RimWorld

RimWorld

RedistHeat
Mr. Nekuromu 6 Feb, 2017 @ 11:10am
[Bug Reports Thread]
I think it's best to keep the bugs reported in off the comments section.

Here's what I've got so far,

[Issue #001]


This is a save game that had the original Jan 7 Post of this mod, and after upgrading the ductwork is looking like this.

http://i.imgur.com/LBlge3I.jpg

Things I've discovered about this so far
  1. The ducts do not function, although the game does accept these pipes as placed and should look connected instead of this specific "unplaced" sprite.
  2. I've removed all material of RedistHeat, and unloaded it from the game.
  3. Save loads fine with unchecked RedistHeat (which I assume means none of the code is left to cause errors from it being gone)
  4. Putting it back into the game loads fine, but has the said issue still.
  5. New Colonies seem to work just fine, although if possible I'd like to solve this issue.

Last edited by Mr. Nekuromu; 6 Feb, 2017 @ 11:23am
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Showing 1-15 of 18 comments
Nicholas 6 Feb, 2017 @ 3:59pm 
Same issue for me, also sometimes the pipes are invisible
Fluxtrox 6 Feb, 2017 @ 10:33pm 
hi, im am using industrail heaters to heat my base, they are set to room, and the net tempreture of my base wont rise above 17C even though they are all set to 21C. its a open plan base ie using just regular vents no ducting. if the tempreture outside varies it seem to have no effect . i build more and more of the heaters but the temp remains at 17C. great mod btw. have to add only in the last two days i have had this problem thx
Morgloz  [developer] 7 Feb, 2017 @ 3:57am 
@Mr. Nekuromu It's an issue i'm trying to track but since this is a continuation of the original mod, there is a lot of code I don't even understand. Every change I want to make requires enourmous amounts of reverse engieering.
Morgloz  [developer] 7 Feb, 2017 @ 4:02am 
@Fluxtrox could you post the savegame? That way I can work over the exact issue
Fluxtrox 7 Feb, 2017 @ 10:21am 
hi how do you do that? and another thing i just noticed is that some but not all of the industrial heater seem to flick very quickly between using 50W electricity and 500W, like the flick occurs at a steady pace i would say every second
Last edited by Fluxtrox; 7 Feb, 2017 @ 10:35am
Mr. Nekuromu 7 Feb, 2017 @ 12:17pm 
@Morgloz

I can understand the confusion and the situation, working with code you didn't originally create is the worst. (Hell working with the code YOU MADE but haven't touched or seen in a while is the worst too lol.)
RagingLoony 7 Feb, 2017 @ 5:48pm 
Got a bug for you. When I build an intake the temperature of the room completely freaks out. I have a walkin freezer using an industrial cooler with 2 exhausts whcih ar in another room completely, technically outside. if I would an intake in that freezer, which is pluged into a network meant for cooling the base down in summer, the temperature of the freezer skyrockets. this cooling network isnt connected to the industrial stuff in any way except passivly with the intake taking cold air from the freezer. Also with industrial heaters, I cant get a room above 19C. heater is on the network, and set to 50c, there is also like 4 or 5 intakes in the same rom as the heater, connected to the same network. I use smart outlets in the rooms, yet none of the rooms can reach higher than 19C
Morgloz  [developer] 8 Feb, 2017 @ 2:48am 
@Fluxtrox in Steam I don't know, but in the forum you can upload files within your post
Morgloz  [developer] 8 Feb, 2017 @ 2:56am 
@RagingLoony It's not exactly a bug, the intakes take air from the room and then they pull air from the connected rooms into their room. If the adjacent rooms don't sum 16 cells or more the remainder is taken from outside. So if your adjacent rooms are small or have high temperatures the room's temperature will Rose.

TAL;DR: It's not exactly a bug, the intakes are a tad overpowered.
Morgloz  [developer] 8 Feb, 2017 @ 3:00am 
@Fluxtrox the heaters and coolers have hysteresis, so they will let the rooms change 2 or 3 degees before turning on again.
RagingLoony 8 Feb, 2017 @ 4:33am 
The freezer is 20x20, at -15C, the bedrooms are 6x6 each, they're next to each other, and there are currently 7 bedrooms. the rooms next to the freezer vary from 11C to, 19C. The bedrooms do not change temperature whatsoever, no matter what outlets/intakes i have ont he network, or where they're located, the rooms just do not change. however, if I put an intake into the freezer room, it'll skyrocket from -15C to something liek 29C. the rooms next to the freezer do not change, it's only the freezer room that'll start freaking out.

OPINION TIME: I think the new intake for airflow system is a bit unneccessary, and highly confusing. Obviously it doesnt work right now, but it just seems like a needless feature to have in something that was altready pretty solid. The option to hook the heaters/coolers directly to the network is a very nice feature though, even though it doesnt really work right now
RagingLoony 8 Feb, 2017 @ 4:34am 
Originally posted by Morgloz:
@Fluxtrox the heaters and coolers have hysteresis, so they will let the rooms change 2 or 3 degees before turning on again.

I dont think this is working either, as the coolers/heaters constantly spam between low/high power usage when target temp is reached, like its just nudging it so it;s just right lol
123nick 8 Feb, 2017 @ 6:15pm 
bug, i think when ur looking at another map, say a campsite from the camp mod or while raiding an enemy base the ducts dont work. i said that because whenever i went too the campsite i got a message that some meat rotted, so i went back and the temperature normalized to -4 but whenever i come back i see it lowering back down too -4 as if it stopped working when i was away
Morgloz  [developer] 9 Feb, 2017 @ 1:14pm 
That might be because I use VisibleMap instead of Map in some calculations i'll check that out
Darkstar 17 Feb, 2017 @ 9:22am 
I've been experimenting with this mod, trying to set up a duct network for heating/cooling my base to just room temperature for now.

Here's what I've found so far:

1) If you have both upper and lower ducts in a wall, and attach a smart duct to it, it will cut off one of the ducts if you switch it from upper to lower (or vice versa). The regular duct doesn't appear to do this.

2) It looks like the industrial cooler and heater (and exhaust port) don't contribute to the air flow. Maybe they should when they're on the network? They should have fans built in, one would think.

3) The adjacent room search has a huge impact on the resulting temperature. I tried commenting out the call to it in the source code, and the industrial cooler that i could never get to work suddenly starting working.

4) There is no real air flow through the network. If you have a starting pipe temperature of 50 degrees, and then add coolers and intake ducts to it targeting 1 degree, it will slowly go down. If you cut a single pipe segment right near the coolers, it will drop really fast on the part still connected to them. However, when you reconnect the pipes, the entire network will drop instantly to 1 degree.

5) Hooking a cooler + 2 exhaust ports together with a target temperature of 1 degree will only get that low if the ports are set to "room" instead of "network". In my testing, if they're on the network, the cooler won't be get the pipes lower than 17 degrees, even if there are outlet ducts set up to expel the hot air outside.

6) It seems like the most effective way to use the pipes and ducts is to have one or more hot rooms and cold rooms and just use intake valves to spread the hot/cold around from there. The industrial heater/cooler aren't very effective when attached to the network. I had more luck getting the heat down in my cool pipeline by using 2 intake valves from my freezer (separately cooled) than using two industrial coolers. And for heat, it was more effective to use 4 intake valves in sealed rooms with geothermal power than it was to use 4 industrial heaters.

7) When a duct intake is place on a wall with both upper and lower pipes, it starts on the lower pipe. Switching it to the upper pipe deletes the lower pipe.
Last edited by Darkstar; 17 Feb, 2017 @ 4:41pm
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