Rimedieval - Ice Revamped
Reimplant and rewrite version of [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2596933598]Rimedieval - Ice add-on[/url].
* reimplant to 1.4
* implement unfinished freezing mechanism
* add ice chest and ice maker
* rebalance
Introduce ice into RimWorld.
Enjoy!
Features
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[*] [b]Ice Block & Ice Wall[/b]
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[*] fragile, a little bit beautiful
[*] slowly cooldown surrounding
[*] melt when above 0 ℃
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[*] [b]Ice Sculpture[/b]
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[*] less work to make
[*] slowly cooldown surrounding
[*] melt when above 0 ℃
[*] can be refilled using ice blocks
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[*] [b]Cellar[/b]
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[*] a building to properly store ice blocks
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[*] [b]Medieval Fridge[/b]
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[*] use ice as fuel
[*] keep items from rotting
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[*] [b]Ice Chest[/b]
[list]
[*] use ice as fuel
[*] slowly cooldown surrounding
[*] can cool down to under 0 ℃
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[*] [b]Ice Maker[/b]
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[*] require electricity
[*] periodically produce ice blocks
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[*] [b]Freezing Mechanism[/b]
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[*] water freezes when under 0 ℃
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[/list]
How to Obtain Ice Block
* By digging ice (only in winter, very efficient)
* By using ice maker (require electricity)
* By crafting in drug lab (very inefficient)
Balance
Here's some simple math to help you understand the value:
* A cellar can hold 800 ice blocks.
* A medieval fridge requires 225 ice blocks to last for 3 quandrums.
=> A cellar can support about 3.5 medieval fridges.
=> A cellar can support 21 stacks of items.
* An ice block requires 120gt to dig.
=> 800 ice blocks require 96000gt to dig.
* A grand sculpture requires 105000gt to craft.
Performance Impact
I tried my best to optimize the performance, but it turns out that to simulate a relatively real freezing mechanism, there is inevitably some performance loss.
The very principle is: The larger the water surface, the heavier the performance impact.
Below is an example of a tropical map with widespread swamps:
Stable (all water surface frozen or melted):
[url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fsmms.app%2Fimage%2FBezsCcyPRUMHLb9][img]https://s2.loli.net/2024/02/25/BezsCcyPRUMHLb9.png[/img][/url][smms.app]
Morphing:
[url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fsmms.app%2Fimage%2FmBzkFyeLcNJf25P][img]https://s2.loli.net/2024/02/25/mBzkFyeLcNJf25P.png[/img][/url][smms.app]
If you're in a map with only a few ponds, there shouldn't be that much loss.
FAQ
Safe to add into existing save, not safe to remove.
Definitely incompatible with other mod that add freezing mechanism.
This mod is originally designed for medieval playstyle, but can still be used in higher techlevel colony.
Bug report
A proper bug report should include the following part:
[list]
[*] Description of what it should be and what it actually be
[*] Console log
[*] Your mod list
[/list]
please control the length of your mod list. List longer than 10 (include DLC) will be ignored cause I'm really not spare enough to check one by one.
Credits
Original mod - Fumblesneeze
New art - Ogam
Code - Taranchuk, cedaro
[url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fmit-license.org%2F]The MIT License (MIT)[/url][mit-license.org]