finishing touches
suitlinking now tells you on examining the cooling system readout. miner gear suitlinking only works on the lavaland z. corruption has a medium-severity readout jamming event added to the pool. integrating coolant only counts as 40% of its volume for cooling efficiency purposes and is capped at adding at most 25% of current blood volume to cooling efficiency calculations.
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@@ -68,17 +68,19 @@
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#define TEMPERATURE_DAMAGE_COEFFICIENT 1.5 //This is used in handle_temperature_damage() for humans, and in reagents that affect body temperature. Temperature damage is multiplied by this amount.
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#define SYNTH_PASSIVE_HEAT_GAIN 10 //Degrees C per handle_environment() Synths passively heat up. Mitigated by cooling efficiency. Can lead to overheating if not managed.
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#define SYNTH_MAX_PASSIVE_GAIN_TEMP 250 //Degrees C that a synth can be heated up to by their internal heat gain, provided their cooling is insufficient to mitigate it.
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#define SYNTH_MIN_PASSIVE_COOLING_TEMP -30 //Degrees C a synth can cool towards at very high cooling efficiency.
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#define SYNTH_HEAT_EFFICIENCY_COEFF 0.005 //How quick the difference between the Synth and the environment starts to matter. The smaller the higher the difference has to be for the same change.
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#define SYNTH_SINGLE_INFLUENCE_COOLING_EFFECT_CAP 3 //How big can the multiplier for heat / pressure cooling be in an optimal environment
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#define SYNTH_TOTAL_ENVIRONMENT_EFFECT_CAP 2 //How big of an multiplier can the environment give in an optimal scenario (maximum efficiency in the end is at a lower cap, this mostly counters low coolant levels)
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#define SYNTH_MAX_COOLING_EFFICIENCY 1.5 //The maximum possible cooling efficiency one can achieve at optimal conditions.
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#define SYNTH_ACTIVE_COOLING_TEMP_BOUNDARY 10 //The minimum distance from room temperature a Synth needs to have for active cooling to actively cool.
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#define SYNTH_PASSIVE_HEAT_GAIN 10 //Degrees C per handle_environment() Synths passively heat up. Mitigated by cooling efficiency. Can lead to overheating if not managed.
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#define SYNTH_MAX_PASSIVE_GAIN_TEMP 250 //Degrees C that a synth can be heated up to by their internal heat gain, provided their cooling is insufficient to mitigate it.
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#define SYNTH_MIN_PASSIVE_COOLING_TEMP -30 //Degrees C a synth can cool towards at very high cooling efficiency.
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#define SYNTH_HEAT_EFFICIENCY_COEFF 0.005 //How quick the difference between the Synth and the environment starts to matter. The smaller the higher the difference has to be for the same change.
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#define SYNTH_SINGLE_INFLUENCE_COOLING_EFFECT_CAP 3 //How big can the multiplier for heat / pressure cooling be in an optimal environment
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#define SYNTH_TOTAL_ENVIRONMENT_EFFECT_CAP 2 //How big of an multiplier can the environment give in an optimal scenario (maximum efficiency in the end is at a lower cap, this mostly counters low coolant levels)
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#define SYNTH_MAX_COOLING_EFFICIENCY 1.5 //The maximum possible cooling efficiency one can achieve at optimal conditions.
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#define SYNTH_ACTIVE_COOLING_TEMP_BOUNDARY 10 //The minimum distance from room temperature a Synth needs to have for active cooling to actively cool.
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#define SYNTH_ACTIVE_COOLING_LOW_PRESSURE_THRESHOLD 0.05 //At how much percentage of default pressure (or lower) active cooling gets a massive cost penalty.
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#define SYNTH_ACTIVE_COOLING_LOW_PRESSURE_PENALTY 2.5 //By how much is active cooling cost multiplied if in a very-low-pressure environment?
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#define SYNTH_ACTIVE_COOLING_MIN_ADJUSTMENT 5 //What is the minimum amount of temp you move towards the target point, even if it would be less with default calculations?
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#define SYNTH_INTEGRATION_COOLANT_PENALTY 0.4 //Integrating coolant is multiplied with this for calculation of impact on passive cooling.
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#define SYNTH_INTEGRATION_COOLANT_CAP 0.25 //Integrating coolant is capped at counting as current_blood * this number. This is so you can't just run on salglu or whatever.
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#define BODYTEMP_NORMAL 310.15 //The natural temperature for a body
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#define BODYTEMP_AUTORECOVERY_DIVISOR 11 //This is the divisor which handles how much of the temperature difference between the current body temperature and 310.15K (optimal temperature) humans auto-regenerate each tick. The higher the number, the slower the recovery. This is applied each tick, so long as the mob is alive.
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