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{| align=center | {{Architect Nav}} |}
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{| align=center
{{Infobox main|temperature
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{{infobox main|temperature|
 
| name = Passive cooler
 
| name = Passive cooler
| image = Passive cooler.png
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| image = PassiveCooler.png|Passive cooler
| description = A traditional unpowered cooler that works by water evaporation. Must be regularly replenished with wood. Not efficient enough to refrigerate food.
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| type = Temperature
<!-- Base Stats -->
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| placeable = y
| type = Building
 
| type2 = Temperature
 
| hp = 80
 
| flammability = 1
 
| rotatable = false
 
| placeable = true
 
| path cost = 30
 
<!-- Building -->
 
 
| size = 1 ˣ 1
 
| size = 1 ˣ 1
| cover = 0.4
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| description = A traditional unpowered cooler that works by water evaporation. Will run out and self-destruct after several days.
| minifiable = false
 
| heatpersecond = -11
 
<!-- Creation -->
 
| research = Passive cooler
 
| work to make = 200
 
 
| resource 1 = Wood
 
| resource 1 = Wood
 
| resource 1 amount = 50
 
| resource 1 amount = 50
| deconstruct yield = Nothing
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| deconstruct yield = nothing
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| hp = 80
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| power =
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| mass base =
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| cover = 0.4
 
}}
 
}}
The '''passive cooler''' is a low-tech alternative to the [[cooler]]. It does not require power or any advanced materials, but requires wood to refuel.
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The [[passive cooler]] is a low-tech alternative to the [[cooler]], a construction that absorbs heat from interior spaces at a rate of 19.8°F (11°C) per second. It does not require power or any advanced materials but will run out of fuel in 5 game days and must be restocked with 50 wood (the same as the build cost) to continue working.
  
== Acquisition ==
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Passive coolers cannot lower the temperature below 59°F (15°C), so they cannot preserve food like electric coolers, but they can protect your colonists from extreme heat. They require research to be built, though tribal colonies start with the research already completed.
Constructing a passive cooler requires [[Research#Passive cooler|Passive Cooler]] to be researched, which both [[Scenario_system#New_Tribe_vs_New_Arrivals|New Tribe]] and [[Scenario_system#New_Tribe_vs_New_Arrivals|New Arrivals]] start with. It requires {{Required Resources}} and is constructed in {{Ticks|{{P|Work To Make}}}}.
 
  
== Summary ==
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== Version history ==
Passive coolers absorb heat from interior spaces at a rate of {{Temperature|11||delta}} per second, spread among each tile. They cannot lower the temperature below {{Temperature|17}}. In order to do so, passive coolers consume {{Icon Small|wood}} 10 [[wood]] per day; they must be restocked at a cooler's full cost every 5 days.
 
  
== Analysis ==
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This temperature item was included in the [[Version/0.15.1279|Alpha 15 release]] on August, 28th 2016. Based on real-life [https://en.wikipedia.org/wiki/Evaporative_cooler evaporative coolers].
Passive coolers are unable to preserve food, but they can protect your colonists from [[heatstroke]] and prevent debuffs such as "Slept in the heat". Unlike [[campfire]]s, passive coolers can't be "too efficient" and make your pawns uncomfortably cold.
 
  
They are very fuel inefficient, even compared to running coolers on [[Wood-fired_generator|wood-fired generators]]. However, they have the great advantage of not needing electrical power to function. As such, they will save your [[fermenting barrel|fermenting barrels]] from going bad during a [[Events#Solar_flare|solar flare]].
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In [[Version/0.19.2009|Beta 19]], the passive cooler no longer self-destructs when it runs out of fuel but instead waits to be restocked.
 
 
== Version history ==
 
* [[Version/0.15.1279|0.15.1279]] - Added.
 
* [[Version/0.19.2009|0.19.2009]] - no longer self-destructs when it runs out of fuel but instead waits to be restocked.
 
* [[Version/1.0.0|1.0.0]] - No longer requires Construction skill to craft.
 
* [[Version/1.1.0|1.1.0]] - Refueling is now toggleable.
 
* ? New Arrivals start with Passive Cooler researched.
 
  
{{Nav|temperature}}
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{{nav|temperature}}
 
[[Category:Temperature]]
 
[[Category:Temperature]]

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