RimWorld

RimWorld

Celsius
675 Comments
lol Jun 10 @ 8:14pm 
Freezing water with Celsius (v2.5+) causes a crash if Fish Traps is installed. The issue is on their end (missing null check in TerrainChangePatch.Postfix), but it only triggers when Celsius calls SetTerrain from FreezeTerrain in a thread. Maybe worth listing Fish Traps as incompatible or suggesting a workaround.
albinogod Jun 5 @ 5:13pm 
@ShockedHearts, that is an issue caused by the heat updater getting looked up. You can fix it by rolling back to a version before the multi threading was implemented (found on Github) or by resetting the heat map using your preferred method.
ShockedHearts Jun 5 @ 5:00pm 
im having two issues

firstly every "pillow" tile on a bed is 30-40 degrees hotter than the surrounding room. which means anyone who sleeps gets heat stroke.

secondly sunlamps for some reason are over 1000 degrees and cause massive overheating if you have greenhouses.
nelim17 May 20 @ 1:41pm 
("38°" instead of "38°, extérieur" which means "38°, outdoors)
_♣Caligula♣_ May 20 @ 12:59pm 
?
nelim17 May 20 @ 10:02am 
Hi! I can no more see if I am outdoor on indoor (I'm in french interface, just in case...).
King Matt 👑 May 13 @ 5:02am 
@lol
Tell that to my tribals :(
eva-el May 13 @ 12:23am 
@Brianna I had pathfinding problems with the latest version, but reverting to 2.4 fixed them
lol May 12 @ 10:01pm 
@King Matt
Preventing, mostly. 3-cell roofs / floors around base, firefoam, etc. In case of breakout — cutting the plants around fire
King Matt 👑 May 12 @ 1:41pm 
What's the strategy for fighting fire now that wildfires make every cell surrounding a fire 300-600 degrees?
darknesswei May 8 @ 12:05am 
"bug with mod that I experienced - mod option window in-game doesn't close, at all. The only thing that helps is a complete restart of the game"
the same!
lol May 6 @ 9:55am 
still better than VE
Towarzysz Ujma May 6 @ 9:52am 
Bugged mod
Samuel_Bucher May 6 @ 9:05am 
Based on my experience, this mod makes the passive cooler not work at all.
albinogod May 4 @ 4:47am 
@Brianna, using dev mode to trigger a heat wave is your best bet.
Brianna The Brave May 3 @ 10:19am 
How can I force thaw the map's water to debug or remove this mod?

I'm exploring conflicts in pathfinding mods when the water tiles freeze
Brianna The Brave Apr 28 @ 7:46pm 
Can confirm, same problem and behavior as @albinogod and @holyshi
Could not recreate with only this mod active, so playing badly with something else.

I get a debug message about skipping update because last one is still running, but only occasionally - at 120 ticks update
holyshi Apr 16 @ 9:18am 
@Uton same thing, trying to trace the main culprit. The bug demonstrates strange behaviour - when I load my colony save for the first time, the bug is here. But when I load it in-game for the second time, the temperatue starts to work absolutely correctly.


Another bug with mod that I experienced - mod option window in-game doesn't close, at all. The only thing that helps is a complete restart of the game
MarkH Apr 12 @ 8:17pm 
Like @Spunky McGoo, vanilla vents seem to have stopped working. Could be a mod conflict - I haven't attempted to debug. Note these are the vanilla vents and not vents from any mod.
albinogod Apr 12 @ 4:50am 
@Uton, Pawns do produce a small amount of heat as a vanilla feature, but it should not be noticeable. Are there any errors in your log or other heat anomalies?
Uton Apr 11 @ 11:30pm 
Does anybody else have the problem that at the headends of beds for some unexplicable reason the temperature seems to rise to do 30 to 40 degrees celsius so that the pawns get heatstrokes (even if the rest of the room is climatized to about 20°...)?!
lol Apr 7 @ 10:52am 
When using this with OpenTheWindows by JPT (https://steamcommunity.com/sharedfiles/filedetails/?id=1971860929) , the Rustic Window (thingdef SimpleWindow) airflow doesnt seem to change whether the window is open or not.

Guess it could be due to it being some other version compared to Owlchemist's 'Windows' mod.
Spunky McGoo™ Apr 6 @ 10:38am 
Do vents not work?
RocketRacoon Apr 5 @ 12:46pm 
@Hadley you can build fires around the ice until it melts
Hadley Apr 4 @ 4:31am 
I like that Water freezes, but I wish I could do some Ice fishing.
Rebeldaughter Apr 2 @ 2:34pm 
over complicated
mr_sebitor (twitch) Apr 1 @ 5:47pm 
game crashing with "Fish Traps", terrain freeze is incompat
albinogod Mar 25 @ 6:38am 
@OeAZion, I cannot figure out how to spawn an arc so I can't actually confirm anything about the Generator quest mod (which means I won't be able to patch it even if it needs it). The red area that appears when you select it (or something similar) is from VTE and only represents the area that proxy heat works in. If a structure isn't pushing heat, then either something isn't working or it lacks a comp that pushes heat. The latter case is more likely since Celsius mostly does not care how heat enters the system.
OrAZion Mar 25 @ 5:02am 
@albinogod Thank you for responding!
I really like the thermodynamics of this mod.
What I'd like to ask is that there are many buildings in the modules supported by VTE that provide a heat source, such as the ARC Generators in Vanilla Quests Expanded - The Generator, but it doesn't heat up when Celsius is loaded.
Excuse me, will this be a mod conflict or is it not supported?
albinogod Mar 24 @ 5:24pm 
@OrAZion, you should be able to turn that off in VTE's mod options. If it ignores that option, report it the the VE team as it might be a bug.
OrAZion Mar 24 @ 8:06am 
Unfortunately, the outdoor heat source mechanism of VTE is not supported.
But the pawn still suffers from heat stroke.
For example, Vanilla Quests Expanded - The Generator.
K8MKNZ Mar 21 @ 5:37am 
@albinogod Thank you for responding! That's what I was hoping to hear, it's nice to know I don't have to worry about that particular issue.
albinogod Mar 20 @ 7:08am 
@K8MKNZ, Celsius almost completely replaces the vanilla temperature mechanics. Any bugs/exploits with the vanilla temperature mechanics should not be present. It does cause some... interesting compatibility issues, and every mod that adds materials or walls needs a patch to properly work.
K8MKNZ Mar 20 @ 5:54am 
Someone else asked a month ago and never got a response: does Celsius address the weird vanilla temperature mechanics regarding double-thick walls equalizing with the ambient outdoor temperature instead of the adjacent room? (Noted and resolved in Thick Wall Insulates)
Kasa Mar 18 @ 11:07am 
Could we get a patch for replace stuffs over the wall vents?
albinogod Mar 18 @ 10:58am 
@Caligula, it is using a custom heat pusher compeffect like DBH. For now I will just make a patch reduce the heat pushed for now while I look into what it will take for it to heat up all the cells that it occupies.
_♣Caligula♣_ Mar 18 @ 9:51am 
Nuclear reactor from vpe works(in the way that it does not instantly goes awol and delievers energy) but cooling is limited functioning, only one tile heats up.
That is on Github 2.4 version, doubt anything has changed in regards to that.
albinogod Mar 18 @ 9:04am 
@Pugmaster, must have just needed a reload. I will also look at the VPE reactors to see if there is something I can do about that when I have time.
Pugmaster 12 Mar 18 @ 8:37am 
@albinogod
The mod is working now never-mind. Although I realised the nuclear reactors from vanilla power expanded won't function because they generate heat to quickly and only detect heat in one cell.
albinogod Mar 18 @ 8:02am 
@Pugmaster 12, which version of Celsius are you using? And can you provide a hugslib log? That issue is abnormal and could be caused Celsius, Multi-Floors, Celsius Patches, or some other random mod that you are using.
Pugmaster 12 Mar 18 @ 7:34am 
Is his compatible multifloor? I was using it and now the temperature menu doesn't have colour.
flynn Mar 16 @ 4:33am 
By the way: If you've had an issue with heat building up on a tile, and found a way to fix it, you can reset the heat on particular tiles with the dev mode action "push heat"
VolatileGlitchAviator Mar 3 @ 5:01pm 
Performance Optimizer:
Disable Cache WorldGrid:LongLatOf
Disable BuildCopyCommandUtility:FindAllowedDesignator Threshhold
Performance Fish:
Disable TryFindBestBetterStoreCellFor Option
VolatileGlitchAviator Mar 3 @ 4:59pm 
if your using fish and perf optimizer there are options causing this to break,
OrAZion Mar 2 @ 1:00am 
A freezer cannot be built in a mountain range without replacing its walls.
ludi1989 Mar 1 @ 8:20am 
Use @Darit setrting, they work fine for me with my 500+ mod list
[RTB] Sarianos Feb 21 @ 3:53am 
@Garwel
Out of curiosity does this mod provide a similar function to Irilis's Thick Wall Insulates mod? IE making 3+ thick walls provide insulation rather than the bizarre vanilla behaviour explained by Irilis.
plusing123 (dragonheart) Feb 17 @ 5:41pm 
did they fix the mod yet?
Fion Feb 17 @ 4:08pm 
Yeah, for now, its pretty weird. Its working at the start, but the bigger the colony, the more weird your temperature gets. My smelterplace has like 1000C, but the other side of the room is comfy 21. Its not chaning anymore, which is a bug i noticed in other playthoughs. At some point, it just...stops working.
Cythisia Feb 17 @ 3:02pm 
Something weird going on with this.

Full enclosure with base, default settings, I have one end of the base somehow reaching 500c, the middle of the base -200c and the other side of the base 500c.