RimWorld

RimWorld

Tier 2 Temperature
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?
Brentor 25 Jul, 2021 @ 1:57pm 
I'm getting set-up to update this mod now. First time working on a Rimworld mod, but fingers crossed that I'll have something today.
NECEROS  [author] 25 Jul, 2021 @ 12:31pm 
Basically, I don't want to install vnet studio and I don't have time for most of it. Anyone is welcome to update this mod for everyone to use. All that needs to happen is a small change in the source assembly.
Pirate of AE 25 Jul, 2021 @ 6:47am 
this mod is baiscly critical for some of the Custom climate cycles i run
Domino 25 Jul, 2021 @ 5:52am 
I hope someone does update this. It was such a great alternative to needing 5-10 coolers and double walls for huge freezers and similar builds.
Brentor 25 Jul, 2021 @ 3:27am 
I just built a standing air conditioner in 1.3 with Ideology. The room isn't getting cooled and now the game keeps spitting out this error:
-----------
Exception ticking StandingAirConditioner117776 (at (187, 0, 187)): System.TypeLoadException: Could not resolve type with token 0100001c (from typeref, class/assembly Verse.RoomGroup, Assembly-CSharp, Version=1.1.7357.18179, Culture=neutral, PublicKeyToken=null)
at Verse.TickList.Tick () [0x0016b] in <842a7a129d554204bf93f11a26f1d770>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch2 (string)
Verse.TickList:Tick ()
Verse.TickManager:DoSingleTick ()
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
Pirate of AE 20 Jul, 2021 @ 9:59am 
Any words on this working in 1.3?
? 7 Jul, 2021 @ 7:48am 
@Castito
I totally agree, this would make it so that other mod is not necessary and this does fit with this mod :)
Castito 28 Aug, 2020 @ 1:38am 
make a heat and cold thing but make it expensive af
just like this but standing and powerful
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2203542817
Name's the Undead 12 Aug, 2020 @ 3:13am 
i mean. move this mod research to "Main" Research Tab
NECEROS  [author] 11 Aug, 2020 @ 1:18pm 
I don't understand the question I'm sorry
Name's the Undead 11 Aug, 2020 @ 7:03am 
can you make this mod in to main research bars? its very specially normallize mod even update every patch
TheK0tYaRa 20 Jun, 2020 @ 5:09pm 
Just the thing to remove the bugs
Mezz 17 Mar, 2020 @ 5:01pm 
Thank you :)
NECEROS  [author] 17 Mar, 2020 @ 12:15pm 
UPDATE

Added the Space Chiller.
NECEROS  [author] 17 Mar, 2020 @ 11:51am 
yes
Mezz 17 Mar, 2020 @ 4:48am 
Will you be making a spacer cooler? Something akin to the Quantum Coolers mod?
NECEROS  [author] 22 Feb, 2020 @ 5:48pm 
UPDATE 1.1

Added the Spacer Heater. Requires another research and is expensive to produce and run.
General Profit 20 Jan, 2020 @ 12:00pm 
is it possible you could make a version of this for the overwall coolers added from the mod replace stuff?
NECEROS  [author] 5 Jan, 2020 @ 1:23pm 
@Mr.Bibble I don't think it would be right for this mod to go that far. I would suggest looking for the Furnace mod (a standalone), quantum cooling, or climate control. Those mods are more powerful.
bibble 5 Jan, 2020 @ 1:14pm 
is there a way to change it to be even higher than three times more powerful? im using save our ship so i need it to try and heat up quick when i load
NECEROS  [author] 13 Dec, 2019 @ 6:55pm 
@Drackalol There is a mod called Furnace which does this (you'll have two things named furnace, but they look different so you'll be able to tell)
drackalol 13 Dec, 2019 @ 6:30pm 
Is there any reasonably easy way to upgrade these to a theoretical tier 3? Trying to raise the temperature of my enclosed map "room" to flesh burning temperatures even for robots and alien mods
NECEROS  [author] 29 Jul, 2019 @ 10:38pm 
Oh shoot, my bad. I forgot to update the texture name. That's on me. Another update will fix that.
Nabsvsvi 29 Jul, 2019 @ 4:14pm 
also checked to see if it was just the save but it happened on a new one as well
Nabsvsvi 29 Jul, 2019 @ 4:13pm 
not sure if this is just load order or not but the furnace from Sam_ and your's are sharing the same sprites as well
https://prnt.sc/olq8gz
Nabsvsvi 29 Jul, 2019 @ 3:59pm 
bk3000 gets it
bk3000 29 Jul, 2019 @ 2:39pm 
Dev mode is an option, but so it watching it all burn...
NECEROS  [author] 29 Jul, 2019 @ 2:35pm 
I suggest going into dev mode to delete the furnaces if this will interrupt your play. Then give yourself some steal in exchange -- 50 steel and 2 components is half the cost, if you want to be legit. I'm sorry about this.
Nabsvsvi 29 Jul, 2019 @ 2:33pm 
well my entire base is gonna turn into a fiery inferno then
NECEROS  [author] 29 Jul, 2019 @ 2:30pm 
One note, if you have the Furnace mod installed, your furnaces won't disappear, and will instead be the other mod's furnaces.
Nabsvsvi 29 Jul, 2019 @ 2:23pm 
thank you for fixing the issue and oh boi possibly a race against time trying to rebuild the new and improved heaters on the sea ice tile
NECEROS  [author] 29 Jul, 2019 @ 2:10pm 
Mod has been updated and will work with the Furnace mod. Sadly, any previously built Furnaces will disappear when you load your save. You must rebuild them.
NECEROS  [author] 29 Jul, 2019 @ 1:41pm 
@nabsvsvi Thank you. I had forgotten there was another mod that added a furnace. I will be updating this to fix soon. Sorry for the inconvenience!
Nabsvsvi 29 Jul, 2019 @ 11:18am 
going by that sense the name furnace is more fitting to the mod by Sam_ and suggest that the name for this one be changed to "Improved Heater" as i tried to find something hotter than a heater but cooler than a furnace but couldnt find anything that matched the aesthetic style it has. its understandable if you dont want to it, i was just a bit sad to find out that my so called crematorium is now just a heatstroke building as i 'am playing on a sea ice tile the max it is able to reach with a 15x10 building with 12 heaters is only able to reach around 290F and the heaters from the other mod are able to reach closer to 500-1000F on sea ice and 2000F on a normal temp tile(had to cut this message in half as i cant post anything longer than 1000 characters)
Nabsvsvi 29 Jul, 2019 @ 11:17am 
Just found this out as i havent played rimworld in a while and i added this mod recently but i'am not sure if its a mod conflict or not but i assume it just has to do with the naming of it but the furnace in this mod essentially just replaces the furnace from this one
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=726121441&searchtext=furnace
and as they essentially have two different purposes, one is meant to heat a large room the other is meant more for heating up a room to extreme temperatures.
gatherer818 13 Jul, 2019 @ 11:44pm 
This mod looks like it should provide an excellent bridge between vanilla heating/cooling and the powerful-but-ridiculously-expensive Quantum Cooling systems mod. (I'm assuming the exhaust pipes for the standing AC run along the power cables :P)
NECEROS  [author] 10 Jul, 2019 @ 9:25pm 
@bk3000 Just pretend it has a tube going outside
bk3000 10 Jul, 2019 @ 8:40pm 
@Stormblind
Thermodynamics says NO.
NECEROS  [author] 10 Jul, 2019 @ 4:05pm 
Updated to include a standing air conditioner. My first time making my own assembly, too. Fun.
Stormblind 10 Jul, 2019 @ 1:59pm 
Thank you so much. It'd be an absolutely fantastic add. No more 3-4 heaters in a hallway to keep things functional :steamhappy: