// Management · RimWorld Mod
[WD] Fueled Heaters (1.6 Updated)
Fueled Heaters About Two reliable, power-free heaters for big rooms and crop zones.
Fueled Heaters
About
Two reliable, power-free heaters for big rooms and crop zones. Built for cold snaps and solar flares. Reinstallable, toggleable, and more fuel-efficient than campfires.Features
- Two heaters: Wood-Fired & Chemfuel
- Works without electricity — keeps running through solar flares
- Thermostat UI with a sensible max-temp guard
- Reinstall / Switch off when not needed
- Research gate to unlock
Build & Stats
- Wood-Fired Heater: Fuel capacity 50 Wood • Consumption ~10 Wood/day
- Chemfuel Heater: Fuel capacity 40 Chemfuel • Consumption ~8 Chemfuel/day
- Category: Temperature
- Placement: Indoors; ideal for large rooms and greenhouses
- Controls: Standard target-temperature slider
Fuel & Operation
- Fill with the listed fuel, set a target temperature, and let it run.
- Toggle Off to conserve fuel when the room is warm.
- More efficient than campfires for sustained indoor heating.
How to Use
Build from Temperature, add fuel, set the thermostat. Great for bedrooms, workshops, and crop protection during cold snaps.FAQ
Q: Save-safe? A: Yes to add anytime. Q: Removing? A: Not recommended mid-save. If you must, deconstruct placed heaters first. Q: Performance? A: Lightweight defs; no heavy systems.Compatibility
Designed for vanilla + DLCs. Plays nicely with most furniture/temperature mods.Known Issues
None reported.Changelog
v1.2 Update- Fixed heaters being too weak in medium and large rooms
- Fixed heaters failing to maintain temperature in cold climates (e.g. -40°C outside)
- Heating now matches vanilla heater behavior and speed
- Fixed wood fueled heater working even when it is powered off.
- Fixed under-heating in RimWorld 1.6 (now heats at intended rate)
- Restored Chemfuel Heater temperature panel
- Added max-temperature limit to prevent unrealistic output
- Smoothed fuel use to scale with heat demand
- General XML cleanup and About.xml refresh