RimWorld

RimWorld

Celsius
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Update: Jun 11 @ 1:46am

- Added failsafe checks to freezing and melting sometimes breaking temperature updates (and often causing weird effects like extremely hot or cold cells). There may be side effects like suboptimal pathing through recently melted or frozen terrain etc., but it shouldn't be game-breaking.
- Added more checks to Harmony patches and other functions that could cause conflicts in heavily modded games.

Update: Jan 12 @ 7:24am

- Added a quick and dirty (but hopefully effective) fix for an issue with Replace Stuff mod, which sometimes caused the temperature update to fail when a fire was created due to autoignition
- Other small potential fixes to autoignition
- A bit performance optimization of various frequently repeated operations

Update: Aug 23, 2024 @ 5:03am

- Celsius uses multithreading now (implemented by @L3tum). Along with some further optimizations, the temperature update is now up to 2x faster, and is done in parallel to the game flow, which makes its performance impact negligible.
- Although all major features have been tested to work, this major change of under-the-hood mechanics may have unexpected effects, especially for mod-heavy installs. It is highly recommended to make a backup save before running the new Celsius on an old save.
- Compatibility with multiplayer and other multithreading mods is untested and not guaranteed (just as with older versions of Celsius), so use at your own risk.
- Please report bugs on Github with logs attached (don't forget to enable Celsius' Debug Mode first). If you want to revert to an old version of Celsius, download it from Github: https://github.com/GarwelGarwel/Celsius/releases/tag/v2.4

Update: Jul 11, 2024 @ 2:08pm

v2.4:
- Overhaul of terrain thermal properties: Now, they use dedicated class Celsius.TerrainThermalProperties, which (in addition to properties of Celsius.ThingThermalProperties) also has fields `phaseTransition` (either `Freeze`, `Melt` or `None`), `transitionTemperature` (temperature of freezing or melting, respectively) and, optionally, `turnsInto` (terrainDef of a terrain it freezes or melts into, if not set, default ones are used). This change may break patches for modded terrains, so make sure to wait for updates of those.
- Deprecated mountain temperatures. Mountains now follow common rules; they just have very high heat capacity and therefore provide a more stable temperature (which may differ depending on the map tile). However, they aren't overpowered, and you can, in principle, warm up or cool down a cave. Mountains' thick roofs provide complete insulation though.
- Improved thermal map to make colors more distinct and flicker less
- Optimized calculations to win up to 20% in speed
- Restored vanilla temperature limits for heat pushers (e.g. fireplaces), which should fix overheating rooms
- Added mod icon and updated description
- Non-drownable "buildings" (e.g. geysers) no longer try to drown when surrounding ice melts
- Fixed NREa that occurred in some info windows or during melting

Update: Mar 15, 2024 @ 12:27pm

v2.3:
- Update for RimWorld 1.4 and 1.5 (beta)
- Default convection conductivity increased from 10 to 20, and terrain insulation increased by 1 point
- New setting: offset mountain temperature by a certain amount (e.g. to make them a few degrees warmer than the annual average)
- Made freezing/melting system more flexible: it now affects all terrains with tags Freezable and Meltable. Allows mods to add e.g. non-freezable water and custom ice
- When ice is generated on new maps, it can be covered by snow (experimental)
- Autoignition can increase the size of the existing fire
- Added patches for Dub's Bad Hygiene, Layered Wall Destruction, Simple Chains: Steel, VFE Medieval
- Fixed Vanilla Furniture Extended (Architect & Medical) patches
- Other tweaks and optimization

Update: Jan 20, 2024 @ 7:39am

*Two-year anniversary update*
- Geysers and other similar large objects now produce heat from their entire area, not just a single cell. It should also prevent some highly exothermic modded buildings from quickly overheating.
- Changed how thermal properties are defined for a cell, which should make Replace Stuff's vents and coolers work correctly even without a patch.
- Added support for Vanilla Vehicles Expanded (garage doors)
- Removed support for walls in Insulation (Continued) due to how they are implemented
- Added some debugging and logging goodies and null checks

Update: Jun 22, 2023 @ 11:24pm

- Autoignition is now checked more frequently (at every update)
- German translation updated (thanks @ntninja)
- Added null checks to avoid compatibility issues with Windows & some other mods
- Celsius now tells the game to be placed after its dependencies

Update: May 28, 2023 @ 4:34am

- Added German translation (experimental, thank you @ntninja)
- Freezing and melting are now checked more frequently to reduce stutter
- Roofs now let heat through; their insulation is tweakable in the settings
- Direct sunlight now warms pawns and slightly lowers their comfortable temperatures
- Update interval can be reduced (for greater physics accuracy) or increased (for performance) on the go
- Conductivity stat replaced with Insulation (information only)
- Optimized environment temperature handling causing up to 30% overall performance improvement
- When ice melts, graves only eject corpses if they are destroyed

Update: Jan 20, 2023 @ 11:37am

First Celsius birthday update!

- Vents now initialize in a correct state (i.e. open) when built
- Heat capacity and conductivity stats now show on unbuilt things as well (e.g. in Architect menu) and are more informative
- Ideology DLC: ritual fires now produce heat
- Biotech DLC: waste packs should contaminate environment when they sink in water upon melting (untested)
- VFE Architect: fake woods have proper autoignition temperatures (same as vanilla wood)
- Improved handling of switching the freeze/melt feature on and off during the game
- Some further code optimizations (5-10% performance improvement in my tests)

Update: Dec 29, 2022 @ 7:45am

- Added support for localization (big thanks to @tinygrox). I don't plan to create any translations myself, but feel free to submit yours.
- Winds and being wet (having the "soaking wet" thought) now affect pawns' comfortable temperatures. It can be disabled in the settings.
- Water and ice heat capacity and insulation are increased; water now freezes at -0.5C, and ice melts at +0.5C. It should reduce the number of freeze & melt cycles each year.
- Added a patch for Alpha Animals and improved support for VFE Architect
- Drowning in melting ice now happens via a new hediff and damage type, so that the game's notifications are more immersive (pun intended)
- Settings dialog is now scrollable
- Some optimization of freezing and melting
- Renamed stats to avoid potential collisions with other mods