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11 сер 2019 о 14:34
17 січ о 12:57
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Building structures (Walls and doors) with thermal insulation properties.


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 & 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.


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

Future Considerations

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

Spacer Insulation (Sterile properties).


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



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30 лис 2019 о 5:59
Suggestions for Hyper slab recycling
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Коментарів: 69
Pelador  [автор] 13 хв. тому 

All of the materials used to make Polymer (industrial) and Hyper (spacer) insulation are made using vanilla elements, which are all aspects of Rimefellers production processes anyhow. So am unsure why there is a need to provide additional compatibility, as it is therefore already compatible?
Lionion! 22 хв. тому 
Can this mod get a compatibility with Rimfeller to use the materials from that mod for industrial and possibly spacer insulation? Thanks.
Pelador  [автор] 17 січ о 12:58 

Revisions: Japanese translation - Proxyer
Pelador  [автор] 5 січ о 15:58 
@Update @Nalesh

Wall graphic revisions to use more geometric blocks. Hopefully this will be a little easier on the eye with regards to linked edges with other wall types.
Pelador  [автор] 5 січ о 14:02 

This is how the walls interact with the linking process they have, not something I can readily change.

I won't be removing their indication, but there may be scope to use geometric shapes to provide a more cleaner edge for the apparent insulated sections. Won't be a priority for me to change however.
Nalesh 5 січ о 13:50 
Mainly it extending towards a wall which doesn't have insulation, like let's take the T intersection, down and right are insulated, but left isn't, but it still has it connecting insulation towards that tile. Hence why I was asking for an option to change the texture when you've finished setting up the insulation you want, kinda like how there's mods that give you invisible power conduits.
Pelador  [автор] 5 січ о 13:21 

The insulated walls need to look different than regular walls to indicate which sections are insulated.

And although aesthetics are subjective, I would be interested to know what you mean by "weird"?

I wouldn't mind if other artists wanted to offer revisions of what I have done, where they think they can improve on the look.
Nalesh 5 січ о 13:02 
Would it be possible to add an option in the mod option to make the texture look like the regular walls? I don't mind the texture but it does look weird in T and + intersections
Pelador  [автор] 1 гру 2019 о 10:29 

Chinese (Simplified and Traditional) translations - HawnHan
Pelador  [автор] 1 гру 2019 о 1:40 

Japanese translation - Proxyer