RimWorld

RimWorld

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Centralized Climate Control (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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3.211 MB
25 Feb, 2020 @ 10:44am
8 Aug @ 12:41pm
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Centralized Climate Control (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
954 items
Description

Update of ColdToads mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=973091113

- Chinese translation by YangHgRi
- Added hidden air-pipes on request and grouped the build-buttons
- Improved graphics by spoden
- Removed climate-category and put the items in temperature instead
- Removed legacy dependencies
- Fixed the issue with the game crashing when having very large pipe-networks. Fix done by luoluo38!
- The air-intakes and vents will not work well in vacuum



[discord.gg]
[github.com]



Centralized Air Cooling/Heating System for RimWorld. Build Large Piped Air Climate Systems away from your buildings.

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NOTICE:
This mod is no longer maintained. Due to recent life changes, It is hard to find time for this mod. The license has been modified to MIT License so people have been given freedom to modify the mod itself. Overall, the mod still works fine, there may be incompatibilities with other mods that I would not have discovered. I highly recommend looking at the Getting Started guide on steam if you are trying it out.

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Rimworld Version: 1.0.0 (Check Github releases for older versions)
Version: 1.5.0

Forum Link[ludeon.com]
Recommended: Steam Guide for Creating a Basic Setup

Watch this video if you are having issues with the guides. It’s a little old, but covers the basic usage of the mod!
Youtube Video Link (BaRKy)

While there are many alternate mods for Central Heating. This mod adds a new network-like resource (like electricity) Air. The heating/cooling system you will build depends on the number of rooms and the heating/cooling capacity of your air networks.

There are 3 colored pipes available. All can carry any type of air.

Following buildings are added:
- Air Intake Fan: Fans to supply air to the system
- Air Climate Control System: Heat or Cool air to a target temperature
- Air Vents: Vent out the heated/cooled air
- Wall Mounted Air Vents
- Large Intakes and Air Climate Units

Features and Differences (from other mods):

Unified Heating/Cooling System
Heating and Cooling is done by 1 unit, so reduces the need to build coolers and heaters.

Outside (and Far away) Heat Exhaust:
The Heat Exhaust of the Climate Control units isn’t located adjacent to rooms. They are located far away from your rooms, thus allowing you to make adjacent rooms to fridge rooms.

Air Network
There is a network-like resource (like electricity) which is generated and consumed which is further dictated by Efficiency of the Network.
1) Flow Efficiency
The rate at which your rooms will cool/heat or maintain heat due to changes in the room temps.
Value: 1 Intake Fan for 3 Rooms

2) Thermal Efficiency
The rate at which your Climate Control units can heat the air. Sudden changes like Cold Snaps or Heat wave will inject very cold or very hot air into your system. Climate Control Units will take care that, but their rate is determined by this Efficiency unit.
Value: 1 Climate Control Unit for 3 Intake Fan

You can always check efficiency of each network at the Vents.

Air Temperature inside Pipes
This mod also deals with the temperature of the air in the Pipe Network.

Can share air without Climate Control units
Intakes take note of the Air Temperature the take in. We can practically make Climate Control-less networks that share the same temperature.
For example:
Multiple Frigdes can be connected together, but only 1 is getting the cooling. The rest just share the air.

Bigger buildings for late game
Build larger Intakes and Climate Units which have about 5x more power than a regular machine.

Pipe Switches
If you have multiple pipes near your vent, You can force it to connect to a specific pipe.

Installation:
1) Make sure you enable HugsLib first and before this Mod
2) Enable the Mod in the Mod List

Known Issues:
- Compatibility Issues with Redist.Heat Mod
- Reinstall doesn’t work properly (Install and Uninstall works fine.)

Note:
This is my first mod for any game ever. There might be some issues. I wanted to see how the community responds to my mod, and want to work more on it! :)

Thanks if you are trying my mod out!

Authors:
- vasumahesh
- [B19 changes] Jdalt40 [github.com]

Credits:
- carlgraves for 'Central Heating' [ludeon.com]
- Redist Heat [ludeon.com]
- Dubs Hygiene Mod [ludeon.com]

License:
MIT License


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using the Log Uploader or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: central heating, cooling
Popular Discussions View All (6)
4
12 May, 2024 @ 9:56am
Dubs Bad Hygiene vs Centralized Climate Control
Anna Yanami
2
27 Dec, 2024 @ 4:34am
Future improvements / more realism.
Irritant
1
20 Apr, 2021 @ 7:27am
just a lazy idea
❄Lapis.Lazuli❄
524 Comments
Mlie  [author] 22 Aug @ 12:03pm 
@Si Cwan Does not happen when I test it at least
Si Cwan 22 Aug @ 6:22am 
I noticed a small issue, if you put these on your ship, they lose power when you fly away (you can fix them by telling them to reconnect) not a show stopper, but thought I'd let you know
Mlie  [author] 15 Aug @ 9:15am 
@hc07car Just click the gizmos for each type and the other versions are there in the same way you select materials for stuffable items.
hc07car 15 Aug @ 9:13am 
@Mlie Have some problem using this in 1.5. Even I finished all related research, some of things not shown "only in UI" - Vent types except 'wall small' , Large Intake, Large AirThermal. Those shown well if I swan with debug tool. I'm playing vanilla and test only including this module. Is there way to fix this? Thank the mod though.
BoNes 9 Aug @ 3:48am 
@Mlie: After each update, I have gone into the XMLs and increased these values by a factor of 10 (although 1 playthrough I did use a multiplier of 100). Although it's only a handful of simple changes to make to the XML files, I'm sure there are other people out there that would want similar throughput. But, they don't have the knowledge or confidence to edit mod files like I do. That is why I have made my request for a config option.

Maybe just adding a "Intake / Vent throughput" multiplier config value would be easiest for people to understand. And then just multiply all <baseAirFlow> and <baseAirExhaust> values.
BoNes 9 Aug @ 3:47am 
@Mlie: Under the IntakeFan defs (in Defs\ThingDefs_Buildings\Buildings_Temperature.xml) there is a value <baseAirFlow> in the <comps> section. After looking at the assembly I determined that this value allows more thermal energy to be pushed into the network in a single tick. There is a similar entry for the LargeIntakeFan.
The exhaust vents have a similar entry, but it's called <baseAirExhaust> instead. This just tells the network the maximum thermal energy it can output from a given vent in a single tick.
Mlie  [author] 8 Aug @ 10:39pm 
@BoNes Please share exactly what xml-changes you want to be able to do
BoNes 8 Aug @ 3:19pm 
Could you please add a mod config screen? Mainly to make it easier to increase the throughput of intakes / vents. I usually just go into the XML files myself, but it'd be simpler if I could just configure it... every time there's an update it overwrites the XML files and I have to go through them again.

It could be a simple multiplier (increases the throughput of all intakes & vents) or an "item by item" basis (being able to configure the throughput of each individual intake & vent).

Thanks
H. Romeu Pinto SKINS 8 Aug @ 1:28pm 
That was fast! Updated and working.

Thanks for the patch and for your contribution to this wonderful modding community.
Mlie  [author] 8 Aug @ 12:41pm 
@Master Baiter I see, should be fixed now