RimWorld

RimWorld

AutoVents
86 Comments
Slime-Senpai  [author] 19 Jul @ 7:03am 
Should be fixed. 1.5 sadly won't have the gas transmission like 1.6 does though
Slime-Senpai  [author] 19 Jul @ 6:57am 
Oh, probably the Vacuum thingy I added. I didn't think people would still play 1.5 but I guess it's fair. I can fix it, just gotta get the old version back and put it back for older versions
Shadow 18 Jul @ 9:25pm 
I'm still running 1.5 until I finish the current colony, and when I loaded my save this morning it was to a blank map (no structures, pawns, etc. Only terrain). I didn't even have any auto vents constructed on this map, but disabling this mod fixed it (the log was full off errors related to automatic vents and storage framework).
Seems bizarre that this mod could break the game like that, and maybe it was some weird interaction with another mod I have, but could be worth testing it still works with 1.5, at least.
Slime-Senpai  [author] 18 Jul @ 8:55am 
Drefar your idea is a nice one but would massively increase the scope of this so I never went to actually adding it. If anyone else wants to though they sure can xD
Erron Black 18 Jul @ 6:25am 
Thank god for this
Drefar 18 Jul @ 6:14am 
Slime-Senpai I have a question...

I have followed this mod since it kinda came out so I hope to see a reaction or a message regarding the great idea section.
Slime-Senpai  [author] 18 Jul @ 6:08am 
Also this let me realize I hadn't really updated this mod properly and never taken into account gases and vacuum. I have now updated this so that it should work like a normal vent would when encountering those
Slime-Senpai  [author] 18 Jul @ 5:29am 
Oh well, I guess I was wrong. And to be fair I mostly never bothered to do it because I don't really know how to handle it with a setting and I didn't want to go through the research just to do that. I made a second version (see description) that shouldn't use power so that people can have fun in their medieval runs because why not
Torham 18 Jul @ 4:37am 
Actually, fully mechanical vent is entirely real. I have one on my central heating unit. There is a small thermostat that expands with temperature. To it, there is attached a lever with a chain. The chain goes back down to the bottom of the heating unit, and controls the air flow. I can manually set with a screw driver at which temperature the air vent closes down, starving the fire inside and cooling the unit. Entirely mechanical. I just lit the boiler in the winter, and refuel periodically and it automatically self regulates the airflow as not to overheat. No electricity.
Kowhaifan 17 Jul @ 4:19am 
@Kagetora brother you are forgetting the whole "opening and shutting the vent" part.
CoboCabana 16 Jul @ 9:06pm 
Any chance of a 1.6 version?
Slime-Senpai  [author] 16 Jul @ 7:54am 
As much as detecting it can work that way (as with a thermostat), I still have issues seeing this functioning for a whole vent that needs to move big sheets of metal to open/close airflow xD
Kagetora 14 Jul @ 8:58am 
@Kowhaifan A temp detecting vent can easily be made to work without power. Just takes a coil of metal that tightens and loosens with temp change. Use to be how old thermostats worked.
Kowhaifan 9 Jul @ 4:20am 
how would an automatic temperature detecting vent NOT use power? this is like saying "oh can we get TV's that dont need power? for medieval runs..."
wcpwnsuto 19 Apr @ 2:20pm 
Can you make it not require power? For medieval runs ...
Slime-Senpai  [author] 1 Mar @ 5:30pm 
It acts like a vent which means it won't cool by itself but can be used to cool / heat rooms. It will compare the "no arrow" side with the "arrow" side and if opening the vent would make the "arrow" side closer to desired temperature then it opens.
The screenshot does show the reason I made the mod, which is to cool rooms heated by steam geysers (so that you can have a cheap way of heating your rooms in early game without needing to build coolers to counterbalance the geysers).
If the room is 30°C and the outside is 5°C, you can setup your vent to 21°C and it will open as long as the room is above 30°C (since 5°C would make the 30°C go down to 21°C).
Armed Avocado 26 Feb @ 1:16am 
Great mod. I love it.

Is there anyway to cool a room using this? To my understanding, they work like: If target room is under threshold temperature, then open. But the screenshot suggests it can also cool.
Гений 25 Jul, 2024 @ 11:11am 
Am I the only one who don't see overwall version of auto vent?
ilovehorrorcats 16 May, 2024 @ 10:19am 
Link pls
Slime-Senpai  [author] 15 May, 2024 @ 8:41am 
There is another mod for that already
ilovehorrorcats 14 May, 2024 @ 3:55pm 
can there be a regular over the wall vent please. I have the need to use the vanilla vent but sits on the wall but functions like a regular vent.
Schadock [The Angeloids] 21 Mar, 2024 @ 11:12am 
ah i meant when having both installed the over the wall ones also become programmable
rarewhalerw 21 Mar, 2024 @ 5:46am 
1.5?
Slime-Senpai  [author] 17 Mar, 2024 @ 4:44pm 
What makes those incompatible ?
Schadock [The Angeloids] 17 Mar, 2024 @ 2:57am 
make compatible with "over-the-wall coolers/vents" from replace stuff?
Pong 2 Feb, 2024 @ 4:14pm 
Unless these use fans to equalise temperate faster than an ordinary vent, I'd think power only toggles the vent open or shut. Maybe draw power only when changing state? Or a failure mode one way or another would be cool, but in any case a (micromanage) manual override seems appropriate.

Yeah, tribal me with grubby hands on a pillaged Vanometric power cell is sorely temped to build one for the ice-box in winter, since I can.
Slime-Senpai  [author] 7 Jan, 2024 @ 12:14pm 
Paintable and other materials are not planned since I try to follow what you can do with a regular vent. Fail open and fail closed I've thought about, but prefered an approach where they would just stay closed (not working) because I didn't want them to act as regular vents without power. I should def fix the Electricity issue though, I almost never play Tribal so I never got that weird situation
MosaPudica 7 Jan, 2024 @ 9:36am 
A pair of ideas:

- The ability to toggle them to "fail open" or "fail closed" in case of power outages.

- Putting them in a technology node that has electricity as a prerequisite. I was a bit confused in a tribal start when they showed up prior to electric power being available.
Гений 2 Jan, 2024 @ 2:00pm 
Could you please make it paintable and could be madefrom another materials? Like gold and so on
Drefar 12 May, 2023 @ 2:47am 
have you taken a look at my idea? I hope you have I think it could be another great mod or just something else.
晓山alreShan 10 May, 2023 @ 1:38pm 
@Slime-Senpai Thanks:steamhappy:
Slime-Senpai  [author] 10 May, 2023 @ 11:31am 
Just a tiny bit more than a regular vanilla vent that would use power I would guess. It's almost the same with just extra checks for power and temperature check on both side
晓山alreShan 9 May, 2023 @ 4:01pm 
How this mod impact on performance?
That's what I concerned.(poor performance optimization Rimworld you know):waxquail:
Slime-Senpai  [author] 22 Apr, 2023 @ 2:57am 
They don't function at all
General Profit 22 Apr, 2023 @ 12:07am 
when they lack power what happens with an auto vent? do they act like a regular vent and stay open or just not function at all?
General Profit 21 Apr, 2023 @ 1:22pm 
oh i see my bad, thanks i didn't notice it in the description nor thumbnail so i didn't think it was featured in the mod
Slime-Senpai  [author] 21 Apr, 2023 @ 10:51am 
It's in this mod as well, no need to get another worshop item
General Profit 21 Apr, 2023 @ 9:53am 
I can't seem to find it, do you have a steam workshop link to it for me?
Slime-Senpai  [author] 21 Apr, 2023 @ 9:32am 
There is one, it's the OW version
General Profit 20 Apr, 2023 @ 6:51am 
out of curiosity could you make an over wall version of this vent like the one added by the replace stuff mod?
InKy 20 Feb, 2022 @ 10:17am 
I didn't notice any no. Was just checking because I didn't want it breaking a save or whatever, but, it seems, so far, that Rimworld is quite resistant to those kinds of errors... One of my mods might be preventing me from having funerals though, and I can't figure out which one... I'll let you know, if it turns out to be this one ;)
Slime-Senpai  [author] 28 Jan, 2022 @ 11:24am 
Is that a question because you noticed one ? I don't think it should, but if you notice a problem do tell me either here or in the "It broke!" discussion
InKy 28 Jan, 2022 @ 1:21am 
Do you know of any compatibility issues with the "Replace stuff" mod? It adds the over wall coolers.
ggfirst 12 Jan, 2022 @ 8:04pm 
hello do you mind adding me as friend ? I have something to discuss with you.
gepard28 18 Dec, 2021 @ 2:03am 
Super i looked for things like this for a long time :-)
TracerFoxTEK 26 Jul, 2021 @ 7:04am 
Woot! Thanks for the update!
Slime-Senpai  [author] 26 Jul, 2021 @ 6:49am 
This mod doesn't change much, it works in 1.3 ahah, I just updated the supportedVersions so that everyone can be sure it does
Bane882266 26 Jul, 2021 @ 5:56am 
1.3 any time soon?
NnWinter 25 Jun, 2021 @ 8:03pm 
O www. Wish there's a reversed vent which opens when temperature is lower than setting.
I built my rooms near the heat, when it's summer, I had to open the vents for each base, so tired. QvQ
Slime-Senpai  [author] 17 Jun, 2021 @ 4:16am 
I read everything here. I just focus on other projects as I don't really play the game for now so I only do bugfix and helping here. And your idea is not something I want to implement that much myself for now.