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It does not matter if the coolers are right next to each other or not, their placement doesn't matter.
Double doors, AKA an air lock, doesn't allow the freezer to get any colder, what it does is makes it so less cold air escapes when colonists are walking in and out. When a colonist enters the freezer the cold air only goes into the one tile airlock, very little is lost, it saves a trivial amount of power and isn't really important but you might as well use one anyway.
Changing the temperature on a heater or cooler beyond the temperature it's capable of reaching doesn't change how much it outputs. So if you have 3 coolers set to -75C and they are only cooling down to 15C, then if those coolers were set to 14C they would be working just as hard and hitting the same 15C temperature. The temperature you set them to is the temperature they will try to hit, and they will always run at full power if they aren't hitting that target.
As for setting a heater to minus / cooler to plus - the heater only activates if the temp is below it's set temperature, and the cooler only activates if the temp is above it's set temperature. What I usually do when I need multiple, is to set each one degree off from the other - so for my freezers I'll have -5 and -4 for example, and for my normal air conditioners I'd have 17 and 18.
A 10x10 freezer is quite large - not sure why you feel the need to store so much meat / food. Your non-meat food can be stored in a normal storage area without a freezer, and 100 units of meat is a ton of meat to have on hand, especially since one power outage and you lose a ton of stuff.
I usually only store around 4-5 piles of meat, in my kitchen. My normal setup is to have my kitchen be the stove, and then three lines of 5, one with veggies, one with meat, and one with food, for a total storage space of 15 units. Next to that, I have a freezer, with 15 units of space as well, which stocks only animal corpses. These two are separated by a wall with a door, and each has its own wall and door to enter. The kitchen and the corpse storage area both have two air conditioners each, with only one apiece on at any given time, the other being there for heat waves. When cooking, I turn the AC in the kitchen off, to speed the cooking up.
Just so we're clear you have a walled in space with walls of stone or steel with a tile or flagstone or stone floor with a steel or stone door (or set of doors) with the only exception to these walls are coolers who specificaly vent the red side of its instalation out into the outdoors with the blue side of the instaltion into the cooler area. I don't mean to be condesending but something wrong with that might be what we're looking for in the problem. Like I said a screen shot would help. I've never had an issue with a freezer even in a superbad heat wave.
If things get really bad (meat is starting to spoil) I usually just forbid all doors leading into the freezer area for a while till the temp can regulate itself, a good backup of simple meals is nice to have.
Create another small room adjacent to your freezer with a vent into the freezer itself. Allows you to cool that room but is not going to let as much warm air into the freezer when your colonists walk into the room to retrieve meals, as the interior temp should be cooler than outside.
If in doubt throw down some temp wooden coolers.
I like to try and utilise the exhaust of my coolers using a vent system you can warm your living quarters up quite nicely with what is essentially a waste product, same with geotherm, fully roofed off you can direct some nice heat into the base whilst venting excess outside once summer hits.
I have them venting directly outdoors without any roof over the exhaust area.
I was in a bad situation where I ran out of food in the winter. Everyone was starving and it took intense micro-hunting every rodent I was lucky enough to find. I pulled through it, and I want to make sure that doesn't happen again. 99% of all food spoils, even if it takes a quadrum, so when harvest time comes my freezer gets filled with corn, potatoes and rice.
My freezer is double walled with wood. From what I understood, the type of material doesn't matter. I only have problems during heat waves, but even during regular summer days, the temperature in the freezer is at least 20 degrees warmer than the dial. If I set it at -30C, it's still usually about -4C in there during the summer. And some days in the winter the temp drops down to around 10C, which is enough for them to complain about sleeping in the cold.
I'd post a screenshot because it's way easier to see what's going on that way, but I don't know how. I'd love an explanation on how to do it.
I'd like to experiment with this. Maybe create a pocket in the walls with a vent that I can close, and open another leading outside, if things heat up too much, if that would work.
Double walls absolutely help. Triple walls do not.
Then you just need more. Higher outdoor temps have an exponential effect on cooler efficiency. 44C is very hot, needing 5 or so coolers for that size freezer at those temps sounds about normal to me. I've had games where I needed like 100 coolers, in multiple layers, to keep internal temps down.
I start by leaving the interior doors open for the freezer/kitchen/hallway-to-base. The airflow balance looks something like :
Outside <> Freezer < Kitchen > Hallway <> Whatever.
My initial goal is to make the kitchen a refrigerator, allowing raw food and meals to sit on shelving that can last between 6-15 days. The only time I need to adjust is seasonal or during a heat/cold snap. I don't micro-manage the small variances in temp, that's difficult so I accept that the kitchen runs somewhere between 33-49 degrees F. The caveat for a kitchen that's cold is the work speed debuff, not a problem with a highly skilled cook to balance the final speed of the cooking station.
That method allowed me to teach myself how to regulate the temp in the base. From that starting point I can play (adjust) everything else "in-the-base" because my benchmark was the open-door policy. That means adding a vent here or adding a vent there, leaving another door open over there or closing another door here.
99% of my temp regulating is through the use of hallways. The wiki frowns on "long hallways" usage ... I embrace it. I don't use double-thick walls except for defense purposes, I sometimes prefer to surround the base with an air-gap (maintainance shaft with forbidden doors) that can also double as a defense position when the shaft was breached from the outside <--- my suedo killbox as it were.
I don't create large freezers, but then again, I live in short growing zones (20-30 days) so I use Mother Nature to provide cold storage for my raw food silos, only to transfer "low priority" storage (silo) to my "critical priority" storage (freezer), as well as animal food storage (any food over flow goes to the animals at a middle priority).
Some good advice all around. I'll set some overflow priorities and keep more large corpses on hand instead of setting it to butcher forever.
I'm quite miffed that I've never needed rock or steel for insulation on the freezer. oh well learn something new in this game every time you play.
A 15x15 single-walled area would need at least 6 coolers. How many colonists do you have? If you have less than 10, then I'd decrease the size of the cooler, or divide it into 2 seperate rooms where one room has the 3 coolers and keep the meat, corpses, and meals in that room and use the other room to store veggies.
Oh it wasn't that big at all, it was just super hot. A single cooler does almost nothing on a map that's over 100C.
Ahem, back to the topic, I increased the number of Heaters and Coolers, and that seems to be the key. I never realized you needed so many of them. Things are stable and the temperature actually matches what the thermostat is set to. First time seeing that...
I have a large freezer area because after my devastating loss, I decided that I will never run out of Healroot again, and went large scale farming. I also battled starvation, so it made sense to do.
Power isn't an issue. Digging out enough Compacted Machinery and Steel in the beginning wasn't a problem for 2 Wind Turbines, 6 Solar Generators, and a dozen Batteries. I have since added 3 Geothermal Generaters. Better to have too much than not enough, right?
I understand the bigger cooler for more food, but healroot takes over a year to spoil so you really don't need to keep it frozen, unless you have some that's just days away from spoiling.
It's also been my experience that the more meds you have, the more often events occur that cause injury/sickness to your colonists. Whenever I've had a crap-ton of meds, that's when malaria/plague/etc seems to happen more frequently. The game is constantly balancing things, so the more meds you have, the more injuries/sickness it RNGs to decrease your supply, IMO.
Another example: In my current game I had a plan to stockpile bionic eyes b/c in my last game I had most colonists with eye injuries. For quite a while, no one had a serious eye injury until I bought my 4th & 5th bionic eye (had a trader with 2 of 'em for sale, so I bought them both). It's been a year, maybe 2, since I bought the last 2 eyes and I've had to use all 5 that I had and still have 2 colonists that need a bionic eye.
I have tended to a lot of illnesses, but never noticed if they increased in frequency, though they may have. I was just happy to throw my infinite supply of medicine at them. I think the game's going to try to get you one way or the other, especially if you're not paying attention or make a mistake.