RimWorld

RimWorld

Brrr and Phew
43 Comments
Gurdel 18 Aug, 2020 @ 11:21am 
@Mlie thanks!
Mlie 13 Aug, 2020 @ 12:56am 
Since Pelador has announced their retirement from modding I made an update of this:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2195938471
Hope it helps anyone!
Montu 11 Aug, 2020 @ 6:17am 
Hi Pelador, just wondering if you're updating this mod to 1.2, thanks for the great mod and your hard work!
Six 14 Jul, 2020 @ 12:25am 
Nice
fetovo 10 Jun, 2020 @ 10:14am 
@Pelador, I see, then let me report it there

Thanks!
Pelador  [author] 9 Jun, 2020 @ 10:56pm 
@fetovo

Yes looking at the mod, they have created some bed objects that aren't or don't inherit from the vanilla building_bed class, so it wont be recognised by the vanilla standard rest utility processes that the game uses to find beds. This is a problem that Soft Warm Beds has created as an incompatibility from vanilla conventions.
fetovo 9 Jun, 2020 @ 8:06pm 
Hi! I've detected a incompatibility with [JPT] Soft Warm Beds: When the pawn is commanded to go to bed, and there are only the modified beds, the pawn just sleeps right in the spot

I tested it while getting a toxic buildup
Daniel 21 May, 2020 @ 2:27pm 
I have seen our colony Musk Ox using the Brr! part of this mod when she wandered into the nearest heated room in her permitted "Animals" zone to sleep warm up.

Would it be feasible (or even desirable) for animals and to have a "Feed Me!" option? It could work in the same way as Ooh! where, if you have confined an animal to a zone that contains no food, that they will leave the zone (just like Ooh! does) in order to find a nearby food source and eat when they develop malnutrition?
Pelador  [author] 21 May, 2020 @ 1:55pm 
@Update

Reinstated MP compatibility
Evren Kaşifi 10 May, 2020 @ 2:45am 
temprature goes down brrr
Pelador  [author] 2 May, 2020 @ 8:45pm 
@SMeatWesson

If you could kindly log onto my Discord I can arrange to have this looked at and added.

For people who offer translations for my mod there is a separate section on the Discord to aid this process, and also translators are given tags to help me identify them.
SMeaTWessoN [RUS] 28 Apr, 2020 @ 9:39am 
Thanks for this mod!
Russian translation for v1.1
https://drive.google.com/open?id=1-IGBmxcWj7iY10jWflnwPBTLI9Ynjil5
Polysorbate 19 Apr, 2020 @ 2:23pm 
pawn goes brrr
Pelador  [author] 27 Mar, 2020 @ 12:57am 
@Intrigue

Will consider alternative behaviour.
Zed 26 Mar, 2020 @ 9:34pm 
Hi! Could you please add an alternative reaction to a toxic buildup?
i.e. not making a colonist rest until fully healed, but to auto-restrict it's zone to a pre-set one.
I can explain in detail: I play in a permanent toxic rain mode (postapocalyptic world setting) and I allow colonists to do outside jobs until they get say 30-40% percent of toxiv buildup, then I restrict them to all-roofed zone until they recover. But I don't like them to lay lazily in bed) I'd like them to do many inside jobs like crafting, mining, etc.
Thanks.
Pelador  [author] 15 Mar, 2020 @ 6:28am 
@Update

Chinese (Simplified) translation - 南北
Pelador  [author] 15 Mar, 2020 @ 6:20am 
@Pumacatrun2

Your analysis seems sound, and you may find that changes in the sleeping arrangements is what is needed to find the balance with rest and food needs.
[TTV] pumacatrun2 14 Mar, 2020 @ 9:39am 
I do have one gourmand but the issue is affecting all of them. I had a thought that it might be because I haven't built any proper beds yet, just sleeping spots so less rest effectiveness = more time sleeping, but in the past I don't recall having any issues with starting colonies.
Pelador  [author] 14 Mar, 2020 @ 9:31am 
@pumacatrun2

Will give it some thought. The example you gave might mean you have a gourmand in your colony.
[TTV] pumacatrun2 14 Mar, 2020 @ 6:21am 
I have a little suggestion - this is an issue that I've only started having in my latest colony, but with an 8 hour sleep schedule (both normal and night owls) my colonists are starting to starve while they sleep (this could be a mod issue, but I haven't added much that could mess with anything like that since the colony before it also in 1.1). Would you perhaps be able to add something to have pawns wake up/prioritize eating before sleeping if it means they'll starve during sleep? Just a suggestion. Thanks for updating the mod!
Pelador  [author] 11 Mar, 2020 @ 6:23pm 
@Mxdanger

It's a placeholder from the use of the API tools in Multiplayer in V1.0. It shouldn't make any difference though as the use of the harmony mod will only load the harmony instances used.
mxdanger 11 Mar, 2020 @ 5:06pm 
Why does this mod still use the old Harmony?
Pelador  [author] 10 Mar, 2020 @ 10:22pm 
@Dog Horizon

The mod load order shouldn't really matter.
Dog Horizon 10 Mar, 2020 @ 9:59pm 
my pawns don't seem to go outdoors to avoid cabin fever, had the mod enabled and the cabin fever option enabled. should i put this mod higher up on the mod load order?
Pelador  [author] 2 Mar, 2020 @ 8:36am 
@Sixdd

When I use this mod as is, with harmony as a dependency it works fine. And that is with a reasonable compliment of mods, some also using harmony.
#6 2 Mar, 2020 @ 8:14am 
But that's just the point I'm making, I removed all the "outdated" harmony instances but kept all the same mods. Now I just have the one instance of harmony at the top of my load order and all is well. So I'm saying harmony is just fine, but having all those old instances in the load order was definitely messing things up as I couldn't build anything with them in there. Literally nothing changed about my modlist besides the cleanup of old harmony dlls.
Pelador  [author] 2 Mar, 2020 @ 7:47am 
@Sixdd

Then you must be using a mod that isn't converted properly or ill-equipped to work with V1.1 and harmony. You can't blame harmony for that.
#6 2 Mar, 2020 @ 7:20am 
That may be the way it is 'intended' to work but I couldn't play the game with my 250ish mods just 2 hours ago, so I decided to manually remove all instances of Harmony from my modlist and lo and behold everything works without flaw now. Coincidence? I think not. But you do you, it's just a psa.
Pelador  [author] 2 Mar, 2020 @ 6:52am 
@Sixdd

It doesn't matter, that is the very reason why harmony is now a dependency mod and is loaded first. So that it's version is being applied. I have been retaining them there for contingency and because of the aforementioned point. I will eventually tidy these elements up but there is no necessity to do so for now.
#6 2 Mar, 2020 @ 5:06am 
@Pelador: Just an fyi, Harmony for 1.1 is NOT supposed to be included in your mod anymore. It is now a separate mod on the workshop that people need to get themselves. Please remove Harmony from the 1.1 version of your mods and point people to the workshop page for Harmony.
Holgast 29 Feb, 2020 @ 7:58pm 
lots of people are doing that for 1.1 actually, I heard there was a problem with using multi version support which makes it appear to always be outdated in game
mxdanger 29 Feb, 2020 @ 6:41pm 
I still find it really annoying that you're the only mod developer I've seen who won't use multi-version support and instead you've split it up like the old way for no valid reason. I've read the Discord announcement and the reasoning that its a little bit bigger of a file size make no sense when every other mod developer has no problem with it.
Pelador  [author] 21 Feb, 2020 @ 7:58pm 
@Freeasabird

The AI code is written to not respond with "Oooh" or the cabin fever walkabout where any of the other conditions are not within the safe limits you specify in the options. "Oooh" can also be interrupted as an activity, so if the pawn would need to respond with another more important task or one of the other responses to the unsafe elements the mod checks for, then it would cancel that task.

Otherwise, the pawn will continue to do activities until they reach any of the unsafe thresholds of the other responses. And where reaching a threshold will respond with recovery behaviour. And "Oooh" cannot engage whilst these recovery tasks are underway.

You also have control at any point to adjust the thresholds and/or toggle any of the behaviours (on and off) in the eventually you find a situation I haven't covered.
Freeasabird🕊 21 Feb, 2020 @ 7:42pm 
Okay, what will a pawn do if he is suffering from cabin fever, while a nuclear fallout is occurring outside, and its a heatwave?.
Pelador  [author] 21 Feb, 2020 @ 1:40pm 
@Mlie

There is an announcement on my discord page that answers this question in more detail, but the short answer is "KISS Engineering".
Mlie 21 Feb, 2020 @ 10:25am 
Why make a separate 1.1 version? Why not just add support for 1.1 using the multi-version system added in 1.0: https://steamhost.cn/steamcommunity_com/games/294100/announcements/detail/1703951108841054240
[IDF] KRASH 20 Feb, 2020 @ 12:32am 
Kong bing gam siu din kao heoi sap sap bin dao dong ai bat sai fong yan! Fo liu gam sai gong yu :steamhappy:
MockMicrobe 19 Feb, 2020 @ 9:23am 
Being able to play an arctic map without worrying about colonists randomly freezing to death is great. It's usually fine, until a cold snap comes and everyone is too stupid to come inside.
Pelador  [author] 17 Feb, 2020 @ 6:10pm 
@Update

Changes to mod metadata tags by Ludeon
#6 17 Feb, 2020 @ 4:09pm 
Fair enough :)
Pelador  [author] 17 Feb, 2020 @ 4:08pm 
@Sixdd

I did see the yellow "warning" messages for 1.1, just keeping them there for now as the tutorial isn't clear about the use, and if it helps to confirm to 1.0 players atm what the supported version is in the case of lack of observation when downloading then it is useful to keep there for now.
#6 17 Feb, 2020 @ 2:49pm 
Just an fyi, you need to include the <supportedGameVersions> tag, it isn't <supportedVersions> anymore, you can include both if you want to allow the same mod to work on both 1.0 and 1.1