Stranded: Alien Dawn

Stranded: Alien Dawn

Jaggid's Improved Heating
25 Comments
MommyDearest 15 Dec, 2024 @ 10:19am 
Just wanted to let you know that apparently the boilers for that mod do radiate heat. The bathroom I had it in was 142 degrees! So if anyone else here comes here asking about that, we have an answer :)
MommyDearest 11 Dec, 2024 @ 12:31pm 
Ok, I wasnt sure if you made that mod or not, since you make so many. Thank you for that, by the way!
Jaggid Edje  [author] 11 Dec, 2024 @ 10:52am 
Unless that mod has them radiating heat by default, no. This mod has no affect on them.
MommyDearest 11 Dec, 2024 @ 10:48am 
I figured it out. I had to go into the mod list in the game and turn it on. I felt so dumb when I figured it out LOL
Do you know if the boilers from the hygiene mod radiate heat as well? I feel like they should, but I dont know if that mod works with this one.
Jaggid Edje  [author] 10 Dec, 2024 @ 4:40pm 
If you use any other mods, it's possible one of your other mods is conflicting.
MommyDearest 10 Dec, 2024 @ 4:28pm 
So I am subscribed to this mod, but my fireplaces still only use sticks, instead of wood, and my cookstove isnt making heat. Any ideas?
Deadly Weirdo 13 May, 2024 @ 10:38am 
Love the cookstove heat problem, down south before Hvac cookhouses were common because cooking in the house was unbearably hot for everyone
spaladino95 1 Dec, 2023 @ 10:03am 
I triggered a heat wave last play through and basically skipped an entire winter season on my second year. It was funny.
Jaggid Edje  [author] 1 Dec, 2023 @ 9:26am 
Don't forgot to use your stone smelters for heating fields too. They do a really good job in winter.

I'm not actually sure how the game logic that prevents planting when it's too cold works, but it is a global region flag, so chances are it's just looking at what the outdoor temperature is globally as well.
spaladino95 1 Dec, 2023 @ 8:45am 
If I have heaters heating an area outside and the area is 90 degrees the small farm around it should grow regardless of the season right? The temp away from my test farm is in the teens but the entire farm is in the 90s. The plants already grown don't die but they won't plant new ones. Is this something that is intended?
Jaggid Edje  [author] 8 May, 2023 @ 2:33pm 
It SHOULD be hard to keep a fireplace running in a desert environment, for the very reason you mention. That's one of the reasons I made the change in the first place. There are other sources of heat which function with sticks.

A stove running indoors in a hot environment SHOULD make the interior uncomfortable if it is enclosed, with no open windows, etc.

I made this mod so that things make sense to me, not so things are 'easy'.
cookiepuncher 8 May, 2023 @ 2:20pm 
Honestly I like a lot about this mod but can not use it. I you go to the desert planet wood is hard to come by. But there are a bunch of bushes to get sticks from. It would be better to have fireplaces stick with sticks. Also it would be better (imo), for stoves to not put out heat. If you are not yet running air but have your stove inside during summer, it could cause over heating a room. Just my thoughts on this.
Firaxius 4 May, 2023 @ 9:13pm 
So far i know I have factory cooking and a collection of recipes and someone was using both, it resulted in people acting weird at cooking and all, so it safe to say, mods that adjust the same item can tend to create bugs.
Jaggid Edje  [author] 4 May, 2023 @ 8:47pm 
Thanks, I really appreciate it! I gave you props in my update notes for the update I just pushed. Worked like a charm (as you knew it would).

Does bring up another question though, what happens if you try to use 2 different mods that both modify a base-game resource that way? Does one mod 'win' like in some games, or does one mod just fail to load entirely? Or does it throw an error.

I guess I can make a mod just to test that, but if you already know it will save me the time. :steamhappy:
Firaxius 4 May, 2023 @ 8:14pm 
If got any other problems or need help I added you as friend, can always ask me and i can look into or help you solve it, I'm making a simular mod but with all structural devices and tools in one and different settings, it only take work with so many building items.
Firaxius 4 May, 2023 @ 8:11pm 
na aslong you use the show as group and the correct resource name it works fine i had same problem in my traders scenario and when added the construction materials to my better stack mods but when i unticked the visible tag and selected show as group for stone it put them together.
Jaggid Edje  [author] 4 May, 2023 @ 8:03pm 
Ahh, I was afraid it would fail to show it at all if I did that. I guess I should have tested to find out. Thank you!
Firaxius 4 May, 2023 @ 7:53pm 
Jaggid Edje to solve the double showing in the bar the solution is simple, in the section where it tells to show in the UI bar remove the visible tag and in lowest row mark it show in group as the name of the resource then it won't show double anymore
Jaggid Edje  [author] 4 May, 2023 @ 4:38pm 
Pushed an update that resolves the double wood entry in the info bar while still showing fuel requirement in the object descriptions.
Jaggid Edje  [author] 4 May, 2023 @ 3:50pm 
So I noticed just now while playing that with the mod enabled, wood gets two icons in the infobar at the top. I'm not sure how to add the "fuel description" text to Wood without using the method that I used.

Unless someone can give some advice on a way to avoid that, I will either need to revert to NOT having Wood in the mod (so the fuel useage text descriptor will be blank - the game default), or to just change the fireplaces back to using sticks.
Proxyer 4 May, 2023 @ 10:22am 
If add a new fuel, charcoal may be good.
Jaggid Edje  [author] 4 May, 2023 @ 10:14am 
I considered creating a new resource called "Firewood" that you can chop from wood at the chopping block and have it used only for the cooking stove and fireplaces. Making chopping it takes less time than making sticks. My thinking being that realistically they don't use full logs, but they also aren't using 'sticks'.

Decided against it though, because adding a whole new resource just to fuel a few things you will stop using pretty quickly anyway seemed silly. I'm sure that's why the developers just went with using sticks as fuel in the first place.
Proxyer 4 May, 2023 @ 10:06am 
I would be grateful if it helped. :cupup:
Jaggid Edje  [author] 4 May, 2023 @ 8:50am 
Thanks for the report @Proxyer, turns out the description used for a fuel source is defined by the resource (not the object that is being fueled), so I needed to add the Wood resource to the mod and assign it a fuel descriptor.
Proxyer 4 May, 2023 @ 2:27am 
Hello Jaggid Edje.
Nice idea mod. So I noticed that I was testing, but probably because mod changed the fuel from a stick to wood, the description of Fireplaces fuel was missing. Please check it. Thank you.