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https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2196454890
Hope it helps anyone!
I have a deep underground cold room cooled by the "Centralised Climate Control" mod (here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2007268173 ) which is set to -19'c. I am replacing the walls from a mix of fibre insulation, smoothed stone, and stone walls to stone with polymer insulation.
Every time a wall was replaced, the temperature spiked instantly to approx 25'c (ambient outside is 34'c). The cooling immediately brought it down as per normal.
I only noticed it because of the amount of replacements happening in a short period kept the temperature high enough for some of my food to spoil, with the corresponding alert.
happy to supply more info/etc if needed. Cheers!
No plans, and for me they help to distinguish the difference between insulated and non-insulated doors.
If you are seeing insulation changes to regular walls due to adding this mod, then that is behaviour I haven't seen in my own game. And in principal should "only" be recalculating differing efficiencies for the walls if they are recognised as being insulated, which needs specific mechanics being attached to them in order to support that. There are no patches in the mod to add this to other things.
However, if you have differing mods settings than default for heat transfer efficiency rates in the mod settings then this will change the behaviour of heat transfer.
Insulation does nothing in terms of adding heat or changing the actual temperatures of the room. There is no heat pushing involved, so the source of the heat has to be from something else. Maybe the servers themselves? Which would make sense, since if the server room is insulated and they add heat but the walls don't allow for the same amount of heat loss due to insulation then the room will gain temperature.
All that insulation does in terms of mechanics is change the effective efficiencies for heat transfer between rooms, but it does not apply any heating or cooling effect itself.
Perhaps play the ice biome challenge that include permanent cold snaps, that might make you rethink the relevance of polymer insulation.
It is also relevant that polymers come from a chemfuel or differing resource than fibre, which can equally have a bearing on choice of insulation used.
For an average temperate biome map that does not have extreme temperatures, you will be able to get good and sufficient performance from the fibre insulation yes. And your right in pointing out that this is dependant on the size of the room and how much heating/cooling is being utilised.
Polymers, in a more extreme biome or where something like a triple cold snap occurs makes it very relevant as that new order of efficiency can make a huge impact. Also for larger rooms you will notice less overall heating/cooling required per unit area.
The insulating doors will all help to avoid changes in temperatures as that is how they work. And where you already have layers of mountain acting as insulation then there is little point to the use of insulating walls.
Graphics Revision - GenomX
You are miss-understanding me unfortunatley. I have a meeting this morning, but will get back to you later. Best if you continue the discussion on discord.
That's not really how it would work.
I would have to look at Neronix17's work to see if it first is compatible (expectations it would).
Consider what product could be used for insulation materials (either existing insulation option or something relevant to Neronix17's work and then patch in an alternative wall that then uses the insulation mechanics, that would use any new graphics you drew (in an altas format). The mod that uses "Clutter Walls" when loaded would then apply an additional insulated wall option.
Ideally this would be best done with the author of the mod, but not essential.
Alternative walls/Art assets: I'm primarily a coder not an artist. It would be easier for me to set-up guidance notes how to use insulation as a dependency mod than draw assets.
Heat transfer is the process in how things get equalised across rooms. Insulation plugs into the existing process to change these values using harmony, so it adds very little overhead to performance.
With regards to how replace stuff uses materials or replaces them based on the cost list or stuff cost, that would be something to refer to that mod.
With the mod "Replace Stuff" you can replace existing walls with insulated walls readily, otherwise you have to replace existing walls as a more laborious process of knocking them down before rebuilding them again as per the walls found on the insulation architect menu selection.
kinda related:
Is there a way to have a heat transfer and separate heat capacity stat without impacting performance much? Not asking you to implement it per se, just wondering if it can be a thing (or already is?)
It'd be neat to be able to build a centralized cooling system that had insulated metal walls built out to the rooms it was made for, with triggered autodoor vents that closed at < x degrees to keep it from overworking rooms.
Check the wall options in the architect tab under insulation.
Screenshot:
https://ibb.co/h1wXM12
@Ellrich Intentional to indicate them as insulated doors, the imagery then representing a skirt like the plastic partitions you some times see in walk in freezers.
Correction to refiner research prerequisite to ensure that the Rimefeller loading bays are available when the refiners are available.
Working as intended, just like a pyromaniac wont fight fires, these are challenges to overcome in the game based on the personalities of the pawns you have to deal with.
(Making insulation foam then seen more like chemistry which is closely associated with drug making hence the use of intellectual skill to measure performance at that task)
The trait of not doing dumb labour would still prevent the person from doing refining regardless of the skill associated, since the work types have trait inclusions/exclusions that define what the person is or is not willing to do.
There are however (as I understand, though don't personally use) mods that allow you to circumvent how the vanilla process excludes people from doing certain tasks.
I want to create insulation materials from the refinery using chemfuel. The recipe requires intellectual skill 4 or 5, but my colonist cannot perform this job because she's unable to do dumb labor. The issue here is that a job that requires intellectual skills is considered dumb labor ingame (probably because refining is considered dumb labor).
Could you please address this issue?
Interesting, I had some Fecal Sludge in the room, and while deconstructing the walls did decrease the dirtiness, what ultimately seemed to be causing it was the sludge. Thanks!
Not a problem with my own game. Please see example here of a fully insulated medical ward: https://1drv.ms/u/s!Au3GsmKyQkDYi9hnkR89oEC0xN8Xmw?e=8qLim0
Do let me know if you find out what might be causing it?
Best way would to use the above discord.