RimWorld

RimWorld

Thermodynamics - Hot Meals (Forked) [1.3]
33 Comments
Mlie 29 Dec, 2022 @ 1:36pm 
NoctisTheBogWitch 9 Nov, 2022 @ 7:35am 
Yall, read. Read the description.
Cat-Lunatic 22 Oct, 2022 @ 1:34pm 
will this be updatetd to 1.4?
Pencil 16 Oct, 2022 @ 4:08pm 
This very well could be a mod conflict that i'm unaware of, or maybe it's a mod feature, but my colonists don't seem to be able to heat beer on a stove to get it to the liked temperature, so they just stand in my storage holding a beer and doing nothing. Do I need a microwave in order for them to heat up drinks?
Resistance Band. 23 Aug, 2022 @ 11:19am 
Does anyone know as well if this mod works with Gastronomy?
Mad Cube {~w~} 19 Aug, 2022 @ 6:12pm 
Problem- Non food items from other mods labelled as food (uranium, steel from metals expanded)
Resistance Band. 17 Aug, 2022 @ 8:27pm 
Thanks for forking the mod, it's super helpful considering Vanilla Cooking Expanded has a whole meal type with buffs/debuffs if it's warm or cold

Any idea how to solve the Common Sense issue, or is that just something we'll have to deal with?
Shira 4 Aug, 2022 @ 5:31am 
my pawn doesnt heat up his meal that's -70C on his stove nor does he prioritise taking warmer meals

pls help

https://gist.github.com/eaf8b9ba2b286976034bf75400b831a6
toradrow777 12 Jul, 2022 @ 3:24pm 
How well does this work with RimFridge and More Frosty RimFridge Drinks?
Tec 23 Mar, 2022 @ 5:34pm 
Also, if it’s possible, could the microwave be changed so you can place it on tables? Looks odd just sitting on the floor
Tec 23 Mar, 2022 @ 6:32am 
Just wanna say, this is a great mod, simple concept, makes complete sense and adds quite a bit especially when combined with hospitality and gastronomy.
Lurmey 26 Jan, 2022 @ 10:48am 
Support for Medical Supplements would be nice. Currently a lot of the drugs are placed into nonperishable or cold drink categories, when they really should be under "manufactured/drugs"
Lurmey 11 Dec, 2021 @ 4:06pm 
For some reason my colonists seem to just never want to use drinks (drugs) from heat lamps? If I try to force them it says "no path" and says the same for meals sometimes too. I have edited the heat lamps in my copy of the mod to take the place of walls, but this by itself shouldn't cause that behaviour, as wall fridges in RimFridge are done exactly the same way and don't have the issue.
WarKittyKat 20 Nov, 2021 @ 8:37am 
kaczorski, thanks! too many mods, lol.
kaczorski 20 Nov, 2021 @ 4:28am 
@WarKittyKat
Had the same issue, check mod description :P
WarKittyKat 19 Nov, 2021 @ 10:21am 
For some reason my colonists won't actually heat meals up before eating them? Like they have a working stove and microwave but they're still constantly complaining that they had to eat frozen meals.
Lurmey 18 Nov, 2021 @ 3:50pm 
Yeah my meals aren't respecting the temperature setting of RimFridges, it's equalising to room temperature instead.
Vlad_1492 10 Nov, 2021 @ 6:24pm 
Does not seem to respect RimFridge, at least not when I added it mid-game.
Foods in the fridge are frozen and still reporting room temperature effects.
#6 3 Oct, 2021 @ 10:26am 
I'm not sure what the problem is but the stoves from Comigos Nutrition don't allow heating cold meals. Linky
Inglix 27 Aug, 2021 @ 6:35pm 
Not sure if you've got any interest in developing this mod any further or if you simply want to maintain it as is, but it might be nice if there was support for lukewarm drinks as well. No idea how much effort that would be to implement though, so no pressure.
Mercenary  [author] 26 Aug, 2021 @ 9:34pm 
@Inglix Hey, ill do so and after testing push the changes to git and steam. Cheers for the fix!

@Thundercraft I added the og description. Cheers.
Inglix 19 Aug, 2021 @ 1:11pm 
@Mercenary
Looking at the code again, I realize that you can just add "Drugs" to excludedCatDefs.
Inglix 19 Aug, 2021 @ 1:08pm 
@Mercenary
First of all, thanks for creating a fork of the Thermodynamics mods.

Second, I'm hoping you might be able to fix an issue that existed in the original mod. I created my own mod with a Harmony transpiler to fix it since Dametri had gone MIA, but now you could add the fix into your fork and I could retire my fix mod entirely. Here's a link to my mod:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2458949079

All it does is modify MealAssigner.HijackCategory so that it doesn't remove the "Drugs" category from items. The check would be as simple as:

if ("Drugs".Equals(tc.defName))

Just skip hijacking the category if the ThingCategoryDef.defName is "Drugs".
Thundercraft 17 Aug, 2021 @ 1:39am 
Thundercraft 17 Aug, 2021 @ 1:39am 
[h1]From the description:[/h1]

All food items are separated into realistic categories:

Hot Meals (e.g.: Simple Meals)
Cold Meals (e.g.: Ice Cream from VGP Gourmet)
Hot Drinks (e.g.: Coffee from multiple mods)
Cold Drinks (e.g.: Beer)
Lukewarm Meals (e.g.: Nigiri from VGP Gourmet)
Raw Resources (e.g.: Potatoes)
Nonperishables (e.g.: Packaged Survival Meals)
Edible Raw (e.g.: Agave fruit)

Food will keep track of its temperature, and its heat will gradually diffuse with the surrounding environment.

Each category has an associated ideal temperature. Colonists will be happy to eat food in the right temperature range, and progressively less happy to eat food outside of the ideal range.

Also adds the microwave to heat meals. Regular cooking appliances can also be used.
(And yes, temperature readouts will change based on whether you're set to C or F)

Almost everything is configurable in the settings and the settings of the Core.
Thundercraft 17 Aug, 2021 @ 1:32am 
I am grateful to see that this mod has been independently updated. :steamthumbsup:

However, it would be both very helpful and wise to copy/paste the description from the original mod to your description above.

Just reading the description would not tell anyone what this mod does, exactly. And I know some players automatically skip over a Workshop mod for consideration if the description does not make it clear what it does.

Consider that, once someone makes a (continued) or makes their own, nearly identical version, mod authors sometimes delete the original. I've seen this happen several times. We would be left in the dark if the link to the original becomes broken.
why are we here? just to suffer? 8 Aug, 2021 @ 3:25pm 
great mod thanks
Mercenary  [author] 31 Jul, 2021 @ 10:08am 
@michiko Good to know. Thanks for testing that.

@Ec Ill look into it, im not really looking at adding features to this mod since im more or less managing it but i could look into for the future.
ELLIOTTCABLE on Discord 31 Jul, 2021 @ 5:40am 
Any chance you'd be willing to add a "lukewarm drinks" category, to match the "lukewarm meals" that Sushi fall into?

(In particular, I'd like to rework most of the liquors to be served-lukewarm, so they can sit on vanilla shelves instead of all in fridges.)
Michiko 31 Jul, 2021 @ 3:57am 
Ok just now tested and it seems to be true. Using Common Sense, in particular its "Pawns are encouraged to clean before eating at a table or relaxing socially" option, is causing this bug. Turning that option off fixes it and the pawns are properly heating their food. :D

Hopefully this helps somebody too. Might be good to add it to the description here too just in case.
Michiko 31 Jul, 2021 @ 3:49am 
Apparently it was an issue even in 1.2 and might be related to Common Sense. I'm gonna run some tests later and report here just in case somebody else runs into the issue.
Michiko 31 Jul, 2021 @ 1:00am 
For some reason the pawns aren't heating their food before eating. The microwave and stove are accessible and right beside the table. They just grab some food from the freezer or eat whatever they already had in inventory then complain that it was too cold. It wasn't an issue in 1.2 though.

Oddly enough they do heat food that they intend to bring to sick patients or prisoners, so it's not like they don't understand the microwave. They just don't seem to heat up their own food before eating it.

Anybody else noticing this with this 1.3 version?
ₘₑₗₒₙ🍈 30 Jul, 2021 @ 1:06pm 
Thank you!