RimWorld

RimWorld

Centralized Climate Control
ColdToad  [developer] Jul 19, 2017 @ 2:17am
Feature Suggestions
Suggest your features here to make the mod better for all of us! :steamhappy:
< >
Showing 1-15 of 18 comments
υηкησωη Sep 27, 2017 @ 5:27pm 
It would be cool if we could get a sort of pipe that allows you to turn the flow off to a section of vents at the pipe, like a power switch works on conduits.
Mozleron Nov 26, 2017 @ 3:43pm 
How about putting the three colors into different points on the grid, similar to how RedistHeat does the upper and lower pipes so that we can graphically see where each pipe is running rather than having them stacked on top of each other?
ColdToad  [developer] Nov 26, 2017 @ 8:33pm 
Thanks, that does seem like a good solution. I ll have a look at this in the next update.
Ailithic Dec 16, 2017 @ 4:27pm 
Insulated walls.. Insulation makes walls 80% more effective. Im looking at source atm but damn.. kinda wish we had an api to work with here lol.

Kinda looks like you would need to scan the room outline for the wall type then overwrite temp equaliztion.. I don't think rimworld made this easy else there would already be a mod like this
Last edited by Ailithic; Dec 16, 2017 @ 5:49pm
Mattie Rethyu Dec 29, 2017 @ 7:28am 
Invisible variants of the pipes, similar to how Invisible Conduits adds researchable variant that connects with the default one; or at the very least the pipes rendering below the built floors, like plumbing in Dubs Bad Hygiene.
I have all my utility networks neatly hidden below the ground or under the floors, except for bright red pipes going across my pavements :/
Also, versions of Air Intakes that are half as big (half a slab for normal, two for industrial), that have half the efficiency but can be placed next to walls? I'd expect intakes to be either on the roofs, which isn't really possible here (maybe with integration with Expanded Roofing?) or mounted on the walls, rather than placed on the ground.
And just to help with my symmetry needs, how about a version of the wall mounted vent that takes two spaces and renders in the middle of them, for placing in the middle of even-sized walls.
ColdToad  [developer] Dec 29, 2017 @ 3:55pm 
Pipes rendering below: Coming in next update.


We could maybe make intakes that are 1x1 and 1x2 in size and have only one side for air flow?


There is a 2x1 size vent coming that could solve that issue. But it will be more powerful than regular vents, Not sure if I can include a vent that spans 2x1 size ...


Last edited by ColdToad; Dec 29, 2017 @ 3:55pm
Mattie Rethyu Dec 30, 2017 @ 1:43am 
Yeah, when I say I want it to be half a tile, I obviously mean visually, it would still take up a whole space. All I really care is that it allows me to place it near things really.
Great to hear about the pipes, and the vent is really the least important thing to me.
When is the next update coming, approximately? Are we talking days or weeks?
ColdToad  [developer] Dec 30, 2017 @ 6:50am 
Post new year .. 3rd - 10th Jan I guess
Omega13 Feb 2, 2018 @ 12:21pm 
Adding my vote to the option to build invisible air pipes.
ColdToad  [developer] Feb 6, 2018 @ 9:55am 
I plan to add that in the next update. Been busy lately. Not sure when I ll update it.
LuckY Mar 13, 2018 @ 3:41pm 
How about some order like *deconstruct conduits*?
Hexatron Mar 25, 2018 @ 5:53am 
The ability to select which pipe color the climate control units and fans connect to. I tried setting up everything in a very tight room, and all the fans and climate control units always connected to the same color, no matter what i tried.. even when i removed the pipes.. connected it to the right one, then built the other pipes.. they all connected to the same network.
Give them the same feature like the vents, that you can select manually which color they connect to please!
Gyger Dec 27, 2018 @ 8:37am 
Seconding the request to deconstruct air pipes. It gets messy when you have to rearrange your pipe layout and you have to select and deconstruct pipes one by one..
Lord Asriel May 11, 2019 @ 5:21am 
This mod is awesome on its idea! Unfortunately, it is way too OP. Excuse me for tiring you with a bit of physics here:
The problem is that the CCU's power should not decide only how much cc air flow it can heat, but also how much temperature difference. It is not logical that by using the same amount of power, you can heat 1500 cc airflow to either 26 degrees or 500 degrees! This can be exploited by, for example, making the target temperature -273 degrees, then one only needs a few vents to have an enormous fridge!
I would recommend something among: each Watt of power used by the CCU is able to change the temperature of 1cc airflow by X degrees. We could figure out what the X equivelant would be by looking in the game's code for the air conditioner. Then this mod would be truly balanced. Thus, thermal efficiency would change depending on the temperature difference as well. It makes sense to need more CCUs to heat in ice sheet rather than a temperate forest.

Also: The intakes should consume faaaar less power than the CCUs. A semiwild guess is that fans account for the 5-10% energy used in an air conditioner.

I'd be willing to help in any way for this great mod!
Last edited by Lord Asriel; May 11, 2019 @ 5:21am
Petardew Jun 21, 2019 @ 12:03pm 
Hello there :)
Really love this mod, but how about... Invisible Pipes? Like just underground structure, what have no beauty penalty, texture and flammability, but more labor for construct?

Something like this, but for pipes: https://steamcommunity.com/workshop/filedetails/?id=1735421319
< >
Showing 1-15 of 18 comments
Per page: 1530 50