RimWorld

RimWorld

Celsius
Miketastic Jan 23, 2022 @ 7:20pm
Ongoing development wishlist
Thank you for your work Garwel, I have been enjoying learning to play the game around your temperature mechanics now. Coolers and even indoor campfires (rituals) are a bit more challenging when I have to consider ventilation while also maintaining a "room" status to appease the game mechanics.

I've made a few comments to the mod and realized that the few comments I have contributed were requests, so I thought I should organize them a little more formally in case anymore development happens on the mod, or if anyone else wants to take a stab at tweaks (per authors permission). :)

- Allow me a hotkey of my choosing in the keybind menus
- Let me configure heat spreading speed from tile to tile, I appreciate that you went the ONI method of identifying each squares' thermal conductivity, I wonder if a method to more closely mimic the total vanilla way that rimworld previously handled temperatures.

- Would love some additional mod or branch mod that would add walls that are highly insulated.

Some overlay feedback:

- Let me tweak opacity and colors.

Perhaps 8bit alpha so I can have an overlay that ONLY identifies "hot" squares by shading them at <temp> - so that way we have a visual warning of rooms below freezing by having this overlay ONLY highlight rooms at X temperature
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Showing 1-6 of 6 comments
Garwel  [developer] Jan 23, 2022 @ 9:55pm 
Hey there. The heat travel speed (in the air) is already at its technical maximum. As the game simulates thermal effects only every 2 real-world seconds, there is a hard limit to how fast it can get. The only way to make it faster is to reduce the interval between updates, which would affect slower computers. I may make such an option after all, but I'm not sure how it will work out in practice (never seen RimWorld mods do that).
beetlecat Jan 24, 2022 @ 1:12pm 
Totally seconding the hotkey request (bonus if it's '\' again to match heat map's usage. ;) ).

I'm also wondering if being able to set a specific 'target spot' for a thermometer, etc. could help with the issue with coolers and walk-in fridges.

Does the game still average a room's temperature to determine whether a cooler (or heater) should be operating in low or high power mode--or simply look at the tiles immediately around its output area?

Here's a mini example: https://prnt.sc/26irowx

It's ~64F outside, and this fridge is set to 26F. and the tiles immediately in front of it are 22 and 24F (the unit itself is about 48F). Only the corner in the lower right is up to 30F. It's been stable like this for in-game months, so Yay!

Watching the cooler directly, it's toggling between low and high power usage, but over half the cells in that fridge are above the set temp.

Clearly, a "trick" when using this mod is to crank the coolers a bit lower than your target temp, but I wonder if being able to place a control thermometer in the far corner would have the same effect?
Garwel  [developer] Jan 24, 2022 @ 10:45pm 
Originally posted by beetlecat:
Does the game still average a room's temperature to determine whether a cooler (or heater) should be operating in low or high power mode--or simply look at the tiles immediately around its output area?
Yes, it uses room's average temperature for enclosed rooms and surrounding cells for outdoors.

Having a separate thermometer is an interesting idea, but with my total lack of Artistic skill, I'm not planning to add any items/buildings to the game.
Lawlman Griff Jan 26, 2022 @ 3:14pm 
My big wish would be for insulated walls. New challenges, new tools.
Miketastic Jan 27, 2022 @ 11:41am 
Originally posted by Garwel:
Having a separate thermometer is an interesting idea, but with my total lack of Artistic skill, I'm not planning to add any items/buildings to the game.

Hit me up on discord, I'm literally a professional 3D artist trying to get into rimworld modding but I am dumb and can't program. Miketastic#0643
Just Dec 29, 2023 @ 5:35am 
Hi @Garwel,
I had a brief discussion with Author of "Celsius Patches" mod (https://steamcommunity.com/sharedfiles/filedetails/?id=3072081544) to clarify if it could be possible to patch the "Over-wall vents" from "Replace Stuff" mod.

He told me, that it can not be fixed with simple XML patch, but rather require to modify some mechanics of temperature spreading.

Here is how this Vent looks like: https://imgur.com/a/HtzRi8L
Basically it is placed on top of the wall without removing the wall itself (like wall-light, conducts, etc) and it connects two adjacent rooms.
With "Celsius" it doesn't work, it seems that the Wall takes priority over the Vent and rooms treated as isolated.

Would be great, if priority could be changed, so those vents will start to work.

Mod info:
Replace Stuff
https://steamcommunity.com/sharedfiles/filedetails/?id=1372003680

Vent's def: <...>\1372003680\Defs\OverWallCoolerVent.xml
<defName>Vent_Over</defName>

Thanks!
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