RimWorld

RimWorld

Celsius
688 Comments
albinogod 11 Jul @ 12:06pm 
Based on initial testing, Celsius is partially incompatible with Odyssey. The conflicting freezing of water as expected appears to be causing the Celsius to lock up. Use them together at your own risk.

As for Celsius Patches. I will update what I can as I can excluding terrain patches, which will wait for the issue with Odyssey to be fix.
Garwel  [author] 10 Jul @ 1:24pm 
@RobciuBobciu Freezers' efficiency with Celsius depends on many factors (such as walls materials) and is in general lower than in vanilla. Try improving insulation and/or adding more fridges. If you use mods, make sure they are supported (there is a separate mod that adds more patches).
RobciuBobciu 10 Jul @ 9:07am 
cool mod but my freezer is not working :(
albinogod 29 Jun @ 7:03pm 
@Swaggy, short version: non-patched stuff normally just ignores the system and isn't too much of an issue. The only time it caused game breaking issues was with Anomaly's fleshmass heart event (fixed by the Celsius Patches mod).

Longer version: walls/doors that are not patched act as if they are empty cells for heat transfer while materials that are not patched caused the structure to use its base value ignoring any material impact. Buildings (even ones that produce heat) normally do not need to be patched due to how Celsius handles that stuff. Finally terrains that act as stand ins for water will need to be patched if you want it to freeze and melt with temperature (likely will change with 1.6).

In your case with a large mod pack I am willing to bet that most of them have already been patched or won't take me long to make a patch for them.
Swaggy 29 Jun @ 6:22pm 
Could you give a bit more details and maybe expand the description regarding this sentence: "In general, mods that add walls, doors and building stuff may need patches." . Does it mean unpatched mods will just have generic values, or something more serious? I have 400+ mods so most likely some won't have patches, but I'm totally fine if it's just weird/unrealistic insulation values as long as it doesn't seriously break the game.
RocketRacoon 27 Jun @ 12:06pm 
Okay, thanks for the answer!
Garwel  [author] 27 Jun @ 10:39am 
@RocketRacoon I don't plan to implement that PR, as it wouldn't create significant benefits but would make the mod even more complex and therefore harder to maintain. It may introduce new bugs that will be harder to fix. I would also need to backport all the changes introduced since v2.5 release. Many of the non-multithreading related optimizations suggested by TruGerman have already been implemented in Celsius. I'm going to add one or two more in a next release, but it's probably not going to big a huge change anyway.
RocketRacoon 27 Jun @ 9:42am 
Any chance you will implement TruGerman's method of doing multithreading?
Garwel  [author] 27 Jun @ 2:19am 
Those of you feeling adventurous and impatient, may try the dev version compiled for RimWorld 1.6: https://github.com/GarwelGarwel/Celsius/tree/dev

It's a simple recompile at this point, and there is a lot more to do, especially for compatibility with Odyssey, but it seems to work more or less. Please report any bugs through Github.
Garwel  [author] 19 Jun @ 11:55pm 
@Thurnis Haley To investigate and fix issues, I need detailed information and, most importantly, logs. Use the Github link in the description.
watertank 19 Jun @ 3:46pm 
o7
lol 19 Jun @ 10:17am 
Works great. Exit / enter map in case something fishy happens with temperature
Thurnis Haley 19 Jun @ 10:07am 
Mod still doesn't work. Every bed/sleeping spot gives your pawns heatstroke. Random spots on map of 400+ degrees. Steam geysers regularly reach 6500 degrees F.

Tried to download 2.4 before this dude broke his mod with multithreading, it works great until you try to open the mod options, at which point you cannot close the menu and are forced to close and restart the game.
lol 10 Jun @ 8:14pm 
Freezing water with Celsius (v2.5+) causes a crash if Fish Traps is installed. The issue is on their end (missing null check in TerrainChangePatch.Postfix), but it only triggers when Celsius calls SetTerrain from FreezeTerrain in a thread. Maybe worth listing Fish Traps as incompatible or suggesting a workaround.
albinogod 5 Jun @ 5:13pm 
@ShockedHearts, that is an issue caused by the heat updater getting looked up. You can fix it by rolling back to a version before the multi threading was implemented (found on Github) or by resetting the heat map using your preferred method.
ShockedHearts 5 Jun @ 5:00pm 
im having two issues

firstly every "pillow" tile on a bed is 30-40 degrees hotter than the surrounding room. which means anyone who sleeps gets heat stroke.

secondly sunlamps for some reason are over 1000 degrees and cause massive overheating if you have greenhouses.
nelim17 20 May @ 1:41pm 
("38°" instead of "38°, extérieur" which means "38°, outdoors)
_♣Caligula♣_ 20 May @ 12:59pm 
?
nelim17 20 May @ 10:02am 
Hi! I can no more see if I am outdoor on indoor (I'm in french interface, just in case...).
King Matt 👑 13 May @ 5:02am 
@lol
Tell that to my tribals :(
eva-el 13 May @ 12:23am 
@Brianna I had pathfinding problems with the latest version, but reverting to 2.4 fixed them
lol 12 May @ 10:01pm 
@King Matt
Preventing, mostly. 3-cell roofs / floors around base, firefoam, etc. In case of breakout — cutting the plants around fire
King Matt 👑 12 May @ 1:41pm 
What's the strategy for fighting fire now that wildfires make every cell surrounding a fire 300-600 degrees?
darknesswei 8 May @ 12:05am 
"bug with mod that I experienced - mod option window in-game doesn't close, at all. The only thing that helps is a complete restart of the game"
the same!
lol 6 May @ 9:55am 
still better than VE
Towarzysz Ujma 6 May @ 9:52am 
Bugged mod
Samuel_Bucher 6 May @ 9:05am 
Based on my experience, this mod makes the passive cooler not work at all.
albinogod 4 May @ 4:47am 
@Brianna, using dev mode to trigger a heat wave is your best bet.
Brianna The Brave 3 May @ 10:19am 
How can I force thaw the map's water to debug or remove this mod?

I'm exploring conflicts in pathfinding mods when the water tiles freeze
Brianna The Brave 28 Apr @ 7:46pm 
Can confirm, same problem and behavior as @albinogod and @holyshi
Could not recreate with only this mod active, so playing badly with something else.

I get a debug message about skipping update because last one is still running, but only occasionally - at 120 ticks update
holyshi 16 Apr @ 9:18am 
@Uton same thing, trying to trace the main culprit. The bug demonstrates strange behaviour - when I load my colony save for the first time, the bug is here. But when I load it in-game for the second time, the temperatue starts to work absolutely correctly.


Another bug with mod that I experienced - mod option window in-game doesn't close, at all. The only thing that helps is a complete restart of the game
MarkH 12 Apr @ 8:17pm 
Like @Spunky McGoo, vanilla vents seem to have stopped working. Could be a mod conflict - I haven't attempted to debug. Note these are the vanilla vents and not vents from any mod.
albinogod 12 Apr @ 4:50am 
@Uton, Pawns do produce a small amount of heat as a vanilla feature, but it should not be noticeable. Are there any errors in your log or other heat anomalies?
Uton 11 Apr @ 11:30pm 
Does anybody else have the problem that at the headends of beds for some unexplicable reason the temperature seems to rise to do 30 to 40 degrees celsius so that the pawns get heatstrokes (even if the rest of the room is climatized to about 20°...)?!
lol 7 Apr @ 10:52am 
When using this with OpenTheWindows by JPT (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1971860929) , the Rustic Window (thingdef SimpleWindow) airflow doesnt seem to change whether the window is open or not.

Guess it could be due to it being some other version compared to Owlchemist's 'Windows' mod.
Spunky McGoo™ 6 Apr @ 10:38am 
Do vents not work?
RocketRacoon 5 Apr @ 12:46pm 
@Hadley you can build fires around the ice until it melts
Hadley 4 Apr @ 4:31am 
I like that Water freezes, but I wish I could do some Ice fishing.
Rebeldaughter 2 Apr @ 2:34pm 
over complicated
mr_sebitor (twitch) 1 Apr @ 5:47pm 
game crashing with "Fish Traps", terrain freeze is incompat
albinogod 25 Mar @ 6:38am 
@OeAZion, I cannot figure out how to spawn an arc so I can't actually confirm anything about the Generator quest mod (which means I won't be able to patch it even if it needs it). The red area that appears when you select it (or something similar) is from VTE and only represents the area that proxy heat works in. If a structure isn't pushing heat, then either something isn't working or it lacks a comp that pushes heat. The latter case is more likely since Celsius mostly does not care how heat enters the system.
OrAZion 25 Mar @ 5:02am 
@albinogod Thank you for responding!
I really like the thermodynamics of this mod.
What I'd like to ask is that there are many buildings in the modules supported by VTE that provide a heat source, such as the ARC Generators in Vanilla Quests Expanded - The Generator, but it doesn't heat up when Celsius is loaded.
Excuse me, will this be a mod conflict or is it not supported?
albinogod 24 Mar @ 5:24pm 
@OrAZion, you should be able to turn that off in VTE's mod options. If it ignores that option, report it the the VE team as it might be a bug.
OrAZion 24 Mar @ 8:06am 
Unfortunately, the outdoor heat source mechanism of VTE is not supported.
But the pawn still suffers from heat stroke.
For example, Vanilla Quests Expanded - The Generator.
K8MKNZ 21 Mar @ 5:37am 
@albinogod Thank you for responding! That's what I was hoping to hear, it's nice to know I don't have to worry about that particular issue.
albinogod 20 Mar @ 7:08am 
@K8MKNZ, Celsius almost completely replaces the vanilla temperature mechanics. Any bugs/exploits with the vanilla temperature mechanics should not be present. It does cause some... interesting compatibility issues, and every mod that adds materials or walls needs a patch to properly work.
K8MKNZ 20 Mar @ 5:54am 
Someone else asked a month ago and never got a response: does Celsius address the weird vanilla temperature mechanics regarding double-thick walls equalizing with the ambient outdoor temperature instead of the adjacent room? (Noted and resolved in Thick Wall Insulates)
Kasa 18 Mar @ 11:07am 
Could we get a patch for replace stuffs over the wall vents?
albinogod 18 Mar @ 10:58am 
@Caligula, it is using a custom heat pusher compeffect like DBH. For now I will just make a patch reduce the heat pushed for now while I look into what it will take for it to heat up all the cells that it occupies.
_♣Caligula♣_ 18 Mar @ 9:51am 
Nuclear reactor from vpe works(in the way that it does not instantly goes awol and delievers energy) but cooling is limited functioning, only one tile heats up.
That is on Github 2.4 version, doubt anything has changed in regards to that.