RimWorld

RimWorld

152 ratings
Save our ship 2 - Heat statistics
3
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.1, 1.2
File Size
Posted
Updated
296.685 KB
Jul 12, 2020 @ 4:40pm
Dec 18, 2020 @ 12:03pm
6 Change Notes ( view )

Subscribe to download
Save our ship 2 - Heat statistics

In 1 collection by LaTrissTitude
Useful Statistics
2 items
Description
This mod is currently unmaintained (I don't have time for modding anymore).


Need to know if your heatsinks will explode at the first battle on your new shiny space vessel?
Wanna reduce the space footprint of your 200 tiles wide and counting AC system as safely as possible?
Or maybe you just like stats and dwelving deeper in the game internal systems?

Then this mod is for you, it adds various fully dynamic and explained statistics to Save our ship 2 heat management buildings:

- Heatsinks now have a max heat output statistic.
Now you know how hot they will go once they store at least 1 unit of heat.

- Radiators now have a current and max cooling statistic. Efficiency is included in the formula.
You will now be able to check how much of those babies you need to deal with your army of heatsinks safely.



This mod is be safe to be added / removed from saves.
This mod should not have any conflicts with other mods.






None yet



Licence: MIT licence (Do whatever you want with it, I just ask for due credit)
Github: https://github.com/helldragger/SOS2-HeatStatistics
30 Comments
Mlie May 4, 2022 @ 12:31pm 
Made an update of this:
https://steamcommunity.com/sharedfiles/filedetails/?id=2803774052
Hope it helps anyone!
Thundercraft Aug 15, 2021 @ 11:40am 
I'm also interested in knowing whether or not this will still work for 1.3 (ignoring any error messages).

Must I start a new 1.3 game with out this mod, relying on a large footprint and lots of heatsinks? Or should we just use Kolra's Coolant Beads (Continued) until (or if) it gets officially updated?
Timou Aug 2, 2021 @ 3:59am 
Update please 1.3
Nekro Philadelphia Jul 18, 2021 @ 7:40pm 
Can anyone confirm if this is functional as is for 1.3? just wanna make sure i can still use this with the new DLC
pgames-food Mar 2, 2021 @ 6:18pm 
hi theres a new mod that might be able to help manage heat on ships :)
just posting a link to here and main mod in case useful

https://steamcommunity.com/sharedfiles/filedetails/?id=2411530277
ultimatedoom Mar 2, 2021 @ 11:45am 
Quick question if anyone can help c: A small heat sink in it's own room has a max output of 6.25 and two radiators provide cooling of around 25 C, why does it only cool at a rate of about 1 HDU/s? Thank you for your time!
Tellik Feb 8, 2021 @ 12:54pm 
Okay, I'm completely confused now.

Save Our Ship 2 - Extensions; Says it's partial and to check RimWorld version for full support. That version says this one for full compatibility and support.

So is it both mods at the same time? Is it one or the other? What's the difference between mods specifically concerning SOS2? Does this one have different features or are they the exact same concerning SOS2?
LaTrissTitude  [author] Jan 1, 2021 @ 10:00am 
when atoms collides onto it*
LaTrissTitude  [author] Jan 1, 2021 @ 9:23am 
Yep, welcome to the world of thermodynamics! -> more space (here area, irl it's volume because of some crap called 3D) needs more energy to heat up or cool down ^^

Simply put: Temperature IRL is just the amount of mean energy of a gaz, heat/cold is the transfer of it a surface gets when atoms -- here the various gases the air is composed of, hit it.
So in a closed room like yours, heating is just speeding them, cooling is just slowing them down but you only heat up a square of your room and your room has multiple squares...

See it like this: you got a radiator able to cool down a square 1C down per second.
in a 1 square room, you can cool it down directly 1C down per second.
in a 2 square room, you have to either use 2 radiators to have the power to cool down 2 squares to get the same cooling per second, or you need to cool down the same square 2 times (read 2 seconds) to cool the room 1C down.
etc...
Godspeed You! Fortran Punchcard Jan 1, 2021 @ 9:21am 
Makes sense, but my question is about the heatsinks ability to heat a room. So as I understand it the system here is heat from the rest of the ship (weapons, shields, whatnot) is dumped into the heatsink. The heatsink then slowly 'leaks' heat into the surrounding room. The radiators then lower the temperature in the room by radiating heat out into space somehow .

So ignoring the radiators for a moment, what I'm seeing is that a heatsink in a 10x10 room will displace 1 temperature unit (it's not actually 1, but for examples sake) into the surrounding room, but the same heatsink in a 100x100 room will displace 0.1 temperature units in the room as displayed in the 'final figure' from your calculations.

Hey, maybe I'm reading this wrong, or it's not telling me what I think it is, but it certainly seem counter-intuitive.