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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.
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.
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.
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.
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.
Tell that to my tribals :(
Preventing, mostly. 3-cell roofs / floors around base, firefoam, etc. In case of breakout — cutting the plants around fire
the same!
I'm exploring conflicts in pathfinding mods when the water tiles freeze
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
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
Guess it could be due to it being some other version compared to Owlchemist's 'Windows' mod.
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?
But the pawn still suffers from heat stroke.
For example, Vanilla Quests Expanded - The Generator.
That is on Github 2.4 version, doubt anything has changed in regards to that.