边缘世界 RimWorld

边缘世界 RimWorld

Celsius
723 条留言
Abbot 12 月 12 日 上午 6:15 
Also, the ice melting into water on ice sheet biomes make no sense and make this unplayable for me.The game itself tells you that the ice is kilometers thick (deep frost), it makes no sense for it to melt after I install a heater in an enclosed space.
Abbot 12 月 12 日 上午 6:13 
This mod is such a great idea with a good execution that just needs a few tweaks to be perfect.

GARWEL, IMPROVE ITS COMPATIBILITY AND MAKE IT USABLE IN VERY COLD BIOMES AND MY LIFE IS YOURS
depresso espresso 12 月 10 日 上午 10:13 
@phlux yeah vents never worked with this mod
phlux 12 月 2 日 上午 8:55 
And my beds are always 40°C where my pawns sleep while the room is 11°C or something like that...
It seems like something doesn't really work here.
phlux 12 月 2 日 上午 6:45 
Vents don't seem to work?
Morcalvin 11 月 15 日 下午 8:48 
Will you be updating this?
Bartholomew Marmalade 9 月 29 日 上午 11:58 
I think there's a lot of problems with this mod + Odyssey and other Vanilla Expanded mods (including VFE Temperature).

It prevents ice from forming (Odyssey) and it also messes up with VE Temperature even if the proximity heat is turned off.
Vril 9 月 16 日 下午 1:26 
@Jamesthe1 disable proxy heat from VFE Temperature
Jamesthe1 9 月 16 日 下午 1:06 
There seems to be a bug where heat will never dissipate, causing tiles to accumulate temperatures of up to 4000 C.
OceanOfGaming 9 月 2 日 上午 10:25 
i dont think this mod will get an update anytime soon tbh
Vril 9 月 2 日 上午 5:15 
@albinogod it was VFE temperature addon with their proxy heat i think, i also added the patch mod and since then have no issue.
albinogod 9 月 1 日 下午 7:19 
@Vril, that is a sign that the heat simulation is broken. Loading the save without Celsius enabled, saving, and then loading the new save will "flash" the heat map fixing the issue. Just know that :flashing" the heat map may not remove the underlining cause, which cannot be determined with what details you have provided. If you are using Odyssey with Celsius Patches and/or with freezing and melting disabled, then please report your issue with logs to the Github page.
Vril 9 月 1 日 下午 2:40 
Why are geysers 4121 degrees celcius? That's above water decomposition temperature into hydrogen and oxygen...
OceanOfGaming 8 月 30 日 上午 7:42 
mountain bases are a nightmare to cool, the roof is not a good insulator, the floor isnt either and marble walls yeah no. not a good insulator as far as the mod goes. try wooden floors and walls @King Matt
King Matt 👑 8 月 29 日 下午 2:04 
@OceanOfGaming

Mountain base, Marble walls. Outside was the same temperature as indoors. Temperature by coolers (set to 18 degrees) would drop to 20-30 for a second and be back at 56 a second later. The cold pushed to the 3 nearby tiles and the rest of the cooler was same temperature as outside.

I do like the mod and concept. I switched to Celsius from VTE due to bloat. Appreciative of the work the author has put in as well! This mod has led to some very funny and memorable interactions

Going to try out vanilla for a while for now. I can report removing it from a save with 300+ mods had virtually no impact
OceanOfGaming 8 月 29 日 上午 6:01 
@King Matt what walls are you using and whats the surrounding temperature?
King Matt 👑 8 月 28 日 下午 8:04 
Two air conditioners cannot cool a vanilla 6 x 6 room? Does not seem to be working
OceanOfGaming 8 月 28 日 上午 7:06 
@xenogray restart the whole game and temperatures should spread again. this mod is still not updated it seems
Xenogray 8 月 28 日 上午 2:01 
My pawns now burn to death when passing near a vent or when cremating corpses... It's very confusing.
Aargh Tenna 8 月 24 日 上午 5:10 
biggest problem with this mod in 1.6 is that it recomputes the whole map each time it loads it. So if you land your hot gravship on freezing map, your ship is freezing again and is reheating from scratch. Sort of kills nomadic playthrough.
astrofloof 8 月 18 日 下午 5:27 
:mhwgood: Thankyou to the creator, I rly love this mod!

Tangentially, I came across a rather hilarious bug but it was a mod conflict (with I'm honestly not sure what). Random corners of my base would suddenly be like 1000+ degrees lmao, so I'd just put a wall or impassable item in that spot and there'd be no problem. I just thought I'd share cause I thought it was really funny to suddenly get a message that a colonist is being burned by superheated air and they are just sitting there eating lunch.
albinogod 8 月 18 日 下午 12:13 
@ArticBlazer, yes and no. The space stuff works, it just doesn't do anything special to account for the vacuum and has some non game breaking issues. At the same time if you don't disable the freezing and melting that Celsius adds, then the heat simulation will break when anything freezes. Celsius Patches includes a temporary work around for the later issue, but the former issue requires a bit more work.
ArticBlazer 8 月 18 日 上午 9:56 
is this mod compatible with 1.6 odyssey DLC?
тетеря, блин 7 月 29 日 下午 1:36 
ambitious mod. the last things we need is germs trails and per-tile gases and we will get Oxygen Not Included.
DuckGoosebear PrairieDogLover 7 月 29 日 下午 12:54 
Is it intended that two campfires can't heat up a small 22 cell shelter in winter? What am I doing wrong?
тетеря, блин 7 月 29 日 上午 9:56 
OceanOfGaming 7 月 26 日 上午 10:10 
@Garwel primarily gravship walls insulation would be important and temperature caching so when i land in space my whole ship isnt -75Cs
Vegas 7 月 26 日 上午 9:39 
Does this mod melt solid ice rock tiles in Rimworld 1.6 when the temperature is above zero?
albinogod 7 月 26 日 上午 6:54 
@Garwel et al, I will be putting in a temporary fix for the incompatibility with Odyssey on my end in the next Celsius Patches update. It won't be a substitute a proper integration with Odyssey's systems, but it should fix the phase transition bricking the game.
Garwel  [作者] 7 月 25 日 上午 12:48 
There is currently no ETA for Odyssey compatibility. I will eventually make it, but it's not trivial (with e.g. vacuum simulation). Perhaps I will take an incremental approach, gradually adding support for more Odyssey's features and improving overall 1.6 support.
OceanOfGaming 7 月 17 日 上午 8:33 
any ETA for odyssey? bugs so far are temps dont get moved and every once in a while the temperature calculating stops working entirely
albinogod 7 月 15 日 上午 6:12 
Slight change of plans with the 1.6 update: it is is on hold until Celsius is fully working with Odyssey or I find a new way to deal with the "Inherit" issues. One of the optimizations Ludeon did to speed up launch time broke how I was dealing with unintended inherits, and every other non-destructive method I tried hasn't worked.
Morcalvin 7 月 14 日 上午 3:26 
Does this work with odyssey? In earlier comments you said the github version was updated for 1.6 but it's been a little while since that comment and the mod is tagged 1.6
Akry 7 月 12 日 下午 7:21 
I need advice how to freeze a 11x11 room.
I got 2 cooler but only about 1/3 of the room is below 0. Do I have to build 3 more and in different side to be able to do it or is there some magic I can encourage diffusion?
albinogod 7 月 11 日 下午 12:06 
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  [作者] 7 月 10 日 下午 1:24 
@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 7 月 10 日 上午 9:07 
cool mod but my freezer is not working :(
albinogod 6 月 29 日 下午 7:03 
@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 6 月 29 日 下午 6:22 
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 6 月 27 日 下午 12:06 
Okay, thanks for the answer!
Garwel  [作者] 6 月 27 日 上午 10:39 
@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 6 月 27 日 上午 9:42 
Any chance you will implement TruGerman's method of doing multithreading?
Garwel  [作者] 6 月 27 日 上午 2:19 
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  [作者] 6 月 19 日 下午 11:55 
@Thurnis Haley To investigate and fix issues, I need detailed information and, most importantly, logs. Use the Github link in the description.
watertank 6 月 19 日 下午 3:46 
o7
lol 6 月 19 日 上午 10:17 
Works great. Exit / enter map in case something fishy happens with temperature
Thurnis Haley 6 月 19 日 上午 10:07 
Mod still doesn't work. Every bed/sleeping spot gives your pawns heatstroke. Random spots on map of 400+ degrees. Steam geysers regularly reach 6500 degrees F.

Tried to download 2.4 before this dude broke his mod with multithreading, it works great until you try to open the mod options, at which point you cannot close the menu and are forced to close and restart the game.
lol 6 月 10 日 下午 8:14 
Freezing water with Celsius (v2.5+) causes a crash if Fish Traps is installed. The issue is on their end (missing null check in TerrainChangePatch.Postfix), but it only triggers when Celsius calls SetTerrain from FreezeTerrain in a thread. Maybe worth listing Fish Traps as incompatible or suggesting a workaround.
albinogod 6 月 5 日 下午 5:13 
@ShockedHearts, that is an issue caused by the heat updater getting looked up. You can fix it by rolling back to a version before the multi threading was implemented (found on Github) or by resetting the heat map using your preferred method.