RimWorld

RimWorld

[WYD] Thermoregulation
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Update: 26 Jul @ 6:18am

[Auto-generated text]: Update on 7/26/2025 2:18:04 PM.

Fixed

- Chemfuel Freezer

Added the missing May Require flag for the smoke effect. Without this flag the mod still worked fine since the associated mod only adds the effect, but a red error would pop up in dev mode complaining it wasn't set which was annoying to see.

Update: 17 Jun @ 8:15am

[Auto-generated text]: Update on 6/17/2025 4:15:03 PM.

Updated

- 1.4 version

Updated the 1.4 version to match the changes made in the last patch for all appliances available in that version.

Update: 17 Jun @ 7:19am

[Auto-generated text]: Update on 6/17/2025 3:19:51 PM.

Added

- Chemfuel Cooler
- Chemfuel Cooler eco
- Chemfuel Freezer

The two new coolers work on the same principals as the two heaters. Only they will reduce the temperature in a room down to 17c similar to the passive cooler. Essentially, the first is the upgrade to the passive cooler, and the second is the late-game economic version.

Changed

- Furnace fuel consumption.

Furnace now has the same fuel consumption rate as the campfire, and passive cooler. It retains it's high fuel capacity, so it still and upgrade in that it will still burn for longer, just a little less longer. (6.7 days instead of 8 days)

- Chemfuel heater consumption
- Chemfuel stove, and stove eco consumption and capacity
- Chemfuel smithy consumption and capacity
- Chemfuel smelter consumption and capacity

Thermoregulation was the first mod I made. At the time I made all the chemfuel stuff slightly more efficient than the wood-fueled vanilla counterparts. At the time I wasn't aware exactly how much more efficient chemfuel was, however, and I never really thought to check back on fuel consumption.

The chemfuel generator is actually 5 times more efficient than the wood-fired generator. At first glance it only labout twice as efficient, given the burn times of the fuel (6.7 days for chemfuel vs 3.4 days for wood-fired) but when the amount of fuel used is considered, it's actually a fair whack more difference there. As such, my chemfuel appliances were consuming far more chemfuel than they should have been. This has now been rectified, and the consumption rate has recaculated to match efficiency standard of the chemfuel generator.

For the record, the chemfuel generator has 1/5 of the fuel consumption of the wood-fired generator, and 2/5 of the fuel capacity. This was my guideline for revising the chemfuel appliances:

Chemfuel Heater
consumption rate: 2 up from 1.5
fuel capacity: 20 same as previously

Eco Heater
consumption rate: 1 same as previously
fuel capacity: 20 same as previously

Chemfuel Stove
consumption rate: 32 down from 80
fuel capacity: 20 down from 40

Eco Stove
consumption rate: 16 down from 40
fuel capacity: 20 down from 40

Chemfuel Smithy
consumption rate: 16 down from 40
fuel capacity: 20 down from 40

Chemfuel Smelter
consumption rate: 16 down from 40
fuel capacity: 40 down from 80

Update: 13 Jun @ 1:59pm

[Auto-generated text]: Update on 6/13/2025 9:59:37 PM.

Updated

- Updated to 1.6

Added

- May Require Flags
- Research Tab

Added May Require flags for the Vanilla Achievements files. This should stop the game complaining about these files if that mod is not enabled.

I decided to add a research tab for all my mods that have a new research to make it a bit cleaner.

Update: 17 May @ 2:36pm

[Auto-generated text]: Update on 5/17/2025 10:36:47 PM.

Removed

- Last update content

Having the Royalty dependant buildings in the main mod was not playing well with some other mods, so I decided to pull them out, and make it a separate mod, dependant on this one. Essentially, one will need both to get the new braziers, but it makes playing without that DLC enabled less annoying.

Update: 17 May @ 12:32pm

[Auto-generated text]: Update on 5/17/2025 8:32:04 PM.

Added

- Chemfuel Brazier
- Electric Brazier
- New vanilla Brazier graphic

It was kinda weird there wasn't a chemfuel brazier already, so I finally got around to adding it myself. It was far more annoying to complete than I had expected, but it's all good now. Also added an electric one for good measure.

Since my graphics were nicer than the vanilla one, I went ahead and upgraded that too, coz it was looking kinda sad.

As part of this mod, I also had to patch in the new braziers for the throne-room requirements. This was more work than the rest of them by itself. All player ranks can get away with using chemfuel, or electric instead of wood-fired braziers now - however, due to how they have been coded, the NPC ranks still prefer the smokey wood-fired ones.

Well, it's not every say the Duke comes to stay for a few days, so it should be fine.

Update: 13 May @ 3:23pm

[Auto-generated text]: Update on 5/13/2025 11:23:15 PM.

Patched

- Biofuel Refinery

Just a quick patch to add a "ui order" to this building coz for some reason it doesn't have one, and I couldn't figure out what number would let me set Thermo's Hydrocarbon fuel Refinery new refinery next to it without one.

Update: 13 May @ 1:19pm

[Auto-generated text]: Update on 5/13/2025 9:18:55 PM.

Added

- Oil Shale
- Hydrocarbon fuel Refining Research
- Hydrocarbon fuel Refinery


A new stone type, which can be used for the same purposes as all vanilla stone. However, it's primary purposes is for use with the new building, the Hydrocarbon fuel Refinery.

Patched

- VGP_Biofuel
- Biofuel Refining Research

Added support for VGP Vegetable Garden's Biofuel, so it can be used as an alternative to chemfuel for most of the mods workstations, and furniture. I added a small patch to relocate Biofuel Refining to a more intuitive position, even moreso when using Fortifications: Industrial.

Update: 11 May @ 12:35pm

[Auto-generated text]: Update on 5/11/2025 8:35:30 PM.

Changed

- Wood-fired Generator

Added a research requirement for this structure. It now required Thermo's Home and Hearth research to be unlocked. This change does nothing for all New Arrivals based scenarios, as this research is set as already unlocked. This basically only affects New Tribe based scenarios, and those using a mod disables pre-researched technologies, such as Completely Clueless

Update: 16 Mar @ 7:30pm

[Auto-generated text]: Update on 3/17/2025 2:30:14 AM.

Fixed

All of the 1.4 content which was broken in the last upload. I have not played Rimworld in a good while, let alone 1.4 so I did not notice the problem :S