RimWorld

RimWorld

Celsius
702 kommentarer
astrofloof 18. aug. kl. 17:27 
:mhwgood: Thankyou to the creator, I rly love this mod!

Tangentially, I came across a rather hilarious bug but it was a mod conflict (with I'm honestly not sure what). Random corners of my base would suddenly be like 1000+ degrees lmao, so I'd just put a wall or impassable item in that spot and there'd be no problem. I just thought I'd share cause I thought it was really funny to suddenly get a message that a colonist is being burned by superheated air and they are just sitting there eating lunch.
albinogod 18. aug. kl. 12:13 
@ArticBlazer, yes and no. The space stuff works, it just doesn't do anything special to account for the vacuum and has some non game breaking issues. At the same time if you don't disable the freezing and melting that Celsius adds, then the heat simulation will break when anything freezes. Celsius Patches includes a temporary work around for the later issue, but the former issue requires a bit more work.
ArticBlazer 18. aug. kl. 9:56 
is this mod compatible with 1.6 odyssey DLC?
тетеря, блин 29. juli kl. 13:36 
ambitious mod. the last things we need is germs trails and per-tile gases and we will get Oxygen Not Included.
DuckGoosebear PrairieDogLover 29. juli kl. 12:54 
Is it intended that two campfires can't heat up a small 22 cell shelter in winter? What am I doing wrong?
тетеря, блин 29. juli kl. 9:56 
please, add compatibility for this one:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2007268173
OceanOfGaming 26. juli kl. 10:10 
@Garwel primarily gravship walls insulation would be important and temperature caching so when i land in space my whole ship isnt -75Cs
Vegas 26. juli kl. 9:39 
Does this mod melt solid ice rock tiles in Rimworld 1.6 when the temperature is above zero?
albinogod 26. juli kl. 6:54 
@Garwel et al, I will be putting in a temporary fix for the incompatibility with Odyssey on my end in the next Celsius Patches update. It won't be a substitute a proper integration with Odyssey's systems, but it should fix the phase transition bricking the game.
Garwel  [ophavsmand] 25. juli kl. 0:48 
There is currently no ETA for Odyssey compatibility. I will eventually make it, but it's not trivial (with e.g. vacuum simulation). Perhaps I will take an incremental approach, gradually adding support for more Odyssey's features and improving overall 1.6 support.
OceanOfGaming 17. juli kl. 8:33 
any ETA for odyssey? bugs so far are temps dont get moved and every once in a while the temperature calculating stops working entirely
albinogod 15. juli kl. 6:12 
Slight change of plans with the 1.6 update: it is is on hold until Celsius is fully working with Odyssey or I find a new way to deal with the "Inherit" issues. One of the optimizations Ludeon did to speed up launch time broke how I was dealing with unintended inherits, and every other non-destructive method I tried hasn't worked.
Morcalvin 14. juli kl. 3:26 
Does this work with odyssey? In earlier comments you said the github version was updated for 1.6 but it's been a little while since that comment and the mod is tagged 1.6
Akry 12. juli kl. 19:21 
I need advice how to freeze a 11x11 room.
I got 2 cooler but only about 1/3 of the room is below 0. Do I have to build 3 more and in different side to be able to do it or is there some magic I can encourage diffusion?
albinogod 11. juli kl. 12:06 
Based on initial testing, Celsius is partially incompatible with Odyssey. The conflicting freezing of water as expected appears to be causing the Celsius to lock up. Use them together at your own risk.

As for Celsius Patches. I will update what I can as I can excluding terrain patches, which will wait for the issue with Odyssey to be fix.
Garwel  [ophavsmand] 10. juli kl. 13:24 
@RobciuBobciu Freezers' efficiency with Celsius depends on many factors (such as walls materials) and is in general lower than in vanilla. Try improving insulation and/or adding more fridges. If you use mods, make sure they are supported (there is a separate mod that adds more patches).
RobciuBobciu 10. juli kl. 9:07 
cool mod but my freezer is not working :(
albinogod 29. juni kl. 19:03 
@Swaggy, short version: non-patched stuff normally just ignores the system and isn't too much of an issue. The only time it caused game breaking issues was with Anomaly's fleshmass heart event (fixed by the Celsius Patches mod).

Longer version: walls/doors that are not patched act as if they are empty cells for heat transfer while materials that are not patched caused the structure to use its base value ignoring any material impact. Buildings (even ones that produce heat) normally do not need to be patched due to how Celsius handles that stuff. Finally terrains that act as stand ins for water will need to be patched if you want it to freeze and melt with temperature (likely will change with 1.6).

In your case with a large mod pack I am willing to bet that most of them have already been patched or won't take me long to make a patch for them.
Swaggy 29. juni kl. 18:22 
Could you give a bit more details and maybe expand the description regarding this sentence: "In general, mods that add walls, doors and building stuff may need patches." . Does it mean unpatched mods will just have generic values, or something more serious? I have 400+ mods so most likely some won't have patches, but I'm totally fine if it's just weird/unrealistic insulation values as long as it doesn't seriously break the game.
RocketRacoon 27. juni kl. 12:06 
Okay, thanks for the answer!
Garwel  [ophavsmand] 27. juni kl. 10:39 
@RocketRacoon I don't plan to implement that PR, as it wouldn't create significant benefits but would make the mod even more complex and therefore harder to maintain. It may introduce new bugs that will be harder to fix. I would also need to backport all the changes introduced since v2.5 release. Many of the non-multithreading related optimizations suggested by TruGerman have already been implemented in Celsius. I'm going to add one or two more in a next release, but it's probably not going to big a huge change anyway.
RocketRacoon 27. juni kl. 9:42 
Any chance you will implement TruGerman's method of doing multithreading?
Garwel  [ophavsmand] 27. juni kl. 2:19 
Those of you feeling adventurous and impatient, may try the dev version compiled for RimWorld 1.6: https://github.com/GarwelGarwel/Celsius/tree/dev

It's a simple recompile at this point, and there is a lot more to do, especially for compatibility with Odyssey, but it seems to work more or less. Please report any bugs through Github.
Garwel  [ophavsmand] 19. juni kl. 23:55 
@Thurnis Haley To investigate and fix issues, I need detailed information and, most importantly, logs. Use the Github link in the description.
watertank 19. juni kl. 15:46 
o7
lol 19. juni kl. 10:17 
Works great. Exit / enter map in case something fishy happens with temperature
Thurnis Haley 19. juni kl. 10:07 
Mod still doesn't work. Every bed/sleeping spot gives your pawns heatstroke. Random spots on map of 400+ degrees. Steam geysers regularly reach 6500 degrees F.

Tried to download 2.4 before this dude broke his mod with multithreading, it works great until you try to open the mod options, at which point you cannot close the menu and are forced to close and restart the game.
lol 10. juni kl. 20:14 
Freezing water with Celsius (v2.5+) causes a crash if Fish Traps is installed. The issue is on their end (missing null check in TerrainChangePatch.Postfix), but it only triggers when Celsius calls SetTerrain from FreezeTerrain in a thread. Maybe worth listing Fish Traps as incompatible or suggesting a workaround.
albinogod 5. juni kl. 17:13 
@ShockedHearts, that is an issue caused by the heat updater getting looked up. You can fix it by rolling back to a version before the multi threading was implemented (found on Github) or by resetting the heat map using your preferred method.
ShockedHearts 5. juni kl. 17:00 
im having two issues

firstly every "pillow" tile on a bed is 30-40 degrees hotter than the surrounding room. which means anyone who sleeps gets heat stroke.

secondly sunlamps for some reason are over 1000 degrees and cause massive overheating if you have greenhouses.
nelim17 20. maj kl. 13:41 
("38°" instead of "38°, extérieur" which means "38°, outdoors)
_♣Caligula♣_ 20. maj kl. 12:59 
?
nelim17 20. maj kl. 10:02 
Hi! I can no more see if I am outdoor on indoor (I'm in french interface, just in case...).
King Matt 👑 13. maj kl. 5:02 
@lol
Tell that to my tribals :(
eva-el 13. maj kl. 0:23 
@Brianna I had pathfinding problems with the latest version, but reverting to 2.4 fixed them
lol 12. maj kl. 22:01 
@King Matt
Preventing, mostly. 3-cell roofs / floors around base, firefoam, etc. In case of breakout — cutting the plants around fire
King Matt 👑 12. maj kl. 13:41 
What's the strategy for fighting fire now that wildfires make every cell surrounding a fire 300-600 degrees?
darknesswei 8. maj kl. 0:05 
"bug with mod that I experienced - mod option window in-game doesn't close, at all. The only thing that helps is a complete restart of the game"
the same!
lol 6. maj kl. 9:55 
still better than VE
Towarzysz Ujma 6. maj kl. 9:52 
Bugged mod
Samuel_Bucher 6. maj kl. 9:05 
Based on my experience, this mod makes the passive cooler not work at all.
albinogod 4. maj kl. 4:47 
@Brianna, using dev mode to trigger a heat wave is your best bet.
Brianna The Brave 3. maj kl. 10:19 
How can I force thaw the map's water to debug or remove this mod?

I'm exploring conflicts in pathfinding mods when the water tiles freeze
Brianna The Brave 28. apr. kl. 19:46 
Can confirm, same problem and behavior as @albinogod and @holyshi
Could not recreate with only this mod active, so playing badly with something else.

I get a debug message about skipping update because last one is still running, but only occasionally - at 120 ticks update
holyshi 16. apr. kl. 9:18 
@Uton same thing, trying to trace the main culprit. The bug demonstrates strange behaviour - when I load my colony save for the first time, the bug is here. But when I load it in-game for the second time, the temperatue starts to work absolutely correctly.


Another bug with mod that I experienced - mod option window in-game doesn't close, at all. The only thing that helps is a complete restart of the game
MarkH 12. apr. kl. 20:17 
Like @Spunky McGoo, vanilla vents seem to have stopped working. Could be a mod conflict - I haven't attempted to debug. Note these are the vanilla vents and not vents from any mod.
albinogod 12. apr. kl. 4:50 
@Uton, Pawns do produce a small amount of heat as a vanilla feature, but it should not be noticeable. Are there any errors in your log or other heat anomalies?
Uton 11. apr. kl. 23:30 
Does anybody else have the problem that at the headends of beds for some unexplicable reason the temperature seems to rise to do 30 to 40 degrees celsius so that the pawns get heatstrokes (even if the rest of the room is climatized to about 20°...)?!
lol 7. apr. kl. 10:52 
When using this with OpenTheWindows by JPT (https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1971860929) , the Rustic Window (thingdef SimpleWindow) airflow doesnt seem to change whether the window is open or not.

Guess it could be due to it being some other version compared to Owlchemist's 'Windows' mod.
Spunky McGoo™ 6. apr. kl. 10:38 
Do vents not work?