RimWorld

RimWorld

Mountain Temp (Continued)
51 kommentarer
Psyduck 8. apr. kl. 14:03 
good mod, was annoyed at how easy it was to heat a mountain base on a frozen ice planet
Nox 12. dec. 2024 kl. 2:35 
If you want to be able to heat or cool a room underground put a single embrasure wall in it.
Mlie  [ophavsmand] 29. jan. 2024 kl. 21:59 
@[XGm] XTCProbstA2_TTV No idea, Ive never used that mod
[XGm] XTCProbstA2_TTV 29. jan. 2024 kl. 16:09 
Any compatibility issues with this mod? https://psteamcommunity.yuanyoumao.com/workshop/filedetails/?id=2725863762 I have it in my list but didn't know if it would hold temp inside or if they both would conflict with temp.
Mlie  [ophavsmand] 6. feb. 2023 kl. 14:02 
@Lazy Invincible General No
Lazy Invincible General 6. feb. 2023 kl. 13:00 
question, is the temp the mountains go to suppose to be really aggressively low (like 30f-50f degrees lower than what its set to?)
Helioghost 29. okt. 2021 kl. 17:08 
Agreed this is a great tweak (I swear vanilla mountains are no help at all for heat despite the heatstroke tooltip suggesting it?) but that the temperature rate of change underground is far too aggressive
Neowulf 22. aug. 2021 kl. 14:03 
Same.
New tunneler colony. Average temp -4C. 4x4 bedrooms.
With mod, campfire level heat generation in each room brought the temp up to 6C. And it fought back and forth from 4-6C a couple times a second.
Without mod, torches only in the rooms have brought the temp up to a steady 23C.

I love the idea of this mod but the effect is way too aggressive. I can't even begin to start an underground farm if it takes an entire campfire per grow square.
Richard Mc Nutbuster 20. aug. 2021 kl. 19:11 
yea, i feel the temperature updates WAY too often for this mod to work right, anything under the mountain is forced to conform, no way to counter it.
Svela 26. juli 2021 kl. 22:07 
I'm an idiot. I forgot to update again and mention that it does work. I don't remember what changed since I've been using it since Feb, but either I moved some mods around or disabled some mods and it ended up working... I think. Regardless, yes it does indeed work.
Ymlâdd 26. juli 2021 kl. 9:01 
Mod definitely works. It makes it impossible to have a mountain freezer, but it definitely works. It seems to be much, much stronger than the effect from ambient temperature in vanilla.
Svela 8. feb. 2021 kl. 1:59 
Update: Seems like the mod just doesn't work. I've set the temperature to 50C when the weather is -60C and the indoor mountains aren't changing temperature at all no matter how much time passes. I have a lot of mods so it's very possible that there is some kind of mod conflict. I'll try to do some testing later when I have the time.
Svela 4. feb. 2021 kl. 23:10 
I've also been getting the same error, but I don't use that mod. I do, however, use a mod that changes how the map treats overhead mountain, the Collapser mod (it'll convert from heavy to light overhead mountain as the mountain is cut away, the roof eventually collapsing altogether.), and I use Expanded Roofing. Maybe there's a conflict between this mod and any mods that affect roofing.
Heckerpecker 20. jan. 2021 kl. 10:02 
Heckerpecker 20. jan. 2021 kl. 9:45 
It keeps spaming this error, i can't tell you witch mod it does i have about 300 mods
Mlie  [ophavsmand] 8. jan. 2021 kl. 10:59 
@Retagin Can you send over your save-game in discord and perhaps I can find the error that way?
Retagin 8. jan. 2021 kl. 10:06 
(Split due to comment length limit)

Verse.Log:Verse.Log.Error_Patch2(String, Boolean)
Verse.MapComponentUtility:MapComponentTick(Map)
Verse.Map:Verse.Map.MapPostTick_Patch2(Map)
Verse.TickManager:Verse.TickManager.DoSingleTick_Patch4(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:Verse.Game.UpdatePlay_Patch2(Game)
Verse.Root_Play:Verse.Root_Play.Update_Patch1(Root_Play)
Retagin 8. jan. 2021 kl. 10:05 
System.NullReferenceException: Object reference not set to an instance of an object
at esm.MountainTemp.<FetchNaturalRooms>b__10_1 (Verse.IntVec3 cell) [0x0000c] in <41f49a6629124b2f986a9a4069021d3e>:0
at System.Linq.Enumerable.Any[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x0002c] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at esm.MountainTemp.FetchNaturalRooms () [0x000c8] in <41f49a6629124b2f986a9a4069021d3e>:0
at esm.MountainTemp.MapComponentTick () [0x0001b] in <41f49a6629124b2f986a9a4069021d3e>:0
at Verse.MapComponentUtility.MapComponentTick (Verse.Map map) [0x00013] in <d72310b4d8f64d25aee502792b58549f>:0
Retagin 8. jan. 2021 kl. 10:05 
I am consistantly getting an error, once a second. This time the errors only started after I loaded a map that had a small underground room as part of the colony.
Mlie  [ophavsmand] 2. jan. 2021 kl. 11:32 
@Retagin @Heckerpecker Okay, I havent been able to recreate the errors in my tests but I have added some error-handling on some key points of the code. Hopefully this will help, test and get back with the results.
Retagin 1. jan. 2021 kl. 20:06 
I am getting the same error, which is activating every tick. However, I have just started the game and have not yet dug into the mountain, so it is likely a ancient danger in said mountain.
The fact that it is popping up every tick is rather annoying and makes it impossible to debug other problems when this mod is running.
Also, happy new year. Mountains are nice, so I am hoping this issue is easy to resolve for you.
Heckerpecker 31. dec. 2020 kl. 14:32 
thanks and Happy New year
Mlie  [ophavsmand] 31. dec. 2020 kl. 14:11 
@Heckerpecker Hmm, Ill look into it
Mlie  [ophavsmand] 31. dec. 2020 kl. 11:40 
@Heckerpecker It seems to have issues with the rooms in your map. Can you share a screen of it?
Heckerpecker 31. dec. 2020 kl. 11:14 
System.NullReferenceException: Object reference not set to an instance of an object
at esm.MountainTemp.<FetchNaturalRooms>b__10_1 (Verse.IntVec3 cell) [0x0000c] in <41f49a6629124b2f986a9a4069021d3e>:0
at System.Linq.Enumerable.Any[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x0002c] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at esm.MountainTemp.FetchNaturalRooms () [0x000c8] in <41f49a6629124b2f986a9a4069021d3e>:0
at esm.MountainTemp.MapComponentTick () [0x0001b] in <41f49a6629124b2f986a9a4069021d3e>:0
at Verse.MapComponentUtility.MapComponentTick (Verse.Map map) [0x00013] in <d72310b4d8f64d25aee502792b58549f>:0
Verse.Log:Verse.Log.Error_Patch2(String, Boolean)
Verse.MapComponentUtility:MapComponentTick(Map)
Verse.Map:Verse.Map.MapPostTick_Patch1(Map)
Verse.TickManager:Verse.TickManager.DoSingleTick_Patch1(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Heckerpecker 31. dec. 2020 kl. 11:14 
I keep getting this ERROR
Erythion 16. dec. 2020 kl. 2:08 
The caves reaches the map edge, but it counts as outdoors, not enclosed, so not a room. I inspected every map edge tile and found no other hidden open tiles.

Also, the stuttering is a false alarm, it was from some other mod, it's just that the error frequency matched the stuttering. I have solved that on my own.
Mlie  [ophavsmand] 16. dec. 2020 kl. 1:00 
@Erythion Hm, are there any rooms (man made or natural) that has the map edge as limit?
Erythion 15. dec. 2020 kl. 23:46 
Mlie  [ophavsmand] 15. dec. 2020 kl. 11:01 
@Erythion can you share a screen of the map? Since I added a function for checking for embrasures in the last patch I might have missed some room-setup.
Erythion 15. dec. 2020 kl. 8:25 
https://gist.github.com/9f13a96c1b8dd3ec2bef7ed34ff07a6c

Got this error that stutters the game really hard.
Mlie  [ophavsmand] 14. dec. 2020 kl. 11:48 
@Paraj and others. Should be fixed now, all rooms that are defined by anything that not has a 100% fill-rate should now be ignored. (Embrasures/fences etc.) Thanks for the detailed report!
Paraj 3. dec. 2020 kl. 21:03 
Also getting temperature bouncing. It started when I built an in mountain bunker facing outdoors with CE’'s embrasures - walls that count for being 'indoors' but which still act like you're outside. ie: the temp ‘inside’ the embrasures equalizes to the outside temp. The embrasure had overhead mountain roof tiles, so I think the mod now thinks all of outside needs to be cooled to the mountain temp and gets in a tug of war with the 'base' temperature outside.

I think that's also what's happening to people who are having trouble heating and cooling their base (I have had the same issues). The mod sees an inside mountain temp that isn't the temp it thinks it should be and tries to forcibly reset it back to what to the temp specified in the mod options. If it helps, i've noticed that this behavior stops when you're only trying to change the temperature a little bit - 3c to 21c doesn’t work, but 15c to 21c does.
Mlie  [ophavsmand] 2. dec. 2020 kl. 22:11 
@SLABBY I think the description explains the mod in detail. The seasonal average is also visible in the settings during gameplay.
SLABBY 2. dec. 2020 kl. 18:48 
So I love the idea, but game-play wise, I'm not sure if it's behaving the way I'd expect?

I have a mountain base in the frozen arctic. In the winter, I find that I need much more heating with this mod than without, even though I would expect this to make heating a bit easier. How exactly does this mod work, and how does it compare with vanilla?
Mlie  [ophavsmand] 1. dec. 2020 kl. 5:49 
@ZzZombo Tested this now with an enclosed area with no roof and could see no such temperature fluctuations. Can you supply a more detailed instruction on how you built? Perhaps share a screenshot?
ZzZombo 30. nov. 2020 kl. 22:37 
Slight correction: turns out this only occurs in outside areas that do not form a room (w/o a roof), that is, unroofed enclosed areas. Maybe that's why you couldn't reproduce it.
Mlie  [ophavsmand] 29. nov. 2020 kl. 7:15 
@ZzZombo Not in my tests. Can you recreate it with no other mods loaded to rule out a mod conflict?
ZzZombo 29. nov. 2020 kl. 3:46 
The OUTSIDE temperature keeps going from the current seasonal outside temperature to the one defined in the mod's settings back and forth quickly, like once per second, causing, for example, noticeable frame drops with all that rottable stuff having to reconcile with the current temperature. Indoors, under the mountain, the temperature seems to be stable.
Entropy 22. nov. 2020 kl. 23:07 
>Darktrooper119
>how to actually refrigerate rooms with this though? Especially on fixed temp, the temp refuses to budge an inch no matter how hard you try and adjust.

Well, you have to "fight" with roof that making room warmer. So, first of all, more space within - more roof titles to counter. Next, you should use bigger coolers from mods, if possible. If not - at least care about heated air(from other side of coolers), which should go away somewhere outside.
Darktrooper119 22. nov. 2020 kl. 17:12 
how to actually refrigerate rooms with this though? Especially on fixed temp, the temp refuses to budge an inch no matter how hard you try and adjust.
Mlie  [ophavsmand] 21. nov. 2020 kl. 11:28 
From what I can tell in my tests it works as it should with z-levels.
i2ID 20. nov. 2020 kl. 15:41 
when you are underground the roof type becomes "underground" rather than overhead mounatin
Mlie  [ophavsmand] 20. nov. 2020 kl. 3:36 
@coatlakuma Compatibility how?
coatlakuma 20. nov. 2020 kl. 2:41 
Are there any plan for compatibility with different floors (Z-levels)?
Frost, Hell Jumper 18. nov. 2020 kl. 8:28 
nice
Entropy 16. nov. 2020 kl. 22:13 
Thanks, man. More people = more subscribers, and this mod is musthave for anyone who plays like me, on ice sheet inside the mountain.
Xx>₱ÙπIßH3D.X.M4π<xX 16. nov. 2020 kl. 22:04 
to simplify the comment below for people with 5 IQ like me, it makes any cave/cave base lean towards a certain temperature rather than just making it "colder"
Entropy 15. nov. 2020 kl. 20:15 
I can. Vanilla makes it's colder under the mountain towards some limit if outside is hot, but not hotter if outside is cold . Here is both situations towards one temperature limit, and with customization.