RimWorld

RimWorld

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Simple FX: Vapor...Revaporized
   
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
127.300 KB
3 May, 2024 @ 6:44pm
16 Jul @ 4:08pm
4 Change Notes ( view )

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Simple FX: Vapor...Revaporized

Description
Added some extra checks on the ColdGlow method so it doesn't start spamming if the game throws it a bad tile.
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Updated to 1.6 based on unstable branch.

So changes to the map occurred, so I had to update and recompile the original code. Looks to work the same from some testing. Let me know if you're getting any errors!

Also, click here to join my discord to discuss this and other mods that I have created (or maintaining!) [discord.gg]

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This is just a reupload of Simple FX: Vapor that will show as compatible for 1.5.

I claim no ownership of the mod or the code.

The owner of the original mod, Owlchemist, is free to have it taken down.

Link to the original: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2886571275&searchtext=simple+fx
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This is a small mod which will add a vapor effect to freezing cold rooms in order to give a visual cue of its frigid state. A subtle effect begins at 0C, and a more pronounced one (shown below) at -8C, which one degree above cooler units when you click the -10C button a few times.



FAQ
Q. Does this mod impact performance?
A. It's nearly free and uses preexisting calculations the game is already doing anyway for other tasks. The actual particles themselves are multithreaded. A Dubs Performance Analyzer screenshot of the profiling has been provided in the gallery above.

Q. My whole base is frozen and so the effect is too much.
A. There's a mod option you can use - "Consider outdoor temperature". If you use this, the vapor fx will only show if the outdoor temperature is above freezing.

Q. 1.3 support?
A. Sorry, I'm flattered by so many people being interested and wanting to use the mod in their 1.3 games, but I don't have the time or resources to manage another codebase. If someone wants to release a 1.3 fork on their own, they're more than welcome to.

Compatibility
Save game compatible, as this mod does not touch your save file.
No known incompatibilities.

Special shout out to Mocho for the idea.
23 Comments
ShiaLaBunion5 2 hours ago 
That's pretty ridiculous actually. Steam feels 20 years out of date in some ways.
Atlas  [author] 17 Jul @ 4:59am 
@Mobile Meow Machine - No worries. Steam is a pain for keeping up with mods. Even as an author! I don't get any kind of alert except if I actually go looking for them.

Anyway, I hope my changes will help with that error as it currently stands.
Mobile Meow Machine 16 Jul @ 11:26pm 
I forgot to check back here until now, my apologies. I DO use the smart farming continuation by FerrisCG so I'll assume my issue stems from the same bug.
Atlas  [author] 16 Jul @ 3:46pm 
@MrXarous, thank you for the heads up! The issue @Mobile Meow Machine posted also looks like it could be in relation to other mods ending up causing the tile ID to be -1.

So, I just did some editing to the code base here to check the Tild ID in the ColdGlow method. If it is less than 0 then I am just returning without actually doing any processing in generating the cold effects. I also am just going to wrap some of the code in a try catch to boot it out of the method instead of allowing the error spamming.

I'm doing some testing to see if it pops up, although to be honest, I never got it to pop up before. I'll push the update tonight though.
MrXarous 16 Jul @ 2:13pm 
@atlas After some further testing it looks like it was set off originally by Smart Farming Continued that had an issue with an invalid tile ID of -1 and then that spread to SimpleFx possibly due to attempting to get tiletemperaturecomp cached for an invalid tile. I believe by looking at the comments there Farris has been made aware and working on a fix. Since then I've temporarily disabled both mods and will test again once their's has updated.
Atlas  [author] 16 Jul @ 1:53pm 
@MrXarous, Thanks for the HugsLib log! I'll look into seeing if I can recreate the issue. I've tested this mod and going into 10+ bunkers with no errors/issues. I'll need to see if I can figure out how to recreate the issue and get it fixed. If you have a save where the issue is presenting, it would help me test!
MrXarous 15 Jul @ 2:39pm 
https://gist.github.com/HugsLibRecordKeeper/3e23ba5fd5ec3800f184942541e2eb94 Log spam like @Mobile Meow Machine said.

Only time in Odyssey I've had that issue is when finished hacking a stockpile and enter the pocket map that spawns. I kept messing around in dev mode to see if it would continue to throw exceptions when more of the map was revealed.
Juanma02 14 Jul @ 8:02pm 
the error is fixed already? I´d like to use this mod but I dont want to risk to get any errors
Atlas  [author] 13 Jul @ 4:43am 
@Mobile Meow Machine

Weird. I’ll take a look. That’s the only time you’ve had these issues? I haven’t gotten that far in Odyssey yet. Anyway you can hop on my discord and send me the save game where you were having the issue?
Mobile Meow Machine 13 Jul @ 3:51am 
This mod is causing massive error spikes when in an ancient stockpile added by odyssey for some reason. https://i.imgur.com/5tvcP6H.png https://i.imgur.com/XfNEzRI.png