Guide:Relay Heat and Cooling: Difference between revisions
Shadybliss (talk | contribs) m 1 revision imported: Import my illustrated new-user guide dated 24 October 2026 as linked topic pages, categories, redirects, and screenshot descriptions |
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<small>[[New | <small>[[Guide:New Player Guide|Guide index]] · [[Guide:Relay Network|Previous page]] · [[Guide:Recovery and Quest Banking|Next page]]</small> | ||
Heat belongs to each Bay. A hot Mint does not directly fill the Refinery's heat pool. Modules, their levels, and the operating mode affect heat; leveling modules can make their heat contribution easier to manage. | Heat belongs to each Bay. A hot [[Mint]] does not directly fill the Refinery's heat pool. Modules, their levels, and the operating mode affect heat; leveling modules can make their heat contribution easier to manage. | ||
<div style="overflow-x:auto;"> | <div style="overflow-x:auto;"> | ||
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== Read heat as a production constraint == | == Read heat as a production constraint == | ||
Heat reduces output along a curve. Bays can keep ticking at reduced efficiency instead of entering the old forced-shutdown loop. Normal and Underclocked settle below the upper Overclock zone. An Overclocked burst can leave a hot Bay producing poorly while it cools afterward. | Heat reduces output along a curve. Bays can keep ticking at reduced efficiency instead of entering the old forced-shutdown loop. Normal and Underclocked settle below the upper [[Overclock]] zone. An Overclocked burst can leave a hot Bay producing poorly while it cools afterward. | ||
More heat is not automatically better income. Compare the extra production with the throttling, fuel, and cooling needed to sustain it. Bay Telemetry Research exposes numbers such as heat rate, threshold timing, fuel duration, and mode comparisons. | More heat is not automatically better income. Compare the extra production with the throttling, fuel, and cooling needed to sustain it. [[Bay Telemetry]] [[Research]] exposes numbers such as heat rate, threshold timing, fuel duration, and mode comparisons. | ||
== Cooling uses Cryo Gel == | == Cooling uses Cryo Gel == | ||
Cooling Bays do not produce BC or Salvage. They supply cooling to other Bays once those Bays are hot enough to need it. Cryo Gel fuels that supply; empty fuel reduces its effectiveness. Stock and projected duration are more useful than simply owning a large Cooling Bay. | [[Cooling]] Bays do not produce BC or [[Salvage]]. They supply cooling to other Bays once those Bays are hot enough to need it. [[Cryo Gel]] fuels that supply; empty fuel reduces its effectiveness. Stock and projected duration are more useful than simply owning a large Cooling Bay. | ||
Initially, cooling is shared evenly among Bays drawing it. <strong>Thermal Routing</strong> lets you prioritize where it goes. <strong>Surge Capacitor</strong> stores unused cooling for the period after an Overclock burst. These are distinct from buying more Cooling modules. | Initially, cooling is shared evenly among Bays drawing it. <strong>[[Thermal Routing]]</strong> lets you prioritize where it goes. <strong>[[Surge Capacitor]]</strong> stores unused cooling for the period after an [[Overclock]] burst. These are distinct from buying more Cooling modules. | ||
== DX Coolant is useful now == | == DX Coolant is useful now == | ||
Apply DX Coolant to a Bay for an immediate heat reduction and a temporary reduction in heat generation. You may choose one to five units per activation; larger applications are more efficient than repeatedly spending single units. | Apply [[DX Coolant]] to a Bay for an immediate heat reduction and a temporary reduction in heat generation. You may choose one to five units per activation; larger applications are more efficient than repeatedly spending single units. | ||
Inspect the temperature, mode, and expected next session before consuming it. Coolant should support a productive plan, not hide an unsustainable setup indefinitely. Old advice that DX Coolant has no use or that overclocking is unavailable no longer describes the Relay Network. | Inspect the temperature, mode, and expected next session before consuming it. Coolant should support a productive plan, not hide an unsustainable setup indefinitely. Old advice that DX Coolant has no use or that overclocking is unavailable no longer describes the [[Relay Network]]. | ||
<small>Screenshots on this page: [[Relay | <small>Screenshots on this page: [[Guide:Relay Heat and Cooling#figure_16|Figure 16]]</small> | ||
<span id="figure_16"></span> | <span id="figure_16"></span> | ||
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== Related pages == | == Related pages == | ||
* [[Relay Network]] | * [[Guide:Relay Network|Relay Network]] | ||
* [[Relay Research and Transmutation]] | * [[Guide:Relay Research and Transmutation|Relay Research and Transmutation]] | ||
<small>Adapted from Shadybliss's illustrated new-user guide, 24 October 2026. Game mechanics may change; check the current in-game Manual and previews.</small> | <small>Adapted from Shadybliss's illustrated new-user guide, 24 October 2026. Game mechanics may change; check the current in-game Manual and previews.</small> | ||
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[[Category:Guides]] | [[Category:Guides]] | ||
[[Category:Relay Network]] | [[Category:Relay Network]] | ||
Latest revision as of 14:47, 2 November 2026
Guide index · Previous page · Next page
Heat belongs to each Bay. A hot Mint does not directly fill the Refinery's heat pool. Modules, their levels, and the operating mode affect heat; leveling modules can make their heat contribution easier to manage.
| Mode | Output and heat | Good starting use |
|---|---|---|
| Off | No active production and heat dissipates | Pause a Bay you do not need |
| Underclocked | Lower output with lower heat | Run more conservatively |
| Normal | Baseline operation | Compare upgrades and establish a routine |
| Overclocked | More output with much higher heat | Planned bursts with cooling available |
Read heat as a production constraint
[edit | edit source]Heat reduces output along a curve. Bays can keep ticking at reduced efficiency instead of entering the old forced-shutdown loop. Normal and Underclocked settle below the upper Overclock zone. An Overclocked burst can leave a hot Bay producing poorly while it cools afterward.
More heat is not automatically better income. Compare the extra production with the throttling, fuel, and cooling needed to sustain it. Bay Telemetry Research exposes numbers such as heat rate, threshold timing, fuel duration, and mode comparisons.
Cooling uses Cryo Gel
[edit | edit source]Cooling Bays do not produce BC or Salvage. They supply cooling to other Bays once those Bays are hot enough to need it. Cryo Gel fuels that supply; empty fuel reduces its effectiveness. Stock and projected duration are more useful than simply owning a large Cooling Bay.
Initially, cooling is shared evenly among Bays drawing it. Thermal Routing lets you prioritize where it goes. Surge Capacitor stores unused cooling for the period after an Overclock burst. These are distinct from buying more Cooling modules.
DX Coolant is useful now
[edit | edit source]Apply DX Coolant to a Bay for an immediate heat reduction and a temporary reduction in heat generation. You may choose one to five units per activation; larger applications are more efficient than repeatedly spending single units.
Inspect the temperature, mode, and expected next session before consuming it. Coolant should support a productive plan, not hide an unsustainable setup indefinitely. Old advice that DX Coolant has no use or that overclocking is unavailable no longer describes the Relay Network.
Screenshots on this page: Figure 16

Related pages
[edit | edit source]Adapted from Shadybliss's illustrated new-user guide, 24 October 2026. Game mechanics may change; check the current in-game Manual and previews.