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== It is too warm ==
 
== It is too warm ==
  +
{| class="wikitable mw-collapsible mw-collapsed" style="float:right; margin-left: 1em; margin-top: 0"
  +
|+ Buildings' output temperatures <!-- that's Launch Update -->
  +
! Output<br>temperatures !! Buildings
  +
|-
  +
|Input<br>temperature
  +
|
  +
* [[Carbon Skimmer]]
  +
* [[Deodorizer]]
  +
* [[Shower]]
  +
* [[Sink]]
  +
* [[Wash Basin]]
  +
* [[Water Sieve]]
  +
|-
  +
|30+
  +
|
  +
* [[Oxygen Diffuser]]
  +
* [[Algae Terrarium]]
  +
* [[Algae Distiller]]
  +
|-
  +
|37
  +
|
  +
* [[Outhouse]]
  +
* [[Lavatory]]
  +
|-
  +
|70+
  +
|[[Electrolyzer]]
  +
|-
  +
|75+
  +
|
  +
* [[Rust Deoxidizer]]
  +
* [[Compost]]
  +
* [[Oil Refinery]]
  +
|-
  +
|90+
  +
|[[Oil Well]]<!--nat gas needs confirmation-->
  +
|-
  +
|110+
  +
|
  +
*[[Coal Generator]]
  +
*[[Wood Burner]]
  +
|-
  +
|76<!--nat gas@Synthesizer-->
  +
|rowspan=2|[[Fertilizer Synthesizer]]
  +
|-
  +
|50+<!--Fertilizer@Synthesizer-->
  +
|-
  +
|110+<!--CO2 @ Oil burners-->
  +
|rowspan=2|
  +
* [[Petroleum Generator]]
  +
* [[Natural Gas Generator]]
  +
|-
  +
| 40 <!--PO @ Oil burners-->
  +
|-
  +
|73.4+<!--Ethanol @ Distiller-->
  +
|rowspan=2|[[Ethanol Distiller]]
  +
|-
  +
|93.4+<!--PD & CO2 @ Distiller-->
  +
|-
  +
|75+<!--plastic @ Press -->
  +
|rowspan=3|[[Polymer Press]]
  +
|-
  +
|150+<!--co2 @ Press -->
  +
|-
  +
|200+<!--steam @ Press -->
  +
|-
  +
|Varies by<br>metal/coolant
  +
|[[Metal Refinery]]
  +
|-
  +
|Unknown
  +
|
  +
* [[Desalinator]]
  +
* [[Ore Scrubber]]
  +
* [[Oxylite Refinery]]
  +
* [[Molecular Forge]]
  +
* [[Kiln]]
  +
* [[Rock Crusher]]
  +
* [[Glass Forge]]
  +
* [[Microbe Musher]]
  +
* [[Electric Grill]]
  +
* [[Gas Range]]
  +
* [[Apothecary]]
  +
* [[Power Control Station]]
  +
* [[Farm Station]]
  +
* [[Textile Loom]]
  +
* [[Exosuit Forge]]
  +
|}
 
This is the tricky bit. There are three straightforward ways to destroy heat:
 
This is the tricky bit. There are three straightforward ways to destroy heat:
 
* [[Steam Turbine]] will convert heat above 125°C into electricity.
 
* [[Steam Turbine]] will convert heat above 125°C into electricity.
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In early game, it's better to move the heat to where it won't cause trouble than to try to truly destroy it.
 
In early game, it's better to move the heat to where it won't cause trouble than to try to truly destroy it.
 
* Dump excess heat in cold biome. Acquire cold gases and cold water from cold biomes.
 
* Dump excess heat in cold biome. Acquire cold gases and cold water from cold biomes.
* Plant irrigation is one of the worst places to misplace extra heat - do not use hot water to irrigate cold-loving plants ([[Bristle Blossom]]). If you have no choice, use valves to avoid storing excess hot water in farms (water being consumed does not heat the plant up, standing water does), use [[Insulated Pipe]]s in the sections that need to stay cool, and pre-cool the water by winding pipes carrying it through cool areas
+
* Plant irrigation is one of the worst places to misplace extra heat - do not use hot water to irrigate cold-loving plants ([[Bristle Blossom]]). If you have no choice, use valves to avoid storing excess hot water in farms (water being consumed does not heat the plant up, standing water does), use insulated pipes in the sections that need to stay cool, and pre-cool the water by winding pipes carrying it through cool areas
* Avoid create machines like [[Polymer Press]] or [[Metal Refinery]], but Ranch [[critters]] instead. This is really important in early game,when you do not have much time or resources to create proper [[rooms]], gadgets and other things you may need to avoid spreed heat. Most materials can be "fabricated" by critters.
+
* Avoid creating machines like [[Polymer Press]] or [[Metal Refinery]], but Ranch [[critters]] instead. This is really important in early game, when you do not have much time or resources to create proper [[rooms]], gadgets and other things you may need to avoid spread heat. Most materials can be "fabricated" by critters.
 
* Use [[Igneous Rock]] pipes for hot fluids/gas in early-mid game. At late game use [[Ceramic]] and [[insulation]] when managing really hot fluids/gases.
 
* Use [[Igneous Rock]] pipes for hot fluids/gas in early-mid game. At late game use [[Ceramic]] and [[insulation]] when managing really hot fluids/gases.
   
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There are three types of buildings by their output substance's temperature:
 
There are three types of buildings by their output substance's temperature:
* the majority outputs substances at a fixed temperatures;
+
* some that outputs substances at a fixed temperatures;
 
* some that output at the temperature of that building;
 
* some that output at the temperature of that building;
 
* some that output at the input temperature.
 
* some that output at the input temperature.
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So for example, if your [[Petroleum Generator]] is working at 70°С and producing 0.75Kg of [[Polluted Water]] per second, then it's generating 750g*70°С*4.179(heat capacity of polluted water)= 219,397.5 DTU of bonus total heat energy. If you cool down the generator to 10°С, then your total heat energy would be 31,342.5 DTU. Furthermore, you actually can use its output of polluted water as a coolant for other devices. Same principle for other buildings of the second type.
 
So for example, if your [[Petroleum Generator]] is working at 70°С and producing 0.75Kg of [[Polluted Water]] per second, then it's generating 750g*70°С*4.179(heat capacity of polluted water)= 219,397.5 DTU of bonus total heat energy. If you cool down the generator to 10°С, then your total heat energy would be 31,342.5 DTU. Furthermore, you actually can use its output of polluted water as a coolant for other devices. Same principle for other buildings of the second type.
   
Now, the second principle of heat management is that the first and second types of buildings ignore the temperature of their input substances (it's worth noting that they are still heating up from input, because some amount of the input substance is stored inside the building and will transfer heat to the building). I.e. if temperature of input is above the building temeperature, then that input heat energy just vanishes.
+
Now, the second principle of heat management is that the first and second types of buildings ignore the temperature of their input substances (it's worth noting that they are still heating up from input, because some amount of the input substance is stored inside the building and will transfer heat to the building). I.e. if temperature of input is above the building temperature, then that input heat energy just vanishes.
   
 
Therefore, to decrease total heat for the first and second types of buildings you should keep inputs as hot as possible, and for buildings of the third type, then keep the input cool.
 
Therefore, to decrease total heat for the first and second types of buildings you should keep inputs as hot as possible, and for buildings of the third type, then keep the input cool.

Revision as of 06:49, 10 August 2019

Duplicant
This article has not been revised for the current version (U51-600112). It was last updated for an unknown version. It may contain inaccuracies.
This article has not been revised for the current version (U51-600112). It was last updated for an unknown version. It may contain inaccuracies.

Temperature management is one of the key challenges of the game. Your Duplicants, your plants and your items will suffer and break if their temperature is too high or too low. The environment can get warmer through items that produce heat, creeps through walls and resources, even your Duplicants produce and spread some heat by mere existence. Similarly Chilliness can spread by air exchange or heat spreading towards colder regions. Controlling the environment is one of the key challenges in this game.

Formally, Heat is the amount of energy transferred to equalize thermal energy of two bodies. The game uses DTU per second to display heat output, it is equivalent to Joule per second or Watt. Although it should not be confused with electric Watt, since there the game has no friction heat or electric heating in the general sense. Conservation of heat energy tend to vary depending on specific buildings.

It is too cold

This problem is the easiest to handle. Many game items, your Duplicants and certain special features of your colony environment produce heat.

Heat sources

  • Space Heater produces 18 kDTU/s heat at the cost of 120W of power (150 DTU/s per Watt), but it is generally not worth using, as its only other effect is meager 10 decor
  • Liquid Tepidizer produces 4064 kDTU/s at the cost of 960 W (~4.2 kDTU/s per Watt). While it is slower, it is way more power-efficient and can be used as a core of a central heating system.
  • Charged Battery and Jumbo Battery produce 1.25 kDTU/s of heat when charged. They're small, short, clean and useful in other ways and so a good way to provide extra heat.
  • The Power Transformers produces 1 kDTU/s of heat.
  • Ceiling Lamp produces just 500 DTU/s of heat at 10W of power, but it fits right above Sculpting Block
  • Electrolyzer produces 1.25 kDTU/s of heat, but its output gases are 70 °C. Has a disadvantage of producing Hydrogen, which quickly cools down (if it is cold) due to it's relatively high thermal conductivity.
  • Oxygen Diffuser produces 1.5 kDTU/s of heat
  • Coal Generator produces 9 kDTU/s of heat, or 1.5 kDTU per 100 Watt produced, but utilizing it can be tricky, due to large amount of Carbon Dioxide in exhaust.
  • Cool Steam Vent outputs steam at 110°C. It can be cooled down into 90 degree Water, which then can be piped around the colony, for example to Shower (Duplicants won't mind near-boiling shower). Heat will then radiate from the pipes.
  • A nearby Biome can provide a surprising amount of heat (or cold). Biomes do not keep their own temperature after map generation, so this is a temporary source.

It is too warm

Buildings' output temperatures
Output
temperatures
Buildings
Input
temperature
30+
37
70+ Electrolyzer
75+
90+ Oil Well
110+
76 Fertilizer Synthesizer
50+
110+
40
73.4+ Ethanol Distiller
93.4+
75+ Polymer Press
150+
200+
Varies by
metal/coolant
Metal Refinery
Unknown

This is the tricky bit. There are three straightforward ways to destroy heat:

  • Steam Turbine will convert heat above 125°C into electricity.
  • Ice-E Fan occupies a duplicant and uses up water. It cools the gas at 32 kDTU/s.
  • Ice Maker, which is total heat negative, and further reheating of ice will consume some more heat.
  • Wheezewort works rather slowly in most gases and natural setups and can not be mass-produced, but does not use any power. It's cooling is equivalent to 12 kDTU/s in the best circumstances.
  • Anti Entropy Thermo-Nullifier is able to provide quite a lot of cooling by consuming hydrogen.

Avoiding heat

In early game, it's better to move the heat to where it won't cause trouble than to try to truly destroy it.

  • Dump excess heat in cold biome. Acquire cold gases and cold water from cold biomes.
  • Plant irrigation is one of the worst places to misplace extra heat - do not use hot water to irrigate cold-loving plants (Bristle Blossom). If you have no choice, use valves to avoid storing excess hot water in farms (water being consumed does not heat the plant up, standing water does), use insulated pipes in the sections that need to stay cool, and pre-cool the water by winding pipes carrying it through cool areas
  • Avoid creating machines like Polymer Press or Metal Refinery, but Ranch critters instead. This is really important in early game, when you do not have much time or resources to create proper rooms, gadgets and other things you may need to avoid spread heat. Most materials can be "fabricated" by critters.
  • Use Igneous Rock pipes for hot fluids/gas in early-mid game. At late game use Ceramic and insulation when managing really hot fluids/gases.

Preventing heat

The main principle of heat management in the late game is not to manage existing heat, but to avoid creating it in the first place. It is much easier to prevent heat being generated than to get it to vanish -- because most heat is generated by buildings' outputs and only a small fraction of it is from generating heat energy itself, from electrical energy.

There are three types of buildings by their output substance's temperature:

  • some that outputs substances at a fixed temperatures;
  • some that output at the temperature of that building;
  • some that output at the input temperature.

Here is a list of building's output temperatures (outdated).

So for example, if your Petroleum Generator is working at 70°С and producing 0.75Kg of Polluted Water per second, then it's generating 750g*70°С*4.179(heat capacity of polluted water)= 219,397.5 DTU of bonus total heat energy. If you cool down the generator to 10°С, then your total heat energy would be 31,342.5 DTU. Furthermore, you actually can use its output of polluted water as a coolant for other devices. Same principle for other buildings of the second type.

Now, the second principle of heat management is that the first and second types of buildings ignore the temperature of their input substances (it's worth noting that they are still heating up from input, because some amount of the input substance is stored inside the building and will transfer heat to the building). I.e. if temperature of input is above the building temperature, then that input heat energy just vanishes.

Therefore, to decrease total heat for the first and second types of buildings you should keep inputs as hot as possible, and for buildings of the third type, then keep the input cool.

A more complex way is to heat up a heat sink (solid, liquid or gas) and then dispose of that material. For example fuel Oil Refinery from Metal Refinery output.

Specific Heat Capacity

This property quantifies how much an object's temperature changes if one adds or removes an amount of heat energy, per unit mass. Its unit is . Objects with larger specific heat capacity can hold more heat (or coldness—the lack of heat). Therefore, objects that are more massive or are hotter hold more heat than objects that are less massive or are colder.

Sometimes people talk about the "heat capacity" or "total heat capacity" of an object. An object's "heat capacity" is the specific heat capacity times the mass of the object. Conversely, the "specific heat capacity" of an object is equal to its total heat capacity divided by its mass.

With this property you can calculate how much energy you need to reduce from hot water (for example) to give it an ambient temperature.

How much energy is required ...

... to cool down one Tile of Water with 80 °C to 20 °C in a Cycle? A tile full of Water contains 1 tonne (1,000,000 grams) of Water. The Temperature difference is 60 °C, the cycle is 600 seconds and the Specific Heat Capacity of Water is:

Thermal Conductivity

This property defines how quickly heat can be exchanged between two objects (where walls, resources, gas, liquids, plants and items all are objects). A lower value means heat is transferred slower, a higher value means heat is transferred faster. The rate at which two objects exchange heat is defined by the lower thermal conductivity value of both objects.

Its unit is . In this game, a Tile is considered to be one meter high and wide.

The larger the temperature difference between two objects, the more quickly heat will be transferred between them, but the longer overall it will take for them to equilibrate (come to the same temperature). Because of this, materials with high thermal conductivities are useful in situations where one wants to transfer (or conduct) heat quickly, and materials with low thermal conductivities are useful in situations where you want to prevent the transfer of heat via insulation.

For more information on how Energy and Wattage (Power) are related, read the Power guide. Here is a nice video explaining it.

Choosing Coolant

Thermal Conductivity, counterintuitively, is the least important parameter, it has to be higher than other recipients to collect heat, but only as much, since the system will be inevitably bottlenecked by the material with the lowest Thermal Conductivity.

Mass and Specific Heat Capacity, on the other hand are extremely important, since they will define the maximum size of "heat packet" that can be transferred. For example Super Coolant limited to 1kg will perform almost as good as packets of 20kg Thermium, despite their vast difference in conductivity. This is further capped by contact zone / radiator size, which might not be enough to fill or free the full packet.

Temperature range is a matter of convenience and/or limiting factor. Petroleum and Crude have great temperature range, but are the poorer mediums, that are competitive due to ability to maintain mass concentration. Hydrogen has good SHC, but mostly exist as a low-mass gas which limits its throughput. Water has good mass and SHC, but limited by its narrow state transition temperatures.