RimWorld

RimWorld

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Insulation
   
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Mod, 1.0
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910.762 KB
11 Aug, 2019 @ 2:34pm
27 Jan, 2020 @ 1:07am
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Insulation

Description
Overview

Building structures (Walls and doors) with thermal insulation properties.


Details

Provides a means to place thermal insulation materials into structure items that help with reducing the transfer rates of heat IG. There are different doors and walls provided with an associated insulation material to be used with it in its construction:

Neolithic - Biomass material (Butchers Table/Spot)
Medieval - Fibres (Textile/Leather) (Tailor's Bench/Crafting Spot)
Industrial - Synthetic Polymer (Biofuel Refinery)
Spacer - Hyper Advanced Filter (Hyperweave, Plasteel & Neutroamine) (Biofuel Refinery)

As thermal insulators they all will perform well in the task, but with tech level improvements the ability to be able to manage larger rooms with less heating cooling facilities is more noticeable and more so when the temperature ranges move into more extreme values.

Hyper slabs as an advanced filter also have sterile properties associated with them.

The balancing factors are that they are less robust than their standard counterpart, take slightly longer to construct and require the additional materials to be provided for construction.

The insulation effect also relates to stuff properties, but in a more generalised manner based on what type it is, so metallic, woody, stony as opposed to a more complex arrangement of looking at the stuff properties for insulation power. (This since not all of these values will be defined either in vanilla or as modded elements).

In order of precedence: Fabrics > Stone > Wood > Metal for their insulation capabilities.

For redundancy of the insulation materials:

Biomass slabs can be used as animal feed.
Fabric slabs can be recycled to burlap (textile).
Polymer slabs can be recycled to 50% of the Chemfuel.
Hyper Slabs can be recycled as part of the materials for Ultratech Medicine. (Where Medical Supplements is loaded).


Mod Notes

Research projects in own tab. Makes use of own architect menu area to separate the insulation structures.

Can be added to a save game and removal would require removing all the relevant items and connected elements.


Mod Option(s)

Includes a mod option to "tweak" the effectiveness of the insulation. This will allow you to fine tune the process more to your liking as desired.


Compatibility

Apothecary - Uses some plant materials as biomass insulation ingredients.
Combat Extended - Applies the appropriate damage multipliers for the walls.
Linked doors - applies graphics for extended insulated doors.
LWM's Deep storage - Insulation can be stored on pallets.
Medical Supplements - Recycle Hyper Slabs as part materials to make ultratech medicine.
RFF - Uses plant scrap materials for biomass insulation ingredient option.
RimPlas - Includes RimThermoPlas spacer versions of the doors and walls. (Also includes additional elements).

Recommended

Replace Stuff - Uuugggg: Allows you to replace walls without having to deconstruct them first. Thus facilitating insulation being applied to existing walls with less impact to the rooms temperature balance during the refit.

(I will leave it to player discretion if they do not wish to use this mod for a higher degree of difficulty with the management and installation of structures and their related materials.)

Future Considerations

Roof/Deep Insulation - (Might not be needed).

Spacer Insulation (Sterile properties).

Credits

Chinese (Simplified and Traditional) - HawnHan
Japanese translation - Proxyer

Github

https://github.com/PeladorRW/Insulation


Pelador's Discord

https://discord.gg/CFNP26C


(CC BY-NC-SA 4.0)
Popular Discussions View All (2)
0
30 Nov, 2019 @ 5:59am
Suggestions for Hyper slab recycling
Pelador
87 Comments
< blank > 11 Feb, 2021 @ 2:03pm 
damn this was one of the best mods made
Pelador  [author] 11 Mar, 2020 @ 11:09am 
@Shadmark

Please see discussion.
Shadmark 11 Mar, 2020 @ 10:58am 
1.1 planned?
Pelador  [author] 14 Feb, 2020 @ 2:06pm 
@OptimusPrimordial

Inner layer, it will examine the wall/edifice boundary of the room.
OptimusPrimordial 14 Feb, 2020 @ 4:43am 
If I already have a neo-concrete wall will I get the insulation bonus by building a second layer of insulated wall around it or does the insulated wall need to be the inner layer?
TheSpookiestSkeleton 28 Jan, 2020 @ 12:47pm 
I figured as much, great work tho, you make a lot of cool stuff
Pelador  [author] 28 Jan, 2020 @ 11:49am 
@Askeleton

I see, well the insulated walls do use stuff, so you can utilise modded materials, but if the wall has a very specific design or purpose then probably not, since as an insulated alternative type would need to be provided to then take on board the appropriate definitions and/or change the characteristics more dynamically based on the addition. But in changing characteristic is may then also change the very purpose of the wall or conflict with it's intended design.

I can see a more involved solution, but would be a modification that would need to use a framework to change how walls operate or ways of plugging in the insulation so the walls then have their characteristics changed by the addition. This isn't something the game supports currently and I don't envisage myself investing time to develop such any time soon.
TheSpookiestSkeleton 28 Jan, 2020 @ 10:53am 
Its just the idea of being able to add insulation to modded walls
Pelador  [author] 27 Jan, 2020 @ 11:37pm 
@Askeleton

If it's a case of not wanting to remove existing walls whilst in the process of replacing them with insulated walls, akin to the idea of placing insulation into existing walls, then there is a mod that can help with that:

Replace Stuff - by Uuugggg

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1372003680