RimWorld

RimWorld

Vanilla Temperature Expanded
516 Comments
blackendpizza 9 Oct @ 5:48am 
there needs to be a lite version of this mod. i bet most are using one or two things and theres all this other stuff adding to loading times. Sigh.
[Lsm]玛玉灵大板 6 Oct @ 2:08am 
can we get Vanilla Temperature Expanded lite ?
it just can: "allow temperature sources to warm you up or cool you down regardless of if they’re in an enclosed room or not. In the real world, you don’t need to have an enclosed space in order to cozy up around a campfire and prevent hypothermia. In most cases it's a bit unnecessarily tedious and illogical needing to build walls, a roof, maybe a door around your heater/cooler just to even slightly feel the effects.":PositiveChef:
toetruckthetrain 5 Oct @ 7:18pm 
proxy temperature doesnt go past or become part of any structure, even spots, this means i have to constantly micromanage where my wild man start colonists are sleeping
Ostrich-Hungry 28 Sep @ 6:05pm 
I'm having this issue with the AC Control Unit: Exception ticking MinifiedThing131036 (at (124, 0, 120)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 5E02CC1D] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
NinjaBeest 17 Sep @ 8:04pm 
"Hey what's up guys!! Does this work with combat extended?"
(he doesnt even have combat extended)
(he didnt read any description whatsoever)
(he has already hit subscribe regardless)
(he will not put the mod in his load order and will come back to complain it didnt work)

XDXDXD
just a joke for laughs love yall :)
Cairyth 16 Sep @ 8:57am 
would really love for this mod to be able to melt ice.
BeaThePANcake 13 Sep @ 7:19am 
@Hikurac just get a cherry picker mod, remove every thingDef from this mod and voila
Dr. Edward 11 Sep @ 12:14pm 
Hello everyone. May I ask a question? How can I adjust the ceiling fan’s temperature to something other than the default 17oC degrees? I feel like 17oC degrees is a bit overpowering.
varialzzz 9 Sep @ 7:46pm 
My saplingchild almost died because of cool autumn air, despite fireplaces being lit around it. Proxy heat from campfires, geysers etc. lacks the ability to heat tiles that have an object inside (even a sleeping spot). Not sure if intentional so I'm throwing it out here for people to be aware.
There's a patch called VTE Proxy Heat patch that fixes this.
Hikurac 9 Sep @ 3:32pm 
Same. Just want Proxy Heat without all of the extra stuff.
brady 5 Sep @ 12:29am 
I wish I could just have ProxyHeat. There is way more here than I want to add to my game.
DocHolliday 2 Sep @ 2:08pm 
nvm I fixed it lol.
Tsunatus 2 Sep @ 1:31pm 
Do the AC units also provide oxygen?
CarameruDero 2 Sep @ 2:08am 
why i can see the rids of tiles on builden walls?
DocHolliday 2 Sep @ 1:32am 
what the frick..............
DocHolliday 2 Sep @ 1:32am 
the AC control thing or whatever the frick it's called has literally no fricking options... Just sits there consuming power and gives me the option to reinstall it like its a frickin decoration................
V-guy 31 Aug @ 4:45pm 
As a last resort, I set the temperature to 1000c and made a run for it. the base and all the raiders inside got burnt to a crisp. 10/10 mod.
Sarg Bjornson 28 Aug @ 10:22pm 
No
Rebeldaughter 28 Aug @ 6:10pm 
Bloat Bloat Bloat can we just have proxy heat
aPEEEEx❄ 25 Aug @ 5:11am 
subterranean air duct doesnt allow the gravship to land on it while hidden conduits do is that intended ?
Haranador 22 Aug @ 3:17pm 
Proxy heat does not seem to work for the inspector (the thing when you hold alt). Is this intentional?
Sanakara 17 Aug @ 1:46pm 
just curious: Is it also possible to spread germs or gases around in your base with this system?
Geisthander 16 Aug @ 5:14pm 
Not sure what's happening, but today I started using the AC units on my gravship, and no matter how many compressors I build (they are all connected via ducts) the wall units all say "not enough compressors". The compressors all have the same message on them, and the ACcontrol unit only shows power needed and grid excess, not system efficiency as it should be
Averious ღ 16 Aug @ 12:41am 
Wall items mess with zones; removing tiles from them within a block of the wall item.
Nic 15 Aug @ 2:10pm 
I just realized how useful this is for mountain bases, no more weird shenanigans with making a fridge in the mountains
Nic 15 Aug @ 2:05pm 
love how the second Q&A is about CE compatibility
SiCall 15 Aug @ 12:13pm 
@Rigben holy shit I was at my wits end trying to figure out what was throwing all those red errors. Thanks for sharing it was the standing coolers in storage. Hopefully someone can go through the convoluted bug reporting system to let the Authors know about this bug in the kingly manner that they demand.
Mien 14 Aug @ 6:15pm 
Able to be disabled*
Mien 14 Aug @ 6:15pm 
Ceiling fans are sometimes hard to look at, could their animations be disabled?
Alma_S 12 Aug @ 1:51pm 
im playing on a sea ice and the proxy heat doesnt melt frozen freshwater pools, even if the nearby heater pushed the thin ice tiles to 50 degrees celcius, i need to enclose it in a room before the ice melts
Mad Cake 12 Aug @ 12:08pm 
when you place sleeping spot near campfire, area in that sleeping spot somehow is not affected by campfire heat... colonist can just freeze to death because of that... im not sure why it isnt fixed yet, though this problem is very obvious.
polios3 11 Aug @ 6:02am 
if you are building "separate buildings" wall mounted cooler is better, as you have clear access to "outside" , but in mountain bases, or big "nested" bases, using wall cooler is cooling one room, by heating another, so you need to vent it out by another cooler. yes you can connect by Vents whole base, but it's not practical when you need to connect many coolers to the outside walls then. + coolers have low HP, so they can breach faster. using ducted system you have more control over "central heat" of your base.
Vorgra 11 Aug @ 4:38am 
can someone explain the benefit of the ducted air system over wall mounted cooler? the coolers, once room is upto temp use like 20watts, where as the ducted system even with greater that 100% efficiency use like 90watts, the only difference I see is if you can't pump out of the room like the cooler does.
HUNTER 5 Aug @ 5:19pm 
Whats the viability of using this in a gravship? Can it work in space?
TGIFMaartens 5 Aug @ 12:34pm 
Is this mod just add-on to existing temperature mechanics in-game? As in, could I ignore all this mod's content and the base-game heating and cooling structures will continue to work as they normally do in vanilla, and then I can choose how and when to add the mod's features to my existing save?
Omega13 5 Aug @ 12:33pm 
The standing cooler throws out a bunch of weird errors if I have it uninstalled in storage. Shame, since it seems like having that tucked away in case of emergencies is the entire point.
Temporary User 5 Aug @ 11:21am 
@amak888 yeeee, seems to happen atm. No clue if its intended or not
Whisper 2 Aug @ 8:36am 
@Donarudo-Kun
Use cherrypicker and turn off the dubs items.
Donarudo-Kun 1 Aug @ 4:12pm 
i want to remove the central heating from dubs to only use this mod, how can i do that
amak888 1 Aug @ 1:36pm 
Anyone else having an issue where subterranean air ducts can't be built on corners all 4 bordering cells occupied by walls?
CamTheGamingKing 30 Jul @ 5:20pm 
Does this actually raise the temperature of the nearby area? or does it just affect pawns?
Gatoviejo =^,^= 30 Jul @ 4:09pm 
Hi, could you please apply this to this mod so it doesn't rely on an external patch?: VTE - Proxy Heat Patch
polios3 28 Jul @ 2:09am 
Lava pools are heat source, but they are not added to heat proximity. Can we get it added?
dust_onthecode 27 Jul @ 2:27pm 
why is the industrial heater flamable now my tribal easy bake oven keeps getting its main heating broken
lloki 27 Jul @ 11:10am 
Is it intended that industrial cooler is not vacuum sealed? Because the standard cooler is.
Rigben 23 Jul @ 1:40pm 
I noticed when I was in dev mod that a Minified Standing Cooler was throwing an error. It only throws it when it is uninstalled and sitting in a stockpile. I also have one currently installed that does not throw the error. From what I could tell the error was coming from the item trying to decide if it should output heat (I assume that means temperature in general) when uninstalled.
Meelonius 23 Jul @ 2:57am 
@Klang you can fine tune this in mod settings. If it should apply to indoor units or not, maximum temperature to heat up for each appliance etc.
Meelonius 23 Jul @ 2:45am 
It seems Dubs Bad Hygiene heating is not generating any heat. Or in general nothing from that mod seems to be affected by the Heat Proximity feature.
Klang 21 Jul @ 6:10pm 
I may be but a fool, but the electric smelter and other similar objects heat up everything to an extreme degree with no falloff at all. My smelter heats up the tiles around it to 86C and no colonist can work at it without rapidly developing heatstroke
Duzzit 19 Jul @ 4:15pm 
Q: What if I have other mods adding wall-mounted appliances?
A: There shouldn’t be any conflicting behavior with this mod.
-I'd like to check if this is still the case, since I can no longer build the wall vents from Replace Stuff, and the vanilla vent is gone also.