RimWorld

RimWorld

277 ratings
Tier 2 Temperature
   
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Mod, 1.0, 1.1, 1.2, 1.3
File Size
Posted
Updated
2.844 MB
9 Jul, 2019 @ 10:54pm
25 Jul, 2021 @ 6:40pm
10 Change Notes ( view )

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Tier 2 Temperature

In 3 collections by NECEROS
Immersion+ (1.2)
357 items
Vanilla+ (1.1)
196 items
The NECEROS Collection
58 items
Description
Adds a second tier of technology to help manage your colony's temperature. Adds one research project required to access the advanced temperature control units (and one more project for the spacer tech.)

Add it to a current save, or with other mods. Won't conflict.


Sorry, but I'm no longer maintaining my mods. Maybe in the future
Please note 99% of my mods are MIT licensed, meaning you can do whatever you want with it with the requirement of crediting me.


Industrial Buildings
Furnace
Power usage: 280
Reinstallable: Yes
Three times as powerful as a heater

Standing Air Conditioner
Power usage: 380
Reinstallable: Yes
Three times as powerful as a cooler

Air conditioner
Power usage: 300
Reinstallable: No, goes into wall
Three times as powerful as a cooler


Spacer Buildings
Spacer Heater
Power usage: 1024
Reinstallable: No
Extremely powerful heating capabilities. Compatible with Save Our Ship 2.

Spacer Chiller
Power usage: 1024
Reinstallable: No
Extremely powerful cooling capabilities.



https://github.com/Neceros/Tier-2-temperature





Now what?
Get help, Ask questions, Give suggestions:
[discord.gg]

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54 Comments
Nay 13 Nov, 2022 @ 11:51am 
the standing air conditionner doesnt work, it fills the log with an error message " Exception ticking StandingAirConditioner273217 (at (201, 0, 90)): System.FieldAccessException: Field `RimWorld.CompProperties_Power:basePowerConsumption' is inaccessible from method `RimWorld.Building_StandingAirConditioner:TickRare ()'

at Verse.TickList.Tick () [0x0016b] in <1ea541f48818430abd724fc665f76dc4>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
"
Strachi 29 Oct, 2022 @ 12:07pm 
@Bordon @kampftotze @SpookyBlush
I updated it to 1.4: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2881626861
Bordon 28 Oct, 2022 @ 9:19am 
these are times
kampfkotze 27 Oct, 2022 @ 5:29am 
Need 1.4 :steamsad:
SpookyBlush 25 Oct, 2022 @ 2:28pm 
Will this mod be updated to 1.4?
Cpt. Rogers 7 Aug, 2022 @ 11:20am 
Does this mod currently work with Multiplayer?
Bic Boy 16 Aug, 2021 @ 12:36pm 
ayyyyy
NECEROS  [author] 25 Jul, 2021 @ 6:41pm 
Thanks to Brentor the mod has been updated.
Brentor 25 Jul, 2021 @ 4:36pm 
Oh nevermind, I did it! After moving the 1.2 DLL to a "1.2" subfolder, I had to add a looadFolders.xml.

Download the fixed version here!
https://drive.google.com/file/d/1yPDBcZPaq2ViZpafhSttZr_L6VqMk9my/view?usp=sharing
Brentor 25 Jul, 2021 @ 3:55pm 
@NECEROS I figured out that you based the code on the base game's Heater building, and I found the line of code to change but even though the code builds fine, I've removed the old version of the mod, and removed the old building from my savegame, I still get a similar error as I had before after I build a new standing air conditioner:
-------
Exception ticking StandingAirConditioner279731 (at (187, 0, 187)): System.TypeLoadException: Could not resolve type with token 0100001b (from typeref, class/assembly Verse.RoomGroup, Assembly-CSharp, Version=1.0.7087.21809, Culture=neutral, PublicKeyToken=null)
at Verse.TickList.Tick ()...
------------
Is there some trick to getting the game to forget the old mod? Or do I really need to start a whole new game?