RimWorld

RimWorld

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[D] Thermodynamics - Hot Meals (Continued)
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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1.289 MB
29 Dec, 2022 @ 1:34pm
1 Nov @ 1:06pm
18 Change Notes ( view )

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[D] Thermodynamics - Hot Meals (Continued)

In 2 collections by Mlie
Mlie's resurrected mods
973 items
My Current ModList
263 items
Description

Update of Dametris mod
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2110968173
Based on the 1.3 update by Mercenary
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2558277446

- Updated chinese translation, thanks Lord Shaw!

Includes [D] Thermodynamics - Core since this mod seems to be all it was used for
Also included my patch for RimFridge




[discord.gg]
[github.com]


Overview
Give you a warm feeling? Leave a like!


Designed for Rimworld 1.1, 1.2

Makes the temperature of meals matter, meaning colonists will want their hot meals hot and their cold drinks cold.

Compatible with existing saves.

Requires Thermodynamics - Core
Requires Harmony

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Features

All food items are separated into realistic categories:
  • Hot Meals (e.g.: Simple Meals)
  • Cold Meals (e.g.: Ice Cream from VGP Gourmet)
  • Hot Drinks (e.g.: Coffee from multiple mods)
  • Cold Drinks (e.g.: Beer)
  • Lukewarm Meals (e.g.: Nigiri from VGP Gourmet)
  • Raw Resources (e.g.: Potatoes)
  • Nonperishables (e.g.: Packaged Survival Meals)
  • Edible Raw (e.g.: Agave fruit)

Food will keep track of its temperature, and its heat will gradually diffuse with the surrounding environment.

Each category has an associated ideal temperature. Colonists will be happy to eat food in the right temperature range, and progressively less happy to eat food outside of the ideal range.

Also adds the microwave to heat meals. Regular cooking appliances can also be used.
(And yes, temperature readouts will change based on whether you're set to C or F)

Almost everything is configurable in the settings and the settings of the Core.

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Feeding your colonists frozen meat can be bad - but giving them a variety of food at the right temperature has its rewards
Each food type's mood bonus or penalty will stack with other food types. Feed them hot coffee, cold beers, and warm food for a significant mood boost! (But watch out for stacking penalties, too)

So, how do you control food temperature?


  • Colonists can heat up food that's too cold at a nearby stove (or modded equivalent; can be disabled). This will be done automatically if they can find a nearby heating appliance.

  • With microelectronics completed, you can build a microwave, a dedicated appliance that reheats meals at super speed.


  • With electricity completed, you can build a heat lamp, which will keep any food stored in it warmed to the temperature you set.

    (Also optionally slows food rot. Enable in Core settings.)

  • Cold drinks are good, as long as they're not frozen; put some beers in the fridge!

  • Frozen food (except for Cold Meals) will impose a significant mood penalty.

  • Consider using some fridges for drinks and cooked meals (except for cold meals; melting ice cream isn't good for anyone).

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Why this mod?
Have you ever eaten a frozen potato?
I have.
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What about mod support?
Food is categorized dynamically in an attempt to support any food mod. Additionally, the following mods have been tested and are explicitly supported:
  • Vanilla Cooking Expanded
  • Vanilla Cooking Expanded - Stews
  • Vanilla Cooking Expanded - Sushi
  • Vanilla Brewing Expanded
  • VGP Vegetable Garden
  • VGP Garden Canning
  • VGP Garden Drinks
  • VGP Garden Gourmet
  • VGP Garden Medicine
  • Rimcuisine 2 Core
  • Rimcuisine 2 Meals and Munchies Expansion
  • Rimcuisine 2 Bottling and Booze Expansion
  • Medieval Times (Unofficial Update)
  • Vanilla Factions Expanded - Medieval
  • I Am Hungry(continued)
  • Peanuts
  • Ice Cream
  • Ice Cream - Integrated
  • [CP] Military Furniture
  • [XND] Adrenaline!

If you have a mod with food that isn't behaving as expected, let me know the food name and the right category; I'll add it.

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Load order

Harmony
Core
Royalty
...
[D] Thermodynamics - Core
[D] Thermodynamics - Hot Meals

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Compatible with:
Designed for compatibility.

Conflicts:
Let me know of any.

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Credit
- Chowder for the Heat Lamp texture.
- Vanilla Furniture Expanded - Props and Decor for the Microwave texture.


  • 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: food essentials
135 Comments
Maux 7 minutes ago 
I am experiencing the same problem with robopitek. My modlist includes both Rimfridge and AdaptiveStorageFramework. Food temperature will ignore the room temp regardless of if they are stored in a room or ASF storage(not ASF fridge). This started happening after the 1.6.2 update.
robopitek 8 hours ago 
The thing is, it wasn't like that before, in fact it looks like food ignores temperature of the room at all.
Yup, even after moving the mod in load order and removing the mods except the ones we talked about + Hugslib and DLCs the problem persists.
Mlie  [author] 9 hours ago 
@robopitek If they have defined their building as a heater, it will heat the meals. My mod just asks the framework what the temperature the meal has
robopitek 9 hours ago 
Hey, it looks like paste on Nutrient Paste Feeder from Vanilla Paste Expanded now works as food heater https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2920385763 - my paste is at max temperature despite being in a freezer.
robopitek 10 hours ago 
Thank you very much :D
Mlie  [author] 11 hours ago 
@robopitek Should work better with all mods using the Adaptive Storage Framework now
robopitek 30 Oct @ 6:17pm 
Hey, looks like there's no compatibility with [sbz] Fridge https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3486264784
#6 2 Sep @ 9:54am 
@Mlie The mod that I'm using for categories is here if you want to take a look.
#6 2 Sep @ 7:22am 
@Mlie Just tested and it does overwrite the categories. I looked into the xml and noticed that it creates its own categories in the xml but there is no patch to move the items to the categories so it must be doing that in code instead.
#6 2 Sep @ 7:05am 
@Mlie I'll try and let you know