vasumahesh1 / centralizedclimatecontrolmod Goto Github PK
View Code? Open in Web Editor NEWRimWorld Mod for better Temperature devices
License: MIT License
RimWorld Mod for better Temperature devices
License: MIT License
Please update this awesome mod to 1.1. ๐
Here are the links for making life easier for those who love your mod!
http://www.modsync.ninja/
https://ludeon.com/forums/index.php?topic=34447.0
Hi, in the steam and google drive downloads of 1.4.0, AirVent is missing the line CentralClimateControl
which means no one can build it.
I've also posted on the forum about this issue.
It would be very nice to see some form of flow control for the air. Even the simple ability to make the climate control unit separate the networks (so it does not act like anormal pipe and merges them) and to select the input/output network for air would be amazing.
This would allow users to build a climate control network with one intake fans array and have several separate temperatures in controlled output networks.
I get lag every few seconds for half a second when the game is in x3 speed.
It seems like every time the lag happens the game is rebuilding something about airflows.
I deconstructed all climate buildings and pipes, saved the game, closed and reopened RimWorld and after loading the save the issue persists.
Log:
--- Start Rebuilding --- For Index: Hot
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)s
Printing CompAirFlows -
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
--- Done Rebuilding ---
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
--- Start Rebuilding --- For Index: Cold
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Printing CompAirFlows -
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
--- Done Rebuilding ---
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
--- Start Rebuilding --- For Index: Frozen
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Printing CompAirFlows -
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
--- Done Rebuilding ---
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Full log: https://hastebin.com/nebiqayihu.log
I have another longer log from the same game if you need it
We should be able to set the climate control to cooling or heating mode (or a range) so that it use less energy when it isn't needed to actively heat or cool the intake air.
There is rarely a case where we need it to output a specific temperature.
For example, Walk in freezer just need to be below 0.
Other room need to be between 21-3x+ (I ain't quite sure meh)
And maybe some drying room or walk in oven need to be above 60 or 100
I'm working on a modification to the Pipe atlases for drawing 3 different types of pipes on the same tile. In the current functionality the pipes draw on top of each other and it is hard to see what types of pipes are on the tile since they stack.
I'm having trouble with the rendering of the textures from the Atlas PNG. How are these rendered? When comparing to the default atlas (Power Conduit for example), the textures stretch out to the edge of the image and the image is divided into 16 equal squares. There are 16 squares on your Pipe atlas PNGs but they don't really make sense when they're tiled out. Would there be a way that you know of to change the way that they are drawn so it picks the texture out of the full grid without the white space on the edges and between pipe tiles?
AKA "Vents aren't dumping air!" (titled by HowMuhKevinNah)
https://steamcommunity.com/workshop/filedetails/discussion/973091113/2572002906850246840/
The whole network shouldn't stop working if there isn't any air climate control.
My air intake is as hot or cold as I need them to be.
I shouldn't need to waste 200W just to have something just sitting there doing unneeded heating/cooling adjustment.
This suggest it was intented to work without an air climate control unit:
CentralizedClimateControlMod/Source/CentralizedClimateControl/AirFlowNet.cs
Lines 113 to 118 in 9e373de
Bug lies with how ThermalCapacity == 0
means ThermalEfficiency == 0
CentralizedClimateControlMod/Source/CentralizedClimateControl/AirFlowNet.cs
Lines 156 to 159 in 9e373de
And that leads to the thermalFlag
being set which shut off the network.
I may need to create a video to demonstrate, but will do my best with written words.
Case one:
Case Two:
Its strange behavior. I can shoot a video if it would help. I am using extreme temps for the passive and active intakes to the system, but the periodic behavior is very odd as well.
All buildings in Centralized Climate Control depend upon the research projects Air Conditioning and either Basic Climate Control or Industrial Climate Control. The Basic Climate Control research project has only Electricity as its prerequisite. This results in a research graph that could cause confusion to users: you can complete Basic Climate Control research and yet be unable to actually build any climate control.
In the un-modded research window this is confusing enough, but it becomes worse when a mod such as Fluffy's Research Tree is used. In this case, it incorrectly states that the various climate control buildings are enabled by both the Air Conditioning and the Basic/Industrial Climate Control projects:
I recommend changing building defs to include only a single pre-requisite: either Basic Climate Control or Industrial Climate Control. Then alter the 2 climate control projects to require Air Conditioning as a prerequisite.
Climate buildings can only be deconstructed, not uninstalled and stored or installed somewhere else.
Hello, I'm having the issue of pawns deconstructing the wall for placing either pipes or vents.
Here's my modlist:
Modlist.yxt
Here's a few captures of the issue:
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