RimWorld

RimWorld

[WYD] Thermoregulation
18 Comments
Monkey Magic  [author] May 17 @ 2:47pm 
So, the last update was being annoying, so I ripped it out and made it into a companion mod instead. It was fine with Royalty enabled, but with it would throw up errors, even with flags set telling it not to, and I didnt' wanna spend another hour or so figuring out why with this giant ass headache when I could just cut do this instead. Here's the link:

https://steamcommunity.com/sharedfiles/filedetails/?id=3483303901
Monkey Magic  [author] May 17 @ 12:45pm 
Now with spicy new Royalty Braziers! Why stick with smokey old wood-fired braziers, when you can enjoy the fumes of Chemfuel? Not to your style? Maybe you'd be better suited to our Electrical version. Those flames aren't faulty wiring, it's a design feature D:

(There are actual negative effects with these braziers lol)
Monkey Magic  [author] Sep 6, 2024 @ 8:56am 
Please note that as Proxyheat is not updating to 1.5, and the author has stated they will not give permission for anyone else to update it, compatibility with that mod only applies to the 1.4 version
Monkey Magic  [author] Apr 7, 2024 @ 9:04am 
Please note, if you have a wall of screaming red errors, please either ignore them (not recommended) or disable all your mods, and repopulate them to remove any issues caused by the name changes in the 7th April 2024 update
Monkey Magic  [author] Mar 26, 2024 @ 4:02am 
The mod now finally includes the chemfueled smithy that's been commented out since it's inception. It was a pain in the ass, but I finally figured out why it was refusing to set up bills previously. Also, be sure to heck the change notes for new recipe supports and other changes.

The change may break any pre-existing 1.4 twin-lamps, so sorry for that. But the new one is much better, and it won't cause an issue, they will just vanish.
Monkey Magic  [author] Mar 15, 2024 @ 3:21pm 
Due the the changes made for the chemfuel lamp eco, it might be prudent to recycle any exiting on your 1.4 colony before upgrading to 1.5. I don't think there will be any issues per se, but as the placement of the 1.4 version is not restricted, they may break in 1.5 resulting in graphic errors. To avoid this (and get some resource back) recycling them seems the way to go
CTH2004 Mar 9, 2024 @ 10:09pm 
Fair enough (you probably had it copied for adding it as a dependency elsewhere)

And don’t worry, it happens all the time, as does linking the wrong mod in the mod! (For some reason, the harmony link won’t take me to Vanilla Expanded Core). I haven’t published anything with that mistake, but it’s only a matter of time (:
Monkey Magic  [author] Mar 9, 2024 @ 2:35pm 
Updated again just now. Was not really too happy with the look of the chemfuel lantern eco, so I've made them look snazzier now. Unfortunately iunno how to make them confined to wall placement, but if I figure it out I'll update that too.

My reason would be 4am uploading. I'l f ix that..
CTH2004 Mar 9, 2024 @ 2:26pm 
Fair enough. Who knows, maybe one day the way to do it will come to you! And if I come up with another way of soung it (or make one myself on accident), I’ll tell you/ send it to you!

Also, is there a reason you linked Harmony, not Proxyheat?
Monkey Magic  [author] Mar 4, 2024 @ 5:46am 
I have recently updated this mod (again), and changed the description accordingly. Most notably, the chemfuel overs have been reversed graphically, and both can now cook all meals. The later tech one now a more efecient compact design.

@CTH2004 - I gave up on that idea in the end. They are fine as is. Incidentally, I also have a chemfuel based smithy set up in the mod, but unfortunately can not get the game to recognise the bills tab properly, so this has been set inactive.
CTH2004 Aug 4, 2023 @ 4:07pm 
huh. I was just thinking logically, as I thought it was just an issue where you couldn't get the fuel consumption to go up for higher temps...

perhaps one option would be to use an electric heater, but:
1. Decrease electric consumption to 0
2. Remove wire
3. Make it need chemfuel connected
4. Have it "delete" chemfuel.

So, technically it's an electric heater. But, it's free electricity wise, and won't work unless provided with chemfuel. Instead of consuming chemfuel, it just acts as a deleter. Might be a possible work around?
Monkey Magic  [author] Jul 31, 2023 @ 3:50pm 
@CTH2004 - I'm not sure what you mean? In testing I set the thermostat version to 50c in an empty room, but it never went above 21c while the adjacent room with an electric heater did so without issue.

I mean, if there's a way to get it to work ,I'll prolly add it back in an update, since I wanted to expand on the research tree in any case - but I don't want it to be dependant on other mods to do so.
CTH2004 Jul 31, 2023 @ 2:09pm 
well, no thermostat is fine. It's quite hard to get a species that requires temps that don't include 21 in their range (Needs mods)

Besides, could you make it where it just auto-shuts down at a certain temp? Then, it just increases the room tempature. The higher the target temp, the more chemfuel it uses as it needs to be active longer Basically, use duration, not strength, to increase fuel cost.

edit: it is compatible with Vanilla Chemfuel Expanded
Monkey Magic  [author] Jul 30, 2023 @ 1:21am 
Welp looks like Chemfuel can not be made to double up on its usage to burn hotter, as no such mechanic exists in the game - so wump, wump. It is still cheap to run, and a better option than wood when the electric goes out, but I had to remove the thermostat since it didn't work anyway. On the plus side, I got to add the cooker I was working on.

The chemfuel stove is compact like the campfire, and while basic compared to the full range ovens, it is effective, and sanitary enough to prepare fine meals too. It also had multi-graphics, so that was fun
Monkey Magic  [author] Jul 29, 2023 @ 1:12pm 
Chemfuel isn't working as it's supposed to right now. It's fine to use it as is, but it's not consuming fuel, and the temperature won't rise above default. But I have a few more things I intend to add, so I'm working on fixing the issue while I'm at it.
CTH2004 Jul 28, 2023 @ 1:31pm 
Not positive either, and, it's here: Vanilla Chemfuel Expanded

Kinda got burned out on rimworld, so it might be a while, but if it needs to be on your side, I'll say. Or, if you want to check (:
Monkey Magic  [author] Jul 28, 2023 @ 1:21pm 
Not really sure what VCM is, so I wouldn't know where to begin with that. But from "pipes" I'm guessing it's a mod that supplies fuel directly to demand? Not sure if this mod would need to add support or that mod, or vice versa. XD
CTH2004 Jul 28, 2023 @ 12:48pm 
here's a question: could you make the chemfuel heater able to get chemfuel from VCE pipes as well?

Also great mod! Technically, It doesn't do what a real-life fan does, but, well, creative liscense! After all, if you made it do what they really do, they would be useless in the current game! So, thanks for a very helpful mod!

In case you where wondering, fans in actuality heat a room (fraction of a degree) due to friction. Any "cooling" is just the fact that moving air feels cooler. If you are sweaty, it speeds up the evaporation of sweat, which cools you down (but not the room. Actually, that does the opposite even more). Some fans use air being blown through water. As the air evaporates the water, it gets cooled down. In a desert, up to 30 degrees farenhight! In more humid climates (gulf coast), it's under 10, but still...

That evaporative one is a Swamp Cooler. One without a fan is just like vanilla's Passive Cooler. The fan makes it faster...