RimWorld

RimWorld

[WYD] Thermoregulation
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Update: 22 Sep @ 12:14am

[Auto-generated text]: Update on 9/22/2025 8:14:07 AM.

Changed

- Home and Hearth Research

Home and Hearth has been reduced to a neolithic tech level research, down from medieval. It's probably more of an Iron Age tech level, but that doesn't exist in Rimworld :P

Added

- Biofuel Basics Research

Added a new medieval tech level research between Home and Hearth and Biotech Appliances. This allows the chemfuel lantern to be unlocked earlier than previously.

Update: 2 Sep @ 5:57am

[Auto-generated text]: Update on 9/2/2025 1:57:47 PM.

Added

- Grass Drying Recipes (Worthless Plants mod)

Added in the old grass drying recipes for Worthless Plants now that they are available depending on whether or not one is using Processor Framework. These recipes will only be available if both the Worthless Plants mod, and Processor Framework is enabled.

Update: 1 Sep @ 10:42pm

[Auto-generated text]: Update on 9/2/2025 6:42:10 AM.

Added

- Bone Drying Recipes (Bone mod)

Added in the old bone drying recipes for Bone now that they are available depending on whether or not one is using Processor Framework. These recipes will only be available if both the Bone mod, and Processor Framework is enabled.

Update: 31 Aug @ 11:43pm

[Auto-generated text]: Update on 9/1/2025 7:43:21 AM.

Added

- Cocoa Recipe (Seeds Please Lite Adjusted)
- Dye Recipe (Seeds Please Lite Adjusted)

Added these two recipes back to the Chemfuel Stove, and Chemfuel Stove Eco by patch for that mod.

Update: 31 Aug @ 9:47am

[Auto-generated text]: Update on 8/31/2025 5:47:54 PM.

Fixed

- Chemfuel Smithy Eco
- Chemfuel Smelter Eco

These were not working as I forgot to add them to the associated WorkGivers.

Update: 29 Aug @ 10:43pm

[Auto-generated text]: Update on 8/30/2025 6:43:33 AM.

Changed

- MayRequire Recipes

I removed all the MayRequire recipes for other mods from the main section of the mod, and stuffed them in mod folders instead. This was done because it looks cleaner when edited, but it may have a small performance impact (in a good way) for lower end PC users, since it won't be loading info for mods they don't have enabled.

Update: 14 Aug @ 3:10am

[Auto-generated text]: Update on 8/14/2025 11:10:23 AM.

Added

- Fuel Ejection
- Chemfuel Smelter Eco
- Chemfuel Smithy Eco

Added compatibility with the new 1.6 vanilla mechanic to eject fuel from workstations, etc. This meant having to make a new folder for 1.6 since 1.5 does not have that mechnic
Added a compact version of the Chemfuel Smelter, and Chemfuel Smithy. These act in the same capacity as the Chemfuel Stove Eco does for the Chemfuel Stove. Regarding this, the standard variants now adhere to the same caveats as the other early chemfuel appliances

Update: 13 Aug @ 7:30pm

[Auto-generated text]: Update on 8/14/2025 3:30:01 AM.

Fixed

- Chemfuel Stove (texture)

Fixed typo in Chemfuel Stove causing south-facing version to be ignored, resulting in reusing north-facing texture. I mean really, what is a "stovel" and why did no one mention this issue? XD

Update: 13 Aug @ 6:30pm

[Auto-generated text]: Update on 8/14/2025 2:30:17 AM.

Fixed

- Chemfuel Cooler Eco

This building previous lacked the research requirement Chemfuel Refining that it should have required due to an oversight, making it erroneously available at the same time as the early Chemfuel Cooler. This has been rectified, and now unlocks alongside other eco version of buildings, as it should have done so as an upgraded version.

Update: 26 Jul @ 8:28am

[Auto-generated text]: Update on 7/26/2025 4:28:38 PM.

Fixed

- Oil Shale Flammability

Fixed the tags on oil shale as it was not flammable when it was supposed to be. Please note that while natural, and smoothed oil shale is flammable, wall made from oil shale blocks are not. This has been explained away as a treatment added during the crafting process. Also note that the chunks they are made from are still flammable.

Originally I was gonna have the blocks be less flammable but the game did not like the idea. Setting blocks to flammable results in a red error complaining they do not have hit points, and would burn forever - even if the are set to have a hit point pool. Iunno why it disregards a set hit point pool, so I gave up on that idea. Besides, it occurred to me should an ancient danger ever be spawned with flamable oil shale walls, that could lead to major issues..