RimWorld

RimWorld

363 ratings
Celsius
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
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8.120 MB
20 Jan, 2022 @ 9:55am
10 Jul @ 7:13am
20 Change Notes ( view )

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Celsius

In 1 collection by Garwel
Garwel's Mods
7 items
Description
#StandWithUkraine

Celsius adds realistic simulation of thermodynamics to the game.

Main features

- Temperature is simulated for every map cell (as opposed to vanilla's room-level abstraction). It is hot near fires and geyzers. Various building materials have different isolation properties based on their real-world counterparts. Mountains provide more stable temperature (which you can adjust) as do large bodies of water.

- Water can freeze, and ice can melt. Rivers, seas and marshes may turn into icy plains in the winter and melt again in the summer. Setting up fires on glaciers can uncover water or ground underneath. Be careful, so that your pawns don't drown in deep water!

- Flammable things may spontaneously ignite when it gets extremely hot. Different materials have different ignition temperatures, and it can affect buildings, manufactured items, plants and more.

- Tweaks to various related features, such as wind and wetness affecting pawns' comfortable temperature and snow melting faster under rain.

Celsius opens up many new challenges and ways to play RimWorld. Forgo houses and warm colonists at campfires, melt ice sheets or unleash deadly firestorms on your enemies!

Currently supported mods

- Alpha Animals
- Insulation (Continued) - except walls, see also this 3rd party mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3149280370&searchtext=celsius
- Primitive Workbenches
- Vanilla Furniture Extended: base mod, Architect, Medical, Security
- Vanilla Vehicles Expanded
- Windows

All DLCs except Odyssey are supported. Mod authors can provide patches on their side or submit PRs in Github.

More mods are supported with the help of the third-party mod Celsius Patches: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3072081544

FAQ

- Can I install the mod in an existing save? Can I remove it?

Celsius can be installed in an ongoing game. It may take a few seasons for all the temperatures to adjust. Note that Celsius deeply changes temperature-related gameplay in RimWorld, so you will almost certainly need to adapt both your base and your play style. Removal mid-game is also theoretically possible but untested.

- How does it affect performance?

The mod is highly optimized and uses multithreading. It means that its performance impact is practically unnoticeable. Excepions may be possible with very old machines (that already have trouble running vanilla RimWorld) and with some unusually large and mod-heavy maps. There may be occasional hiccups when multiple cells freeze or melt at the same time. It is vanilla behaviour that I can't do much about. If you feel really annoyed by it, you may disable freezing and melting.

- Any known incompatibilities?

Odyssey is not yet supported (as of its release date).

SOS2 and other major overhauls are either incompatible or require special patches.

Heat Map, Proxy Heat and similar mods are not needed, because Celsius does everything these mods do (and much more). Other mods that also change temperature-related mechanics will also probably conflict.

Some modded vents, coolers and the like may experience issues or be unbalanced. There have been reported problems with Vanilla Expanded reactors and Android Tiers cores overheating.

In general, mods that add walls, doors and building stuff may need patches. Celsius will do its best to adapt to them, but can't magically tell what thermal properties these things should have.

Performance Optimizer: Disable "Faster GetComp methods replacement" setting.

Due to the use of multithreading, Celsius may conflict with multiplayer mods and other mods that seriously change the way game operates. Use them at your own risk.

- How do I report issues or share feedback?

The best option is to use Github: https://github.com/GarwelGarwel/Celsius/issues

You may also leave comments on the Steam page. If you are reporting a bug, make sure to enable Debug Logging in the settings and attach the Player.log file.

Like the mod? Buy me a coffee![www.buymeacoffee.com]
Popular Discussions View All (10)
20
1 Mar @ 3:52pm
Possible bug: Skipped update of temperatures because previous was still running
Praetorian
6
19 Dec, 2024 @ 11:12am
Incompatibility with SOS2
Nim
8
1
8 Apr, 2024 @ 11:36pm
question: how to make a patch for this
l GH l NDCasmera
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.