[A12d] RedistHeat - Vents/Ducts (Oct 12, v42b) Small heater fix

Started by Latta, March 01, 2015, 01:41:49 AM

Previous topic - Next topic

Reaper

Can I haz auto heat discharge vent? A vent you set at a temperature that opens only when the internal network temp is higher than the x you set, Useful for cold biomes where you might want to use your thermal power gen system as a heat source, or maybe you want to vent the heat from a burning room? say your thermal killbox?

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

nmid

Quote from: Reaper on June 11, 2015, 09:50:26 PM
Can I haz auto heat discharge vent? A vent you set at a temperature that opens only when the internal network temp is higher than the x you set, Useful for cold biomes where you might want to use your thermal power gen system as a heat source, or maybe you want to vent the heat from a burning room? say your thermal killbox?

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

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

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

Just a thought.
I like how this game can result in quotes that would be quite unnerving when said in public, out of context. StorymasterQ

Katorone

Or let the game view them as a type of interiour/door that only sappers/enemies can use?

Inspiration gotten from: https://www.youtube.com/watch?v=RMBQn_sg7DA (Rimorld Tech - region system)

Latta

Active vents are what you are seeking I guess.

I'll need a few weeks to start any work(including compat patch for A11). Sorry! If someone's interested in patch s/he may freely do so before me. Don't forget to add a pull request on my GitHub please.

Reaper

I am looking for a way to cool down my heating duct system so my base don't roast, I draw heat from a large and hot room but because it's so hot the vent system overheats the rooms, I want a automatic temperature valve that automatically opens and closes the vent systems access to the outer air. I am not trying to keep a single room heated I am trying to vent the extra heat from my power gen system to the colony and discard any extra.

nmid

The problem is not the vents but the ducts, which have a heat pull of 1.

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

Ideally pipes should be specialised and be able to move huge quantities of cooling and heat :p
I like how this game can result in quotes that would be quite unnerving when said in public, out of context. StorymasterQ

Katorone

Do you have any insights in to how the heat push & pull value translates to the ability to actually heat up a room?

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

I guess what I'm having trouble with understanding is what this push & pull value actually means, and how it translates to the ability to transport temperature.

JesusKreist

As far as I understand the Heat Push Rate (HPR) means basically:
If the room temperature is higher than the network temperature push HPR from the one tile of the input into the network per tick.
In your example the room temperature of the 10x10 room will drop by 1/100 °C and the network temperature will rise by 1/100 °C per tick until both are even. The bigger the network itself is (ducts and pipes combined) the longer it takes for that network temperature change to be visible.
On the other end(s) if the temperature of the network is higher than the temperature of the room the temperature of the room is raised by HPR of the duct in question.

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

Please feel free to correct me if I got something wrong.

nmid

As I understood it, HPR was not dependent on the length of the network.

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

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

I am not sure that the network needs to heat itself up. i.e. it's a transfer device and I don't think it stores any heat of it's own.
I like how this game can result in quotes that would be quite unnerving when said in public, out of context. StorymasterQ

Katorone

Insightful, thanks!
While I have 1 intake for every 10 outlets I do notice that there's some kind of temperature loss inside the pipes.  Could you confirm?
Heating room set to 20°C, network temperature set to 15°C, rooms heat up to ~13°C (total of 4 intakes and 40 outlets).  Though another factor could be that I needed to add more outlets in the hallways, I'm really not sure.  Can't really go back and check that colony, but I'll continue testing with my current one (if I ever survive this 5th raid in a row... Randy has sent a mechanoid squad to finish me off.)

Reaper

I am trying to vent the extra heat from my power gen system to the colony and discard any extra. My problem is that over a certain internal network temp the vents ducts over heat the colony. What I seek is a relief vent not to change how the ducts function but to encourage expansion to the mod. At the moment you can vent heat out but it's a all or nothing action there is currently no way to create a system that cools down the ducts to a specified temperature.  Can't wait to cook raider sappers with heat traps in alpha 11!

wertak000

I don't think anyone said this yet,but, If you can make a second or third duct that wont connect to other ducts of different type,like buildcraft's (minecraft mod) cobblestone and stone pipes.That would be awesome because, using a dual duct smart outlet would be fantastic for the bases I build.

Katorone

Quote from: wertak000 on June 14, 2015, 02:37:20 AM
I don't think anyone said this yet,but, If you can make a second or third duct that wont connect to other ducts of different type,like buildcraft's (minecraft mod) cobblestone and stone pipes.That would be awesome because, using a dual duct smart outlet would be fantastic for the bases I build.
You can!  You can create another network and use the bridge thingy to make sure they don't connect to each other when intersecting.

1000101

Quote from: Katorone on June 14, 2015, 05:01:52 AM
Quote from: wertak000 on June 14, 2015, 02:37:20 AM
I don't think anyone said this yet,but, If you can make a second or third duct that wont connect to other ducts of different type,like buildcraft's (minecraft mod) cobblestone and stone pipes.That would be awesome because, using a dual duct smart outlet would be fantastic for the bases I build.
You can!  You can create another network and use the bridge thingy to make sure they don't connect to each other when intersecting.

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

I +1 that idea.  (As well as A11 update.)
(2*b)||!(2*b) - That is the question.
There are 10 kinds of people in this world - those that understand binary and those that don't.

Powered By

nmid

I like how this game can result in quotes that would be quite unnerving when said in public, out of context. StorymasterQ