_Frame -> Frame_AirThermal, translation AirThermal_Frame.description should be renamed as well.
Def has been renamed: AirVent_Blueprint -> Blueprint_AirVent, translation AirVent_Blueprint.label should be renamed as well.
Def has been renamed: AirVent_Frame -> Frame_AirVent, translation AirVent_Frame.label should be renamed as well.
Def has been renamed: AirVent_Frame -> Frame_AirVent, translation AirVent_Frame.description should be renamed as well.
Def has been renamed: LargeIntakeFan_Blueprint -> Blueprint_LargeIntakeFan, translation LargeIntakeFan_Blueprint.label should be renamed as well.
Def has been renamed: LargeIntakeFan_Frame -> Frame_LargeIntakeFan, translation LargeIntakeFan_Frame.label should be renamed as well.
Def has been renamed: LargeIntakeFan_Frame -> Frame_LargeIntakeFan, translation LargeIntakeFan_Frame.description should be renamed as well.
Def has been renamed: LargeAirThermal_Blueprint -> Blueprint_LargeAirThermal, translation LargeAirThermal_Blueprint.label should be renamed as well.
Def has been renamed: LargeAirThermal_Frame -> Frame_LargeAirThermal, translation LargeAirThermal_Frame.label should be renamed as well.
Def has been renamed: LargeAirThermal_Frame -> Frame_LargeAirThermal, translation LargeAirThermal_Frame.description should be renamed as well.
Def has been renamed: WallAirVent_Blueprint -> Blueprint_WallAirVent, translation WallAirVent_Blueprint.label should be renamed as well.
Def has been renamed: WallAirVent_Frame -> Frame_WallAirVent, translation WallAirVent_Frame.label should be renamed as well.
Def has been renamed: WallAirVent_Frame -> Frame_WallAirVent, translation WallAirVent_Frame.description should be renamed as well.
Def has been renamed: WallAirVentSmall_Blueprint -> Blueprint_WallAirVentSmall, translation WallAirVentSmall_Blueprint.label should be renamed as well.
Def has been renamed: WallAirVentSmall_Frame -> Frame_WallAirVentSmall, translation WallAirVentSmall_Frame.label should be renamed as well.
Def has been renamed: WallAirVentSmall_Frame -> Frame_WallAirVentSmall, translation WallAirVentSmall_Frame.description should be renamed as well.
Def has been renamed: SurroundAirVent_Blueprint -> Blueprint_SurroundAirVent, translation SurroundAirVent_Blueprint.label should be renamed as well.
Def has been renamed: SurroundAirVent_Frame -> Frame_SurroundAirVent, translation SurroundAirVent_Frame.label should be renamed as well.
Def has been renamed: SurroundAirVent_Frame -> Frame_SurroundAirVent, translation SurroundAirVent_Frame.description should be renamed as well.

========== Def-injected translations syntax suggestions (19) ==========
Consider using GuestAngered.stages.angered_by_seeing_recruitment.label instead of GuestAngered.stages.0.label for translation 'angered by seeing recruitment' (Thoughts_Guest.xml)
Consider using GuestAngered.stages.angered_by_seeing_recruitment.labelSocial instead of GuestAngered.stages.0.labelSocial for translation 'angered me by recruiting' (Thoughts_Guest.xml)
Consider using GuestAngered.stages.angered_by_seeing_recruitment.description instead of GuestAngered.stages.0.description for translation 'These guys are trying to steal our members!' (Thoughts_Guest.xml)
Consider using GuestOffendedRelationship.stages.insulted_by_colonist.label instead of GuestOffendedRelationship.stages.0.label for translation 'insulted by colonist' (Thoughts_Guest.xml)
Consider using GuestOffendedRelationship.stages.insulted_by_colonist.labelSocial instead of GuestOffendedRelationship.stages.0.labelSocial for translation 'insulted me' (Thoughts_Guest.xml)
Consider using GuestOffendedRelationship.stages.insulted_by_colonist.description instead of GuestOffendedRelationship.stages.0.description for translation 'These guys are losers!' (Thoughts_Guest.xml)
Consider using GuestPleasedRelationship.stages.charmed_by_colonist.label instead of GuestPleasedRelationship.stages.0.label for translation 'charmed by colonist' (Thoughts_Guest.xml)
Consider using GuestPleasedRelationship.stages.charmed_by_colonist.labelSocial instead of GuestPleasedRelationship.stages.0.labelSocial for translation 'charmed me' (Thoughts_Guest.xml)
Consider using GuestPleasedRelationship.stages.charmed_by_colonist.description instead of GuestPleasedRelationship.stages.0.description for translation 'Such nice people!' (Thoughts_Guest.xml)
Consider using GuestDismissiveAttitude.stages.tired_of_talking.label instead of GuestDismissiveAttitude.stages.0.label for translation 'tired of talking' (Thoughts_Guest.xml)
Consider using GuestDismissiveAttitude.stages.tired_of_talking.description instead of GuestDismissiveAttitude.stages.0.description for translation 'I'm done talking for now. Leave me alone.' (Thoughts_Guest.xml)
Consider using GuestBedCount.stages.no_guest_beds.label instead of GuestBedCount.stages.0.label for translation 'no guest beds' (Thoughts_Guest.xml)
Consider using GuestBedCount.stages.no_guest_beds.description instead of GuestBedCount.stages.0.description for translation 'They don't even have beds here.' (Thoughts_Guest.xml)
Consider using GuestBedCount.stages.not_enough_guest_beds.label instead of GuestBedCount.stages.1.label for translation 'not enough guest beds' (Thoughts_Guest.xml)
Consider using GuestBedCount.stages.not_enough_guest_beds.description instead of GuestBedCount.stages.1.description for translation 'There should be more beds for guests.' (Thoughts_Guest.xml)
Consider using GuestBedCount.stages.enough_beds.label instead of GuestBedCount.stages.2.label for translation 'enough beds' (Thoughts_Guest.xml)
Consider using GuestBedCount.stages.enough_beds.description instead of GuestBedCount.stages.2.description for translation 'There are enough guest beds for all of us.' (Thoughts_Guest.xml)
Consider using GuestBedCount.stages.lots_of_beds.label instead of GuestBedCount.stages.3.label for translation 'lots of beds' (Thoughts_Guest.xml)
Consider using GuestBedCount.stages.lots_of_beds.description instead of GuestBedCount.stages.3.description for translation 'Wow, so many beds!' (Thoughts_Guest.xml)


Those three things could be somewhere in the dll I think, because I've browsed throught the xmls and found nothing.
Title: Re: [B19] Centralized Climate Control (v1.5.0 - 31st August '18)
Post by: Amnesiac on September 25, 2018, 03:34:21 PM
Hi, just started using this mod, noticed this in my error log, just wanted to report to see if it's an issue:

https://i.imgur.com/uda6qNA.png
Title: Re: [1.0] Centralized Climate Control (v1.5.0 - 21st October '18)
Post by: Makani on October 31, 2018, 08:42:13 AM
Couldn't help but notice Intake Fans and Climate Controls can't be uninstalled/reinstalled anymore.

Any chance of getting this added back to the mod?

Thanks.
Title: Re: [1.0] Centralized Climate Control (v1.5.0 - 21st October '18)
Post by: randy on November 17, 2018, 07:33:45 PM
apparently the air climate control unit is needed to make the pipes output air as i am cooling one fridge and attempting to use the air from it to cool the other but the vents do not put air out unless said control unit is apart of the network and seeing as it is stated on the workshop page that you dont need control units if you are pulling from cold rooms makes me thing its a bug
Title: Re: [B19] Centralized Climate Control (v1.5.0 - 31st August '18)
Post by: Fregrant on December 18, 2018, 12:04:46 PM
Quote from: Amnesiac on September 25, 2018, 03:34:21 PM
Hi, just started using this mod, noticed this in my error log, just wanted to report to see if it's an issue:
https://i.imgur.com/uda6qNA.png
Minor bug, extra check in research.
Quote from: deliveryservice on September 04, 2018, 01:23:00 AM
It throws 3 language errors, but I've already checked it it seems no wrong syntax. What could they be?
...
Those three things could be somewhere in the dll I think, because I've browsed throught the xmls and found nothing.
Maybe coded, maybe old leftovers from deleted stuff.