RimWorld

RimWorld

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Insulation (Continued)
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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Julkaistu
Päivitetty
5.143 MB
13.8.2020 klo 12.32
19.9. klo 11.53
28 muutosilmoitusta ( näytä )

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Insulation (Continued)

1 kokoelmassa, tekijä Mlie
Mlie's resurrected mods
960 luomusta
Kuvaus

Update of peladors mod
https://steamcommunity.com/sharedfiles/filedetails/?id=2000755840

- Added support for Doors Expanded
- Added support for Secret Passage Doors
- Added support for [JPT] Open The Windows
- Added support for Save Our Ship 2 via CMaia
- Added support for Dubs Bad Hygiene in all added SOS2 structures
- Added support for Fertile Fields
- Added support for BambooFiber from Primitive Workbenches



[discord.gg]
[github.com]



Overview
V1.1

Building structures (Walls and doors) with thermal insulation properties.


Details

Provides a means to place thermal insulation materials into structure items that help with reducing the transfer rates of heat IG. There are different doors and walls provided with an associated insulation material to be used with it in its construction:

Neolithic - Biomass material (Butchers Table/Spot)
Medieval - Fibres (Textile/Leather) (Tailor's Bench/Crafting Spot)
Industrial - Synthetic Polymer (Biofuel Refinery)
Spacer - Hyper Advanced Filter (Hyperweave, Plasteel and Neutroamine) (Biofuel Refinery)

As thermal insulators they all will perform well in the task, but with tech level improvements the ability to be able to manage larger rooms with less heating cooling facilities is more noticeable and more so when the temperature ranges move into more extreme values.

Hyper slabs as an advanced filter also have sterile properties associated with them.

The balancing factors are that they are less robust than their standard counterpart, take slightly longer to construct and require the additional materials to be provided for construction.

The insulation effect also relates to stuff properties, but in a more generalised manner based on what type it is, so metallic, woody, stony as opposed to a more complex arrangement of looking at the stuff properties for insulation power. (This since not all of these values will be defined either in vanilla or as modded elements).

In order of precedence: Fabrics Stone Wood Metal for their insulation capabilities.

For redundancy of the insulation materials:

Biomass slabs can be used as animal feed.
Fabric slabs can be recycled to burlap (textile).
Polymer slabs can be recycled to 50% of the Chemfuel.
Hyper Slabs can be recycled as part of the materials for Ultratech Medicine. (Where Medical Supplements is loaded).


Mod Notes

Research projects in own tab. Makes use of own architect menu area to separate the insulation structures.

Can be added to a save game and removal would require removing all the relevant items and connected elements.


Mod Option(s)

Includes a mod option to "tweak" the effectiveness of the insulation. This will allow you to fine tune the process more to your liking as desired.


Compatibility
*** subject to conversion ***

Apothecary - Uses some plant materials as biomass insulation ingredients.
Combat Extended - Applies the appropriate damage multipliers for the walls.
Linked doors - applies graphics for extended insulated doors.
LWM's Deep storage - Insulation can be stored on pallets.
Medical Supplements - Recycle Hyper Slabs as part materials to make ultratech medicine.
FF V1.1 - Uses plant scrap materials for biomass insulation ingredient option.
Rimefeller - Adds a polymer insulation refiner.
RimPlas - Includes RimThermoPlas spacer versions of the doors and walls. (Also includes additional elements).

Recommended
*** subject to conversion ***

Replace Stuff - Uuugggg: Allows you to replace walls without having to deconstruct them first. Thus facilitating insulation being applied to existing walls with less impact to the rooms temperature balance during the refit.

(I will leave it to player discretion if they do not wish to use this mod for a higher degree of difficulty with the management and installation of structures and their related materials.)

Future Considerations

Roof/Deep Insulation - (Might not be needed).

Spacer Insulation (Sterile properties).

Credits

Graphics Revision - GenomX

Chinese (Simplified and Traditional) - HawnHan
Japanese translation - Proxyer

(CC BY-NC-SA 4.0)



  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: thermal, insulation
Suositut keskustelut Näytä kaikki (2)
0
14.10.2022 klo 10.35
Feature Suggestion - Insulate ALL walls
Millah
0
25.5.2022 klo 1.48
Change def names
Anna Yanami
188 kommenttia
Mlie  [tekijä] 22.8. klo 22.32 
@[THH] Jiver I assume so, the patching is pretty simple and there are plenty of examples in the mod
[THH] Jiver 22.8. klo 21.13 
VFE: Architecture module I forgot to specify.
[THH] Jiver 22.8. klo 21.09 
Vanilla Furniture Expanded adds Armored Walls of each basic material, would compatibility be feasible between these two mods?
deltanedas 1.8. klo 11.23 
it would be nice to have since odyssey space is a meme (-150C air instead of actual vacuum where you need radiators to lose heat vs conduction) and you need to heavily insulate it or have 20 heaters
Mlie  [tekijä] 31.7. klo 7.15 
@deltanedas I can if its requested, I dont have any plans for the mod myself
deltanedas 31.7. klo 7.13 
@Mlie do you plan on adding insulated ship hulls for oddysey?
Mlie  [tekijä] 16.7. klo 6.15 
@Phant0m5 fixed now
Phant0m5 11.7. klo 1.30 
Hey Mlie, thanks for the 1.6 update. It seems the RimPlas patch is throwing a fit:
<placingDraggableDimensions>1</placingDraggableDimensions> doesn't correspond to any field in type ThingDef.

Taking the line out obviously prevented click-and-drag, but then it wasn't working beforehand either. Making the thermoplas wall inherit from Wall instead of BuildingBase did the trick.
Mlie  [tekijä] 27.12.2024 klo 5.24 
@OceanOfGaming You should probably report that on their mod page. I cant do much about their energy calculations
OceanOfGaming 27.12.2024 klo 5.17 
i conducted an experiment and in all of my tests it turned out that the Dubs Aircon system usen the least amount of power t ocool a room with vanilla materials. all the other (insulated) types consumed more power to keep a room refrigerated. (with celsius mod and patch enabled)