RimWorld

RimWorld

Celsius
716 Comments
Bartholomew Marmalade Sep 29 @ 11:58am 
I think there's a lot of problems with this mod + Odyssey and other Vanilla Expanded mods (including VFE Temperature).

It prevents ice from forming (Odyssey) and it also messes up with VE Temperature even if the proximity heat is turned off.
Vril Sep 16 @ 1:26pm 
@Jamesthe1 disable proxy heat from VFE Temperature
Jamesthe1 Sep 16 @ 1:06pm 
There seems to be a bug where heat will never dissipate, causing tiles to accumulate temperatures of up to 4000 C.
OceanOfGaming Sep 2 @ 10:25am 
i dont think this mod will get an update anytime soon tbh
Vril Sep 2 @ 5:15am 
@albinogod it was VFE temperature addon with their proxy heat i think, i also added the patch mod and since then have no issue.
albinogod Sep 1 @ 7:19pm 
@Vril, that is a sign that the heat simulation is broken. Loading the save without Celsius enabled, saving, and then loading the new save will "flash" the heat map fixing the issue. Just know that :flashing" the heat map may not remove the underlining cause, which cannot be determined with what details you have provided. If you are using Odyssey with Celsius Patches and/or with freezing and melting disabled, then please report your issue with logs to the Github page.
Vril Sep 1 @ 2:40pm 
Why are geysers 4121 degrees celcius? That's above water decomposition temperature into hydrogen and oxygen...
OceanOfGaming Aug 30 @ 7:42am 
mountain bases are a nightmare to cool, the roof is not a good insulator, the floor isnt either and marble walls yeah no. not a good insulator as far as the mod goes. try wooden floors and walls @King Matt
King Matt 👑 Aug 29 @ 2:04pm 
@OceanOfGaming

Mountain base, Marble walls. Outside was the same temperature as indoors. Temperature by coolers (set to 18 degrees) would drop to 20-30 for a second and be back at 56 a second later. The cold pushed to the 3 nearby tiles and the rest of the cooler was same temperature as outside.

I do like the mod and concept. I switched to Celsius from VTE due to bloat. Appreciative of the work the author has put in as well! This mod has led to some very funny and memorable interactions

Going to try out vanilla for a while for now. I can report removing it from a save with 300+ mods had virtually no impact
OceanOfGaming Aug 29 @ 6:01am 
@King Matt what walls are you using and whats the surrounding temperature?
King Matt 👑 Aug 28 @ 8:04pm 
Two air conditioners cannot cool a vanilla 6 x 6 room? Does not seem to be working
OceanOfGaming Aug 28 @ 7:06am 
@xenogray restart the whole game and temperatures should spread again. this mod is still not updated it seems
Xenogray Aug 28 @ 2:01am 
My pawns now burn to death when passing near a vent or when cremating corpses... It's very confusing.
Aargh Tenna Aug 24 @ 5:10am 
biggest problem with this mod in 1.6 is that it recomputes the whole map each time it loads it. So if you land your hot gravship on freezing map, your ship is freezing again and is reheating from scratch. Sort of kills nomadic playthrough.
astrofloof Aug 18 @ 5:27pm 
:mhwgood: Thankyou to the creator, I rly love this mod!

Tangentially, I came across a rather hilarious bug but it was a mod conflict (with I'm honestly not sure what). Random corners of my base would suddenly be like 1000+ degrees lmao, so I'd just put a wall or impassable item in that spot and there'd be no problem. I just thought I'd share cause I thought it was really funny to suddenly get a message that a colonist is being burned by superheated air and they are just sitting there eating lunch.
albinogod Aug 18 @ 12:13pm 
@ArticBlazer, yes and no. The space stuff works, it just doesn't do anything special to account for the vacuum and has some non game breaking issues. At the same time if you don't disable the freezing and melting that Celsius adds, then the heat simulation will break when anything freezes. Celsius Patches includes a temporary work around for the later issue, but the former issue requires a bit more work.
ArticBlazer Aug 18 @ 9:56am 
is this mod compatible with 1.6 odyssey DLC?
тетеря, блин Jul 29 @ 1:36pm 
ambitious mod. the last things we need is germs trails and per-tile gases and we will get Oxygen Not Included.
DuckGoosebear PrairieDogLover Jul 29 @ 12:54pm 
Is it intended that two campfires can't heat up a small 22 cell shelter in winter? What am I doing wrong?
тетеря, блин Jul 29 @ 9:56am 
please, add compatibility for this one:

https://steamcommunity.com/sharedfiles/filedetails/?id=2007268173
OceanOfGaming Jul 26 @ 10:10am 
@Garwel primarily gravship walls insulation would be important and temperature caching so when i land in space my whole ship isnt -75Cs
Vegas Jul 26 @ 9:39am 
Does this mod melt solid ice rock tiles in Rimworld 1.6 when the temperature is above zero?
albinogod Jul 26 @ 6:54am 
@Garwel et al, I will be putting in a temporary fix for the incompatibility with Odyssey on my end in the next Celsius Patches update. It won't be a substitute a proper integration with Odyssey's systems, but it should fix the phase transition bricking the game.
Garwel  [author] Jul 25 @ 12:48am 
There is currently no ETA for Odyssey compatibility. I will eventually make it, but it's not trivial (with e.g. vacuum simulation). Perhaps I will take an incremental approach, gradually adding support for more Odyssey's features and improving overall 1.6 support.
OceanOfGaming Jul 17 @ 8:33am 
any ETA for odyssey? bugs so far are temps dont get moved and every once in a while the temperature calculating stops working entirely
albinogod Jul 15 @ 6:12am 
Slight change of plans with the 1.6 update: it is is on hold until Celsius is fully working with Odyssey or I find a new way to deal with the "Inherit" issues. One of the optimizations Ludeon did to speed up launch time broke how I was dealing with unintended inherits, and every other non-destructive method I tried hasn't worked.
Morcalvin Jul 14 @ 3:26am 
Does this work with odyssey? In earlier comments you said the github version was updated for 1.6 but it's been a little while since that comment and the mod is tagged 1.6
Akry Jul 12 @ 7:21pm 
I need advice how to freeze a 11x11 room.
I got 2 cooler but only about 1/3 of the room is below 0. Do I have to build 3 more and in different side to be able to do it or is there some magic I can encourage diffusion?
albinogod Jul 11 @ 12:06pm 
Based on initial testing, Celsius is partially incompatible with Odyssey. The conflicting freezing of water as expected appears to be causing the Celsius to lock up. Use them together at your own risk.

As for Celsius Patches. I will update what I can as I can excluding terrain patches, which will wait for the issue with Odyssey to be fix.
Garwel  [author] Jul 10 @ 1:24pm 
@RobciuBobciu Freezers' efficiency with Celsius depends on many factors (such as walls materials) and is in general lower than in vanilla. Try improving insulation and/or adding more fridges. If you use mods, make sure they are supported (there is a separate mod that adds more patches).
RobciuBobciu Jul 10 @ 9:07am 
cool mod but my freezer is not working :(
albinogod Jun 29 @ 7:03pm 
@Swaggy, short version: non-patched stuff normally just ignores the system and isn't too much of an issue. The only time it caused game breaking issues was with Anomaly's fleshmass heart event (fixed by the Celsius Patches mod).

Longer version: walls/doors that are not patched act as if they are empty cells for heat transfer while materials that are not patched caused the structure to use its base value ignoring any material impact. Buildings (even ones that produce heat) normally do not need to be patched due to how Celsius handles that stuff. Finally terrains that act as stand ins for water will need to be patched if you want it to freeze and melt with temperature (likely will change with 1.6).

In your case with a large mod pack I am willing to bet that most of them have already been patched or won't take me long to make a patch for them.
Swaggy Jun 29 @ 6:22pm 
Could you give a bit more details and maybe expand the description regarding this sentence: "In general, mods that add walls, doors and building stuff may need patches." . Does it mean unpatched mods will just have generic values, or something more serious? I have 400+ mods so most likely some won't have patches, but I'm totally fine if it's just weird/unrealistic insulation values as long as it doesn't seriously break the game.
RocketRacoon Jun 27 @ 12:06pm 
Okay, thanks for the answer!
Garwel  [author] Jun 27 @ 10:39am 
@RocketRacoon I don't plan to implement that PR, as it wouldn't create significant benefits but would make the mod even more complex and therefore harder to maintain. It may introduce new bugs that will be harder to fix. I would also need to backport all the changes introduced since v2.5 release. Many of the non-multithreading related optimizations suggested by TruGerman have already been implemented in Celsius. I'm going to add one or two more in a next release, but it's probably not going to big a huge change anyway.
RocketRacoon Jun 27 @ 9:42am 
Any chance you will implement TruGerman's method of doing multithreading?
Garwel  [author] Jun 27 @ 2:19am 
Those of you feeling adventurous and impatient, may try the dev version compiled for RimWorld 1.6: https://github.com/GarwelGarwel/Celsius/tree/dev

It's a simple recompile at this point, and there is a lot more to do, especially for compatibility with Odyssey, but it seems to work more or less. Please report any bugs through Github.
Garwel  [author] Jun 19 @ 11:55pm 
@Thurnis Haley To investigate and fix issues, I need detailed information and, most importantly, logs. Use the Github link in the description.
watertank Jun 19 @ 3:46pm 
o7
lol Jun 19 @ 10:17am 
Works great. Exit / enter map in case something fishy happens with temperature
Thurnis Haley Jun 19 @ 10:07am 
Mod still doesn't work. Every bed/sleeping spot gives your pawns heatstroke. Random spots on map of 400+ degrees. Steam geysers regularly reach 6500 degrees F.

Tried to download 2.4 before this dude broke his mod with multithreading, it works great until you try to open the mod options, at which point you cannot close the menu and are forced to close and restart the game.
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