RimWorld

RimWorld

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[WYD] Thermoregulation
   
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Mod, 1.4, 1.5, 1.6
File Size
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882.073 KB
28 Jul, 2023 @ 7:51am
22 Sep @ 12:14am
39 Change Notes ( view )

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[WYD] Thermoregulation

In 2 collections by Monkey Magic
My Full Build [1.5]
199 items
Additions [1.5]
49 items
Description
Please note: Not required, but recommended use with my Electricity Patch for progression. The patch gates Electricty research behind several other researches, for a zero research start. Consequently, it unlocks these researches on the normal start - but if you do not have the patch, they will still need to be researched!

link: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3023693157

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Originally centred around additional climate control options, this mod has expanded into exploring the potential of chemfuel, and adds the following workstations, and furniture:

- wood-fueled furnace: Medieval era wood-fired heater.
- wood-fueled smelter: Medieval era wood-fired smelter. I found it strange that vanilla did not have a wood-fired version.
- wood-fueled

- chemfuel heater: Early Industrial, chemfuel heater.
- chemfuel stove: Early Industrial, chemfuel stove, similar to other versions.
- chemfuel smelter: Early Industrial, chemfuel smelter.
- chemfuel smmithy: Early Industrial, chemfuel smithy.
- chemfuel lantern: Early Industrial, portable chemfuel lighting.
- pedistal fan: Late Industrial, electric powered version of the passive cooler.

- hydrocarbon fuel refinery: Late Industrial, allows crafting chemfuel from certain limestone and oil shale by pyrolysis. Consequently, the mod now includes a new base stone type - oil shale. This can be used for crafting like other stone types, but is primarily one of the stone types utilised by the hydrocarbon fuel refinery.

- chemfuel heater eco: Late Industrial, chemfuel heater.
- chemfuel stove eco: Late Industrial, chemfuel stove. Smaller, and safer than standard stove.
- chemfuel lamp eco: Late Industrial, chemfuel lighting. No longer portable, but fitted into walls.

Three researches are required to unlock all the mod content, they are (in order) Home and Hearth (Medieval), Biofuel Appliances, and Hydrocarbon fuel Refining (Industrial).


Further Information

Chemfuel stove - now the standard size, and has the same capabilities of the wood-fueled stove. Previously some meal types were locked behind the later version, but this was later removed, as the mod evolved.

Chemfuel stove eco - This is now a compact, eco-friendly version of the chemfuel stove, and is both safer and uses half as much fuel. The two chemfuel heaters follow suit, the latter being smaller, and more fuel efficient.The wood-fueled smelter and chemfuel smelter work much the same as the vanilla electric one, only with alternative fuel supplies - useful for when the power goes out.

The chemfuel lanterns have a glow radius of 8 - starts off 50% (lit) for 5 tiles, then 28% (dark) 1% (dark) and has a healthy chemfuel blue glow. While this is a shorter distance than the vanilla torch* the lantern burns for longer, and is portable.

Please note: The old chemfuel twin-lamp has now been removed from the modin 1.5 coz it was kinda janky, and 1.5 has new functionality for wall-anchored items. Consequently, 1.4 no longer has this lantern, but I created a patch that utilises Simple Utilities Wall for the 1.4 version if needed.

Research Requirements

The wood-fueled furnace and smelter unlock with a new early technology called Home and Hearth which is fairly cheap to research and branches from Stonecutting. The chemfuel heater, lantern and stove will unlock with a new tech called Biofuel Appliances branching from Home and Hearth. The chemfuel smelter will unlock when both this and Smithing has also been unlocked. The eco versions of the heater and stove unlock much later as they also require the new research Hydrocarbon fuel Refining

The pedestal fan unlocks with Electricity


*For comparison the vanilla torch has a glow radius of 10 - starts off 50% for 5 tiles, then 48% (lit) 32% (lit) 16% (dark) 0% (dark) while the vanilla standing lamp has a glow radius of 12 - starts off at 50% brightness, and lights up 7 tiles (not including the bulb tile) before falling off each tile after at 47% (lit) 31% (lit) 16% (Dark) then 0% (Dark).

Now with Now We're Cookin' With Chemfuel, Now We're Really Cookin' With Chemfuel, Hotter Than The Sun...Possibly and Goin' At It, Hammer and Tongs achievements! (requires Vanilla Achievements mod)



[ko-fi.com]

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Now with support for the ProxyHeat Mod (1.4 only)

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2365526329

Now with support for Simple FX: Smoke Mod

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2574489704


18 Comments
Monkey Magic  [author] 17 May @ 2:47pm 
So, the last update was being annoying, so I ripped it out and made it into a companion mod instead. It was fine with Royalty enabled, but with it would throw up errors, even with flags set telling it not to, and I didnt' wanna spend another hour or so figuring out why with this giant ass headache when I could just cut do this instead. Here's the link:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3483303901
Monkey Magic  [author] 17 May @ 12:45pm 
Now with spicy new Royalty Braziers! Why stick with smokey old wood-fired braziers, when you can enjoy the fumes of Chemfuel? Not to your style? Maybe you'd be better suited to our Electrical version. Those flames aren't faulty wiring, it's a design feature D:

(There are actual negative effects with these braziers lol)
Monkey Magic  [author] 6 Sep, 2024 @ 8:56am 
Please note that as Proxyheat is not updating to 1.5, and the author has stated they will not give permission for anyone else to update it, compatibility with that mod only applies to the 1.4 version
Monkey Magic  [author] 7 Apr, 2024 @ 9:04am 
Please note, if you have a wall of screaming red errors, please either ignore them (not recommended) or disable all your mods, and repopulate them to remove any issues caused by the name changes in the 7th April 2024 update
Monkey Magic  [author] 26 Mar, 2024 @ 4:02am 
The mod now finally includes the chemfueled smithy that's been commented out since it's inception. It was a pain in the ass, but I finally figured out why it was refusing to set up bills previously. Also, be sure to heck the change notes for new recipe supports and other changes.

The change may break any pre-existing 1.4 twin-lamps, so sorry for that. But the new one is much better, and it won't cause an issue, they will just vanish.
Monkey Magic  [author] 15 Mar, 2024 @ 3:21pm 
Due the the changes made for the chemfuel lamp eco, it might be prudent to recycle any exiting on your 1.4 colony before upgrading to 1.5. I don't think there will be any issues per se, but as the placement of the 1.4 version is not restricted, they may break in 1.5 resulting in graphic errors. To avoid this (and get some resource back) recycling them seems the way to go
CTH2004 9 Mar, 2024 @ 10:09pm 
Fair enough (you probably had it copied for adding it as a dependency elsewhere)

And don’t worry, it happens all the time, as does linking the wrong mod in the mod! (For some reason, the harmony link won’t take me to Vanilla Expanded Core). I haven’t published anything with that mistake, but it’s only a matter of time (:
Monkey Magic  [author] 9 Mar, 2024 @ 2:35pm 
Updated again just now. Was not really too happy with the look of the chemfuel lantern eco, so I've made them look snazzier now. Unfortunately iunno how to make them confined to wall placement, but if I figure it out I'll update that too.

My reason would be 4am uploading. I'l f ix that..
CTH2004 9 Mar, 2024 @ 2:26pm 
Fair enough. Who knows, maybe one day the way to do it will come to you! And if I come up with another way of soung it (or make one myself on accident), I’ll tell you/ send it to you!

Also, is there a reason you linked Harmony, not Proxyheat?
Monkey Magic  [author] 4 Mar, 2024 @ 5:46am 
I have recently updated this mod (again), and changed the description accordingly. Most notably, the chemfuel overs have been reversed graphically, and both can now cook all meals. The later tech one now a more efecient compact design.

@CTH2004 - I gave up on that idea in the end. They are fine as is. Incidentally, I also have a chemfuel based smithy set up in the mod, but unfortunately can not get the game to recognise the bills tab properly, so this has been set inactive.