RimWorld

RimWorld

Safe Temperature
92 Comments
1trickPwnyta  [author] 21 Aug @ 9:14pm 
@Kateye This mod is not compatible with any mod that changes the game's temperature calculation, sorry.
Kateye 21 Aug @ 8:04pm 
I am having an issue that when my pawns work at a smelter outside, the local temperature goes up to 70C, they get heatstroke, then "Waiting in a safe temperature" AT THE SMELTER, continuing to get more and more heatstroke until they faint. I suspect you're checking to see if the room is safe rather than the tile.
Eric_Kei 20 Aug @ 1:07pm 
I'm not sure; the Steam Vent temp reading was in the 120~140F range. After I made her move, she stood in a warmer tile for another minute or so at 3X speed. Even overnight, the temperature on the map wasn't even close to freezing outsided; maybe in the low 50s at worst (naked pawn in a new colony). My guess is that I had a cooler set too low in a nearby Room.

I think it was just a temporary hiccup; I just felt it was notable.
1trickPwnyta  [author] 20 Aug @ 6:37am 
@Eric_Kei Did she remain there even after her hypothermia went away?
Eric_Kei 20 Aug @ 3:16am 
I had a rather...odd...thing happen to me yesterday with this one. A pawn (possibly suffering from Hypothermia?) decided to warm up by standing on the SW tile of a steam geyser (the one the heat is generated in). She then remained there even though she quickly ended up with Heatstroke o_O She was still marked as 'seeking safe temperature,' so I had to Draft her to force her to move away.
1trickPwnyta  [author] 28 Jul @ 9:38pm 
@Church.exe I don't think this mod would work with mods like those.
Church.exe 28 Jul @ 9:35pm 
If that's an issue then how would this mod handle something like Grid Cell Temperature or Celsius? Does Vanilla Temp Expanded use a different implementation that causes errors (for instance not actually changing the temperature but applying a temperature offset to any pawns nearby or something) or would this just flat out not work with more dynamic temperature mods like Celsius or GCT?
MonsterCock69 2 May @ 4:30am 
@1trickPwnyta what @Grave is referring to must be an interaction caused by "Vanilla Expanded Temperature" which causes things that generate heat (like campfires) to have a bubble of heat around them, a patch is needed cause I have the same identical issue, and it's an issue that 100% can happen with many other things other than MO forge, it's Van Exp Temp that causes this

Edit:
NVM @Grave found a fix, go in vanilla expanded temperature settings and change or disable the item that causes the issues' proxy heat setting, or tick the setting "enable proxy heat effect indoors"
1trickPwnyta  [author] 28 Mar @ 8:21pm 
@Grave Does the forge only heat up the area around it, and not the whole room? Because yeah, that probably would be the issue. In that case, I would say this mod is not compatible.
Grave 28 Mar @ 6:33pm 
I'm having an issue where pawns work at the Medieval Overhaul forge, it generates a bubble of heat around it that causes heatstroke. The Pawns get heatstroke and start "waiting in safe temperature" without moving away from it. I'm guessing they're using the room's regular temp and not moving out of the weird MO forge heat zone. I'm not even sure it's MO that adds the heat zone.
kongkim 18 Feb @ 7:53am 
@1trickPwnyta Glad if it helped, and i tried what you said, it did help a bit but still there :) but better.
1trickPwnyta  [author] 18 Feb @ 6:51am 
@kongkim Solving the performance issues with this mod is a long term project I plan to continue working on, and I'll keep this advice in mind. In the meantime, disabling the suboptimal temperature setting should improve performance. Thanks for your comment!
kongkim 18 Feb @ 6:21am 
Soo i hate you and love you right now :S
I have just used around 3 hours to hunt down what made my game lag to insanity.

And after a long time, I found out (And tested) that if you have this mod installed, and restrict your pawns to an area so they don't leave it, and the temperature becomes dangerous and the pawns cannot find a safe place within the restricted area, the mod keep trying constantly making the game lag wild.

Test it a lot, and as soon you remove the restricted area, they run to safety and stop lagging, also if you add more heat/cold resist to them the lag also stop,s etc.

You should make so pawns only look for safe areas within the area they are restricted to and stop doing so if it cannot be found ad long they are in the area.
1trickPwnyta  [author] 22 Jan @ 9:05am 
@SierraKomodo If you disable the suboptimal temperature setting in the mod settings, does the issue still occur?
SierraKomodo 21 Jan @ 9:08pm 
@1trickPwnyta No, it specifically had access to areas with better temperatures. I even built walls and a ceiling over a couple of generators I had to really make an oven and it would instead just sit in a room that, for a human colonist, would've been fine, but was still too cold for the salamander species' preferences.
1trickPwnyta  [author] 12 Jan @ 10:08am 
@SierraKomodo When this happens, does the animal have access to any area that is warmer than that, or is that the warmest temp it has access to? Also, you can disable this behavior by disabling suboptimal temperatures in the mod settings.
SierraKomodo 12 Jan @ 9:30am 
It's been getting confused with some animals that have relatively abnormal safe temperatures. There's a fire salamander that's been getting hypothermia because it keeps waiting in rooms under 100 degrees as a safe area, despite that being below his minimum temp.
1trickPwnyta  [author] 15 Dec, 2024 @ 11:21am 
@Radixerus I'm not very familiar with the Toddler mod so I'm probably missing something, but my baby doesn't seem to be able to move. Also, I checked the safe temperature actions with a toddler and they had no problem seeking and waiting in safe temperature on their own. Just to be clear, is the problem with babies or with toddlers? And what are the exact steps you used to get this error? Thanks!
1trickPwnyta  [author] 27 Nov, 2024 @ 7:51pm 
@Radixerus I will take a look at some point, but I'm not sure yet when I'll get to it.
Radixerus 27 Nov, 2024 @ 7:46pm 
This mod seems to have problems with the toddler mod, since Babies are incapable of waiting in a safe temperature, but are given the ability to move. Because of this, the mod is constantly causing JobDriver exceptions because the baby won't move. People won't even pick up the baby and do it themselves because since the baby can move themselves. I love toddlers, and would love if you fixed this.
BoogieMan 12 Nov, 2024 @ 7:45pm 
It says "waiting in safe temperature" and I'll have to test the other setting when I get time to play again. Thanks for the response.
1trickPwnyta  [author] 12 Nov, 2024 @ 5:52pm 
@BoogieMan When you click on them does it say they are "standing" or does it say "waiting in safe temperature"? And does anything change if you disable "suboptimal temperature regions" in the mod settings?
BoogieMan 12 Nov, 2024 @ 5:39pm 
For me, this makes people stand in place, even if they are standing in the area that is responsible for the unsafe temperature.
9527 18 Oct, 2024 @ 8:02pm 
Thank you very much for your update
1trickPwnyta  [author] 18 Oct, 2024 @ 7:10pm 
@Z9527 I just updated the mod with some settings you can play with. To prevent the problem you're talking about entirely, you can disable "Use suboptimal temperature regions".
1trickPwnyta  [author] 18 Oct, 2024 @ 6:10am 
@Z9527 Unfortunately that is going to be an issue when there are no safe zones. Your colonists have nowhere to go and are desperately trying to stay as warm as possible. Since this is an issue, I'm going to add some settings to this mod to give you control over which behaviors will be enabled or not. I'll try to work on that later today.
9527 18 Oct, 2024 @ 2:43am 
I showed up with @Maxwell (it/its). Similar problem, I had a cold snap at the beginning of the game, and there was no suitable temperature zone on the entire map, so the colonists started hanging out in place and stalling every few seconds.
1trickPwnyta  [author] 3 Jul, 2024 @ 6:01pm 
@Maxwell Thanks for letting me know. Unfortunately I wasn't able to reproduce this myself, including the heat wave, solar flare, baby, and no area with safe temperature. Once heatstroke set in, colonists gathered inside where it was slightly less hot than outside and waited there. No game freezing or anything. If you are able to reproduce this issue without any other mods enabled and provide the save file, I can do some testing.
Maxwell (it/its) 3 Jul, 2024 @ 11:38am 
Yesterday while playing Crashlanded a heatwave and solar flare event occurred simultaneously. This meant the coolers stopped working and there were no safe temperature zones anywhere on the map. My plan was to wait out the solar flare until the coolers came back online and colonists had a safe zone to retreat to, but RimWorld began freezing every couple seconds on 1x speed. I disabled this mod and this stopped the freezing. I re-enabled the mod as soon as the solar flare event ended, and the freezing continued, but abated once the coolers had a chance to come online again.

I'm not sure if it matters but this colony had one baby (Biotech) at the time.

I'm not sure what other mods might be influencing this behavior, but I'll do more testing later.
1trickPwnyta  [author] 16 May, 2024 @ 4:29pm 
@LordXamon Okay, this one worked! I was able to load the file, and here's what happened: Everyone was staying put, waiting in safe temperature. This is because the room where the campfire blueprint is was even colder than the outdoor temperature. Since the pawns already have hypothermia, they won't go in there unless you force them to, in order to stay as warm as possible. I was able to manually tell them to construct the campfire, and once it was built, everyone flocked to that room to get warm since it is now warmer than the outside temperature. This is all intended behavior. I did not experience the mod taking over when issuing manual orders. Note that when you tell them to "work on" the campfire, they will get the wood and place it there, and then they consider their manual order complete (this is vanilla behavior). You'll have to tell them manually again to actually construct it.
1trickPwnyta  [author] 13 May, 2024 @ 6:51am 
@LordXamon it looks like steam removed your link
LordXamon 13 May, 2024 @ 6:13am 
1trickPwnyta  [author] 12 May, 2024 @ 8:16pm 
@LordXamon I tried loading your save with no other mods enabled and I can't even see anything: https://imgur.com/a/X3Jv7ue Are you able to upload a save that doesn't use any other mods?
1trickPwnyta  [author] 12 May, 2024 @ 6:56am 
@LordXamon before I get a chance to check out the save, I just wanted to say that if the temperature inside that cave is lower than the outside temperature for whatever reason, they may wait outside in order to slow the process of hypothermia (relatively), and obviously they're never gonna get warm out there, so there would need to be a warmer place to wait before they stop doing that. However, manually telling them to go build the campfire should still work. If it doesn't, something is definitely wrong. I will take a look at the save hopefully later today.
LordXamon 12 May, 2024 @ 6:17am 
I tested on a new save, tundra biome. Ordered them to build a campfire inside a room, and they're just standing there. https://imgur.com/JXX3yz9

If it works for you, I guess it must be some incompatibility. I do have a save https://drive.google.com/file/d/1UqII2fKJq086JywL0IMwJ3mp9TowGh8c/view?usp=drive_link
realMatcher 10 May, 2024 @ 2:41am 
@1trickPwnyta, thanks for the answer.
Nice, another mod for my overloaded mod list. Now they can slurp their ice coffee in the safety instead of the burning sun :P
1trickPwnyta  [author] 9 May, 2024 @ 11:19am 
@realMatcher yes it should be safe to add to existing saves and I am not aware of any incompatible mods, though I imagine it would not be compatible with any mod that changes pawn logic regarding temperature safety.
realMatcher 9 May, 2024 @ 8:16am 
Is this mod save to add to an existing save and are there any known incompatible mods?
1trickPwnyta  [author] 8 May, 2024 @ 10:05am 
@LordXamon Unfortunately, I am not able to reproduce those issues. I tested a new map with no rooms (so the whole map is all the same temperature), spawned 4 climate adjusters to make it very cold, and once serious hypothermia set in, my pawns were still doing their work. Then I created a warm room and they immediately went inside. Then I manually told them to go back outside and do their work while they still had serious hypothermia, and they went out to complete their work as instructed. Do you have a save file I can test with?
1trickPwnyta  [author] 8 May, 2024 @ 9:13am 
@LordXamon these are issues I've had in previous versions of the mod but they should have been fixed. I'll look into it when I get home today. If I can't reproduce the issue, are you able to reproduce it with no other mods and provide the save file?
LordXamon 8 May, 2024 @ 4:53am 
This isn't working properly. If there's no safe temperature in the whole map, the pawn just stands there instead of doing their job.

Also, the mod often takes over my manual orders.
dracoix 🐉 30 Apr, 2024 @ 6:56am 
Mine's been tailored to my mod set of extreme temperatures (go outside you'll die), yours might be better suited to general purpose.
1trickPwnyta  [author] 29 Apr, 2024 @ 4:56pm 
@dracoix I've now updated this mod with bug fixes and smarter logic. Your version might still be better, I'm not sure what the differences are!
dracoix 🐉 8 Mar, 2024 @ 8:25am 
@1trickPwnyta and @all:

I have a working local version that addresses all issues, with more advanced logic for decision making. There are still warnings, but they are more related to expanded traits, but so far no errors in 90C environment.

Pastbin ID: JjvBNh4U

I'll fork the mod if needed, but I much rather the original author update.
tri_idias 19 Jan, 2024 @ 8:55am 
When the pawn moves to a safe temperature, it just moves to the door which leaves the room open. Is there anyway to change that?
cralis7 20 Dec, 2023 @ 10:52pm 
In addition to those errors, when playing the game, the log is continuously spammed "Object reference not set to an instance of an object" and according to RimPy Log Analyzer, it's from Safe Temperature.
BigStrongMama 1 Dec, 2023 @ 12:06am 
This mod seems to make the assumption that the colony has an area with safe temperature, and sends this error when there is no safe area:
Exception in RimWorld.ThinkNode_ConditionalColonist TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at SafeTemperature.Patch_JobGiver_SeekSafeTemperature_TryGiveJob.Postfix

Logs:
https://gist.github.com/HugsLibRecordKeeper/8a61471e0044f78161019d8e53e2b374 .
Black Jesus 24 Nov, 2023 @ 8:16am 
Ah I forgot to mention. My game keeps spamming a single red error over and over again when using this mod.

This is the error: https://imgur.com/a/6IEcSgu

These are the logs: https://gist.github.com/HugsLibRecordKeeper/a6124908b5da9dec5dbf4c2a19747e71
Zachattack0318 24 Oct, 2023 @ 12:50am 
i had the same bug happen as PaprikaRobin just said, and because i had the error pop up it kept pausing my game every time i Resumed my game 3-5 seconds in it would pause. For now im just going to uninstall and ill update and tell you if its safe to remove from a current playthrough