Heat Inserter

by Kryzeth

Adds an inserter variant that runs on heat instead of standard fuel. Also functions as a heat pipe for thawing adjacent machinery. Recommended for use alongside another mod that provides early heat pipes.

Content
23 days ago
2.0
2.35K
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i [Implemented/Fixed] Thawing

24 days ago

I assumed heat inserters would thaw adjacent machines, since they do contain a heat pipe, but apparently they can't. Could you add that capability, perhaps as a mod setting?

24 days ago

Sorry about this, I only tested the heat-carrying capacity and just assumed they would also thaw out buildings.

This should be fixed in v1.1.0, although if you are updating an existing save file, you will need to pick up and place back down any pre-existing heat inserters, since I couldn't think of a simple way to apply a migration script for it. No setting necessary, since I agree that is the implied functionality.

24 days ago
(updated 24 days ago)

Ah, I've just realized that v1.1.0 is going to be cause some issues with Even Picker Dollies.

Because of the way I implemented the heat pipe functionality to the inserters (by creating an invisible heat pipe in the same position as the heat inserter), moving them with EPD is going to desync the invisible heat pipes from the heat inserters.

EDIT: I was able to fix compatibility with EPD in v1.1.1 (at least as far as I can tell)

23 days ago

Newly placed down heat inserters transmit heat, but don't warm up themselves, preventing their function. Probably some issue with the connection between the hidden heatpipe and the inserter?

23 days ago

Hm, I'll have to do more testing; I only checked that the inserter worked on Aquilo when being placed next to a reactor, and that it thawed out the area around it. I suppose a heat pipe doesn't heat up its own tile, just the tiles around itself, so it wouldn't affect the inserter if it's on the same tile, though that's just speculation on my part, I'd need to see what conditions are causing that.

23 days ago
(updated 23 days ago)

The issue wasn't that it froze, but that the inserter itself stayed at 15° when connected to a >900° heat pipe, instead of reaching the >500° required for it to activate. Strangely, now that I tested it again with 1.1.2, it seems to work - so maybe the issue just occurred when a new inserter was placed next to an "unmigrated" one without the hidden heat pipe?

23 days ago

Nevermind, I figured it out: it depends on the placement order of inserter and surrounding heat pipes. Place heat pipes first, then inserter, and the inserter works. Place the inserter first, and then the heat pipes, and it stays at 15°.

23 days ago
(updated 23 days ago)

Hmm.. I'll admit I also didn't test pre-existing saves, though I find it unusual that the problem was fixed with the latest update, since I didn't actually change any usable code, all I did was remove an accidental forced dependency.

I don't know what mechanics are at play here, but I remember testing rows of newly placed heat inserters, and they all gained heat normally (in fact, I remember newly placed heat inserters being marginally more efficient at carrying heat because of the hidden heat pipes, so they must have been connecting in some way)

EDIT: Just saw the latest post, I'll check that later, doesn't sound like I'll be able to fix it from that description.

23 days ago

After some trial and error, I was able to figure it out.

The collision_box of the hidden heat pipes prevents heat inserters from connecting to adjacent heat pipes/sources (so they don't gain heat, despite being thawed), at least at the default copied dimensions from the standard heat pipe. Setting the collision_box to nil prevents the heat pipe from conducting heat at all, and disables the thawing ability, which was the whole point.

However! It appears that setting the collision_box to an arbitrarily small area (-0.1 to 0.1 in both directions) allows connections to both entities simultaneously, regardless of the placement order. I also confirmed that both entities still moved together with Even Pickier Dollies.

So should be hopefully be completely fixed in v1.1.3

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