RimWorld

RimWorld

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Vanilla Temperature Expanded
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Mod, 1.4, 1.5, 1.6
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1.134 MB
26 mar, 2024 @ 12:25
20 jul @ 3:24
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Vanilla Temperature Expanded

I 1 samling av Oskar Potocki
Vanilla Expanded
109 artiklar
Beskrivning
[www.patreon.com]



Check Change notes.



Introducing "Vanilla Temperature Expanded," a mod that adds a detailed and controllable central heating system to your game. This mod brings in a new feature called Efficiency, which affects how well your heating system runs. It's all about giving you more control over the temperature in your colony.

You'll find new research options that lead you to better ways of managing temperature, creating a more engaging gameplay experience. The mod includes various components like air ducts, AC units, and compressors that you can connect to manage your air conditioning system efficiently.

We've also added a new mechanic, AC Efficiency, to keep things interesting. It's a simple concept: the more devices you connect, the more your efficiency might drop, affecting power use. But you can balance things out with the right setup and planning.

There are lots of new structures to play with, such as industrial coolers, heaters, wall-mounted units, and ceiling fans, giving you plenty of options for controlling your environment's temperature.

"Vanilla Temperature Expanded" is designed to enhance your game by making temperature management more interactive and fun, without complicating things too much. If you're interested in adding more depth to your game's temperature system, give this mod a try!




The content of this mod can be seen below.























A: Can I add it mid-playthrough to an existing save?
A: Yes, definitely.

Q: Does this work with Combat Extended?
A: Yes.

Q: Why does this mod add wall-mounted appliances, but also appliances that replace the wall?
A: Because I think players will enjoy having both. I personally use the wall-replacing ones, but I know a lot of players like the wall-mounted ones. I’m giving you both options and you can use Cherry picker, if you want, to completely remove the ones you don’t want.

Q: What if I have other mods adding wall-mounted appliances?
A: There shouldn’t be any conflicting behavior with this mod.

Q: How does efficiency work?
A: Each device connected to the same AC network counts towards the max number of devices connected. Construct AC compressors to increase the maximum amount of devices supported by the network. If you have more devices than the maximum device count, your network efficiency will decrease, resulting in increased power drain of all AC devices. This can quickly deplete your batteries, so try to maintain 100% efficiency or more. Higher efficiency will actually decrease the power drain of the devices!

Q: I don’t see the power drain value changing!
A: That’s exactly the same as in the base game. The number of W/d doesn’t visually change, but it does increase and decrease with efficiency.

Q: We already have Centralized Climate Control mod. Why did you make this?
A: Centralized Climate Control is abandoned and on life support. I think I'm allowed to show my own spin on the climate control system, especially since we didn't use anything from CCC mod.

Q: Does it work with Dubs Bad Hygiene?
A: We did not do anything to make it not work with other mods. You should be able to use it with any mods you want. There are no known conflicts.



Report issues using the form link below:
[forms.gle]



Authors:

Oskar Potocki, a mod designer and artist responsible for art.
Xrushha responsible for xml.
Arquebus and Taranchuk, coders responsible for the code.
LoggerC4, for his submission of ProxyHeat.
Rimworld is owned by Tynan Sylvester.
(CC BY-NC-ND 4.0)[creativecommons.org]
Populära diskussioner Visa alla (16)
3
13 jul @ 13:03
Yellow Error on startup
ToooMuchSalsa
18
16 jul @ 19:14
Mod Menu Bug/ plus a Question
wcpwnsuto
3
19 mar @ 0:59
Proximity heat zones do not raise ambient temperatures outside
Broski
471 kommentarer
Rigben 23 jul @ 13:40 
I noticed when I was in dev mod that a Minified Standing Cooler was throwing an error. It only throws it when it is uninstalled and sitting in a stockpile. I also have one currently installed that does not throw the error. From what I could tell the error was coming from the item trying to decide if it should output heat (I assume that means temperature in general) when uninstalled.
Meelonius 23 jul @ 2:57 
@Klang you can fine tune this in mod settings. If it should apply to indoor units or not, maximum temperature to heat up for each appliance etc.
Meelonius 23 jul @ 2:45 
It seems Dubs Bad Hygiene heating is not generating any heat. Or in general nothing from that mod seems to be affected by the Heat Proximity feature.
Klang 21 jul @ 18:10 
I may be but a fool, but the electric smelter and other similar objects heat up everything to an extreme degree with no falloff at all. My smelter heats up the tiles around it to 86C and no colonist can work at it without rapidly developing heatstroke
Duzzit 19 jul @ 16:15 
Q: What if I have other mods adding wall-mounted appliances?
A: There shouldn’t be any conflicting behavior with this mod.
-I'd like to check if this is still the case, since I can no longer build the wall vents from Replace Stuff, and the vanilla vent is gone also.
Deimos kai Aischylos 19 jul @ 14:44 
I would hope that if such a patch comes, it is toggleable. While I know it isn't realistic or fair, it gives my darklighters a heating option that isn't braziers. They crave the sweet, buttery darkness, but also not freezing to death.
R41N 19 jul @ 10:48 
I agree Sylaise. I would like a patch that makes the Compressors not work in space environments. That said, it's pretty easy to self enforce not using them on the Grav Ship. The mod is still useful in that it comes with much more appealing wall mounted cooling options instead of the awful sprites that are included in the base game.
Sylaise 19 jul @ 6:42 
Will there be a touch up for Odyssey? I ask because an air compressor in vacuum is rather silly. Reminds me of people who put the giant cooling towers for Rimatomics' reactors in SoS2 ships. :P
Or will such a feature be for a more comprehensive ship overhaul?
Simikiel 18 jul @ 15:27 
@Sarg Bjornson, No no, I'm not like begging you lot to do work for a mod you don't even use, I'm just confused why it says it works here but not on the CE compatibility page. Sorry if it came off that way!

@Enclave~, Yeah that makes total sense. Thank you for the reply! Sorry if it seemed like I was complaining or anything
Enclave~ 18 jul @ 14:42 
Before 1.6 I used this mod in conjunction to CE stable and had zero issues along with the rest of Vanilla Extended, CE patches things on their end usually rather than mods coming with built in CE compatibility (unless modders use CE) - CE also overhauls a lot of things so it (seems anyway) to be a headache to patch if you yourself don't use it