RimWorld

RimWorld

ProgrammableVents
116 Comments
Vellis 23 Jun @ 10:52am 
No longer necessary.
ShyGuySpirit 16 Feb, 2024 @ 10:33pm 
@Neville, it just tries to reach the temp you set it at from the temps from the two rooms. If you set it to -10, if one room is -5 and one is 5, it will do nothing, if one room is -5 and one is -20, the vent will move some of the -20 over to the -5 room until it can reach -10. So in the end it will become -10 and -15 on each side. Your second scenario, what is happening is you set it to -1. It is pulling cool air from your freezer to cool down the outside when it is hot. -10 room and a 20 room will shift the temp from the freezer to -1 and the outside to 11. Hope that helps.
Molay 26 Oct, 2023 @ 1:42am 
Hey. I'm not sure how to use them properly for my usecase: Outdoors temperature goes from -10 degrees to +5 degrees C. I have my freezer connected to the outdoors with such a vent. I wish to let in as much of the chill as possible. If I set the temperature to -10, the vent only activates a few hours during peak cold. If I set it to -1 I don't make good use of the cooler temps reached, and the freezer is not "cold buffered" to stay cool during the day.

Does any of the settings make sense here? Currently I'm babysitting it every few hours and cranking down temperatures gradually as it cools, then starting back at -1 the next evening after the hot phase.
BoostHungry 2 Jan, 2023 @ 12:54pm 
How do they behave when powered vs unpowered? Will I be able to flip a power switch and have these open so I can reduce the temperate in a burn room?
crashfly 30 Oct, 2022 @ 11:04pm 
In the wiki that is linked above, it mentions setting two temperatures (the minimum and the maximum). When selecting the programmable vent, there is only one temperature able to be set. How are the two temperatures supposed to be set?
обамачмо 10 Oct, 2022 @ 5:56pm 
1.4?
smitty_the_smith 22 Feb, 2022 @ 5:20pm 
I'm trying to use the heat from a generator to add to my residential area. So when the generator is hot I want the vents to help heat the residence, but if it gets to hot I want them shut and I want other vents to take the heat outside. Is there a way I can do that with this?
Daemonjax 15 Aug, 2021 @ 11:39am 
This simplifies base building because you can just throw all your coolers into the freezer. I don't think it's cheating, but it does make things easier.
Ghostipedia 2 Aug, 2021 @ 1:27pm 
Hey! Would it be possible to add some sort of vent that deals with black smoke from combat extended? (Stays closed if there's no smoke, opens if there is smoke)
That'd be super appreciated if you could, love the mod regardless though :)
Linkolas  [author] 29 Jul, 2021 @ 10:39am 
Hey! Sorry guys, it was missing a file when I updated on the workshop. Should be better now.
Regularity 29 Jul, 2021 @ 10:29am 
Yeah, I can't find it in my game either. Also yes, loaded it before replace stuff.
Skinwalker 28 Jul, 2021 @ 2:55pm 
Hey I'm assuming this requires Complex Furniture researched based off of the previous version files. I have Complex Furniture unlocked in my tribal game but the vent isn't appearing in the Temperature tab. Also, when searching in the research tab nothing comes up. The 1.3 version of the mod has a .dll file, which I don't know how to read.

Yes I have the mod actually installed :P
Tanelorn 25 Jul, 2021 @ 7:53am 
In my plays, what would be even better is allowing you to set the target temp for only one side of the wall. For instance, putting an outdoor vent to a freezer, allowing cold air in during nighttime and closing when it warms outside.
ZuluS 22 Jul, 2021 @ 2:48am 
1.3?
NnWinter 25 Jun, 2021 @ 5:27pm 
Just what im looking for, Thanks
UltraDelux 28 Feb, 2021 @ 3:36pm 
also has anyone read the guide on github linked under the description? it mentions a minimum and maximum temperature, not just a single target temperature. i'm not missing something am i?
UltraDelux 28 Feb, 2021 @ 3:32pm 
i'd really like to see these have the ability to cool freezers with outside air too. i actually downloaded because i thought that's what they did... or could do, anyways. still really helpful though. just thought i'd cast my wishes out
123caboom 18 Feb, 2021 @ 5:09am 
Thats a great Mod! TYVM! Please add the feature to define a better logic.
Would it not be possible to set desired T for Room 1 and 2 separately and choose the logic.
Like i want room 1 have -5 and less (the fridge)
and room 2 equal 21 (indoor farm).
Just now if i define -5 it will give all excess cold to farm in the summer. thats good. but in the winter i gotta choose another option again.
I mean its not about being lazy, it about having a good concept work
mrclrchtr 1 Jun, 2020 @ 10:29am 
I love this mod. Thank you very much! I would also like the feature, @Ibbygidge asked for.
Gwlegion (FR) 14 Apr, 2020 @ 3:58am 
does not work with exterior temperature.
NRFBToyStore 11 Apr, 2020 @ 12:10pm 
Would love a non-electrical script of this. I play a lot of tribal, so strategic use of CLOTH doors and WINDOWS between rooms...and every 10 days, having to switch on/off a bunch of toggles to keep everyone happy.
Penultimate_Jive 25 Mar, 2020 @ 7:47am 
Also, there are non electric thermal switches :SBpenguin::balloon:
Penultimate_Jive 25 Mar, 2020 @ 7:46am 
Heya, love the mod, but my neolithic tribe somehow understands how to build vents with electrical components.
I was wondering if you could change it so you need the air conditioning research before you can build it. All you need to do is add:
<researchPrerequisites>
<li>AirConditioning</li>
</researchPrerequisites>
to the ThingDef somewhere e.g.. under <defName>prog. vent</defName> :bcportalhi:
Rhodry 21 Mar, 2020 @ 6:27am 
yea need a one way vent i want the opposite to vent excess heat outside lol
Ibbygidge 27 Feb, 2020 @ 5:26pm 
I have a question about another feature I'd love from this mod. I would like it to set a preferred temperature in one room only. For example, if I put a programmable vent in the wall between the freezer and the outside, so that when it's colder outside than the target temp for the freezer, then it will open, and will then close when it heats up during the day. Especially early in the game when I don't have the ability to refrigerate my freezer yet. But according to the logic of the mod, it will open the vent to help cool the outside when the freezer is cold but it's warm outside, which is obviously useless. Or maybe just an exception of the logic "This means it will let the air flow only when it would help a room reach the target temperature" when one of those rooms is the outdoors.
ΔTØM 25 Feb, 2020 @ 9:48am 
Solved @Linkolas, thxxxxxxxxx
Linkolas  [author] 25 Feb, 2020 @ 9:01am 
Hey @FallenLord_BR
I didn't get this error but tried to fix it anyway. Can you please tell me if the vents are now working?
ΔTØM 25 Feb, 2020 @ 7:55am 
receiving this error @Linkolas

Config error in ProgrammableVent: fillPercent is 1.00 but is not edifice
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()

gallantblues 2 Feb, 2020 @ 9:23am 
Love this! I'm using it to do impromptu geothermal heating <3
Uuugggg 15 Jan, 2020 @ 1:56pm 
Incoming update to Replace Stuff so the load order isn't a problem.

(Just one of those things I've been meaning to get around to)
dnecro 17 Sep, 2019 @ 11:23am 
It should open after researched. Can you add options for it
酱油菜,请指导 10 Sep, 2019 @ 5:54am 
这个模型将增加一个通风口,根据它连接的两个房间的温度,只允许空气在条件下流动。你将能够更好地利用变温设备,环境温度和节省能源。
逻辑很简单;空气只有在这样的条件下才能流动:
-房间1t°≤目标t°≤房间2t°
-房间1t°≥目标t°≥房间2t°
这意味着只有当它帮助一个房间达到目标温度时,它才会让空气流动。
可编程通风口消耗20W,成本为50钢和1个组件.如果你觉得我可以改进任何东西,请发布反馈!
兼容现有游戏,不应造成任何兼容性问题!
AmUnRA 7 Aug, 2019 @ 8:06am 
maybe sounds stupid: if you could rename your mod into Vents (programmable) it would be behind Replace Stuff for most people, as many have their mods alphabetically ordered.
Linkolas  [author] 21 Jul, 2019 @ 5:07am 
You can add it safely, but if you want to remove it make sure there's no ProgramVents left on the map.
MatthewTh0 20 Jul, 2019 @ 4:59pm 
Is this safe to add/remove from existing saves?
Dosboy 11 Mar, 2019 @ 12:51pm 
Getting same error at startup in red twice.

Is it a game killer?

Config error in ProgrammableVent: fillPercent is 1.00 but is not edifice
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
egoanditspwn 5 Dec, 2018 @ 9:46pm 
btw i seem to only get that error when i have the mod In-wall coolers and vents loaded
egoanditspwn 3 Dec, 2018 @ 10:52pm 
i'm getting this error on start up

Config error in ProgrammableVent: fillPercent is 1.00 but is not edifice
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Phantom 12 Nov, 2018 @ 10:36pm 
So i think i figured out how it works. What I am missing is a progr. vent that can also be used outside. For example to blew hot air out of a room independent off the outside temperature and close automatically when the target temperature in my room is reached. So a vent that goes only in one direction i think.
Phantom 12 Nov, 2018 @ 6:02pm 
Can you please help me understand the logic for these vents? I have a room with thermal power plant which is generating heat. I want to use this heat to warm my bed rooms which are adjecent, so i do not have to build heaters.

In which direction does the target temperature go? What if i connect two rooms 1 which is -5C and room 2 is 30C. I set the the target temperature to 21C. How does it work? Does room 1 become hotter and room 2 colder for example: room 1 is now 4C and room 2 is now 21C? Or does it only affect 1 room?

Thanks!
Tanelorn 11 Nov, 2018 @ 9:20am 
Please try to allow these vents to let outdoor air into the rooms using the same logic. That would be the most useful application of this mod. It's such a pain to open the doors every night to let the colony cool off.
Linkolas  [author] 6 Nov, 2018 @ 10:32am 
@Arc
I just updated the mod. Please load ProgVents after Replace Stuff.


Actually, without this update everything should have been working even with the error message as it was basically failing at doing what was already done by the other mod. :steammocking:
Arc 6 Nov, 2018 @ 6:02am 
Throws an error with replace stuff installed

[ProgrammableVents] Patch operation Verse.PatchOperationAttributeAdd(Defs/ThingDef[defName="Vent"])(Name) failed
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\824131713\Patches\ProgVentOverWallPatches.xml
Verse.Log:Error(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

When I place this mod over replace stuff I get a similar error

[Replace Stuff] Patch operation Verse.PatchOperationAttributeAdd(Defs/ThingDef[defName="Vent"])(Name) failed
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\1372003680\Patches\CoolerOverWallPatches.xml

Rest of log is the same
Linkolas  [author] 2 Nov, 2018 @ 7:19pm 
Hey @ilikegoodfood
Thanks for the reminder! Had some struggles to actually make the ower-wall part work, but finally it's here so I guess it's update time!

I hope I've not introduced new bugs, but let me know. :steammocking:

As always, older versions are available on GitHub.
ilikegoodfood 2 Nov, 2018 @ 1:45pm 
1.0 has been released to stable for a while now, and as far as I can tell, you released the 1.0 unstable version before implementing over-wall vents.
Is a more up-to-date version going to be released for 1.0, or is the older 1.0 port it?

Thanks.
ilikegoodfood 17 Oct, 2018 @ 1:40pm 
Hi. I noticed a bug with the over-the-wall programmable vents and thought you should know about it before you release the 1.0 version here on steam:

It un-builds the wall under the vent, then builds it. If you then try and build a wall in that spot, it unbuilds the vent.
It's possible it was a mod-conflict, but thought you should know.

Thanks for an epic mod, and hope to see the update soon!
OverkillEngine 25 Sep, 2018 @ 7:08am 
Any chance we could get a one way logic variant? I like to use geothermal vents and waste heat from coolers to save on power heating during the winter, but during the summer, the current vents won't open to sink the heat into the outdoors since I assume "outside" does not count as a room for the current logic.
Twisted Echo 7 Sep, 2018 @ 11:58am 
playing around with the over the wall vents. It seems they are able to go over the wall when placed in dev mode. However pawns will still deconstruct the wall when building it lol. :rfacepalm:
Linkolas  [author] 7 Sep, 2018 @ 10:00am 
Just released an update to add "over well prog vents" as per @=GtH= ^0Twisted~ suggestions ! :steamhappy:

You won't have to decconstruct the wall to put your vents now :)
Twisted Echo 5 Sep, 2018 @ 12:35pm 
@Linkolas I posted in the discussions about making over the wall programmable vents like Mad Crisp was talking about. They are in fact from another mod called "Replace Stuff" please check out the discussion post ^^