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centralizedclimatecontrolmod's Issues

1.4.0 missing full sized air vents

Hi, in the steam and google drive downloads of 1.4.0, AirVent is missing the line CentralClimateControl
which means no one can build it.
I've also posted on the forum about this issue.

Flow control

It would be very nice to see some form of flow control for the air. Even the simple ability to make the climate control unit separate the networks (so it does not act like anormal pipe and merges them) and to select the input/output network for air would be amazing.

This would allow users to build a climate control network with one intake fans array and have several separate temperatures in controlled output networks.

Lag while rebuilding indexes

I get lag every few seconds for half a second when the game is in x3 speed.

It seems like every time the lag happens the game is rebuilding something about airflows.

I deconstructed all climate buildings and pipes, saved the game, closed and reopened RimWorld and after loading the save the issue persists.

Log:
--- Start Rebuilding --- For Index: Hot

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)s

Printing CompAirFlows -

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

--- Done Rebuilding ---

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

--- Start Rebuilding --- For Index: Cold

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Printing CompAirFlows -

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

--- Done Rebuilding ---

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

--- Start Rebuilding --- For Index: Frozen

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Printing CompAirFlows -

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

--- Done Rebuilding ---

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Full log: https://hastebin.com/nebiqayihu.log

I have another longer log from the same game if you need it

Low energy mode (cooling/heating mode)

We should be able to set the climate control to cooling or heating mode (or a range) so that it use less energy when it isn't needed to actively heat or cool the intake air.

There is rarely a case where we need it to output a specific temperature.
For example, Walk in freezer just need to be below 0.
Other room need to be between 21-3x+ (I ain't quite sure meh)
And maybe some drying room or walk in oven need to be above 60 or 100

Pipe Atlas Rendering Issues

I'm working on a modification to the Pipe atlases for drawing 3 different types of pipes on the same tile. In the current functionality the pipes draw on top of each other and it is hard to see what types of pipes are on the tile since they stack.

I'm having trouble with the rendering of the textures from the Atlas PNG. How are these rendered? When comparing to the default atlas (Power Conduit for example), the textures stretch out to the edge of the image and the image is divided into 16 equal squares. There are 16 squares on your Pipe atlas PNGs but they don't really make sense when they're tiled out. Would there be a way that you know of to change the way that they are drawn so it picks the texture out of the full grid without the white space on the edges and between pipe tiles?

No climate control shouldn't stop the network from working.

AKA "Vents aren't dumping air!" (titled by HowMuhKevinNah)
https://steamcommunity.com/workshop/filedetails/discussion/973091113/2572002906850246840/

The whole network shouldn't stop working if there isn't any air climate control.

My air intake is as hot or cold as I need them to be.
I shouldn't need to waste 200W just to have something just sitting there doing unneeded heating/cooling adjustment.

This suggest it was intented to work without an air climate control unit:

// No Temperature Controllers -> Then Use the Intake Temperature directly.
if (TempControls.Count > 0)
{
ThermalCapacity = thermalCapacity;
AverageConvertedTemperature = tempSum / TempControls.Count;
}

Bug lies with how ThermalCapacity == 0 means ThermalEfficiency == 0

if (CurrentIntakeAir > 0)
{
ThermalEfficiency = ThermalCapacity / CurrentIntakeAir;
}

And that leads to the thermalFlag being set which shut off the network.

if (CompAirFlowConsumer.ThermalEfficiency <= 0)
{
thermalFlag = 0;
}

CC heating rooms above outside temps periodically

I may need to create a video to demonstrate, but will do my best with written words.

Case one:

  • Outside temp: 30C
  • Blue network pipe connected to intake fan: -132C
  • Climate Control system set to -132C - no change from intake fan temp
  • Output vents: various rooms heat up to 50C, then cool down to negatives. then heat up again to up to 50C - well beyond the outside temp. No other heating/cooling systems installed. This variation requires a few hours of game time between heating and cooling cycles.

Case Two:

  • Outside temp: 30C
  • Red network connected to vent room A at -110C (and kept at that temp with vanilla coolers)
  • Red network connected to vent room B at 30C.
  • No Climate Control systems installed - passive vent to vent cooling only.
  • Room B cools for a few hours, then heats up to 50C, then starts to cool again a few hours later. The cycle continues.

Its strange behavior. I can shoot a video if it would help. I am using extreme temps for the passive and active intakes to the system, but the periodic behavior is very odd as well.

Basic Climate Control research should depend on Air Conditioning

All buildings in Centralized Climate Control depend upon the research projects Air Conditioning and either Basic Climate Control or Industrial Climate Control. The Basic Climate Control research project has only Electricity as its prerequisite. This results in a research graph that could cause confusion to users: you can complete Basic Climate Control research and yet be unable to actually build any climate control.

In the un-modded research window this is confusing enough, but it becomes worse when a mod such as Fluffy's Research Tree is used. In this case, it incorrectly states that the various climate control buildings are enabled by both the Air Conditioning and the Basic/Industrial Climate Control projects:
research prerequisites 2

I recommend changing building defs to include only a single pre-requisite: either Basic Climate Control or Industrial Climate Control. Then alter the 2 climate control projects to require Air Conditioning as a prerequisite.

Missing localization for Surround Air Vent Wide

In the UI, all items include nice descriptive text in a localizable language except the wide variety of the surround air vent. I believe you simply forgot to include your desired descriptive text in Languages\English\DefInjected\ThingDef\Buildings_Temperature.xml.

Screenshots

surroundexhaust missing l10n 1
surroundexhaust missing l10n 2

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