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If you think MIT is wall-to-wall work, let us take you for a spin in the big, wacky, comfortable chair called IAP. Sandwiched between the spring and fall semesters, the Independent Activities Period (IAP) is a special four-week term at MIT that fills the month of January. For more than 35 years, IAP has given MIT students, faculty and staff a unique opportunity to organize, sponsor and participate in a wide variety of personal and intellectual adventures beyond their academic routine. IAP activities may take almost any form, from how-to sessions, forums, lecture series and films, to tours, recitals and contests. Almost 700 non-credit and 100 for-credit subjects are offered each IAP, and are distinguished by their variety, innovative spirit, and fusion of fun and learning. Past options have ranged from for-credit activities like electron microprobe analysis and the Martin Luther King Jr. design seminar, to non-credit ones like introductory blacksmithing and ballroom dancing.
Some of the more famous IAP activities include the Mystery Hunt, Charm School, and the 6.270 Autonomous Robot Design Competition. To learn more about class material of for-credit classes offered during IAP, visit MIT OpenCourseWare. Think of IAP as a grand dose of intellectual sunshine and fresh air. Students are free to set their own educational agendas, pursue independent projects, meet with faculty, do research full time, or simply turn the preceding two-week winter break into a long six-week vacation. Because IAP is so exciting, very few students choose this last option. The Independent Activities Period (IAP) takes place every year during January. This break from the normal academic schedule of the fall and spring semesters allows members of the MIT community to pursue creative projects and utilize skills they may not exercise during the rest of the year. The educational and extracurricular options available during IAP range from research programs to truffle-making classes to internships with alumni.
A number of for-credit classes are offered during IAP or extend from the fall semester into IAP. A number of competitions are staged as for-credit classes, including the 6.270 Autonomous Robot Competition. Also, a number of introductory language courses are offered. central air conditioner freon recharge costTwo popular offerings for freshmen that use IAP are 18.01A/18.02A and 8.01L, both of which fulfill General Institute Requirements (GIRs). hepa air handling unitFor-credit classes can be taken at no charge by any fulltime student. window ac unit buzzingThere is a strict credit limit of 12 units during IAP; freshman credit limits for the fall and spring terms do not include units taken during IAP. Many classes are taught experimentally, with many guest lecturers and opportunities for students to guide learning.
Non-credit activities are open to members of the MIT community. Many activities are free, but some organizers ask participants to pay a small fee to cover the costs of operating the program. One popular activity is Charm School, a series of 15-minute classes covering topics from dating etiquette to handling awkward moments to making good first impressions. Attendees who complete 12 of these short classes receive their Ch.D., or doctoral degree in charm. For a full list of fun and informative offerings, visit the IAP website. The MIT Alumni Association coordinates the externship program, which enables MIT students to work with alumni during IAP. Externships may be as short as a few days or last for the duration of IAP, depending on the needs of the alumni sponsors. Externships are available all over the world, but most offerings are concentrated in large metropolitan areas like Boston, New York, and Washington, D.C. Some externships are paid or provide financial assistance for housing or transportation.
Applications open in late September, and students can apply by creating an Infinite Connection account, which also provides additional resources for students. Many undergraduate students contact faculty about pursuing research through the Undergraduate Research Opportunities Program (UROP). Undergraduates can pursue research for credit, for pay, or as a volunteer. Students at MIT perform meaningful research, and most professors are happy to allow undergraduates in their labs.The requested URL /prod_detail.php?prod_id=2 was not found on this server. Temperature can control and dictate every action of a colony. In many biomes temperature can reach some extreme highs and lows. Temperature also plays a major role and is affected by many things in world generation. The temperature in the outdoors stay fairly consistent and and can easily be the output for any cooler. Temperature can be controlled and even used as a weapon for any player with adequate power to burn in a raid. As of Alpha 14 (July 15th, 2016), there is an orange glow when hovering over very hot areas to help you identify them.
Temperature affects many aspects of your colonist's life. Cold temperatures will preserve food and freeze your colonists to death, while hot temperatures will rot food, cook colonists, and can even start fires. Temperature is determined by the climate of your biome and is managed through structures in the temperature menu. All indoor rooms have their own temperature which can be seen by mousing over it. Temperature equalizes through roof and walls, with higher temperature differences and more connecting tiles having a stronger effect. Larger rooms have more "mass" to maintain their temperature and will have more authority over smaller rooms. Unroofed areas will always immediately match the outdoor temperature, even if only one tile is unroofed. Temperature transfer inside a room is instantaneous regardless of room size. This means long hallways can be used to transfer hot or cold quickly through a large base. Double thick walls act as an insulator to reduce heat transfer between rooms.
Any room that borders an outdoors area will try to match the the outdoors temperature, even if the room borders solid rock. Rooms with extreme temperature differences can be buffered with an intermediate room, such as by using a cold hallway to protect a warm bedroom from a frozen outdoors. Try not to build long thin hallways connecting outside your base, or leave large solid rock clusters inside your base. This will increase your surface area against outdoor temperatures and make it more difficult to manage. Cut off the hallways using doors and mine the rock until all traces of outdoor area are gone. For the most part your colonists do not require an ideal temperature all the time to be happy. They only become unhappy with sleeping in an overly cold or hot bedroom and only suffer damage if they lack proper clothing for a hot/cold day. A colonist at risk of injury will first suffer unhappy thoughts about their temperature and will attempt to find more suitable clothing to be comfortable.
A freezer is the most straightforward use of coolers for a starting colony. Building one is as simple as making a room and replacing some wall tiles with coolers. Direct the cold "blue" zone of the cooler inside the room and the hot "red" tile to an outdoor area. Select the cooler temperature settings and reduce their target temperature so that they continue running below 32F/0C. As the room cools down any food left inside will decay more slowly until it freezes. Frozen food will stay fresh indefinitely and incurs no other benefit or penalty when eaten. Temperature management is important for any colony, regardless of climate. It can be simply managed with a good power supply and the following structures: The cooler is primarily used to lower the temperature of a room. It has two states of power consumption: low and high. In its low state, the cooler produces no heat or cold but still requires 20 W. It can be used to lower the temperature of a room to a comfortable 20 degrees Celsius (room temperature) in the summer or create a walk-in freezer for your food.
In hot biomes such as desert or rainforest, having comfortable air conditioning is a necessity for any base. Coolers are heat pumps that produce both a cold side and a hot side. The hot side is rarely useful and should be directed to an outdoor space to not inconvenience your colony. A cooler (in theory) is able to cool a single square by about 1800 kelvin [K]. But this is not a linear relation as a room always exchanges heat with adjacent rooms and/or the outside. Example: In a realistic setup, this means it can cool a room with 50 squares by an average of about 36 K per square. So a room with 50 squares and an outside temperature of 60 °C / 140 °F can be cooled down to comfortable 24 °C / 75 °F or something near that with a single cooler. A low-tech cooler useful for tribe starts. A passive cooler cannot cool rooms to a temperature lower than 15 °C and it only lasts 5 days. The heater is used to raise the temperature of a room. In its low state, the heater produces no heat but still requires 10 W.
It can be used to raise the temperature of a room to a likable 20 degrees Celsius (room temperature) in the winter or create a walk-in heat trap for your foes. In any cold biome, such as the Tundra, the heater is a necessity for any base. A heater (in theory) is able to heat a single square by about 1800 kelvin [K]. But this is not a linear relation as a room always exchanges heat with adjacent rooms and/or the outside. This heat conduction effect can be pretty noticable in extremely cold or hot environments. Example: In a realistic setup, this means it can heat a room with 50 squares by an average of about 36 K per square. So a room with 50 squares and an outside temperature of -10 °C / 14 °F can be heated up to comfortable 26 °C / 79 °F or something near that with a single heater. A campfire heats a room and produces light at level 60% up to six squares away. A campfire can be used to make simple meals. A cook stove is needed to prepare better meals. A campfire will last for four days - the remaining time is shown in the inspect pane.
When in snow or rain, it will consume fuel faster. Campfires are a quick and dirty solution to produce heat in a hurry. They require no energy, but are temporary structures and must be refreshed with wood every few days. Otherwise they produce the same amount of heat as an electrical heater. Produces light and a small amount of heat. Must be refueled with wood periodically like campfires. Steam Geysers generate a constant source of heat and are unaffected by building a Geothermal generator on top of them. They are extremely useful for staying warm in frozen climates but can cook a tightly packed indoors space in warmer biomes. A vent conducts some of the temperature from one room to another room. It structurally acts like a wall to separate rooms and it supports a roof. Placement of a vent requires open space on its two sides. The blueprint can be laid atop an existing wall; the wall is replaced upon construction. The placement of multiple vents along a wall increases the temperate transference.
Vents work best when connecting directly to a climate controlled room. Trying to chain vents across smaller rooms will lead to each successive room getting less effective climate control, and connecting to a hallway won't work well if the hallway is blocked with doors. Open doors will cause heat to transfer between rooms. Strangely enough this effect is less potent than using vents, but a door can be left permanently open to help control temperature. Similar to running double thick walls, having double doors will improve insulation between rooms. As of Alpha 15 (August 28st, 2016), the maximum temperature is 2000 °C and the minimum is -270 °C, very close to absolute zero. The minimum temperature is not encountered during normal unmodded gameplay, but fires in small enclosed spaces can reach the maximum temperature. Temperatures below a pawn's minimum comfortable temperature or above their maximum comfortable temperature will cause them discomfort with mood debuffs and in extreme cases can cause death.