RimWorld

RimWorld

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Insulation (Continued)
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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5.220 MB
Aug 13, 2020 @ 12:32pm
Aug 30 @ 11:39am
31 Change Notes ( view )

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Insulation (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
995 items
Description

Update of peladors mod
https://steamcommunity.com/sharedfiles/filedetails/?id=2000755840

- Added support for Doors Expanded
- Added support for Secret Passage Doors
- Added support for [JPT] Open The Windows
- Added support for Save Our Ship 2 via CMaia
- Added support for Dubs Bad Hygiene in all added SOS2 structures
- Added support for Fertile Fields
- Added support for BambooFiber from Primitive Workbenches



[discord.gg]
[github.com]



Overview
V1.1

Building structures (Walls and doors) with thermal insulation properties.


Details

Provides a means to place thermal insulation materials into structure items that help with reducing the transfer rates of heat IG. There are different doors and walls provided with an associated insulation material to be used with it in its construction:

Neolithic - Biomass material (Butchers Table/Spot)
Medieval - Fibres (Textile/Leather) (Tailor's Bench/Crafting Spot)
Industrial - Synthetic Polymer (Biofuel Refinery)
Spacer - Hyper Advanced Filter (Hyperweave, Plasteel and Neutroamine) (Biofuel Refinery)

As thermal insulators they all will perform well in the task, but with tech level improvements the ability to be able to manage larger rooms with less heating cooling facilities is more noticeable and more so when the temperature ranges move into more extreme values.

Hyper slabs as an advanced filter also have sterile properties associated with them.

The balancing factors are that they are less robust than their standard counterpart, take slightly longer to construct and require the additional materials to be provided for construction.

The insulation effect also relates to stuff properties, but in a more generalised manner based on what type it is, so metallic, woody, stony as opposed to a more complex arrangement of looking at the stuff properties for insulation power. (This since not all of these values will be defined either in vanilla or as modded elements).

In order of precedence: Fabrics Stone Wood Metal for their insulation capabilities.

For redundancy of the insulation materials:

Biomass slabs can be used as animal feed.
Fabric slabs can be recycled to burlap (textile).
Polymer slabs can be recycled to 50% of the Chemfuel.
Hyper Slabs can be recycled as part of the materials for Ultratech Medicine. (Where Medical Supplements is loaded).


Mod Notes

Research projects in own tab. Makes use of own architect menu area to separate the insulation structures.

Can be added to a save game and removal would require removing all the relevant items and connected elements.


Mod Option(s)

Includes a mod option to "tweak" the effectiveness of the insulation. This will allow you to fine tune the process more to your liking as desired.


Compatibility
*** subject to conversion ***

Apothecary - Uses some plant materials as biomass insulation ingredients.
Combat Extended - Applies the appropriate damage multipliers for the walls.
Linked doors - applies graphics for extended insulated doors.
LWM's Deep storage - Insulation can be stored on pallets.
Medical Supplements - Recycle Hyper Slabs as part materials to make ultratech medicine.
FF V1.1 - Uses plant scrap materials for biomass insulation ingredient option.
Rimefeller - Adds a polymer insulation refiner.
RimPlas - Includes RimThermoPlas spacer versions of the doors and walls. (Also includes additional elements).

Recommended
*** subject to conversion ***

Replace Stuff - Uuugggg: Allows you to replace walls without having to deconstruct them first. Thus facilitating insulation being applied to existing walls with less impact to the rooms temperature balance during the refit.

(I will leave it to player discretion if they do not wish to use this mod for a higher degree of difficulty with the management and installation of structures and their related materials.)

Future Considerations

Roof/Deep Insulation - (Might not be needed).

Spacer Insulation (Sterile properties).

Credits

Graphics Revision - GenomX

Chinese (Simplified and Traditional) - HawnHan
Japanese translation - Proxyer

(CC BY-NC-SA 4.0)



  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| insulation, thermal
Popular Discussions View All (2)
0
Oct 14, 2022 @ 10:35am
Feature Suggestion - Insulate ALL walls
Millah
0
May 25, 2022 @ 1:48am
Change def names
Koregashi
217 Comments
Mlie  [author]
Oct 6 @ 10:14pm 
@Zurkon There is a section on how to Report Issues described above, please read it
Oct 6 @ 2:31pm 
Mod doesn't work in general. A shame.
Mlie  [author]
Sep 28 @ 9:40pm 
@YellowSmilez In what way?
Sep 28 @ 6:35pm 
Might just be me, but does not work with helixen gas cooler.
Sep 3 @ 11:52am 
still wish this worked with material expanded.
Aug 30 @ 2:04pm 
Thanks!
Mlie  [author]
Aug 30 @ 11:40am 
@Jesse Should be fixed now
Aug 29 @ 8:11pm 
Hey, I noticed the insulated doors and autodoors (all types) don't inherit the airtight tags from their vanilla uninsulated versions like the insulated walls do. Could you fix that? The airtight tag is new to 1.6 from Odyssey and determines weather the structure retains oxygen inside a room while in space, it's very important for building gravships.
Jun 4 @ 4:18pm 
Hi Mlie sorry. Thanks for adjusting the Fertile Fields patch, I've just got a chance to test it now but unfortunately it still doesn't want to work. I can't figure out why though. I have jamaicancastle.RF.fertilefields and the defName is PlantScraps which your patch correctly checks for.. It should be fine, but I can't figure out why it still shows only Hay as the crafting ingredient for Biomass slabs.

I'll test with just the two mods this weekend and see if I can figure it out.
Mlie  [author]
May 22 @ 11:00pm 
@siriova Someone needs to translate the mod first