I've edited the timing scale slider to directly manipulate the displayed generation time, the planner will attempt to match that with an approprate cooldown time
It will round the cooldown time to the nearest second only if doing so will result in less than 5% reduced cooling, otherwise it'll round the cooldown time UP.
As for the starting heat, here's how the planner works under the hood.. assuming a possitive breeder:
There's a "Heating Phase" prior to the Generation Phase where the planner assumes there are no SUC item nor SUC supply, the reactor is also concidered off. It will try to simulate the amount of lava needed to get to the desired target at a safe pace. In this phase, all components that gain heat due to the introduction of lava are flagged as "connected to hull".
The last part of this phase will total up all the heat in the reactor and it's components.
The Generation Phase starts as normal and will most likely stop due to critical heat levels.
The Cooldown Phase starts and will contine until all components that were previously "connected to hull" are less than the desired starting heat, the remaining components must reach 0 heat.
At the end of the phase the planner again totals up the heat and compares it to the value from the end of the heating phase.. the result is display on the Breeder Info tab.
I did it this way due to the fact the components can cooldown at different speeds and if I end the cooling phase prematurely then any component that lags behind will be at risk of melting after continual use.
You can use this heatloss stat to gauge how often you need to 'top up' the reactor with lava after each complete generating/cooling cycle. An addon to view the actual hull temperature is recomended.
I'm unsure how to calculate the starting heat needed based on an average value, prior to running the simulation.
Edit: Cooldown bug squished, a missing line in the data tracking class ment that data from the heating phase was bleeding over into the generation phase.