RimWorld

RimWorld

Mountain Temp (Continued)
51 Comments
Psyduck 8 Apr @ 2:03pm 
good mod, was annoyed at how easy it was to heat a mountain base on a frozen ice planet
Nox 12 Dec, 2024 @ 2:35am 
If you want to be able to heat or cool a room underground put a single embrasure wall in it.
Mlie  [author] 29 Jan, 2024 @ 9:59pm 
@[XGm] XTCProbstA2_TTV No idea, Ive never used that mod
[XGm] XTCProbstA2_TTV 29 Jan, 2024 @ 4:09pm 
Any compatibility issues with this mod? https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2725863762 I have it in my list but didn't know if it would hold temp inside or if they both would conflict with temp.
Mlie  [author] 6 Feb, 2023 @ 2:02pm 
@Lazy Invincible General No
Lazy Invincible General 6 Feb, 2023 @ 1:00pm 
question, is the temp the mountains go to suppose to be really aggressively low (like 30f-50f degrees lower than what its set to?)
Helioghost 29 Oct, 2021 @ 5:08pm 
Agreed this is a great tweak (I swear vanilla mountains are no help at all for heat despite the heatstroke tooltip suggesting it?) but that the temperature rate of change underground is far too aggressive
Neowulf 22 Aug, 2021 @ 2:03pm 
Same.
New tunneler colony. Average temp -4C. 4x4 bedrooms.
With mod, campfire level heat generation in each room brought the temp up to 6C. And it fought back and forth from 4-6C a couple times a second.
Without mod, torches only in the rooms have brought the temp up to a steady 23C.

I love the idea of this mod but the effect is way too aggressive. I can't even begin to start an underground farm if it takes an entire campfire per grow square.
Richard Mc Nutbuster 20 Aug, 2021 @ 7:11pm 
yea, i feel the temperature updates WAY too often for this mod to work right, anything under the mountain is forced to conform, no way to counter it.
Svela 26 Jul, 2021 @ 10:07pm 
I'm an idiot. I forgot to update again and mention that it does work. I don't remember what changed since I've been using it since Feb, but either I moved some mods around or disabled some mods and it ended up working... I think. Regardless, yes it does indeed work.
Ymlâdd 26 Jul, 2021 @ 9:01am 
Mod definitely works. It makes it impossible to have a mountain freezer, but it definitely works. It seems to be much, much stronger than the effect from ambient temperature in vanilla.
Svela 8 Feb, 2021 @ 1:59am 
Update: Seems like the mod just doesn't work. I've set the temperature to 50C when the weather is -60C and the indoor mountains aren't changing temperature at all no matter how much time passes. I have a lot of mods so it's very possible that there is some kind of mod conflict. I'll try to do some testing later when I have the time.
Svela 4 Feb, 2021 @ 11:10pm 
I've also been getting the same error, but I don't use that mod. I do, however, use a mod that changes how the map treats overhead mountain, the Collapser mod (it'll convert from heavy to light overhead mountain as the mountain is cut away, the roof eventually collapsing altogether.), and I use Expanded Roofing. Maybe there's a conflict between this mod and any mods that affect roofing.
Heckerpecker 20 Jan, 2021 @ 10:02am 
Heckerpecker 20 Jan, 2021 @ 9:45am 
It keeps spaming this error, i can't tell you witch mod it does i have about 300 mods
Mlie  [author] 8 Jan, 2021 @ 10:59am 
@Retagin Can you send over your save-game in discord and perhaps I can find the error that way?
Retagin 8 Jan, 2021 @ 10:06am 
(Split due to comment length limit)

Verse.Log:Verse.Log.Error_Patch2(String, Boolean)
Verse.MapComponentUtility:MapComponentTick(Map)
Verse.Map:Verse.Map.MapPostTick_Patch2(Map)
Verse.TickManager:Verse.TickManager.DoSingleTick_Patch4(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:Verse.Game.UpdatePlay_Patch2(Game)
Verse.Root_Play:Verse.Root_Play.Update_Patch1(Root_Play)
Retagin 8 Jan, 2021 @ 10:05am 
System.NullReferenceException: Object reference not set to an instance of an object
at esm.MountainTemp.<FetchNaturalRooms>b__10_1 (Verse.IntVec3 cell) [0x0000c] in <41f49a6629124b2f986a9a4069021d3e>:0
at System.Linq.Enumerable.Any[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x0002c] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at esm.MountainTemp.FetchNaturalRooms () [0x000c8] in <41f49a6629124b2f986a9a4069021d3e>:0
at esm.MountainTemp.MapComponentTick () [0x0001b] in <41f49a6629124b2f986a9a4069021d3e>:0
at Verse.MapComponentUtility.MapComponentTick (Verse.Map map) [0x00013] in <d72310b4d8f64d25aee502792b58549f>:0
Retagin 8 Jan, 2021 @ 10:05am 
I am consistantly getting an error, once a second. This time the errors only started after I loaded a map that had a small underground room as part of the colony.
Mlie  [author] 2 Jan, 2021 @ 11:32am 
@Retagin @Heckerpecker Okay, I havent been able to recreate the errors in my tests but I have added some error-handling on some key points of the code. Hopefully this will help, test and get back with the results.
Retagin 1 Jan, 2021 @ 8:06pm 
I am getting the same error, which is activating every tick. However, I have just started the game and have not yet dug into the mountain, so it is likely a ancient danger in said mountain.
The fact that it is popping up every tick is rather annoying and makes it impossible to debug other problems when this mod is running.
Also, happy new year. Mountains are nice, so I am hoping this issue is easy to resolve for you.
Heckerpecker 31 Dec, 2020 @ 2:32pm 
thanks and Happy New year
Mlie  [author] 31 Dec, 2020 @ 2:11pm 
@Heckerpecker Hmm, Ill look into it
Mlie  [author] 31 Dec, 2020 @ 11:40am 
@Heckerpecker It seems to have issues with the rooms in your map. Can you share a screen of it?
Heckerpecker 31 Dec, 2020 @ 11:14am 
System.NullReferenceException: Object reference not set to an instance of an object
at esm.MountainTemp.<FetchNaturalRooms>b__10_1 (Verse.IntVec3 cell) [0x0000c] in <41f49a6629124b2f986a9a4069021d3e>:0
at System.Linq.Enumerable.Any[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x0002c] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at esm.MountainTemp.FetchNaturalRooms () [0x000c8] in <41f49a6629124b2f986a9a4069021d3e>:0
at esm.MountainTemp.MapComponentTick () [0x0001b] in <41f49a6629124b2f986a9a4069021d3e>:0
at Verse.MapComponentUtility.MapComponentTick (Verse.Map map) [0x00013] in <d72310b4d8f64d25aee502792b58549f>:0
Verse.Log:Verse.Log.Error_Patch2(String, Boolean)
Verse.MapComponentUtility:MapComponentTick(Map)
Verse.Map:Verse.Map.MapPostTick_Patch1(Map)
Verse.TickManager:Verse.TickManager.DoSingleTick_Patch1(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Heckerpecker 31 Dec, 2020 @ 11:14am 
I keep getting this ERROR
Erythion 16 Dec, 2020 @ 2:08am 
The caves reaches the map edge, but it counts as outdoors, not enclosed, so not a room. I inspected every map edge tile and found no other hidden open tiles.

Also, the stuttering is a false alarm, it was from some other mod, it's just that the error frequency matched the stuttering. I have solved that on my own.
Mlie  [author] 16 Dec, 2020 @ 1:00am 
@Erythion Hm, are there any rooms (man made or natural) that has the map edge as limit?
Erythion 15 Dec, 2020 @ 11:46pm 
Mlie  [author] 15 Dec, 2020 @ 11:01am 
@Erythion can you share a screen of the map? Since I added a function for checking for embrasures in the last patch I might have missed some room-setup.
Erythion 15 Dec, 2020 @ 8:25am 
https://gist.github.com/9f13a96c1b8dd3ec2bef7ed34ff07a6c

Got this error that stutters the game really hard.
Mlie  [author] 14 Dec, 2020 @ 11:48am 
@Paraj and others. Should be fixed now, all rooms that are defined by anything that not has a 100% fill-rate should now be ignored. (Embrasures/fences etc.) Thanks for the detailed report!
Paraj 3 Dec, 2020 @ 9:03pm 
Also getting temperature bouncing. It started when I built an in mountain bunker facing outdoors with CE’'s embrasures - walls that count for being 'indoors' but which still act like you're outside. ie: the temp ‘inside’ the embrasures equalizes to the outside temp. The embrasure had overhead mountain roof tiles, so I think the mod now thinks all of outside needs to be cooled to the mountain temp and gets in a tug of war with the 'base' temperature outside.

I think that's also what's happening to people who are having trouble heating and cooling their base (I have had the same issues). The mod sees an inside mountain temp that isn't the temp it thinks it should be and tries to forcibly reset it back to what to the temp specified in the mod options. If it helps, i've noticed that this behavior stops when you're only trying to change the temperature a little bit - 3c to 21c doesn’t work, but 15c to 21c does.
Mlie  [author] 2 Dec, 2020 @ 10:11pm 
@SLABBY I think the description explains the mod in detail. The seasonal average is also visible in the settings during gameplay.
SLABBY 2 Dec, 2020 @ 6:48pm 
So I love the idea, but game-play wise, I'm not sure if it's behaving the way I'd expect?

I have a mountain base in the frozen arctic. In the winter, I find that I need much more heating with this mod than without, even though I would expect this to make heating a bit easier. How exactly does this mod work, and how does it compare with vanilla?
Mlie  [author] 1 Dec, 2020 @ 5:49am 
@ZzZombo Tested this now with an enclosed area with no roof and could see no such temperature fluctuations. Can you supply a more detailed instruction on how you built? Perhaps share a screenshot?
ZzZombo 30 Nov, 2020 @ 10:37pm 
Slight correction: turns out this only occurs in outside areas that do not form a room (w/o a roof), that is, unroofed enclosed areas. Maybe that's why you couldn't reproduce it.
Mlie  [author] 29 Nov, 2020 @ 7:15am 
@ZzZombo Not in my tests. Can you recreate it with no other mods loaded to rule out a mod conflict?
ZzZombo 29 Nov, 2020 @ 3:46am 
The OUTSIDE temperature keeps going from the current seasonal outside temperature to the one defined in the mod's settings back and forth quickly, like once per second, causing, for example, noticeable frame drops with all that rottable stuff having to reconcile with the current temperature. Indoors, under the mountain, the temperature seems to be stable.
Entropy 22 Nov, 2020 @ 11:07pm 
>Darktrooper119
>how to actually refrigerate rooms with this though? Especially on fixed temp, the temp refuses to budge an inch no matter how hard you try and adjust.

Well, you have to "fight" with roof that making room warmer. So, first of all, more space within - more roof titles to counter. Next, you should use bigger coolers from mods, if possible. If not - at least care about heated air(from other side of coolers), which should go away somewhere outside.
Darktrooper119 22 Nov, 2020 @ 5:12pm 
how to actually refrigerate rooms with this though? Especially on fixed temp, the temp refuses to budge an inch no matter how hard you try and adjust.
Mlie  [author] 21 Nov, 2020 @ 11:28am 
From what I can tell in my tests it works as it should with z-levels.
i2ID 20 Nov, 2020 @ 3:41pm 
when you are underground the roof type becomes "underground" rather than overhead mounatin
Mlie  [author] 20 Nov, 2020 @ 3:36am 
@coatlakuma Compatibility how?
coatlakuma 20 Nov, 2020 @ 2:41am 
Are there any plan for compatibility with different floors (Z-levels)?
assistant Frost, Science team 18 Nov, 2020 @ 8:28am 
nice
Entropy 16 Nov, 2020 @ 10:13pm 
Thanks, man. More people = more subscribers, and this mod is musthave for anyone who plays like me, on ice sheet inside the mountain.
Xx>₱ÙπIßH3D.X.M4π<xX 16 Nov, 2020 @ 10:04pm 
to simplify the comment below for people with 5 IQ like me, it makes any cave/cave base lean towards a certain temperature rather than just making it "colder"
Entropy 15 Nov, 2020 @ 8:15pm 
I can. Vanilla makes it's colder under the mountain towards some limit if outside is hot, but not hotter if outside is cold . Here is both situations towards one temperature limit, and with customization.