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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3489332047
For example I would try running water at 95 degree through he evaporator it just get dumped. I force water at 150 degree through the evaporator and it still get dumped to the environment.
I did similar thing with very cold hydrogen and oxygen gas with the condenser and forcing the temperature below transition state and it still just dumps it to the environment.
Ran it with no other mods and problem still persist.
Could that be done?
like using a new coolant? where liquid flows into a deal, becomes gas, takes heat out, goes back to condenser which gets hot to compress. ( no dropping just turns to a cold liquid )
you can't use water itself because its changes are not viable, but a natural gas? "regular coolant" which is natural gas with some chlorine mixed to be somewhat realistic but not using existing stuff?
but 4 buildings to work with? ( trying to work the logic on how this would work ) and i drops gasses/liquids if it can't heat/cool?
I should note that if someone wants to submit a PR to fix it, I am open to that.
Any interaction or action call results in a failure, potentially due to a missing or improperly initialized object.
The game simply stops working after any action is invoked.
Operational.UpdateOperational () (at <ac8788b5d0fb4b89a20068ab3b6a25de>:0)
Operational.SetFlag (Operational+Flag flag, System.Boolean value) (at <ac8788b5d0fb4b89a20068ab3b6a25de>:0)
RequireInputs.CheckRequirements (System.Boolean forceEvent) (at <ac8788b5d0fb4b89a20068ab3b6a25de>:0)
RequireInputs.Sim200ms (System.Single dt) (at <ac8788b5d0fb4b89a20068ab3b6a25de>:0)
SimAndRenderScheduler+Sim200msUpdater.Update (ISim200ms updater, System.Single dt) (at
<3cae53dcd334432a8d9641184e90df7c>:0)
UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) (at <3cae53dcd334432a8d9641184e90df7c>:0)
StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) (at <3cae53dcd334432a8d9641184e90df7c>:0)
StateMachineUpdater.AdvanceOneSimSubTick () (at <3cae53dcd334432a8d9641184e90df7c>:0)
Game.SimEveryTick (System.Single dt) (at <ac8788b5d0fb4b89a20068ab3b6a25de>:0)
Game.Update () (at <ac8788b5d0fb4b89a20068ab3b6a25de>:0)
Build: U52-623230-SC
AirConditioner.OnOperationalChanged (System.Object data) (at <ac8788b5d0fb4b89a20068ab3b6a25de>:0)
AirConditioner+<>c.<.cctor>b__43_0 (AirConditioner component, System.Object data) (at <ac8788b5d0fb4b89a20068ab3b6a25de>:0)
EventSystem+IntraObjectHandler`1[ComponentType].Trigger (UnityEngine.GameObject gameObject, System.Object eventData) (at <3cae53dcd334432a8d9641184e90df7c>:0)
EventSystem.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) (at <3cae53dcd334432a8d9641184e90df7c>:0)
KMonoBehaviour.Trigger (System.Int32 hash, System.Object data) (at <3cae53dcd334432a8d9641184e90df7c>:0)
pt.1 NullReferenceException: Object reference not set to an instance of an object
AirConditioner.OnActiveChanged (System.Object data) (at <ac8788b5d0fb4b89a20068ab3b6a25de>:0)
AirConditioner+<>c.<.cctor>b__43_1 (AirConditioner component, System.Object data) (at <ac8788b5d0fb4b89a20068ab3b6a25de>:0)
EventSystem+IntraObjectHandler`1[ComponentType].Trigger (UnityEngine.GameObject gameObject, System.Object eventData) (at <3cae53dcd334432a8d9641184e90df7c>:0)
EventSystem.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) (at <3cae53dcd334432a8d9641184e90df7c>:0)
KMonoBehaviour.Trigger (System.Int32 hash, System.Object data) (at <3cae53dcd334432a8d9641184e90df7c>:0)
Operational.SetActive (System.Boolean value, System.Boolean force_ignore) (at <ac8788b5d0fb4b89a20068ab3b6a25de>:0)
AirConditioner.UpdateState (System.Single dt) (at <ac8788b5d0fb4b89a20068ab3b6a25de>:0)
https://pastebin.com/mHVWnuSe
So the evaporator cools BOTH itself and the stuff in the pipe removing the need for insulation around the machine. The same thing happens with the condenser, where everything heats up.
With this mod you basically have two separete heat pumps, which would make it consume double the power for the same cooling. And even if you balanced them to have less consumtion, well that means the dupe also now have the tech to make the other coolers more efficient.
I should explain where the issue comes from: In vanilla, if the size of a fluid packet is less than or equal to 10% of its pipe's capacity, it doesn't change state regardless of its temperature. The Condenser and Evaporator were designed to allow you to more easily take advantage of this mechanic. In hindsight, this wasn't very intuitive.