RimWorld

RimWorld

Temperature Gauge
124 Comments
Не Русский 16 Jul @ 11:47am 
Time to watch in horror as I get spammed by alerts from the nuclear reactor room
Frission 9 Aug, 2020 @ 4:07pm 
Mile, I think I love you <3
Scerion 9 Mar, 2020 @ 9:55am 
Thank you Mlie!
Mlie 8 Mar, 2020 @ 1:35pm 
Made an updated version of this for RimWorld 1.1
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2017464494
I added a wall mounted version since I liked the idea :)
Hope someone finds it useful!
Novus_ 8 Mar, 2020 @ 1:11pm 
This mod is currently preventing my game from creating/loading maps in 1.1 so I'll have to wait for an update or an alternative I guess
WolfShine 28 Feb, 2020 @ 10:24am 
update to 1.1 please!
fleaslees 26 Feb, 2020 @ 8:00pm 
1.1 please? and like the previous suggestion of it being on the wall :)
Mistletoe The Bard 2 Jan, 2020 @ 9:36pm 
Cannot address how much I love this mod. May I give a suggestion? I think a "Wall" version of the thermometers would be really nice, so it doesn't take up 1 cell's space of the rooms.
give me games on GoG 18 Aug, 2019 @ 4:46pm 
Thanks alot for the mod.
Zagan 12 Aug, 2019 @ 7:14pm 
Needs a digital reading that shows current temp.
Karmapowered 24 Jul, 2019 @ 1:53am 
This mod looks interesting, but it overrides vanilla abstracts [spdskatr.github.io] :
[Temperature Gauge] causes compatibility errors by overwriting BuildingBase in file ..\Steam\steamapps\workshop\content\294100\843504745\Defs\ThingDefs\Buildings_Misc.xml

This can cause compatibility issues with other mods. Could you please be convinced to release a version of your mod that fixes this issue ?

Thank you for creating and sharing this mod in any case.
Bina 25 Mar, 2019 @ 2:44pm 
I would like to make a feature request, a wall unit that doesn't take up floor space. This is important when trying to make small walk in freezers and you have to give up a spot for the temp gauge. Also, in several of my rooms I include two gauges, one to alert the high, and one to alert the low. So taking up two slots for this can be tough too in smaller rooms.
Epic Store Exclusive 19 Jan, 2019 @ 5:04am 
Hey, would it be possible to add a mod option to restrict the Temperature gauge to be locked behind the "Electricity" research? It doesn't make sense that I can start as a tribal and have immediate access to thermometer tech.

Lastly, would it be possible to add a mod option to also require electricity, something super simle (like 12 watts), but still a basic requirement.
Orion 1 Nov, 2018 @ 8:17am 
No problem! Thanks for fixing it quickly!
Aeryl  [author] 1 Nov, 2018 @ 4:56am 
@Orion:
Looks like I uploaded the debug version.. oops. I uploaded the correct one so you shouldn't have any more spam. Let me know if the problem persists. Thanks for letting me know about this!
Danielle Russell Is Hot. 29 Oct, 2018 @ 11:02am 
doesn't spam me.
Orion 29 Oct, 2018 @ 7:52am 
Dear author,
your mod rudely spams the console, making logs unreadable. Not cool!
Danielle Russell Is Hot. 22 Oct, 2018 @ 4:33pm 
mine still says v19
Thicc Catto 22 Oct, 2018 @ 7:45am 
Thank you a lot for your work pal :p
Aeryl  [author] 22 Oct, 2018 @ 2:59am 
Updated for v1.0! The mod now supports Fluffy's Mod Manager. I have also reduced the rate at which temperature switches update. They are still pretty fast, but not instant anymore. This should help a tiny bit with performance if you have a lot of them.

As always, if you have any questions, suggestions, or bug reports please post a comment. I might not respond right away, but I do read all of them. Thank you everyone for being so patient!
Thicc Catto 21 Oct, 2018 @ 12:26pm 
Keep us updated pal :D
Far-Seeker 20 Oct, 2018 @ 8:29am 
I can understand being busy, especially because you are doing this in your spare time. Still it is always nice to know that the mod hasn't been abandon or forgotten. ;)
Danielle Russell Is Hot. 19 Oct, 2018 @ 4:09am 
Ok ty!
Aeryl  [author] 18 Oct, 2018 @ 9:31pm 
The 1.0 update is on its way. I am very busy for the next few days but I will push the update once I have some downtime to make sure everything is working correctly! Thanks for waiting! :)
Danielle Russell Is Hot. 18 Oct, 2018 @ 7:16pm 
Update?
Mlie 5 Oct, 2018 @ 9:08am 
I too have paralell power grid, nice to know where the conflict comes from. Good to hear that you maybe can fix it!
Novus_ 24 Sep, 2018 @ 1:35pm 
Thank you so much for your time and work, I really appreciate it especially since you're doing this for free and you don't actually have to care about compatibility. Thank you!
Aeryl  [author] 24 Sep, 2018 @ 12:39pm 
It's definitely a mod conflict. After installing a few of your mods, I now get similar errors to what you've reported. As far as I can tell, parallel power grids is the mod responsible. I can try to make a compatibility patch or something but that could take some time since I have to figure out exactly how that mod works first.

There could always be other mods that are incompatible too but I'll need to do some more extensive testing for that. For now, I'm going to go to sleep and work on this later tonight. Thanks for all your help today!
Novus_ 24 Sep, 2018 @ 11:50am 
It is most likely a mod conflict, here's my modlist (=load order):
https://drive.google.com/file/d/1Hx54yZ-aVAiAvnrYETwH68Qg-UrSJaE_/view?usp=sharing
I'll see if I'm up for some testing, maybe you have some tipps on which mods might conflict?
Aeryl  [author] 24 Sep, 2018 @ 11:29am 
Thank you both for the bug reports! Unfortunately, I haven't been able to reproduce this problem. Do you still have this issue when not using any other mods? I will continue to check things out on my end until I figure out what's wrong. Any screenshots or modlists from when you have this issue would be very helpful as well.

Until then, I have updated the mod with a work around to a potential error. It's basically a shot in the dark and it probably won't fix anything but if it does, please let me know!
Novus_ 24 Sep, 2018 @ 9:15am 
This is what the log says:

Exception drawing TemperatureSwitch994780: System.NullReferenceException: Object reference not set to an instance of an object
at TempGauge.Building_TemperatureSwitch.Draw () [0x00000] in <filename unknown>:0
at Verse.DynamicDrawManager.DrawDynamicThings () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Novus_ 24 Sep, 2018 @ 9:09am 
I'm having the same issue as Mlie, but it completly breaks my game: When placing a temp. switch and building it the console gets spammed with the same errors"Object reference not set to an instance of an object" and then my screen turns grey and breaks the game as I cant see anything anymore. I tracked it down to the temp switch. It worked perfectly fine in B18 but now in B19 it doesn't anymore
Mlie 21 Sep, 2018 @ 11:37am 
The inspection windows is the one down on the left, with info about the selected item. This is blank when I select the temperature switch. The switch worked in B18. I looked at the settings for the mod and I dont seem to have any:
<SettingsBlock>
<ModSettings Class="PowerSwitch.PowerSwitch_ModSettings" />
</SettingsBlock>

I have sone other mods but none that is connected to powerswitches. Invisible power cables perhaps?
When I place a temp-switch and open the developermode - inspector and look at the code for it one thing stands out.
<targetTemperature>-99999</targetTemperature>
Any ideas?
Aeryl  [author] 17 Sep, 2018 @ 6:50am 
@Mile
I'm unable to reproduce this and I'm not sure what you mean by "inspection-window." What settings do you have and what other mods are you using? What exactly did you do leading up to the error?
Mlie 16 Sep, 2018 @ 1:04pm 
When I place the Temperature Switch it does not have any visual in the inspection-window.
The log fills up with errors and after a while the screen goes blank until I disasembles the switch.
--
Exception drawing TemperatureSwitch526549: System.NullReferenceException: Object reference not set to an instance of an object
at TempGauge.Building_TemperatureSwitch.Draw () <0x00295>
at (wrapper dynamic-method) Verse.DynamicDrawManager.DrawDynamicThings_Patch1 (object) <0x00484>

Verse.Log:Error(String, Boolean)
Verse.DynamicDrawManager:DrawDynamicThings_Patch1(Object)
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Omega13 12 Sep, 2018 @ 11:35pm 
Sure enough I had the wrong mod preset activated. Why do I even have a mod preset that doesn't include this mod??
Aeryl  [author] 12 Sep, 2018 @ 9:40pm 
@Omega13: Thermometers should be in the temperature tab and do not require research. Temperature switches are in the power tab and require Electricity. Check to make sure that you've enabled the mod?
Omega13 12 Sep, 2018 @ 8:50pm 
So I've been away from the game for a bit but I picked up this mod again as I've always liked it. However, I can no longer find the thermometers in the temperature tab. Have they been moved or do they require research now? If so, which research?
Oniwabanshu 3 Sep, 2018 @ 4:23pm 
Thank you for your reply,
I am not really an expert, i just have heard about different kinds of ticks on the forums, one of those being ticklong, it is not really necessary to keep checking constantly (as in every tick) for temperature changes. I mean, with a cpu bottleneck and a shitton of mods, every little bit counts.
I would appreciate it if you could check it out, and probably prove me wrong xD.
Aeryl  [author] 2 Sep, 2018 @ 10:29pm 
@Yagiou
I have never noticed any issues with performance.

There is some constant processing to alert you when the temperature changes but this uses the buit in alert function so you already have a lot of these running in the background anyway to check for low food, bad moods, and so on. The alert will only process once per tick no matter how many gauges you build. (I assume they process per tick, I don't actually know how often the alerts do their thing but it seems to respond very quickly.)

The switches also check each tick to see if they should change power state.

If you (or anyone) notice any performance issues after using this mod, please let me know and I'll see if I can make some improvements.
Oniwabanshu 2 Sep, 2018 @ 5:50pm 
Hello Aeryl ! looking forward to using your mod! I have a question though... how hard is this on performance? will they be doing their thing constantly (each tick) in the background?

Thanks in advance!
NickNakNok 2 Sep, 2018 @ 4:17pm 
supurb thanks Aeryl!!!
"The" SeanMacLeod 2 Sep, 2018 @ 3:59pm 
@Aeryl
:steamhappy:!
Kosmoski 2 Sep, 2018 @ 12:27pm 
oh thank god for b19. and by god i mean Aeryl.
Aeryl  [author] 2 Sep, 2018 @ 10:47am 
Updated for beta 19! As always, please leave a comment if you encounter any bugs or have any questions.
Aeryl  [author] 31 Aug, 2018 @ 7:21pm 
@NickNakNok:
I don't have much time to work on it at the moment but I am in the process of updating it. Check back in a few days!
NickNakNok 31 Aug, 2018 @ 3:14pm 
any chance to see this for B19? pretty please
DogsRNice 15 Dec, 2017 @ 12:48pm 
nevermind i read that as soon as a pressed post comment lol
DogsRNice 15 Dec, 2017 @ 12:48pm 
Do you need a new save?