RimWorld

RimWorld

Insulation
81 Comments
Mlie 13 Aug, 2020 @ 12:35pm 
Since Pelador has announced their retirement from modding I made an update of this:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2196454890
Hope it helps anyone!
Tirith Amar 10 Aug, 2020 @ 8:57pm 
Hate to be the one, but does this work with 1.2?
Angry Beerman 10 Aug, 2020 @ 4:05pm 
1.2
nhatanh0475 4 Aug, 2020 @ 9:34am 
Weird door. You could just add a line in the middle of the door to show it corresponding material and if it's Isulated or not.
salvadore 28 Jul, 2020 @ 1:34pm 
the reset to ambient temperature is a different bug, I also had it before using this
Magicthize 18 Jul, 2020 @ 2:58am 
Would you consider adding support for Doors Expanded's (https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1316188771) 2x1 & 3x1 standard type wood/stone doors?
PMac 16 Jul, 2020 @ 7:07pm 
I noticed some unusual behaviour which may be some mod interaction stuff.

I have a deep underground cold room cooled by the "Centralised Climate Control" mod (here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2007268173 ) which is set to -19'c. I am replacing the walls from a mix of fibre insulation, smoothed stone, and stone walls to stone with polymer insulation.

Every time a wall was replaced, the temperature spiked instantly to approx 25'c (ambient outside is 34'c). The cooling immediately brought it down as per normal.

I only noticed it because of the amount of replacements happening in a short period kept the temperature high enough for some of my food to spoil, with the corresponding alert.

happy to supply more info/etc if needed. Cheers!
Lurmey 28 Jun, 2020 @ 7:47am 
Hmm.. They open really weirdly for me, as if each half of the door is double the width and so doesn't actually open fully, if that makes any sense. When open the space is still filled with the insulation texture. Seems buggy to me, but I could just change the texture myself if need be.
Pelador  [author] 28 Jun, 2020 @ 7:04am 
@Lurmey

No plans, and for me they help to distinguish the difference between insulated and non-insulated doors.
Lurmey 28 Jun, 2020 @ 4:26am 
I really don't like the way the insulated doors look.. They're asymmetrical and open so weirdly. Is this bugged on my end and if not is there any plans to fix them?
Peni4 5 Jun, 2020 @ 8:42am 
Yes, the servers themselves gradually heat up and generate heat, but before the mod they could not warm the room in any way and remained in the negative temperature range, and after starting with the mod the temperature immediately started to rise. I checked this by removing the mod from the download list and started saving again - the temperature immediately went down. It turns out that the mod somehow plays with the degree of isolation of each object, which is designated as a "wall", and not only adds walls with specific properties. So it turns out - that it makes no sense to build special walls, you can just turn on the mod)
Pelador  [author] 5 Jun, 2020 @ 8:40am 
@peni4

If you are seeing insulation changes to regular walls due to adding this mod, then that is behaviour I haven't seen in my own game. And in principal should "only" be recalculating differing efficiencies for the walls if they are recognised as being insulated, which needs specific mechanics being attached to them in order to support that. There are no patches in the mod to add this to other things.

However, if you have differing mods settings than default for heat transfer efficiency rates in the mod settings then this will change the behaviour of heat transfer.
Pelador  [author] 5 Jun, 2020 @ 8:27am 
@peni4

Insulation does nothing in terms of adding heat or changing the actual temperatures of the room. There is no heat pushing involved, so the source of the heat has to be from something else. Maybe the servers themselves? Which would make sense, since if the server room is insulated and they add heat but the walls don't allow for the same amount of heat loss due to insulation then the room will gain temperature.

All that insulation does in terms of mechanics is change the effective efficiencies for heat transfer between rooms, but it does not apply any heating or cooling effect itself.
Peni4 5 Jun, 2020 @ 8:17am 
I do so! I started with the lowest possible temperature on the planet and live in the mountain, heating with wood all year round (I use the mod on trees under the roof)! My walls are just sanded slate and marble. And as I said - as soon as I included this mod in the game, the server room with 7 computers began to heat up, although it always remained stably cold.
Pelador  [author] 5 Jun, 2020 @ 7:40am 
@Peni4 [cont...]

Perhaps play the ice biome challenge that include permanent cold snaps, that might make you rethink the relevance of polymer insulation.

It is also relevant that polymers come from a chemfuel or differing resource than fibre, which can equally have a bearing on choice of insulation used.
Pelador  [author] 5 Jun, 2020 @ 7:38am 
@Peni4

For an average temperate biome map that does not have extreme temperatures, you will be able to get good and sufficient performance from the fibre insulation yes. And your right in pointing out that this is dependant on the size of the room and how much heating/cooling is being utilised.

Polymers, in a more extreme biome or where something like a triple cold snap occurs makes it very relevant as that new order of efficiency can make a huge impact. Also for larger rooms you will notice less overall heating/cooling required per unit area.

The insulating doors will all help to avoid changes in temperatures as that is how they work. And where you already have layers of mountain acting as insulation then there is little point to the use of insulating walls.
Peni4 5 Jun, 2020 @ 7:25am 
It seems that the mod does not make sense. I mean - with it, each wall retains heat well, so there is no point in researching insulating polymers. I conducted tests - and with the installation of the mod, my server room immediately began to gain temperature, although the doors were open there, and there was an eternal volcanic winter outside with a temperature of -30. Moreover, the server room was knocked out in the rock, and did not use any materials for construction, except for wooden doors. And two rooms 10x10 from ordinary wood and insulated - the same gain and lose temperature. And all this depended only on the position of the slider in the mod settings.
Pelador  [author] 23 May, 2020 @ 1:01pm 
@Update

Graphics Revision - GenomX
Malminas 12 May, 2020 @ 12:37am 
Okay! Thanks and sorry for my ignorance.
Pelador  [author] 12 May, 2020 @ 12:29am 
@Malminas

You are miss-understanding me unfortunatley. I have a meeting this morning, but will get back to you later. Best if you continue the discussion on discord.
Malminas 11 May, 2020 @ 10:54pm 
Idk if Im misunderstanding but I can send you the files however you prefer.
Malminas 11 May, 2020 @ 10:53pm 
So Neronix is just a texture mod, it just changes how the walls look, I already made the texture to include his walls and your insulation
Pelador  [author] 11 May, 2020 @ 10:39pm 
@Malminas

That's not really how it would work.

I would have to look at Neronix17's work to see if it first is compatible (expectations it would).

Consider what product could be used for insulation materials (either existing insulation option or something relevant to Neronix17's work and then patch in an alternative wall that then uses the insulation mechanics, that would use any new graphics you drew (in an altas format). The mod that uses "Clutter Walls" when loaded would then apply an additional insulated wall option.

Ideally this would be best done with the author of the mod, but not essential.
Malminas 11 May, 2020 @ 10:03pm 
If I drew it for you could you code in an "if Clutter Walls is loaded, load X Textures."
Pelador  [author] 11 May, 2020 @ 7:39pm 
@Various

Alternative walls/Art assets: I'm primarily a coder not an artist. It would be easier for me to set-up guidance notes how to use insulation as a dependency mod than draw assets.
Pelador  [author] 11 May, 2020 @ 7:36pm 
@I'm you

Heat transfer is the process in how things get equalised across rooms. Insulation plugs into the existing process to change these values using harmony, so it adds very little overhead to performance.
Pelador  [author] 11 May, 2020 @ 7:32pm 
@Max

With regards to how replace stuff uses materials or replaces them based on the cost list or stuff cost, that would be something to refer to that mod.
Malminas 11 May, 2020 @ 6:06pm 
Can you add texture support for the walls from [O21] Clutter Structures by Neronix17?
Pelador  [author] 7 May, 2020 @ 4:13pm 
@Blazy

With the mod "Replace Stuff" you can replace existing walls with insulated walls readily, otherwise you have to replace existing walls as a more laborious process of knocking them down before rebuilding them again as per the walls found on the insulation architect menu selection.
Mothmeat 7 May, 2020 @ 1:18pm 
Does this mod make items that you place on existing walls, or multiple new wall types?
Pelador  [author] 2 May, 2020 @ 9:22pm 
Will consider the analysis/corrections/suggestions when there is time available to do so. Further details why on my Discord channel.
Zircaroi 11 Apr, 2020 @ 9:49pm 
Is it possible to make this mod compatible with Gloomy Furniture's walls? I like the function of this mod and the texture of Gloomy Furniture, but unfortunately, I don't have a good drawing skill, so I can't make textures well.
Clippy 11 Apr, 2020 @ 4:21am 
There is a mod that adds centralized climate control actually.
me 10 Apr, 2020 @ 4:54pm 
Doesn't wood insulate better than stone?

kinda related:
Is there a way to have a heat transfer and separate heat capacity stat without impacting performance much? Not asking you to implement it per se, just wondering if it can be a thing (or already is?)

It'd be neat to be able to build a centralized cooling system that had insulated metal walls built out to the rooms it was made for, with triggered autodoor vents that closed at < x degrees to keep it from overworking rooms.
Clippy 8 Apr, 2020 @ 3:36am 
Ah, I see that it indeed works with replace stuff. Though the thing that confused me was, that the cost is 5 insulating material and 3 stone regardless of whether you place it over an existing wall or make a new wall, this seems odd to me. I expected it to have the normal cost of a wall + insulating material when build new and only insulating material on existing walls.
Pelador  [author] 7 Apr, 2020 @ 5:04am 
@Max

Check the wall options in the architect tab under insulation.
Clippy 6 Apr, 2020 @ 7:22am 
Well, I am using the replace stuff mod, but it only appears to give me options to replace with regular materials.

Screenshot:
https://ibb.co/h1wXM12
Pelador  [author] 5 Apr, 2020 @ 1:30pm 
@Max you can use the "replace this" mod to convert walls.

@Ellrich Intentional to indicate them as insulated doors, the imagery then representing a skirt like the plastic partitions you some times see in walk in freezers.
Clippy 4 Apr, 2020 @ 5:30am 
So can I only make new insulated walls, or can I also add insulation to existing walls? If so i don't see how to do this.
Ellrich 3 Apr, 2020 @ 1:31pm 
Or, is that supposed to be how they look?
Ellrich 3 Apr, 2020 @ 1:30pm 
i am curious about the doors, it seems that the graphics of one door overlaps the graphics for the other door, so i get 1 door that looks alright and the other that just looks like raw insulation. Is there any way to fix this?
Pelador  [author] 24 Mar, 2020 @ 7:49am 
@Update

Correction to refiner research prerequisite to ensure that the Rimefeller loading bays are available when the refiners are available.
Pelador  [author] 21 Mar, 2020 @ 5:05pm 
@Vats

Working as intended, just like a pyromaniac wont fight fires, these are challenges to overcome in the game based on the personalities of the pawns you have to deal with.

(Making insulation foam then seen more like chemistry which is closely associated with drug making hence the use of intellectual skill to measure performance at that task)

The trait of not doing dumb labour would still prevent the person from doing refining regardless of the skill associated, since the work types have trait inclusions/exclusions that define what the person is or is not willing to do.

There are however (as I understand, though don't personally use) mods that allow you to circumvent how the vanilla process excludes people from doing certain tasks.
Vats 21 Mar, 2020 @ 4:33pm 
Hi Pelador,

I want to create insulation materials from the refinery using chemfuel. The recipe requires intellectual skill 4 or 5, but my colonist cannot perform this job because she's unable to do dumb labor. The issue here is that a job that requires intellectual skills is considered dumb labor ingame (probably because refining is considered dumb labor).

Could you please address this issue?
DaftValac 18 Mar, 2020 @ 7:49am 
@Pelador

Interesting, I had some Fecal Sludge in the room, and while deconstructing the walls did decrease the dirtiness, what ultimately seemed to be causing it was the sludge. Thanks!
Pelador  [author] 18 Mar, 2020 @ 7:45am 
@CardiacTasty

Not a problem with my own game. Please see example here of a fully insulated medical ward: https://1drv.ms/u/s!Au3GsmKyQkDYi9hnkR89oEC0xN8Xmw?e=8qLim0

Do let me know if you find out what might be causing it?
Pelador  [author] 17 Mar, 2020 @ 5:00am 
The edifice is the rooms bordering walls or buildings.
nhatanh0475 17 Mar, 2020 @ 4:25am 
current edifice of the room?
Pelador  [author] 14 Mar, 2020 @ 9:28am 
@Josif Stalin

Best way would to use the above discord.
ÜberhenriK 14 Mar, 2020 @ 4:58am 
If so, how?