![]() When it's winter and it gets cold, the pipe drops to 28 ☌ and they are all in high power mode and produce heat. 39 and the pipe is 37☌, then only two will be on and 8 will be in low power mode. If we set up say 10 furnaces and set the target to 30, 31. When the pipe reach that temperature, the furnace stops producing heat and goes into low power mode. Automated radiators could be invented, which require a component.įurnaces have components and you can set a target temperature, just like with vanilla heaters/coolers. However to change the temperature, a colonist needs to flick the "switch". This is done with a regulator relying on heat expansion, meaning it doesn't require a component. They have a set temperature, where they cut off. ![]() Room heaters, aka radiators will produce a set amount of heat and drain energy from the pipe, but only if the pipe is hotter than the room. We then add a furnace to the pipe and it can add X energy if it's on. Likewise if two pipe system merge, they just add the numbers. If it's next to a pipe network, this energy is added and naturally the number of pipe tiles increase. When a new pipe is placed, the energy in it is K*outdoor temperature. The temperature is then T = E / (K * number of pipe tiles), where K is a constant for energy/☌. Let's called it E (not the same E as in air). A pipe is one entity, which has energy stored. The problem with liquid systems is that it requires a return pipe, but if we say a pipe ingame is actually two pipes, one in each direction, then we have that problem solved as well. In real life water is usually used due to it being easy and cheap to get and it's not toxic if it leaks. What comes to mind is liquid based heat transfer. This brings up the important question: how do you make centralized climate control in a way, which is balanced for gameplay, without exploits and works well with the game engine? The same goes for redist heat, a mod I stopped using because I had severe problems controlling the pipe temperature. This means the entire concept might be broken by design, which is why it might seem quite unbalanced. It's with the concept of taking in air from the outside vs just heating the air inside using electric heaters. That made me stop and think and I realized the problem is not with my way of thinking. This means you will need 5 W for each W you use to heat the room and that is in addition to the fans to create the air flow. ![]() For each cc, it takes 25 E to heat it up, but it only delivers 5 E. A certain room is 20 ☌ and it needs 25 ☌ airflow to maintain the temperature. Now if we know E in the heat unit in Rimworld, then we can do lots of interesting stuff, which at first glance looks balanced and scales well, it runs into a serious problem. If you then send 100 cc of 22 ☌ into a room, which is 17☌, it will deliver 100*(22-17)*E = 500 * E. If we are to apply real physics, heating 1 cc 1 ☌ takes a certain amount of energy. This thread already has a bunch of interesting points and I have modified my thinking accordingly, particularly the points regarding exploits. I have been thinking about what I would like to see in this mod. This not only makes the first freezer easier (you can always redo it), it also mean the game is way less annoying once the first freezer becomes too small (which will happen eventually). ![]() ![]() One thing I noticed right away is that if you use it for your first freezer, expanding, moving or building a new one becomes a lot easier and will not require components. I have been playing with this mod and I really like it. ![]()
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