
Mods / Self-Recording Thermometer
Author: Spoonail
Side: Both
Created: Dec 20th 2024 at 7:00 AM
Last modified: 2 days ago
Downloads: 4374
Follow Unfollow 107
Recommended download (for Vintage Story 1.19.8, 1.20.1, 1.20.3, 1.20.4 and 1.20.12):
airthermomod_0.1.2.zip
1-click install
Overview
This mod adds a self-recording thermometer.
Once placed, it automatically records temperature at regular intervals (default: once per in-game hour).
You can right-click it to see a report of daily min/max temperatures.
Crafting
It can be crafted from any log, any metal nugget, and four sticks.
See 'Thermometer' page in the handbook for shape.
Copying Data
Recorded data will be lost when a thermometer is broken, but you might want to move it a block or two without losing the data.
For this purpose, you can copy data between two thermometers.
- Right-click the source thermometer with a parchment or four dry grasses to create a recorded chart paper
- Right-click the destination thermometer with the recorded chart paper to copy data from the source
Warning: Don't break the source thermometer before step 2, or the step will fail and the source data will be lost.
Materials used for a recorded chart paper will be returned when used on a thermometer.
(This behavior is available even if the source and destination are the same, so if you accidentally created a recorded chart paper, just use it on the same thermometer again to get the materials back.)
Commands
/thermo force-sample-all
Forces the targeted thermometer to get temperature data over the entire retention period (one in-game year).
Configuration
Path: VintagestoryData/ModConfig/airthermomod.json
samplingIntervalMinutes
Interval between temperature recordings in in-game minutes.
Help/Contact
If you encounter any problems or have feature requests, please do one of the following:
- Create an issue on the GitHub (click Issue Tracker tab on this page)
- Post in the forum thread for this mod on the Vintage Story Discord server (click Homepage tab on this page)
These methods align with how I handle reports for other mods (even for other games), making it easier for me to track and respond.
Note: Comments on this page are rarely checked.
Other Notes
- The thermometer recipe is intentionally simple to ensure it is accessible to early-game players. More immersive recipe/crafting is not planned currently, but feel free to patch the recipe or fork the mod source to suit your preferences.
Mod Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
0.1.2 | 4374 | Dec 20th 2024 at 7:06 AM | Empty | airthermomod_0.1.2.zip | 1-click install |
would this affect performance?
Neat mod and thanks for making @Spoonail
Awesome that is looks like its own weather station.
Any thoughts on adding other weather stats into the table
Maybe if summing the rain stop-start times and displaying as a % of total day length? Or keeping in 'theme', each minute it rains ~0.1mm?
Or % time wind was hurricane / light breeze strength
The rain data would be interesting to see if it has a pattern throughout the year and be useful for cropping.
Hey there, will this mod be updated?
I was wondering, in my world, I use the teleportation mod that creates random teleports on the surface that I use to have bases connected in various areas, and in each area, I place one of the Thermometers from this mod so I can keep records of the temperatures would it be possible that based on temperature the termomether have a page where it says like "Onions in this area should be planted from X to Z" based on the temp already colected so it only show the months that I have record for each of the crops in game???
Any way a client side, non-placed, version of this could be made so you can keep track of like... the last 5 days highs and lows as long as you were on to record them?
Spoonail thanks for your mod, this is quite handy :-).
To move the thermometer more easily, could it be possible to make it compatible with the CarryOn mod?
love this mod, I was wondering if there is a way to maintain the data when breaking the Thermometer, some times I want to move it but then I loose all the gathered data
I too would like to know how this handles the chunk being unloaded. Is the green/black area on the chart showing when its loaded? What does the force-sample-all command do?
Does this mod keep the chunk loaded where thermometers are located, does it 'wake up' the chunk on each tick or does it just only tick when the chunk is loaded? Also, would it be possible to have the data recorded to a book instead of just another thermometer using the data-copy feature?
I suddenly wish that there was mercury in vs
Hi and thx for your V.S. contribution. May i suggest you a possible improvement : Add a drop-down list of the suitable plants to be planted/grown for current day (luxury improvement : for each recorded day LOL)
Thanks for the feedback.
First, the temperature displayed by this mod is accurate* for the temperature that affects crops.
Of course, it's different from the temperature for calculating perish rate, and also from the temperature that affects player.
For example, you can warm up yourself by lighting a fire pit in a room, but you can't use that warmth to grow onions in winter, right?
As for displaying room temperature, further investigation and consideration would be needed.
It might make sense to display it on a separate page or in a distinct way to avoid confusion.
FYI, in a cellar, perish rate is calculated as if the temperature is the lower of 5℃ and outside temperature.
Even if the thermometer displayed that, you would see a flat graph of 5℃ in most cases, which might not be very helpful.
Additionally, perish rate is also affected by sunlight, so it doesn't perfectly align with temperature alone:
https://discord.com/channels/302152934249070593/418475092138393600/1329042789207375944
* Currently, greenhouse effect is ignored. Add +5℃ manually to the reading if you are placing the thermometer in a greenhouse.
Hi, I hope you can update this. There seems to be an issue, this mod, along with Status Hud, do not use the correct room temperature. For example, on the same floor, I have a smithing room, as well as my celler room. Both your mod and Status Hud, seem to be using some kind of Y-level based system or something, but does not follow the in-game celler room. You can use the Storage Vessel for example. I'm in my celler, and the food perish speed is in the teens/twenties (0.1-0.3), while a Storage Vessel in my smithing room shows all the stats close to 1.0 (0.9-1.1), or over. Therefore clearly, whether through an API, something isn't correct.
Essentially, I would like this mod to of course use the Y-level temp, but if in some kind of room, such as a celler, or non-celler room, to have the temp be specific to that room, than just the Y-level. If that is possible, which I hope it is.
Anyway, hope you can add something like this. Great mod, nontheless.
great mod. any way you could write the data to the handbook?
Tested on rc6 and worked fine.
If the issue occurs again, please post `client-main.txt` and `server-main.txt` logs to the mod forum (click the Homepage tab above).
Is it possible that something is different in RC6? My thermometers seemed to ignore right-clicks now.
Update: apparently the one in loading range was borked, the others are fine. I "broke" it and placed it back, now it works again although I did lose the data (which I got back with the force update).
is there a possible way to use this as a client side with UI to research areas and regions ?
Very excited to mess around with this. No more mental graphs.