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<!-- bconomy:begin history:Cooling --> {| class="wikitable" style="width:100%;" ! Release date !! Update !! Changes |- | data-sort-value="2026-08-13" | August 13, 2026 | [[v2026.08.13]] | * Each overclockable bay now remembers its own coolant setting. Picking 3x coolant on the Mint bay no longer changes what the Refinery or Recovery bay will use. * Your current coolant setting is carried over to every bay, so nothing changes until you start setting them apart. |- | data-sort-value="2026-08-12" | August 12, 2026 | [[v2026.08.12.2]] | * You can now craft Cryo Gel straight from the Cooling Bay coolant popover using the new “Craft” link above Withdraw. |- | data-sort-value="2026-07-25" | July 25, 2026 | [[v2026.07.25]] | * Cryo Gel / Salvage deposit popovers are simpler: fewer preset buttons, withdraw tucked behind a link, and the popover closes itself after a deposit. |- | data-sort-value="2026-06-18" | June 18, 2026 | [[v2026.06.18]] | * Adjusting any bay configuration that impacts the maximum amounts of added items (Refinery basket, Cooling bay Cryo Gel storage) automatically adjusts the current maximum and refunds over-supply if necessary. |- | data-sort-value="2026-06-09" | June 9, 2026 | [[v2026.06.09.2]] | * Overclock surge now acts as extra cooling on top of whatever cooling your setup is already providing, no longer deficit based. * Surge stops exactly when the bay’s heat hits 50%. That means reserve energy is no longer silently wasted while the bay sits cold. |- | data-sort-value="2026-06-08" | June 8, 2026 | [[v2026.06.08.2]] | * The Coolant popover now remembers your last-selected multiplier (1x–5x). * The Mode popover has a new checkbox that will automatically apply that many coolant units immediately when you set a bay to Overclocked. |- | data-sort-value="2026-06-01" | June 1, 2026 | [[v2026.06.01]] | * The Cooling Bay no longer wastes Cryo Gel when nothing actually needs cooling. If every Mint/Refinery is cool or idle, the bay will stop consuming coolant. |- | data-sort-value="2026-05-31" | May 31, 2026 | [[v2026.05.31]] | * Once you own a Mint and a Refinery bay, you can build a Cooling Bay as your 3rd bay. * Cooling Bays don’t produce BC or Salvage – their job is to provide cooling for your hot bays so they can hold full speed when covered. * The network panel shows total cooling output and how much is in use; each hot bay shows what it needs vs what it’s getting and a throughput effectiveness %. * Cooling is consumed from a per-bay coolant store. Use the Cooling Bay’s Coolant popover to Deposit Cryo Gel. If the store runs dry, cooling falls to a 10% cap and covered bays slowly heat up. * New items: Frostsac (Hunt loot) and Cryo Gel (crafted from 50 Frostsac + 30 Insulating Resin). * New research node Thermal Routing unlocks a per-bay cooling allocation control. When unlocked, the Cooling Bay card shows an Allocation split-bar popover so you can route more cooling to specific heat bays instead of splitting evenly. * Thermal Master now requires Thermal Routing first (so you may need the new node before you can re-unlock the node/title). * Cooling Output Efficiency upgrade: +3% cooling output per tier (up to +30%). You will see the real +X.XX% effect text in the upgrade rows and purchase views. * Surge Capacitor upgrade: banks spare cooling into a reserve and spends it to cool bays faster right after an overclock burst. The reserve bar shows the live projected reserve and a subtitle with the net throughput rate. * Coolant Buffer Expansion and Module Capacity Expansion now apply to Cooling Bays as well. |} <!-- bconomy:end history:Cooling -->
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