RimWorld

RimWorld

Vanilla Temperature Expanded
412 Comments
няшмяш 17 hours ago 
Fans don't cost components but can break down, which cost components to fix. c'est la vie
ShockedHearts May 27 @ 9:24pm 
while this is super impressive I honestly just want proxyheat back. this is amazing but way too complicated. the only feature I want is proximity heating and cooling.
I CANT BREEF May 26 @ 3:40am 
Man, this is too much stuff. The proxy heat mod was so fine for nomadic playstyle, small neat thing that added so much value. And now it's no longer updated. We need simple proxy temperature mod not the bloat things with six gazillion pipes, some kind of nodes that connect to some other nodes and connects to some other thing. Noone asked for that.
GoofyGoober May 25 @ 6:13pm 
I really hope this works with celsius
Vampire May 20 @ 4:53pm 
I would like to second the request for the subterranean air ducts to be indestructible like the hidden conduits.
Pungent Pickle May 18 @ 12:25pm 
How is the Integration between this and Dubs' Mods, specifically the Heat Exchangers from Rimatomics and the stuff from Bad Hygiene and Dubs' Heating?
TheNamelessOne May 17 @ 10:11am 
Is it possible to make the subterranean air ducts indestructible like hidden conduits? Thanks.
Rime Pendragon May 15 @ 12:39am 
When I build a ceiling fan above an existing bed, they deconstruct the bed before building the fan, which is really inconvenient.
Deankiller Turnupseed May 13 @ 10:28pm 
does this work with celsius?
Kanedogg May 10 @ 7:51am 
Lovin this mod. Works great ... :steamhappy:
leosefcik May 9 @ 1:38pm 
What is the efficiency of the different heaters (wall, over-wall)? Do they have the exact same as a normal one?
King Matt 👑 May 9 @ 7:57am 
Great work on this mod and I love the aesthetic, however I am looking for the radiant temperature aspect only; Any chance you can separate these out again?
ryhndo May 1 @ 3:05pm 
Does this replace the normal coolers or is it just an addition
stalksetcup Apr 29 @ 4:35am 
I have noticed one bug that can literally kill some colonists. It is that if you put a "sleeping place" in a high temperature zone (I have not tested it with devices that lower it), for example from a fire, then in the cells where the "sleeping place" is located, the temperature will be the same as outside, and not like in the heat zone near the fire or other sources.
DondarfSnowbonk Apr 22 @ 1:02am 
Please spin ProxyHeat off into a standalone mod again. I'm not interested in installing an entire central heating mod for it.
[FD] Tomatohead Apr 14 @ 6:05am 
I remember a long time a mod that allowed you to pipe hot and cold air. I want to pipe hot air from a room on the warm side of a food freezer to the rest of the colony to use the already heated air instead of constantly spending electricity to warm and heat air no matter it's current state.
lol Mar 29 @ 2:33am 
The base is that Celsius is fantastic and VE is beautiful bloat

https://steamcommunity.com/sharedfiles/filedetails/?id=2725863762
SuwinTzi Mar 27 @ 11:31am 
I just want to say I do love both this mod and Bad Hygiene and end up using both.

I like Dub's for the easier heating via radiators especially in colder areas, and the idea of needing to create bathrooms and hot water for comfort. But the radiators take up a floor slot and not capacity not meeting demand isn't always clear.

But I also love the various temperature control options this mod brings in, such as the AC unit controlling both hot and cold as well as floor AC units and the standing cooler. However researching to that point takes quite much more research and having radiators already unlocked in a crash landed scenario feels better.
Svela Mar 18 @ 8:38am 
Just found a fix to my issue. Someone made a mod patch to fix the problem with objects blocking temperatures outside. This should allow objects to not block temperature outside anymore: https://steamcommunity.com/sharedfiles/filedetails/?id=3439148119&searchtext=ProxyHeat+

With that said, there seems to be an issue where we can't combine multiple heat sources outside. Before we could place multiple campfires next to each other to combine their heat areas, enhancing how hot the tiles between them become. However, now that is no longer possible. Would be nice to be able to do that during cold emergency situations.
Kasa Mar 17 @ 2:33pm 
Found an alt mod for folks who don't want 101 bloat added to their game and just want something like the original proxy heat.

https://steamcommunity.com/sharedfiles/filedetails/?id=2725863762
Svela Mar 17 @ 5:38am 
Seems a recent update (no idea how recent) broke how temperature zones interact with tiles already occupied by other objects. Any furniture or building object will completely block proxy temperatures from working at all, meaning we can't place emergency sleeping zones near thermal vents to avoid hypothermia because the sleeping spots disable the proxy heat for the tiles they occupy. This likely also affects coolers.
daz_ian Mar 5 @ 7:01pm 
@ColinOreo Water Is Cold does exactly that (by modifying comfortable temperature ranges when wet)
ColinOreo Mar 3 @ 9:09pm 
Can you create a cooler area on water like river and lake?Or just give pawns a buff to change their temperature range.It will be cool if getting wet can cool pawns down and very useful against heat wave.
JoeOwnage Mar 2 @ 5:18am 
Hmm maybe I am mistaken
JoeOwnage Mar 2 @ 5:09am 
Doesn't one of helixien's mods add proxy heat?
Lambda Mar 2 @ 3:08am 
I just made a patch, nerfing the standing coolers. Their efficiency has been reduced, and the temperature they cool to has been increased from 14C to 18C (colonists no longer cry about sleeping in the cold)
https://steamcommunity.com/sharedfiles/filedetails/?id=3436986205
Lambda Mar 2 @ 1:29am 
Do standing coolers seem way too powerful to anybody else? I have colonists complaining of sleeping in the cold with one standing cooler being enough to chill an entire building with multiple rooms down to 12c. I can't even change their temperature setting.
Kasa Feb 26 @ 2:54am 
@Born Of Birch

Well the dev of ProxyHeat turned off comments and "forbid" anyone from updating their mod to 1.5.

So that speaks volumes.
Born Of Birch Feb 25 @ 8:20pm 
It's pretty unfortunate we can't just use proxy heat anymore.
Kasa Feb 24 @ 4:54pm 
Anyone have alts to the old ProxyHeat? I don't want all this extra garbage instead of just having campfires and stuff giving off heat.
Carneus Feb 9 @ 6:42am 
The industrial cooler and heaters are OP, there's no reason to build the vanilla versions anymore.
LuizFernando6th Feb 2 @ 10:39am 
Why doesn't rain influence the temperature to decrease? I live in a hot place and depending on the level and duration of rain the temperature drops a lot.
heavy gaming Jan 30 @ 6:09pm 
I doubt that ceiling fans are anything but industrial+ tech levels lol.
Large Hardon Collider Jan 25 @ 7:27am 
Why is the standing cooler set to 14C when "Slept in the cold" debuff happens at 16C?
Farbott Jan 24 @ 6:43pm 
Huh, you'd think a geothermal generator would have proxy heat, guess not though!
Pippintastic Jan 24 @ 5:44am 
okay so, just so I know I understand this: if I go into the settings and turn down the temperature output for say, the wall torch, down to about 1C, it will only produce that much heat? So if I have 12 torches it altogether produces 12C for that room? Am I getting that correct?
Corvus Jan 21 @ 9:50am 
Is there any way to make a radius larger than 10?
Oskar Potocki  [author] Jan 21 @ 12:53am 
Bug reports shouldn't be reported in comments.
Yatoro煜 Jan 20 @ 4:11pm 
You can't close mod setting, if you open it, you can only exit game.
somkeang Jan 19 @ 6:42pm 
@KadlubekS I'm playing wild man start as well. I just use god mode to create a small room the size of the steam geyser radius with the door permanently open and let my pawn live in there. Until I researched construction, I won't close the door. Otherwise, I'll have to wait until the issue is fixed.
KadlubekS Jan 17 @ 1:28am 
@somkeang So i think i need to wait for my wild man start
somkeang Jan 16 @ 6:41pm 
@KadlubekS I have the same problem, it won't effect any structure or furniture within. Only empty space is affected by proximity heat.
ANONYMOU$TACH Jan 16 @ 1:32pm 
Nevermind Oskar / Arquebus / Taranchuk.
I found a way by editing the corresponding XML, sending the designators to another category and disabling it through RIMMsqol.
I guess I'll make my own mod to patch that when I'll share the modpack !
KadlubekS Jan 16 @ 7:15am 
Anyone have problem with proximity heat on sleeping spot? Everything works on 1.4 but when i switch to 1.5 version in only works when there is no building on heating distance.
ANONYMOU$TACH Jan 13 @ 8:50am 
Hi Oskar !
Would there be any workarounds for me to disable designators like pipe removers from the architect menu?
I've tried RIMMsqol, Cherry Picker and I ain't building that, but all 3 failed to find the right DesignationDef
Phant0m5 Jan 7 @ 2:48am 
@guyincloset you can go into the mod options to see what produces a heated area, because anything that does is adjustable. I personally like to use the chemboilers from VFE: Settlers and max out its heating radius in the Vanilla Temperature Expanded mod options, because it feels like a big unit that could have heat pipes laid all throughout your gardens.
The Guy in Your Closet Dec 31, 2024 @ 3:24pm 
Well those are fixed to a location, I'd like something that's buildable
BigGovernment Dec 31, 2024 @ 10:44am 
@guyincloset - steam geysers?
The Guy in Your Closet Dec 31, 2024 @ 10:13am 
Are there any sources besides campfires that work outdoors for heating? I have some scanners outdoors but the temperature gets as low as like -60F I wasn't sure if the vanilla heaters would work or other sources of heating in this mod