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Messages - Wisq

#1
Yeah, same issue here.  Same FPS too -- drops to 22.

Sometimes it seems like alt-tabbing will fix it, especially if I close all other windows first.  But I don't have any solid advice on how to deal with it, other than just exiting and reloading.
#2
I'm getting some pretty weird bugs here.

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

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

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

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

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

Edit: Found another issue.  On load, my industrial heaters say "Connected to Lower channel.  Net temperature:" i.e. blank, even though the next line says "Connected to the room".  Power usage is "low" and they refuse to heat no matter how hot I set them.  Toggling between Room/Network does not fix them, but toggling between Upper/Lower does (even though they're not on the Network).
#3
Working great!  A few issues:

1: One of my colonists did the pyromaniac thing, and the warden went and arrested him, took him to his room, and locked the door.  (Nifty!)  He went to bed and came out of the pyromania, so I unlocked the door, but now every time he leaves the room, the warden comes and drags him back.

2: When the warden drags him back, unless he needs to sleep, he makes a beeline for the door and leaves the room before the warden does, triggering an infinite loop of arrest-escape-arrest-escape.  (I guess it didn't expect me to manually unlock the door?)

3: After #2 (and after my attempts to draft the pyromaniac and/or the warden to solve this deadlock), the warden will often just stand still, with his activity listed as "standing".  He also doesn't seem to lock the door any more after the first time.

4: Also, the room is shared between the pyromaniac and his girlfriend, so locking him in is a bit awkward.  Prison might be better, or forcibly de-sharing the bed.

I'm guessing #1 is known and expected at this point, since you mention that the warden enforces laws, but releasing after sentence served isn't implemented yet, nor is the "Law" tab.