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

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

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Latta

Look at your screenshots. Some duct buildings have more thicker overlay.
I guessed that you built pipe over them, instead of them over pipes.

asnow

Quote from: Latta on September 13, 2015, 06:29:39 PM
Check your CCL installation.

CCL is installed and in correct order, if anything I even updated it from 0.12.1 to 0.12.2
Yet I still can't place down or see anything that is wall mounted.

Latta

The issue has been reported many times; the cause was related to CCL installation.
But if you say so, turn on your dev mode, and see what errors are thrown when you try to place one regardless of visibility. And after that, please attach your log file.

Quote
� Mac OS X:   ~/Library/Logs/Unity/Player.log
� Windows:   EXECNAME_Data\output_log.txt (this is in the game folder)
� Linux:             Pass '-logfile /tmp/rimworld_log' to the Rimworld binary. It generates a log at that location.

Should you not able to find the log file, take a screenshot of in-game log screen(scroll up until you reach topmost) and attach it instead.

rsdworker

Quote from: Latta on September 13, 2015, 11:57:32 PM
Look at your screenshots. Some duct buildings have more thicker overlay.
I guessed that you built pipe over them, instead of them over pipes.

yeah i realised - but however i will send you a base which you will find all heating oulets are no longer overlapping however the heat isnt giving a equal heat to each room even its goes up and down in pipes from 0 to 20 then down to 5 or 4 or even 2 very fast changing
i cant find save folder so where its should be in - i am on Windows 7

Latta

%appdata%₩..₩LocalLow₩Ludeon Studios₩RimWorld

Don't forget to include world in it. And I hope you didn't use many other mods...

mbos14

Are you planning on making the mod compatible with the clutter mod walls ?

OvermindDL1

When running the mod I am getting an exception thrown when loading RedistHeat for the textures:

Exception getting RedistHeat.Graphic_MultiDXT5 at Things/Building/AirNet/DuctOutlet: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. --> System.IO.DirectoryNotFoundException: Could not find a part of the path
"/home/ocerminddl1/Games/RimWorld/RimWorld914Linux/Mods/LT_RedistHeat/Textures\/Things/Building/AirNet/DuctOutlet_back.dds".

And etc...  I am curious why there is a \ in the path...
I symlinked the directory "Textures" to "Textures\" and that fixed it, but that pathing needs fixing.  ^.^

1000101

Quote from: mbos14 on September 17, 2015, 10:57:37 AM
Are you planning on making the mod compatible with the clutter mod walls ?

It's not that this mod is specifically incompatible, there just needs to be a patch.

Quick steps:
1) Make sure RedistHeat is loaded after Clutter
2) Open each of the xml files in /Mods/LT_RedistHeat/Defs/ThingDefs/
3) Find each instance of CommunityCoreLibrary.RestrictedPlacement_Comp
4) Add the following to each list of thingDefs for the above comp
<li>ClutterSIlverWall</li>
<li>ClutterUtilityWall</li>
<li>ClutterUWallLight</li>


You can do this to add walls from any mod.  Find the wall defName and add it to the lists.  Just make sure RedistHeat is enabled after that mod in the load order as RedistHeat will become dependant on that mod.
(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.

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Didact04

Not sure if it's been reported already, but medium heaters appear to stack on themselves and create a very vibrant spot of light where they were deconstructed. I have to go into dev console and destroy everything in that tile to eliminate the pile of 'medium heater' entities. Not sure if it caused power drain but it's certainly weird. Ghost lights everywhere.

Ectoplasm

Do industrial coolers explode if they get too hot?

If you add more exhausts to an industrial cooler, how does that effect the network? More efficient, able to push cooler air further?

asnow

Im back from god knows where, here is a screenshot of the debug console.

[attachment deleted due to age]

Latta


Latta

Quote from: Ectoplasm on September 26, 2015, 07:57:18 AM
Do industrial coolers explode if they get too hot?

If you add more exhausts to an industrial cooler, how does that effect the network? More efficient, able to push cooler air further?

No.

They don't connect to duct network.

Yes, it will become more powerful.

Ectoplasm

#508
So what I could do then is have a room inside my base, split it in two and have the industrial cooler poking through to one side. One side of the room would get cold, and the other would get hot from the coolers exhaust (and the cooler itself wont ever stop regardless of how hot it gets, right?). The hot side of the room could then be used to feed my heating ducts?

This a viable set up?

1000101

Quote from: Ectoplasm on September 26, 2015, 11:51:32 AM
So what I could do then is have a room inside my base, split it in two and have the industrial cooler poking through to one side. One side of the room would get cold, and the other would get hot from the coolers exhaust (and the cooler itself wont ever stop regardless of how hot it gets, right?). The hot side of the room could then be used to feed my heating ducts?

This a viable set up?

That has been proven as a failing setup many alphas ago in vanilla and with mods.

The simple reason is that the hot side will get so hot that the temperature equalization through the dividing wall will heat up the cool side.  The hot side will get hotter than the cool side will get cool so all you'll do is start your colony on fire.
(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.

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