Marvin's Hot and Cold PackAlpha 15 FAQWhen will Alpha 15 versions of these mods be released?
When they're ready.
- Less Incident Trolling is already released on its own thread.
- Solar Apoclaypse and Rogue Planet should be next up.
- Oilification is on the back burner for the moment. Having trouble coming up with some new content for it.
- Harsher Map Conditions needs a bit more work.
- Apparel Insulation Nerf and Combat Readiness Check depend on CCL, so I'm waiting for an Alpha 15 CCL release.
DownloadsAlpha 15Marvin's Hot and Cold Pack IV -Dropbox
- Oilification
- Less Incident Trolling
- Apparel Insulation Nerf
- Solar Apocalypse
- Harsher Map Conditions
- Combat Readiness Check
Alpha 14Combat Readiness Check (v1.0.1) (http://marvinkosh.omniloth.net/mod/combat-readiness-check/) -Dropbox (https://www.dropbox.com/s/e92xjia8omk0wpj/CombatReadinessCheck101.zip?dl=0) -Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=737985657)Alpha 13Raid Sanity (http://marvinkosh.omniloth.net/mod/raid-sanity/) -Dropbox (https://www.dropbox.com/s/edp1ollboa5gf73/RaidSanity101.zip?dl=0)Hot and Cold Biomes (http://marvinkosh.omniloth.net/mod/hot-and-cold-biomes/) -Dropbox (https://www.dropbox.com/s/s24l4spm2049998/HotCold_Biomes111_RequiresCCL.zip?dl=0)Requires CCL (https://ludeon.com/forums/index.php?topic=16599.0), get it here (https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/releases/latest).
Alpha 12dMarvin's Hot and Cold Pack IIId (http://marvinkosh.omniloth.net/mod/marvins-hot-and-cold-modpack/) -Dropbox (https://www.dropbox.com/s/ykqkd84wqkdra34/MarvinsHotColdPackIIId.zip?dl=0)
- Hot and Cold Minification - Production tables are portable. Turrets and a needlegun can be built at the smithing table. Improvised turret is removed and replaced with a manned pila throwing turret.
- Hot and Cold Biomes - More challenging tundra, desert and arid shrubland.
- Less Incident Trolling - Solar flares no longer happen during eclipses. Also, slightly less incident spam.
- Manti - An miniature anti-matter reactor.
- Modded Charge Lance - Scythers have a shorter-range charge lance, less damage but can fire quicker. Centipedes may now sport the Charge Cannon, which is a two-shot charge lance with similar stats to the original charge lance but still less damage. The charge cannon can be wielded by humans but of course like the minigun there is a move speed penalty.
- Harsher Map Conditions - Cold Snap, Heat Wave, and Volcanic Winter all last longer and have greater effects. Solar Apocalypse added.
- Raid Sanity - Raiders and friendlies consider a narrower range of temperatures before stopping by to say 'hi' or 'ur going to burn.' ;)
Modded Inferno Cannon (http://marvinkosh.omniloth.net/mod/modded-inferno-cannon/) -Dropbox (https://www.dropbox.com/s/jaunl8z8iydylkg/ModdedInfernoCannon.zip?dl=0) - An inferno cannon designed to set lots of smaller fires.
Raid Sanity (http://marvinkosh.omniloth.net/mod/raid-sanity-a12/) -Dropbox (https://www.dropbox.com/s/bumjo4htpc38qz5/RaidSanity.zip?dl=0) - Raiders and friendlies consider a narrower range of temperatures before stopping by to say 'hi' or 'ur going to burn.' ;)
Modded Charge Lance (http://marvinkosh.omniloth.net/mod/modded-charge-lance/) - Scythers now sport a short-range, quicker-firing version of the charge lance. Centipedes can equip the Charge Cannon, which is a heavy two-shot weapon with a long range. The Charge Cannon will drop when Centipedes carrying it are downed or killed.
Hot and Cold Minification (http://marvinkosh.omniloth.net/mod/hot-and-cold-minification/) -Dropbox (https://www.dropbox.com/s/4co8fu79yt6nj2r/HotCold_Minification156.zip?dl=0) - Minified turrets and upgraded smithing table are no longer deconstructible. Minified turrets use custom explosion which causes electrical damage rather than bomb damage. The vanilla improvised turret is replaced by a pila thrower.
Harsher Map Conditions (http://marvinkosh.omniloth.net/mod/harsher-map-conditions/) -Dropbox (https://www.dropbox.com/s/61np2mjm9g0t66u/Harsher%20Map%20Conditions106.zip?dl=0) - Cold Snap, Heat Wave, and Volcanic Winter all can last longer and have greater effects. Solar Apocalypse will slowly burn the planet to a crisp. Flash Storms can now occur frequently when the temperature exceeds 45C.
Hot and Cold Biomes (http://marvinkosh.omniloth.net/mod/hot-and-cold-biomes-a12/) -Dropbox (https://www.dropbox.com/s/q7bzn68stfq8o7h/HotCold_Biomes109.zip?dl=0) - More challenging tundra, desert and arid shrubland. Rebalanced leather and wool.
Marvin's Hot and Cold Pack IIIc (https://www.dropbox.com/s/1nt989emlahdjja/MarvinsHotColdPackIIIc.zip?dl=0)Recommended modsCaveworld Flora (https://ludeon.com/forums/index.php?topic=13172.msg133446#msg133446) - Makes caves more interesting by adding plants which only grow there.
Other mods which may appealCheck back later, I may add something here. :)
CreditsItchyFlea - discovering the defNames of the vanilla smithing and tailoring recipes.
Bbream - code for minified turrets.
Ykara - code for unlocking recipes with research.
Kaballah - feedback and playtesting
Combat Readiness CheckTwelve word description: Pacifist and braindead colonists are less of a burden on the rest.
Mod descriptionIf you played with the Less Incident Trolling mod in Alpha 13, you might recall that it changed the raid calculation a bit to be less focused on wealth and more on the actual number of colonists who could defend. While that was nice, it didn't really go very deep.
Combat Readiness Check checks all of your colonists to assess their combat capability. Bear in mind, it doesn't examine their skills, just their raw potential. It takes a measure of their sight, consciousness and manipulation. If the result is poor, the points for that colonist are reduced... or if it is really poor, that colonist gives no points to the raid calculation.
Pacifist colonists (incapable of violence) similarly give no points.
Colonists who have been augmented with bionics don't give any more points than a normal healthy colonist.
As for the rest of the functionality, it's pretty much the same as in Less Incident Trolling. The item wealth is not counted, and (per vanilla Alpha 14) only about 5% of the actual building wealth is used to add extra raid points. As usual, scaling factors like difficulty are used.
Hope you enjoy this one. :)
Hot and Cold MinificationTwelve word description: Prefab kits for almost everything. Faster growing devilstrand. And more.
Mod descriptionIn Alpha 9 this was named Winter Is Here.
Minified production buildings can be installed or uninstalled like sculptures, and work much like their non-minified counterparts. When you're not using them, you could uninstall them to save power, and store them away in a stockpile.
Minified turrets can also be made at the smithing table.
The basic turret has much less range than the improvised turret and does less damage, but needs less resources to make and is more durable in combat. Uninstallation allows the basic turret to be used in an upgrade recipe, turning into into an improved turret.
The improved turret has slightly more range than the basic turret. You can uninstall this turret and use it in a recipe to upgrade to either the macerator turret or the crusher turret.
The macerator turret is extremely short-ranged and does not do as much damage with each shot, but takes less time to fire another burst. It is armoured to resist damage, but it is not completely invincible.
The crusher turret has the range and damage of the improved turret, but it is much more resilient. It requires plasteel to make, so it is not quite as cheap as the macerator turret.
This mod also features prison meals, single meals, simple meal variants, and space meals.
Prison meals have a different texture to their simply and fine meal counterparts. They provide the same nutritional value, but you can target meal delivery to individual cells or cell blocks if your stockpiles are set to receive them.
Single meals do not stack. This can be useful when you want to deliver only one meal to a particular stockpile.
Simple meal variants allow you to make meals with either meat or vegetables. Again, you can target them to specific stockpiles.
Space meals replace packaged survival meals but taste absolutely awful so your colonists will eat them only when there are no simple or fine meals around.
Devilstrand has been given a faster growing time. It doesn't quite fit in Minification, but this was the best place to put it.
In keeping with the hot and cold theme, apparel can have cold weather variants: insulated pants, padded shirts, and a fleece (for the tribals).
Finally, there are two extra light sources, one found under furniture, the other under misc. These illuminate a smaller radius, but use less power.
New in 12d!
- Portable workbenches are no longer made at the smithing table. They can be designated from the new Portable category in the Architect and are built like any other building, with the exception that you can now uninstall them to re-install them elsewhere.
- There's a basic and upgraded version of the smithing bench. The basic version requires no power, and uses less resources, but only allows you to craft the short bow, the great bow, and the pila. The upgraded version is like the vanilla smithing bench but portable. You need to uninstall the basic smithing bench to make the upgraded version.
- The small lamp and small sunlamp are now portable (like the vanilla lamps).
- Needlegun - weak automatic ranged weapon with good refire rate but limited range. Craft at (upgraded) smithing table.
New in Hot and Cold Minification v1.5.3
- Minified turrets are no longer deconstructible (you would get no resources back). The upgraded smithing table is also no longer deconstructible (would cause a bug).
- Also in v1.5.3, turrets no longer explode using a frag grenade style explosion, but instead use a custom damage (Zap) which causes electrical damage, burning nearby pawns but not setting them on fire.
Hot and Cold BiomesTwelve word description: Less animals and no trees. Survive a harsh environment.
Mod descriptionIn Alpha 9 this was named Ice Sheet + Harsher Tundra.
In Alpha 11, the Ice Sheet biome is now playable. But the other biomes still need some harshness added!
Harsher Tundra has patches of ice. Soil which will grow crops is more difficult to find - it may appear in patches or even not at all, and even when it is present it is of the marginal variety, which reduces the fertility of plants growing in it.
Harsher Desert is mostly sand and may have oases of marginal soil near water.
Harsher Arid Shrubland has sand and dusty soil in abundance, neither of which are usable for growing crops, with small patches of marginal soil and maybe some water.
Muffalo now spawn only in the tundra and ice sheet biomes (they spawn in the ice sheet per vanilla A11) and elk now spawn only in the tundra. They each have smaller herds.
Animal and plant density in the harsher biomes is reduced.
Additionally, this mod has No Gravel Fertility, which means you cannot use gravel to grow things.
Less Incident TrollingTwelve word description: Less often crop blight and solar flares. Sanity prevails.
Mod descriptionThis mod reduces the chance for some incidents to fire and/or increases the time before they can fire again.
In particular:
- There is now a 1% chance for single animal attacks. (vanilla: 5%)
- An eclipse will occur at most ever 48 days. (vanilla: 30 days)
- Solar flares will occur at most every 108 days. (vanilla: 30 days)
There is an optional file to turn off conduit explosions (Zzzt) which is by default disabled. I recommend you check out RT's Fusebox Mod (https://ludeon.com/forums/index.php?topic=11272.0) instead.
More PlanningTwelve word description: An extra planning tool.
Mod descriptionThis mod gives you an extra planning tool with a different plan colour, and has its own removal tool. For planning walls around rooms, perhaps?
Modded Charge LanceTwelve word description: Scythers have a shorter-ranged weapon and fire more. Urban warfare friendly.
Mod descriptionModded Charge Lance - Scythers have a shorter-range charge lance, less damage and less accurate but can fire quicker. Suitable for urban warfare.
Charge Cannon - a two-shot charge lance with similar stats to the original charge lance but still less damage. It is now equipped by Centipedes. The charge cannon can be wielded by humans but of course like the minigun there is a move speed penalty.
Harsher Map ConditionsTwelve word description: Some map conditions last longer and are worse for colonists.
Mod description
- Cold Snap and Heat Wave incidents now come in two varieties, regular and extreme. The difference between the two is only min and max durations, with the extreme incidents being less likely. However...
- Cold Snap and Volcanic Winter will start with a plunge in temperature. This can lead to fatal hypothermia if your colonists are not prepared. Then things will ease off over the duration.
- Heat Waves will initially increase temperature quite slowly but then the temperature will rise over time until reaching a peak and then easing off again.
- Like vanilla Rimworld, you cannot have a Heat Wave and a Volcanic Winter together. But you can also (mod) not have a Cold Snap and Volcanic Winter together.
- Heat Waves will not start if the seasonal temperature is over 32C.
- Cold Snaps will not start if the seasonal temperature is below -75C.
- Regular Cold Snaps and Heat Waves will not re-fire until 8 months have passed.
- Extreme Cold Snaps and Heat Waves will not re-fire until 16 months have passed.
- Volcanic Winter has a maximum 'coldness' of -30C (reduced from -60C). It can still last 25 days to 20 months (longer than vanilla).
- Some math added in MarvsMapConditionUtility to calculate rates of increase/decrease.
- Added Solar Apocalypse. This incident is set to a chance of 0 and should never occur during regular gameplay. If it is fired - from the debug menu or by modding the chance and/or day before allowed - it will increase the surface temperature of the planet gradually over many years. As noted in the letter text, in about ten years the temperature will rise to uninhabitable levels (+120C) so you essentially have to build a ship and leave before that happens.
- Solar Apocalypse uses a different function to calculate its effects - MarvsApocalypseCurve.
- The apocalypse curve is used to affect animal density.
- Cold Snaps and Heat Waves no longer occur during Solar Apocalypse.
- Flash Storms can now occur more frequently when the temperature exceeds 45C.
License- You may include individual mods from this pack in your own modpack. This license must be included in the About folder. The responsibility of maintaining, adapting and supporting that particular combination of mods falls to you, however.
- You may use the mods in this pack to create your own derivative mods or derivative modpacks, as long as they are distinguished as such e.g. ItchyFlea's Reloaded Biomes, eatKenny's Ultra Minification, skullywag's Reduced Incident Spam. ;) Credit must be given.
- Exception to the above. You may not include any of these mods into a monetised modpack or use them to create monetised derivative mods. This includes donation links.
- You may use these mods as content in monetised YouTube videos without asking me first. :) You do not need to credit me but I would appreciate a link to the modpack and/or a mention in the video's description.
Does this effect existing parkas or only newly generated?
It affects existing ones, yes.
So this behaviour is not a bug? I just intended to create a bug report. On the elkhide parka info page it says -45 but on the colonist page it says -90. -90 is too much.
Screenshots:
http://imgur.com/a/Pm3lz (http://imgur.com/a/Pm3lz)
Quote from: Kubouch on December 13, 2014, 02:53:30 PM
So this behaviour is not a bug? I just intended to create a bug report. On the elkhide parka info page it says -45 but on the colonist page it says -90. -90 is too much.
Screenshots:
http://imgur.com/a/Pm3lz (http://imgur.com/a/Pm3lz)
Have you tested it in really cold weather yet and does it do that for all parkas?
It only happens with parkas made from animal hides, which have a factor greater than 1 for minimum comfort temperature offset. Hence -45 gets mutiplied up to -90.
I did report it as a bug.
It's not a bug. It's just an imbalance in the game. A bug is when something breaks the game, which this doesn't do. And the fact that animal hides protect more against the cold than cotton or other fabrics is actually a real thing in real life. Ask any Inuit. They would much rather wear animal hides than a modern Nylon shelled polyester filled jacket. I don't think the numbers should be double exactly. But maybe 50% increase would be acceptable.
Well, I know it's not a bug now, I'm just saying that I did originally report it as one.
A 50% factor is a bit much. It multiplies across all apparel which can use hides.
Even with this mod installed you can be nice and toasty in a tundra biome during winter if you get some hides to make winter apparel with. But with just cloth parkas in December, it will be a bit more challenging - I tried out a winter landing using Prepare Carefully tonight and even my hot-skinned colonists were shivering. :)
One side effect I've noticed with this mod is that it turns my colony into a deathtrap for visitors and traders. The landscape is littered with the frozen corpses of those who didn't come dressed correctly for the occasion. On the plus side it's now viable to wait out a siege.
Well, honestly the problem is that the clothing for vistors seems to be mostly random. Like tribals showing up in just their tribalwear in December. That's a problem with the vanilla game, so far as I know.
I've actually found that siegers tend to give up bombarding and attack the base sooner than in Alpha 7 due to the cold.
You're still soft. I reduced it all to -10. Because it's f#ckin cheats.
You must wear yourself in the damned lot of things that really do not freeze.
And not so that you wear on one parka and can go naked in -50C.
But the modifier it was a good idea, thank you.
Updated. No change to the temperature offsets, but I added a small penalty to global work speed. Also, compatibility notes and a patch file for the Ice Sheet biome mod.
Psst! marv! the date *discreet nudge*
(also thank you)
I discovered for myself that the ice sheet can get a bit chilly. -70C! With a hide parka you can survive that sort of blistering cold, but any new colonists you pick up who don't have the Hot-skinned trait will probably suffer a little bit of hypothermia even if they're wearing hide gear from head to toe.
Also, yes, it's 2015, thanks for spotting that. :)
I'm testing a new version. It adds the Winter tag to the jacket, duster, parka and tuque, and extra PawnKindDefs which have that tag top of their apparel list. I don't know if that will do what I think it will, but it can't hurt to try. :)
The idea is to not have as many visitors (and raiders) die from easily-avoidable hypothermia.
So, just adding a tag doesn't really help much. I've gone a little further and added some cold weather/winter apparel. Very similar to dusters, jackets, pants and t-shirts but with improvements to the temperature offsets. I've also gone over the new PawnKindDefs and strictly specified the Cold or Winter apparel tag (or in the case of tribals, TribalWinter).
It needs a bit more testing, and I'm considering separating out the winter apparel stuff and the new pawns out into a separate mod so that you can turn it off when you're going to be playing on temperate or warmer maps. Also, there's the possibility of having the new pawns override the old ones - currently, they don't, so you may still randomly get original spawn groups.
Okay. New version up. This one merges together the Winter Apparel Fixes mod and the Lamps, Lanterns and Kits mod, and adds a trader to carry some of the stuff added by them.
I want to add a few more kits, but it will have to wait for another day. :)
I've added some new kits and I'm testing them tonight. Here's what I have:
Stonecutter's Kit - unpacks into a stonecutting table. Tested, works.
Smithing Kit - unpacks into a smithing table. Tested, works.
Stove Kit - you see where this is going, right? :) Tested, works. 'Need meal source' will appear.
Sculpting Kit. Tested, works.
Butchery Kit. Tested, works.
Steel kit - unpacks into a steel improvised turret. Tested, works.
Plasteel kit - unpacks into a plasteel improvised turret. Tested, works.
I forgot about the tailoring table somehow. Never mind, I'll add it when I'm happy with the ones I've done so far.
Anyway, one of the cool things about these kits is that you can select them as starting equipment in Prepare Carefully. You can also buy them from the new trader. This might be useful if you're landing on the ice sheet where you won't have access to wood for a long while.
Something I discovered tonight is that you can find patches of gravel on the ice sheet. It may not be very fertile, but it's good enough to grow some food indoors with a sun lamp.
So, what about turrets!? :D Having a reserve of turrets that you can just flop out like a camping chair after pesky raiders blew up your previous ones sounds pretty good to me. Especially if Randy Random decided that it'd be hilarious to send three factions to raid you at the same time.
Well, that's a tricky one. You can build turrets out of any metal now, but I haven't yet made a kit that can automatically inherit the stuff properties of the things it is constructed from. I could do a steel turret kit and a plasteel turret kit though, I guess. :)
Actually wait, I'm being dense. I can define the properties that I want on the kits, because they're being used as resource. Then I just use those as StuffCategories on the new turret. That's the (pardon the pun) stuff!
Yeah I think steel and plasteel are enough, if you wanna build that golden turret somewhere, i think you deserve to do it the old-fashioned way :D
Well, just modded them in, time to test them out. :)
I ran into a little bit of trouble with the kit-based smithing table, but it seems like I'll be able to fix it. It seems to need a defined work giver, while the stonecutting table doesn't. Strange!
Okay no, my bad. I overrode the original stonecutting table and didn't notice, haha. So they all need work givers.
Discovered a stuff system problem with the uranium-powered hydroponics basin. The cost list says 3 Uranium, which works out to needing 60 Uranium to craft. Expensive! :D
So I added an intermediate stage to making hydroponics kits. You first need to craft uranium cells, but you get seven of them from 20 Uranium, which isn't too shabby.
Sculpting is working now. Cooking also works, but because the stove is not the expected DefName, 'Need meal source' will show. Don't know if I can do anything about that. I also added prison meals, but I don't need to merge in Space and Prison Meals, as this mod will work with it. :)
Okay. All done. Enjoy the new release!
And yes, I'll get the Tailoring bench in at some point. :)
So, I've started looking again at winter pawns, which I added not long ago. I'm currently testing an optional override, which uses the winter pawns as the defaults for outlanders, tribes, and pirates. In other words, you'll be able to use it as a mod to the mod, turning this feature on and off as desired. It seems to work just fine. :)
I think that I need to slightly increase the money that pawns get to spend on their apparel and see what happens.
Nice! Well done, I've been testing the mod out for a bit and it seems very handy. I'll let ya know if anything comes up after some more intense testing, I'll try my best to break it. :D
Thanks. Hope you enjoy it. :)
Few little tweaks that I'm testing today. I've added a <MilitaryCold> and <MilitaryWinter> apparel tag. These are used by the Armour Vest. Power Armour and Power Armour Helmet use just the <MilitaryWinter> apparel tag.
This is to hopefully avoid having villager outlanders showing up with an armour vest and nothing else on. :P Which wasn't a problem until I added the <Cold> apparel tag to the armour vest earlier today.
Anyway, more testing! :)
Also adding in the kit-based Tailor's bench today.
Hey guys! The latest version is out of testing. Check the original post for info. :)
Something I noticed with the new kit turrets - you don't get any resources back when they explode. :P This is likely because half of one kit (rounded down by default) is zero.
So I'll test adding some wreckage. The wreckage can then be salvaged for materials, at a smelter perhaps?
Also, while I'm thinking about changes, I've noticed that some winter pawns tend to blow a lot of their apparel money on expensive stuff, as opposed to warm stuff. I think that there's an easy enough fix for this, but I'll need to test it out. :)
Here's the good news. I was able to get turret wrecks in. The bad news is that the wrecks are the cheapest half of the turret, so if you build a plasteel kit turret and it explodes, you lose the plasteel.
I also made a couple of other changes which you can see in the top post under version 1.3.4 which isn't released yet.
Okay, version 1.3.4 (https://www.dropbox.com/s/42qnyntkdrpoxq8/A8_WinterIsHere134.zip?dl=0) is up. Enjoy! :)
Yay! ;D Nice timing, I just came to see if there's any updates.
Found a bug, fixed a bug, here's v1.3.5 (https://www.dropbox.com/s/7ifqteq563vn7p7/A8_WinterIsHere135.zip?dl=0) and no, don't worry, it's nothing major, just... you may have noticed that it's next to impossible to get a tailoring kit. :)
Added to the compatibility notes. I made some very minor changes to the neolithic and melee weapons defs to allow those weapons to be smithed at the kit-based smithing table. However, these changes are not compatible with other mods which alter the weapons. I'll write a patch for it, though. :)
Aaaaand patch done, see top post.
I dont understand the kits..what is the reason for these things? I keep building the tables that require kits instead of the regular ones and its annoying.
Three things.
1. It reduces the build time for whatever you're building from a kit, since most of the production is done while making the kit.
2. You can move production tables around without losing resources as you would by deconstructing normally.
3. It allows you to progress on maps where you normally wouldn't have the necessary resources available to you - in other words, on the ice sheet.
I'll look into retexturing the kit-based tables so you can tell them apart. on the menu.
1.3.7 (https://www.dropbox.com/s/kbxlcui7xcij9di/A8_WinterIsHere137.zip?dl=0) is now ready for download. It contains retextures.
Today I'm going to be testing out turret upgrades.
Basically, you can take the steel or plasteel kits for turrets and upgrade them at the smithing bench, with a little bit of extra material (5 steel or plasteel respectively). There is a minor catch - you need a colonist with a crafting skill of 6 to do it. :)
The enhanced turrets will have slightly more health, slightly enhanced accuracy, a shorter cooldown between firing bursts, and 5 shots per burst.
Teaser for something I'm working on for the 1.4.0 release. :)
[attachment deleted due to age]
I've ironed out the bugs in the 1.4.0 release. Thinking about adding more textures now.
One thing that I haven't implemented yet is reactivating deactivated uranium power cores (which, for safety reasons, are ejected when a hardened turret explodes).
I've posted a thread over here (https://ludeon.com/forums/index.php?topic=10052.0) to request some nice textures for the new turrets. If you are artistically inclined, please check it out. :)
Made a start on the new textures myself today. They're not quite up to the quality that I would like, but after much loading and reloading I figured out that the texture needs to be light and not too colourful for the stuff colour to work well. Which is progress, if not much. :)
Hey there! I've been bringing this mod up to date for Alpha 9.
It still needs a bit of testing and I haven't got the new textures ready yet so that's the next thing to work on, but at least the XML updates are done!
Alpha 9 version of WIH is basically done except for turret textures. For now, I've released the Harsher Tundra (https://www.dropbox.com/s/1vhab46wiegxi26/A9_HarsherTundra.zip?dl=0) mini mod for Alpha 9.
The Alpha 9 version of Winter is Here is ready. Get it here (https://www.dropbox.com/s/ibobvsd4tkzq371/A9_WinterIsHere.zip?dl=0).
The Upgrade in Progress edition adds upgradeable kit turrets.
A colonist with a high crafting skill can take a basic steel or plasteel kit turret and upgrade it at the smithing table to an enhanced kit turret. These can be further upgraded at the advanced smithing table. Even the humble steel kit turret can take an additional upgrade!
Some of the new turret textures are not up to the standard I would like, but I will look to improve on them.
The parka is still pegged at a cold insulation value of -32C, and has a slightly lower global work speed penalty than Alpha 9 vanilla.
Hide insulation factors have been adjusted downward from Alpha 9 vanilla, making cold conditions a bit more challenging, but not impossible to overcome with a half-decent crafter.
Oddments traders will buy and sell apparel. Previously they would only buy and sell the winter apparel.
Also added is the Stonecutting Skill Change mod, which changes the job used for stonecutting to Mining. Now your miners will make bricks when they're not busy digging tunnels.
Enjoy the mod update, and enjoy Alpha 9. :)
I made a small goof with the link to the Alpha 9 version in the original topic. Just as well I posted the right link above. ^
The 1.4.1 version added the changes from the Stonecutting Skill Change mod - miners will prioritise stonecutting first, then actual mining. If you're having trouble getting through mining jobs, scale back stone production.
Ey I just noticed that your tailoring kit is missing the recipes for the Cowboy Hat.
Also I want to say that i really like this mod (especially the kits are awesome). :)
Thanks! I'll fix it for the next update. :)
Glad you're enjoying it as well.
Double update today, folks!
First of all, Winter Is Here v1.4.3 (https://www.dropbox.com/s/41xezjdqp9l79u8/A9_WinterIsHere143.zip?dl=0) which brings back winter apparel - which you can get by crafting or by looting. There's also a few sanity fixes. :)
Also, Harsher Tundra v1.0.1 (https://www.dropbox.com/s/4tgqnlxlcea310g/A9_HarsherTundra101.zip?dl=0) which makes the Tundra biome a bit less desolate. Various plant species have adapted to the limited light in winter and won't die out, including native versions of the pine and birch trees which grow slower. Unfortunately this update breaks compatibility with Biodiversity again, but no worries, I've created a new compatibility patch (https://www.dropbox.com/s/n4boekca3rjx6s0/HT_Biodiversity_Compatibility.zip?dl=0).
Enjoy. :)
I've just played around with melee weapons and found that your smithing table is missing the Gladius.
I'll add it into the next version. Thanks for the heads-up. :)
Thanks for mod. But can you make ice biome like https://ludeon.com/forums/index.php?topic=7882.0
The creator of the IceSheet mod is still active. And the mod should still work on Alpha 9, or so others hvae said.
Hey guys! v1.4.4 (https://www.dropbox.com/s/4kqbtd5ka9ecjc3/A9_WinterIsHere144.zip?dl=0) is here!
Changes:
- Apparel quality has less effect on insulation, down from a max of 85% bonus to 30% bonus.
- Winter pawns get potentially more to spend on their attire, and it is in better condition HP-wise.
- Winter pawns cost more points to spawn. You will likely see fewer of them per raid, all other things being equal.
- Added the gladius to the kit-based smithing table.
I've also released an addon (https://www.dropbox.com/s/x57xt8y8b4un35h/WIH_SkillLock_Addon.zip?dl=0) so that you can Skill Lock kit-based production tables.
There's an addon (https://www.dropbox.com/s/e46gl6kz46bzugu/WIH_Expanded_Mining_Addon.zip?dl=0) for Expanded Mining as well, which will add EM resources to the oddments trader.
Finally, Igabod has updated Biodiversity but having examined the updated mod, it seems that no changes are needed to the Harsher Tundra compatibility patch.
Update: There's an issue where you may not get any faction visits, and an error message like this:
Faction Intimacy's Hill of def Outlander has no PawnGroupMakers that can generate for parms (points=124.95 )
It just means that the point values of winter pawns are too high to spawn even one villager.
For those who aren't afraid of testing untried versions of mods, here's v1.4.5 (https://www.dropbox.com/s/ypz0ze4cman0ui9/A9_WinterIsHere145TEST.zip?dl=0) which will somewhat alleviate the issue. The problem is, I don't know an awful lot about how spawngroups are chosen. All I've done essentially is added some low-points fallback pawns. So you may soon get fed up of wastelanders, wanderers and scouts arriving. To keep things mildly interesting, there's a slim chance that they may have wood logs, campfire kits, or uranium cells in their inventory.
I'm using this and while I really love how much more difficult it is to get started in bitter cold, I keep getting visitors and sieges who freeze to death because they're only wearing a t-shirt and pants. It was funny at first but it's pretty silly. I realize you probably want parkas to be scarce but once you have one for each colonist ...
Er, actually most if not all visitors should be wearing an outer layer. It's one of the things I specifically addressed. If you have another mod which alters the base factions, then yes, visitors will show up wearing the usual assortment of gear.
It's very rare that I get any visitor or invader that has a parka on, it's even rare for me to see a jacket or duster. As far as mods I have installed:
A9_WinterIsHere
AnimalHideWorking
AutoHuntBeacon
Biodiversity
Bulk_Meals
CaveworldFlora
Clutter
Core
DefendThatColony!
EdBInterface
EdBPrepareCarefully
FloorsgetStuffed
GunSmithing
Mending
Modular Tables
Outfitter
Priorityhaul
PrisonImprovements
RTGs
VeinMiner
I don't *think* any of these modify factions or vistor/invader equipment.
Well, there's nothing there which should really conflict. Very odd!
If you could turn on development mode, and go into the debug menu, try spawning in the pawns which have the _Winter suffix. If there aren't any listed then you may have an old version of the mod or not all the files might have been extracted. You need v1.4.3 or later to get winter pawns in Alpha 9.
If that checks out, then look at the gear of the pawns which you've spawned in. Winter pawns should spawn in with thermal pants and a thermal shirt on the bottom layer.
Regular pawns will choose from the ordinary apparel choices, but Winter Is Here has a FactionDefs file which specifically says to use the winter pawns only. So if you get regular pawns, it indicates that the file might be missing.
Anyway, let me know how you get on with that. :)
While I was playing and wasn't looking here I kept getting huge invasions of tribesmen wearing the caveman piece and nothing else. It's hilarious, the temperature is sometimes -45C and their fingers and toes are falling off due to frostbite :3 Anyway I'll poke around in console mode as you're suggesting after I get a little sleep. I have version 1.4.1 of your mod according to About.xml, which is weird because I only downloaded it yesterday? Would you please give me a little detail on the steps you want me to take, I'm completely unfamiliar with the console. Thanks.
Oh, ok, looking at the tools in dev mode it's pretty straightforward - in the table of critters in Spawn Pawn, there aren't any with a _Winter suffix. I'll try redownloading your mod and see if somehow I have a bad/old version like you said earlier.
e: Oh, I see what happened, you have versions listed Oldest -> Newest, and I just downloaded the first one without actually reading because I am a dumb. That's probably it I guess.
Okay, I spawned most of the _Winter pawns and most of them do come in with a parka (the pirate boss comes with power armor so he's fine too) but a couple only had a thermal pants/shirt and one guy had a jacket. Is that normal?
Some of the winter pawns are allowed to choose their outer layer, which may mean they'll choose a winter jacket rather than a parka. The insulation isn't as great as a parka but it doesn't slow them down.
There's also a chance, however slim when they have a large apparel fund, that they don't pick an outer layer. Any chance you remember which pawn type did that?
Eh don't worry about it, I've been playing with your current version ~9 hours and I never had a visitor or invader just wander in and die of exposure. I did get a couple of guys that were under-dressed but they were literally like two out of fifty or so. The only thing that seems a bit strange is that in this current version/current game session it feels like I'm getting a lot less friendly visitors than other sessions. Does your place on the map/nearness to NPC capitals affect that at all?
Overall I'm super chuffed about your mod + EdB Prepare Carefully, I'm running a Donner Party scenario and having a wonderful time with it :3
That's something I started to address with the 1.4.5 test version. There are less friendly visitors to begin with simply because the pawns cost more points to spawn in, so the game fails to spawn in even one visitor.
Glad you're enjoying the mod! :)
Quote from: MarvinKosh on March 15, 2015, 12:23:03 PM
That's something I started to address with the 1.4.5 test version. There are less friendly visitors to begin with simply because the pawns cost more points to spawn in, so the game fails to spawn in even one visitor.
Glad you're enjoying the mod! :)
Oh yeah, I actually got a console message to that effect.
You know what, I'm gonna say it, I think parkas are still a bit too good. Maybe I've just been lucky but even when I take colonists with full food/rest bars, deploy them to shoot at centipede mechanoids until their bars are completely empty and let them stagger home, I have yet to have anyone get past "shivering" hypothermia in a parka.
Also the point value for the hydroponics kit means you can start with several of them with Prepare Carefully - the point value of the kit is something you control in your mod's data though right? I think you should make it impossible (or at least require blatant cheating) to start with, it really takes all the sting out of the cold start, especially with your no-fault power supply kits (which you can also start with for very cheap). All the other items, eh whatever, but hydroponics requires research to unlock and it seems hugely cheesy to be able to start with like 10 hydroponics kits. Zero would be more appropriate. :D
Another suggestion on similar lines, you may wish to tinker with the numbers and frequency of animal spawns - I was surprised to be able to just be overflowing with food with a pretty small amount of irregular hunting, because there's so many large meat animals on the map all the time. That's not how tundras in bitter winter really work, starvation should be a really major threat until you have a really solid farm constructed. Or you, y'know, try that tempting "long pig" ... sitting right over there ... in the snow ...
oh god im so hungry ??? just one bite
I'm not sure how to hide certain kits from Prepare Carefully. The outdoor battery kits, for example, aren't carried by traders so you have to build them yourself. I'll have to ask EdB and see if it can be done. :)
I did make high-quality parkas (and other apparel) less OP, by the way. The bonus factor to insulation at the top end was actually more than three times what you could get from muffalo leather!
When you eventually need to replace your existing parkas, you'll either have to hope you can loot ones which are in good condition, or craft them.
I'll examine the spawn rate for animals in the Harsher Tundra mod, which I also recommend - although you would need to start a new map to take advantage of it.
Quote from: MarvinKosh on March 16, 2015, 02:35:38 AM
I'm not sure how to hide certain kits from Prepare Carefully. The outdoor battery kits, for example, aren't carried by traders so you have to build them yourself. I'll have to ask EdB and see if it can be done. :)
Simpler option, you can just make the point cost unreasonably huge to make it really blatant that they're not something you're expected to start with, but if someone really wants to override the point total then they can.
QuoteWhen you eventually need to replace your existing parkas, you'll either have to hope you can loot ones which are in good condition, or craft them.
Oh, I'm using the mending workbench mod so I guess that alters my perception of this.
QuoteI'll examine the spawn rate for animals in the Harsher Tundra mod, which I also recommend - although you would need to start a new map to take advantage of it.
Neat, you should maybe mention and link that mod in your OP. durr I see it IS in your OP, thanks, I'll check it out.
Updates galore today, folks!
First of all, there's Winter Is Here v1.4.5 (https://www.dropbox.com/s/r3jrm5hqmojv68e/A9_WinterIsHere145.zip?dl=0) which is out of testing at last. Please please remove your old Winter Is Here folder before installing this one, as some files have been renamed, and having two files defining the same things could throw some errors.
This update includes some fixes, some additions from my Space Meals mod, low-point pawns, and also adds support for the Wastelanders (https://www.dropbox.com/s/2g1aypc2wuhendb/A9_Wastelanders.zip?dl=0) addon. Wastelanders overrides the winter pawns with some that are more suited to warm conditions. You can toggle it on and off as needed in the mods menu without needing to change anything in the Winter Is Here folder.
Secondly, a slightly modified version of Harsher Tundra, bringing it up to v1.0.2 (https://www.dropbox.com/s/3qnw0dpxvd8ydff/A9_HarsherTundra102.zip?dl=0) and as usual, a compatibility patch (https://www.dropbox.com/s/n4boekca3rjx6s0/HT_Biodiversity_Compatibility.zip?dl=0) for Biodiversity. It reduces the commonality of animals in the Tundra biome.
Also, if you head over to my Misc Small Mods (https://ludeon.com/forums/index.php?topic=11249.0) topic, I've updated the Ice Sheet mod with a new ice texture and again, lower animal commonality.
Enjoy! :)
Quote from: MarvinKosh on March 16, 2015, 10:55:31 AM
Secondly, a slightly modified version of Harsher Tundra, bringing it up to v1.0.2 (https://www.dropbox.com/s/3qnw0dpxvd8ydff/A9_HarsherTundra102.zip?dl=0) and as usual, a compatibility patch (https://www.dropbox.com/s/n4boekca3rjx6s0/HT_Biodiversity_Compatibility.zip?dl=0) for Biodiversity. It reduces the commonality of animals in the Tundra biome.
Great, I had just started a tundra map with the last version of mods (literally 5 minutes ago) and was coming to mention how abundant the walruses were, so great timing :)
Harsher Tundra 1.0.2 download link does not work:
https://www.dropbox.com/s/4tgqnlxlcea310g/A9_HarsherTundra102.zip?dl=0
Okay, here you go, v1.0.2 (https://www.dropbox.com/s/3qnw0dpxvd8ydff/A9_HarsherTundra102.zip?dl=0), that should work. Don't know what happened there but I'll have a look at the original post too. :)
That link works, thanks.
Looks great so far, except trees seem a lot more plentiful? tbh I'd be fine with no trees at all, you start with a reasonable amount of wood if you're careful with it, and you can trade for more. Real-world tundra has no trees.
The sparse animal spawns seems fine so far, and friendly visitors are more frequent as well as properly dressed (cloth parkas). :)
I'll consider taking out the trees then. I'm not even sure if they can grow enough to yield some wood before reaching the end of their lifespan.
The ones I cut down left wood, although I didn't really look at how much. Tbh there's way more wood on the map than you'll ever need in the lifetime of your colony unless you're super wasteful with it.
I like it that as the weather gets colder I'm getting only the smaller critters (hares and squirrels) but there seems kind of a lot of them, I had something like 30 at any given time (300x300 map). Never more than one or two of the larger animals at a time though, after it starts to cool off, which is great. I just wiped on the first big siege (12 invaders vs. my 5, only 3 of whom were combatants :-[ ) so I hadn't had a chance yet to check out full on winter yet, but so far it's great!
That's a shame about the siege, sure you'll do better next time though.
I'm not sure if the low point pawns are really balanced yet. It's something I'll have to test more.
Oh no, I don't think point totals caused the 12 man invasion, I'm pretty sure it had more to do with Cassandra on max difficulty. ;)
After playing with Harsher Tundra for a while yeah, wood is wayyyyy too plentiful. IMO you should just take trees out entirely. Everything else I like very much though. I feel like Tynan wants people to consider visiting friendlies as tempting targets, because you need their gear really badly at start (and possibly their meat too) but vanilla is nowhere near harsh enough to ever make you consider that. If anything you could make Harsher Tundra even more harsh!
e: Hey, here's a serious suggestion for you: how difficult/practical would it be to implement bone as a building resource to supplement or replace wood? That's what real world tundra/arctic dwellers did. This makes more sense as a separate mod though, because it would be useful in all biomes, not just tundra. I'm going to go look at the modding wiki myself actually, if it's not too painful to build a mod like this I'll give it a try myself. I can foresee a lot of work making all construction and crafting recipes that require wood to also accept an alternate resource, and I guess I wouldn't even try supporting all the other mods out there that add dozens of workbenches and recipes, but at worst I'd use it myself for sure.
Hmm. Yes, it might take a bit of work to override the buildings which currently use wood. Also, figuring out a way to get bones from corpses. The stuff system itself is fairly simple, you just set the stuff amount needed and which Stuff Categories can be used to fulfill that part of the recipe.
That being said, some buildings do not have textures which can be stuffed yet. You'd need to retexture those and make a mask for the bits which should not take the stuff colour, otherwise the colour washes over the whole thing and looks a bit rubbish. :)
Definitely worth your time, though, if you wanted to make it.
Butchery output for is mysteriously monolithic, there's just:
<specialProducts>
<li>Butchery</li>
</specialProducts>
It looks to me as if it's hard coded and outputs are calculated internally at runtime, although I see how I can override it by providing an alternate Races_Animal.xml / Races_Humanoid.xml. I don't think I'm interested enough to do this to collect all the meat/leather outpoints by hand actually, and I don't expect you would be either.
Well hey on the plus side now that I know my way around game def files reasonably well, I just turned off trees entirely / cut animals by 80% myself. I HATE SUCCESS I LOVE FAILURE
e: Oh I see point value for items is directly determined by their cast market value (on the earlier topic of hydroponics kits) - that sucks.
Yeah this is a lot more threatening, those passing friendly visitors look a lot more appetizing this way :o
Great, glad to hear you're getting into doing some modding. :)
I suspect that the base quantity of meat/leather is determined by the bodySize tag in the race files. As for butchery products, well I'm sure some enterprising coder could figure a way to add an extra product in a DLL mod.
I'll email Tynan and ask about it, maybe he plans to externalize it later. Actually I'm surprised bone isn't already a resource, maybe he plans to add it later.
Playing with animalDensity set down to 0.2 is pretty brutal, you either have to go straight into hydroponics ASAP or ambush and eat any visitors you're lucky enough to get. It's definitely a lot rougher with no trees but you can always trade for more eventually, I think that would be a more interesting default for Harsher Tundra.
e: I mailed the support address but yeah the more I think about it, I'm pretty sure the meat/leather amounts produced by butchering are calculated internally and trying to mod that is way more complicated than I'd like to get into.
MarvinKosh you might want to link the Pawn State Icons mod (https://ludeon.com/forums/index.php?topic=9163.0) in your OP, it really makes you aware of how and when colonists are affected by cold. Since it's transient I had no idea how frequent and how bad the "Eh it's kind of chilly" "God damn it's cold" negative thoughts are. My current colony just hit winter, it's -45C outside and (gulp) about -15C in a lot of the inside because holy crap that's cold. Nobody's in any great danger of dying due to exposure right now but just about everybody is pretty unhappy due to the constant negative thoughts from feeling cold.
Also even at 0.5 animal scarcity I still overflowed my freezer with meat, the large animal spawns are less frequent but they're still quite large. What determines "herd size" or whatever?
e: to make it more clear, it feels like animals definitely spawn less often and I have a lot fewer hares and squirrels, but when elk or muffalo spawn they can pop in herds of like 8-10, which is just a tremendous amount of food/leather
I don't know. I would guess that herd size is random. But perhaps there is an on-map cap for animals. If so, actually increasing the commonality of smaller animals may make the larger ones spawn in less often. Just a theory, though.
Here we go, it's set in PawnKindDefs\PawnKinds_Animals_Arid and _Temperate apparently. For example:
<PawnKindDef>
<defName>Muffalo</defName>
<label>muffalo</label>
<race>Muffalo</race>
<pointsCost>90</pointsCost>
<standardBodygraphicPath>Things/Pawn/Animal/Muffalo</standardBodygraphicPath>
<dessicatedBodygraphicPath>Things/Pawn/Animal/MuffaloDessicated</dessicatedBodygraphicPath>
<wildSpawn_spawnWild>true</wildSpawn_spawnWild>
<wildSpawn_EcoSystemWeight>1</wildSpawn_EcoSystemWeight>
<wildSpawn_GroupSizeRange>
<min>3</min>
<max>9</max>
</wildSpawn_GroupSizeRange>
</PawnKindDef>
Also the Biodiversity mod has its own settings of course. I'm gonna turn mine way down but imo you might consider doing the same for Harsher Tundra.
I still think you should nerf cold-weather clothing a bit more, this current colony I had a really bad power shortfall throughout the whole winter and all my colonists were sleeping in -45C indoors for ~5 hours a night and only one person got the flu, aside from general unhappiness. This wasn't with super high quality leather stuff either, it was mostly normal quality cloth parka plus cloth/leather winter tribal outfit.
Ah, but wouldn't the colonists get the 'Slept in the cold' thought? Mood now affects work speed.
For colonists who aren't constantly outside in the cold, I have them wear a lighter outer layer so they aren't slowed so much. Perhaps I should give the parka a greater penalty so that there's a reason to keep the heating on and use the other apparel types?
That's true about the slept in the cold thought, although it just seems like if you have a parka and some other semi-warm stuff you aren't in any danger at all from cold. For power armor, okay it's basically a semi-sealed hard suit, fine whatever, and it also is super expensive, super rare in high quality, can't be made from stuff you find or can just grow, and has a significant debuff (-10% global work speed / -10 movement speed). Parkas can be layered with other armors for pretty great resistance values comparable to PA, but with no downsides at all and can be literally made from garbage (enemy corpses you were going to bury even if you don't want the meat). I dunno they just seem really blatant, although I appreciate how much work you've put into making alternatives like heavy dusters etc. Basically parkas just neuter all the threat from a cold environment even if you're super careless and lazy.
Okay then. I'm inclined to bring the parka's insulation down a bit then, from 32 to 27, and I'll adjust the other stats as well. It will still be useful, but the other choices - the heavy duster and winter jacket - will be able to compete.
e: Also today, I've made some changes to Harsher Tundra, still testing, but check the top post for info. :)
The Harsher Tundra changes look great, except I don't know if I agree with the swamp. What's your goal there exactly, just to have unusable terrain that is hard to move across, or something else? "Swamp" doesn't really work taken at face value for tundra, because tundra is permafrost (100% frozen groundwater, so there's never naturally-occurring mud) but are you trying to model some other effect?
Just looking to see how the numbers affect the amount of that particular terrain, for now. Ideally, it would be nice to have another terrain and hence a new texture in there to break things up.
Can you make the mouseover say "ice" and make it, y'know, an ice texture, because that would make perfect sense and mechanically it could work exactly the same as swamp already does.
Oh by the way for the past day or so I've been running a colony with no trees and it is totally doable, except you can't build fires (not that I've ever felt the need to anyway). You have enough wood with the default start to build the bare minimum workbenches if you're frugal, and tbh you just don't need very much wood anyway /shrug And then eventually a bulk trader showed up with ~1500 wood anyway so whatever.
I have an ice texture and terrain def from the Ice Sheet mod I did recently, so I could use those.
e: Added a preview screenshot (http://marvinkosh.omniloth.net/wp-content/uploads/2015/03/screenshot20_reduced.jpg) of Harsher Tundra 1.0.3 to the top post.
That would be great I think, if you can make the terrain mouseover say 'rough ice' or whatever, but work just the same as swamp currently does.
Quote from: MarvinKosh on March 18, 2015, 05:56:49 PM
I have an ice texture and terrain def from the Ice Sheet mod I did recently, so I could use those.
e: Added a preview screenshot (http://marvinkosh.omniloth.net/wp-content/uploads/2015/03/screenshot20_reduced.jpg) of Harsher Tundra 1.0.3 to the top post.
That looks wonderful! A minor thing to try for, do materials in Rimworld's render engine (unity) have specularity? Is there a bump map to go with the color texture, or is bump height just derived from color texture or what? It'd look great if the ice surface was shiny and rough, so as the light source moves around during the course of the day it would glitter.
e: yeah poking around it looks like not, or at least Tynan doesn't use it, so oh well it still looks great as you have it now!
Dang that really looks so much better than giant swathes of brown. Post it, people need to have this! ;D
I actually used a bump map filter to get the textures looking as they do. :)
And yes, I'll post it later today.
One of the tricky things about texturing is that what you see in game is far different to what you have in the painting program, because the lighting system does affect things quite dramatically.
I was able to get a decent match between poor and marginal soil because I used the poor soil texture as a filter, for example. They're almost too alike, except for the grain.
I'm currently trying a colony with your Ice Sheet embark mod and yeah, I see why you're reluctant to nerf parkas' temperature range because that would make surviving on the ice sheet VERY HARD INDEED. Honestly I feel like how your current setup for cold weather gear works in Ice Sheet (down to ~-70C) is how it ought to work in Tundra (down to ~50C) but then Ice Sheet would be so hostile it'd probably be a lot less fun - not so much for keeping your colonists from freezing, although that would be difficult, but every batch of invaders is always going to freeze to death. Hell they already do that anyway.
SO! Here is something I propose:
Add a significant debuff to parkas, in the same range as what is already on Power Armor (-10% work speed, -10 movement) but let them be nice and warm and comfy. Possibly even make them warmer than they are in your current version but make the work/movement penalties -15%/-15. This gives everyone the incentive to use the other forms of winter gear you built without you having to modify them. In Tundra you have the choice of colonists being uncomfortably or even dangerously cold at times but moving around and working at full speed (winter jacket/duster), or being safer from cold but being less productive and mobile (parka).
Also, you could make all your invaders wear parkas consistently so that they stop freezing to death before they even reach your entry/finish constructing their mortars.
I'll test out a parka nerf today then. I've gone for a penalty to various types of work, while keeping the insulation at its present value of 32 (room to increase it if need be). The more indoors-y and fiddly the type of work, the grerater the penalty.
In the meantime, here's Harsher Tundra v1.0.3 (https://www.dropbox.com/s/k8n24qjyi6l3btn/A9_HarsherTundra103.zip?dl=0) and another compatibility patch (https://www.dropbox.com/s/n4boekca3rjx6s0/HT_Biodiversity_Compatibility.zip?dl=0) for Biodiversity.
One slight limitation with both of these is that they don't just modify the herd size for just the tundra, but all biomes. Maybe Tynan can work in a biome modifier to herd sizes. I'll post it in suggestions, anyway!
Quote from: MarvinKosh on March 19, 2015, 11:10:28 AM
One slight limitation with both of these is that they don't just modify the herd size for just the tundra, but all biomes. Maybe Tynan can work in a biome modifier to herd sizes. I'll post it in suggestions, anyway!
It seems to me you could work around this by just providing biome-specific varieties of animal right? It looks like their displayed names are set separately from their internal names (defName vs label vs race) so you might even be able to have them have the same display name, just with a different group size range?
It's something I had considered. However this would probably result in extra variants of meat and leather. Not a huge problem, but not an elegant solution either. Perhaps if I make a few little changes to the biomes which normally spawn muffalo and elk, that would do the trick.
Maybe, but a user won't see the extra variants because you're only ever going to get one type in a particular game. It seems to me you shouldn't even have to have alternate internal names, because they shouldn't ever conflict (only one of each will ever be loaded). oops that's nonsense isn't it
The REALLY simple workaround, just have the user disable your mod when not playing tundra maps.
I like the new ice patches a whole bunch, they should be bigger/more expansive :D
Okay then. I think you can just dial down the lower limit in the XML if you want bigger patches.
I think I may have to merge Harsher Tundra and Ice Sheet together. Not sure yet. Just that I loaded an old Ice Sheet save and the ice had all turned to sand.
What's your reasoning for keeping HT and Winter is Here separate anyhow? Why not roll them all together into one mod, they're kind of set.
That's true, I suppose. Maybe I'll modpack them. That way people can still choose which to use. :)
After playing with your current version a while I think the environment is tuned a whole lot more interesting now, but I still have the problem with visitors and invaders during ~-45C times are always doomed unless they're in parkas or power armor. Also power armor kind of becomes the default replacement for vanilla parkas but it's not the same as being able to just run a bunch of tailor workstations until you get high quality parkas so I don't think that's a huge deal, plus PA has its own significant debuff built into it.
Animal group sizes feel pretty good, but overall they're maybe a bit too common. You have to draw the line somewhere and stop tinkering with it but for my own preference I'll still turn overall commonality down a little bit. How exactly do you tinker with ice patch/swamp patch size and frequency? I see the terrain blocks in the biome def file, what do min and max do?
Min and Max determine (in patches) how much of each terrain type will be made into patches. The values are typically decimal values between 0 and 1, although the absolute lower and upper limits are -999 and 999. If you have more than one terrain type then the max for the first should be the min for the next, and so on.
I noticed too that visitors are indeed having a hard time with lower temperatures, especially when it gets down to -60C or so. The low point pawns get lower quality gear, which in turn means less insulation. So I'll give the numbers an upward nudge and see how it goes.
e: Not so good, it seems.
The thing is, apparel for pawns is generated in any kind of textile or leather (except for winter tribalwear, which is leather only) and the quality also seems to be fairly random around the overall gear quality.
What this means is that the insulation value of a generated pawn typically gets a pawn's minimum comfy temperature down to -20C, sometimes as low as -30C, and rarely down to -40C.
Even the high-point pawns suffer from this problem.
So I think to alleviate this I'll need to increase the base insulation value of all the winter apparel. I may have to revisit the factors which affect insulation as well.
I can't find the Ice Sheet thread, but it occurs to me that you should try making Ice the default terrain. Yes, this would be super hard on flat maps without mountains to build into.
It's listed under Marvin's Misc Mods (https://ludeon.com/forums/index.php?topic=11249.0).
I've been testing out a new version of the Expanded Mining addon today. It means that it is possible to make kits out of Expanded Mining resources. However, this also affects the oddments trader, which will stock kits made from various different stuffs.
Unfortunately, since these kits cannot pass on their stats to the building that they make, it means that for now at least, they might be expensive but offer no particular advantage when buying them from the trader.
It's an optional addon anyway, even if you do have both mods.
Oh on the topic of turret kits:
- I was not able to install the first tier steel turret kit. It might have been that I had to change the material type away from the default (plasteel) but I had problems with it. Next colony I run I'll double check this. I can upgrade that kit and install that fine though.
- Some (more) in-game text that explains the upgrade path for turret kits would be really welcome. You can puzzle it out from making a bill, looking at the extended text in "..." but it'd be better if it was in the description text of the kit itself. e: More specifically, something like, "This kit can be upgraded to X or Y at the Smithing Table," nothing too wordy.
- You probably shouldn't let kits stack. It's really nice for the user but tbh it's TOO nice, one guy can lay out many turrets to install a batch in one trip with kits, vs taking 3 trips to do just one using metal. Plus there's storage, a stack of kits takes the same space as a pistol. The only time this is a really blatantly comfortable is setting up a fire base far away from hole, like vs. a crashed ship part, but it's a tremendously easier and faster process with stacked kits than it is otherwise (too much easier and faster imo).
The thing with the steel kit turret is that it uses the stuff system to allow either steel or plasteel versions under the same menu icon, so you're unable to choose the steel version until you have one kit made. Although, if you have a crafter with some skill and steel to spare, quite rightly you'd go for the upgrade.
I'll have a look at the stacking and the descriptions as well.
The gerund for Upgrade Plasteel Blaster kit says "Ugrading Blasterl Kit", fyi.
D'oh. I'll fix it.
Today I've released the Ice Pack, which is a combination of Winter Is Here and Ice Sheet + Harsher Tundra.
Something to note is that this will most likely break compatibility with savegames which used Harsher Tundra and Ice Sheet as separate mods. So in that case, feel free to use the download links further down on the top post to get just the latest version of Winter Is Here, and wait until you're starting over to install the new Ice Sheet + Harsher Tundra mod.
NOOOOOO :( Why did you deleted the ocean biome from the iceshit mod :(
Can you put a solo version of the 1.0.4 of Harsher Tundra or keep the ocean biome from the iceshit mod in your "pack" please ?
Um, I never posted an Ice Sheet mod with the ocean biome enabled. I'm really sorry for any misunderstanding.
To be clear, I could post an ocean biome mod, but I'd rather someone else took that on if the original author isn't updating it. Not fair if I hog all the mods. :)
Quote from: MarvinKosh on March 24, 2015, 05:16:47 PM
Um, I never posted an Ice Sheet mod with the ocean biome enabled. I'm really sorry for any misunderstanding.
To be clear, I could post an ocean biome mod, but I'd rather someone else took that on if the original author isn't updating it. Not fair if I hog all the mods. :)
Oh, so I took it from the original creator of the mod who had the ocean biome in it. I remember that the mod like it was in alpha 8 worked well in alpha 9 without needed of change. I think I will took the def of ocean biome from the old iceshit and copy / paste into yours to have the ocean enabled. Sorry for the misunderstanding.
It's cool. You might need to make a few minor changes to the disease tags, as these changed in 0.9.727, just so you know.
Also, while I'm here, I discovered that Expanded Mining should definitely be loaded after Ice Sheet + Harsher Tundra. That may explain the problems with my saved games. :)
please add the ability to add translations (folder "translate")
Okay then. I didn't know how to support translations until you mentioned it just now. I'll look into it.
Neat, thanks for the update!
- Ice Sheet, Ice as the default terrain: AWESOME
- Sparser animals: AWESOME
- Reorganization of kit menu stuff: Very nice, maybe rename the "Kits" menu button to "Production Kits" though if that fits on the button
For real, if you play on Ice Sheet and you manage to avoid partaking of the Long Pig you should be pretty damn proud of yourself.
Hmmmm unless I am reading incorrectly, parkas are super terrible but PA's debuff is very mild by comparison. I don't mind so much the debuffs on parkas but now PA is better in every way except - in vanilla only - accessibility and maintenance. If you're using any mod that throws a lot of enemies at you (e.g. zombies) you're going to have a lot of power armor sitting around in the long run, and if you're using the mending workbench you won't have a lot of trouble maintaining it. PA shouldn't be this blatantly better.
e: I thought it was possible to build an advanced smithing bench without trading? It needs uranium cells, which you can't make without the advanced smithing bench right? I thought last version allowed you to make uranium cells at the basic smithing bench.
The recipe for Uranium Cells says that only the regular smithing bench (or the kit version) is required to make them. The advanced smithing bench is required to make the uranium power core, though, which is currently only used in the hardened turret.
The tricky part in building uranium cells, in my experience, is finding some uranium.
I hadn't really looked at power armour in A9. I'll have a think about it. :)
Hmm, what am I missing then, because I have uranium but I don't see a bill to construct uranium cells.
e: durr there it is, 3rd item down
The cook stove built from kit leaves the game complaining that you don't have a meal source. The Bulk Meals professional stove also has this problem so maybe it isn't so easy to fix.
Yes. I believe it's because the adaptive tutor looks for a specific thingDef rather than any thingDef with the stove class. Also affects the Hobo Stove.
At least some types of turret kits are still stacking, notably Advanced Steel turrets, FYI. Working great so far, aside from the running gag of "Hello visitors, oops you froze to death"
It's too bad I can't run a highlighter pen over files to indicate that when a change is needed, it's needed in all those files.
The visitors should have a much greater cold tolerance thanks to the recent winter apparel changes. Obviously there's still a random factor in there, though.
Well and I'm also on the harshest biome I've found so far (your -90C seed/ice sheet location) so some, ah, ~attrition~ is to be expected ;D
Haha that still works in A9? I'll have to try it out again.
Yep, although I generated the map at max size so it came out a little bit different, winter temps are bottoming out below -90C.
You know what, you should do a "Hot Pack" that does similar balance changes for arid scrubland and desert.
Well the closest I've got to that so far is the Wastelanders addon. But sure, I'll have a think about it.
Oh dear. I started a desert scenario and uh, visitors are coming in wearing parkas. Do all the WIH/HT etc mods need to be disabled if you're not playing cold biomes?
Yeah, this is a problem. If it turns out to be hard to have biome-specific gear sets for pawns, I suggest you split out the kit construction and turret enhancements into their own mod, because those are neat and probably should not be tightly linked to Winter Is Here etc. Then they could be toggled separately from everything else.
Um. So yeah, that's what I designed the Wastelanders add-on for, so that the pawns use the same point values but arrive not not winter gear. You just need to load and enable it after Winter Is Here.
Oh, oops, thanks I'll do that. Durr.
I still have visitors coming in wearing heavy dusters, thermal shirt/pants and tuques in 35C heat. Is that right?
e: Here's my mod order:
(http://i.imgur.com/LCAdzud.jpg)
Perhaps check and make sure there isn't an extra folder level in there. It should show up in the mod order as Wastelanders, not A9_Wastelanders.
Yeah that's what it is, I guess I unpacked it wrong /shrug
Thanks!
ps: FYI "cactus" is a really good seed for producing a lot of desert biome tiles.
Man, I had really forgotten how much meat and leather the game throws at you in vanilla biomes. Ice Sheet is so gratifyingly challenging compared to any of the more comfortable terrains. :D
What do you do when you want to play tundra/ice sheet again, disable Wastelanders mod?
Yep. Just disable it. The actual pawn defs are in Winter Is Here, all the Wastelanders mod does is switch in the faction def which uses the warm weather pawns.
Okey doke, working well so far.
I started making harsher Arid Shrubland and Desert.
- Arid Shrubland has less soil and more sand
- Desert has no soil at all, and no trees (cacti remain).
- Plant density reduced for both biomes.
I'm testing these changes for Alpha 10, but there's no reason why I can't back-port them for Alpha 9, so I'll do that. :)
All good ideas, I think desert and arid shrubland need some fairly heavy nerfing anyhow. Desert is a little bit hard but not terribly; arid shrubland is so comfortable that it feels essentially the same as prime forest biome, you just can't find an inhospitable embark location in vanilla arid shrubland. Animals are way too plentiful as well.
I think it would be fitting to leave a few very small patches of low quality soil in desert, spread far apart, sort of like oases, if this is practical. It's totally fine to have no growable soil at all though, to make it comparable challenge-wise to Ice Sheet.
Looking forward to what you come up with!
e: You should consider making Biodiversity mandatory, and tweaking a version of that for use with whatever you do for desert/shrubland
Interesting testing session today!
I had a play around with creating oases. The frequency on them is quite low so they may not show up at all. When they do... well, there's a fair bit of water, growable soil surrounding it, and the rest of a desert map is usually sand.
I'll try and get Biodiversity added to the pack, so that at the very least there's less separate downloading needed. :)
A couple more suggestions:
- You might want to make the Cold Snap more frequent. As it is I get it once in 3-4 years. A couple of times a year would be good.
- Might make animals a tiny bit more frequent in Ice Sheet. As it stands I get zero, which I don't think is what you intended. Whatever frequency of animals you allow there, you should restrict the type to the hardiest stuff like snorks and muffalo.
- Also might make animals a tiny bit more frequent in Tundra. Sometimes I get zero, sometimes I get very very few. I'm OK with sometimes having zero though, because hey Tundra is really nasty, so maybe don't change this.
- Now that I actually look at it, patches of marginal soil can be bloody enormous, as in 5,000 contiguous tiles. I think this should be curbed somewhat.
- Possibly consider restricting what can be farmed on these tiles, e.g. I don't know if it's reasonable to allow tree farming - while okay, maybe you can heat the ground and thaw the permafrost down to a foot or so, I don't know about 10 feet or 15 feet to allow trees to have roots. In A10 I think Tynan is taking farmable trees out anyway so maybe don't bother about trees.
- Power Armor is still the blatant choice for stuff to wear, don't forget about that
Actually I take that back about animal frequency in Tundra, it's perfect.
e: I think overall, animal frequency is influenced by both average temperature and rainfall?
I think I will adjust the frequency (chance) upward a little where needed, because there's another tag which affects the overall density of animals and plants.
As things stand, marginal soil isn't a patch in the tundra biome, so I'll try it as one and see how that goes. :)
Not sure what the effect of temperature&rainfall on animal frequency is. You could well be right there.
I mean I don't have a really big sample, but it seems really consistent that when I play in super cold/low precipitation maps I have no animals at all, but when I play in warmer tundra/high precip I get a lot more. This is probably perfect with your current setting for tundra I think. I'll see if I can find an ice sheet tile somewhere that has high precip (presumably it would be snow), I think that's very uncommon but I'll tinker with it a bit anyhow.
The reason I mentioned cold snap: for a while I was trying starting colonists with really minimal equipment (t-shirt and pants, no outerwear) and even on ice sheet maps, it's fine (surprisingly). But one time out of about 30-35 games, I happened to get the cold snap my first year before everyone had some kind of outerwear and before I had power/heaters constructed and, welp, that was a short game. Didn't even have time to build a campfire before I realized how bad it was.
The seed 'avalanche' has a patch of ice sheet with precip of up to 500ish, if anyone's interested.
Yeah I'm not getting any animals so far in ice sheet even with high precip/high temperature (for ice sheet) but I'll go on with this colony anyhow just to see. Am I reading this correctly, you only have muffalo appearing in ice sheet and no other animals, and that only with 0.05 commonality?
That's right. Well, unless I added some in the Biodiversity patch.
If you like, increase the chance a little bit and lower AnimalDensity at the top of the biome definition. Muffalo will then still be few in number, but not super rare! I've honestly never seen a muffalo in the ice sheet biome so the chance may simply be too low when other factors are considered.
I think cold snaps or heat waves don't last long enough. If those have changed in A10, I can't discuss it at the moment because it's still in testing. Spoilers! :)
Besides (clarification) event durations aren't in XML, so how long events last is entirely subjective. In other words, I wasn't looking at the clock. :)
Bug
I discovered a problem with the Expanded Mining addon. Selecting a kit table made from something other than steel in Prepare Carefully gives a stuff=null error. Also, deconstructing a table made from a stuffed kit gives a similar error.
I'll investigate a solution to this bug and hopefully have a fix later tonight.
Update: Alas, it seems that it's not possible to make the Expanded Mining add-on work the way I wanted to. I'll have to make some adjustments.
I've fixed the bug noted above. You'll need to get the updated Expanded Mining addon (https://www.dropbox.com/s/urtxrscucby9vjw/WIH_Expanded_Mining_Addon102.zip?dl=0) from Dropbox.
The fix isn't great. I've dropped support for freely making kits using any kind of Expanded Mining stuff, and specified particular resources instead.
I'll have to investigate in A10 to see if custom stuffs still have this problem.
e: On the bright side, I have this non-spoilery screenshot of the new Harsher Desert for Alpha 9. Click to zoom.
(http://marvinkosh.omniloth.net/wp-content/uploads/2015/04/th_screenshot28_reduced.jpg) (http://marvinkosh.omniloth.net/wp-content/uploads/2015/04/screenshot28_reduced.jpg)
Because this is oddly super specific it might be easy to fix: sometimes I get invaders that are naked. When this happens, they are always equipped with a personal shield. I don't have any other shield or equipment mods installed.
Also, whenever I get a crashlander they seem to be always naked. This is a pretty rare event so they might not be naked 100% of the time. It's also OK if you don't want to bother changing this, crashlanders are otherwise a free colonist so I think it's all right to have to have to hustle a little bit to keep them alive.
Yeah, first thing is a bug in the faction def and I just fixed it. :)
The second thing, hmm, I think that's because the game either picks a specific def to use as the template for how to dress and equip refugees, or because it picks at random from one of the valid possibilities. The spacers faction is not like the others, it has no spawngroups.
e: New version of the pack is available.
What's different? Asking because I don't see any changelog info.
e: Oh dang you added a whole bunch of biome stuff didn't you.
Right off the bat I'll say I like Desert very much. Did you take out tarantulas? They actually make a lot of sense in desert, probably mosquitoes as well.
e: actually I take it back about mosquitoes, but yeah tarantulas make a lot of sense
Little problem: "Summer has begun! You should make some parkas blah blah blah"
Sorry, didn't get around to patching for Biodiversity yet.
The message about parkas is a Rimworld thing. Your chosen location must be cold in the winter.
But it appeared at the beginning of Summer... ?
I think it reads 'Summer is here! But winter is coming...' :)
Oh, haha duh.
I like Desert a lot. Overall animal count could be a little less but it's refreshingly difficult as it is. Maybe make dromedaries spawn a bit less frequently.
Maybe make soil patches a little bit more common. Out of 10 or so maps I never rolled one that had a soil patch in a place I'd actually want to use it. Not necessarily really bad, because I didn't have any trouble collecting enough food with just hunting, and there was plenty of time to get hydroponics going even on maps with a hard winter.
Distribution of catcus wood is just fine as is. You're not gonna be using it to do flooring everywhere but it's totally practical otherwise.
Gonna spend a little time with arid scrublands now :)
Cool. Thanks for the feedback! And as always, glad you're enjoying it. :)
Oh one thing I would suggest, use your marginal soil type for both desert and arid scrubland - after all it's still sand underneath.
How can I say no to a start like this
(http://i.imgur.com/fkHIiTy.jpg)
Mmm yeah I think you should probably mix in some insectoid animals in arid shrubland, and tortoises would be appropriate too. Overall you might make animals 75% or 50% as frequent as they are now, it still feels fairly crowded.
I've updated the changelog. I've implemented quite a few of the ideas you suggested. There are a few others things I want to change - like the long-neglected power armour - before I do another release. :)
I think you ought to go ahead and make soil in Arid Shrubland marginal as well. You're still going to have tons of it anyway.
I'm surprised there's no grassland/prairie biome in vanilla.
If you decide to go with a new name for the package after you change all the climates, I suggest Climate Change 8)
I was thinking Hot 'n Cold Pack or something. :)
So, I know you were already working on an Alpha 10 version, but will using your A9 version work at all for now? (going to try it anyway)
Er, hmm, nope, I think WIH needs a bit of work. However, I have an A10 version of Hot 'n Cold Biomes ready to go (https://www.dropbox.com/s/1ii3v2hhslxxeh7/HotCold_Biomes.zip?dl=0). It's very similar to the unreleased A9 version but with a couple of minor changes - marginal soil in arid shrubland, and a greater ecosystem weight for the dromedary.
Nice, thanks for the update.
Hey I have some serious suggestions for joy activities, when you get around to adding new things:
- Make snow angel (simple, use the cloud watching animation and maybe leave a decal on the snow, requires snow on the ground if that can be checked)
- Build snow man (very small gain to Construction skill)
- Have snowball fight (requires two or more colonists and snow, very small gain to Shooting skill)
I don't know how hard it is to add new thoughts but maybe you could have a colonist get annoyed at getting hit by snowballs if they're the dour type (has one of various unfun traits) 8)
Suggesting these to you mainly because they would go well with Winter is Here.
Neat, Tynan put in 'Build Snowman' joy activity today.
I'm looking forward to A11 already, then. :)
Quote from: Kaballah on April 16, 2015, 05:48:57 PM
Neat, Tynan put in 'Build Snowman' joy activity today.
So I'm testing out a way to turn things into kits which already exists in the game as 'minification.' I haven't actually been able to make a minified stove yet, I had to spawn one in, but yeah, it looks promising. :)
(http://marvinkosh.omniloth.net/wp-content/uploads/2015/04/th_screenshot30_reduced.jpg) (http://marvinkosh.omniloth.net/wp-content/uploads/2015/04/screenshot30_reduced.jpg)
I'm not sure I understand, you mean if you have a standard non-kit construction you can convert it back to a kit? That would be pretty great actually, e.g. when you throw up that first blacksmith or turret it'd be nice to be able to convert them to kits.
Igabod found a solution for that 'need meal source' stove thing, fyi.
https://ludeon.com/forums/index.php?topic=11155.0
Nope. It's still a kit cook stove, separate from the regular cook stove. It might be possible to convert between the two in code, but that's a whole other thing.
The good news is that the Expanded Mining addon will probably benefit from this change. :)
I am using the Ice Sheet mod and trying to make a colony on the ice sheet. You cannot grow or harvest food in any way. So you either have to go cannibal or use hydroponic tables to survive.
The problem is that despite having the Hydroponic tables powered, illuminated with a sun lamp, and kept at the right temperature the plants are constantly "resting." Which means they are not growing. Which means I am starving.
They are "resting" so often that they takes over a week to grow one plant. This means cannibalism and trade would be the only effective way to get food. Unless you have a staggering amount of hydro tables which is unaffordable early game.
Is there a way around this?
I haven't seen this issue happening, sorry. More details would be helpful to reproduce it.
I don't think that is a bug, I'm pretty sure all plants have a "resting" phase in every day's growth, they do not grow 24 hours a day even when constantly lit and heated. I don't think this is new either, I remember it working this way in A9 as well.
Although yeah you pretty much have to eat human meat for a little while at the beginning, but I was able to get off of human meat and strictly onto plants once I got something like 2-3 hydroponics tables per colonist.
Just started a new ice sheet game, and it took 5 days to grow a crop of strawberries once I had everything heated and lit, shrug.
e: and yes they all are periodically 'resting', pretty sure that is normal and intended
Poor soil in Tundra is back to being a full terrain type/not a patch with your mod, whatever the correct terminology is.
e: I think I meant marginal soil but let me double check, I mean the growable kind but I may be mistaken
e: yeah marginal soil is a straight terrain and not a patch in Tundra
Er, it never changed. It's ice that is generated as patches in tundra.
Quote from: MarvinKosh on April 12, 2015, 02:28:05 AM
As things stand, marginal soil isn't a patch in the tundra biome, so I'll try it as one and see how that goes. :)
THERE ARE FOUR LIGHTS
(http://i.imgur.com/XJvPbs7.jpg)
lol, I guess with all the intense A10 testing, I forgot to do that then. *facepalm*
Having had a chance to really play the new biomes, I'm impressed with the effect of Marginal Soil. It makes farming a bit more intensive in biomes where it's the only thing you can plant on e.g. Arid Shrubland.
Yeah Tynan also made difficulty setting affect farming yields - but basically if you have 4000 tiles of farmable soil you're going to have food coming out of your ears. I still think you should try making it a patch. Also you might try to make the soil/oasis patches in desert a little bit larger (less water, more soil would be OK). I've been running colonies on extreme diff with your desert/arid shrubland settings and desert is muuuuuuuuuuuuch harder than arid because you're very likely to have gobs of farmable soil in arid. Also wow, fuck A10 megascarabs. Hunting them is Rimworld Roulette.
Indeed. I'll go change it to patches now and then have a try on a new map.
e: Seems to work quite well. Here, try out v1.0.7 (https://www.dropbox.com/s/ew2fx4y0pj87nnz/HotCold_Biomes107.zip?dl=0) of Hot and Cold Biomes and see what you make of it. I added a new terrain type to Arid Shrubland (Dusty Soil) which is similar to Poor Soil but different texture.
The patches should be the right size for the particular biomes they appear in, I had time to test each of them and adjust. However, particularly on non-flat terrain, it's possible that the patches won't give you a lot of farmable land.
Quote from: MarvinKosh on April 27, 2015, 07:24:58 PM
e: Seems to work quite well. Here, try out v1.0.7 (https://www.dropbox.com/s/ew2fx4y0pj87nnz/HotCold_Biomes107.zip?dl=0) of Hot and Cold Biomes and see what you make of it. I added a new terrain type to Arid Shrubland (Dusty Soil) which is similar to Poor Soil but different texture.
Okay, thanks for the update.
QuoteThe patches should be the right size for the particular biomes they appear in, I had time to test each of them and adjust. However, particularly on non-flat terrain, it's possible that the patches won't give you a lot of farmable land.
I think that's fine then, as non-flat maps are a lot easier in other ways (better cover, more metal and rock resources, better insulation).
This looks just right:
(http://i.imgur.com/1H3wKII.jpg)
I can't tell any visual difference at all between poor soil/dusty soil.
e: never mind I see it
Forging ahead with the Alpha 10 version of Winter is Here, I seem to have fixed the problem with minifying hydroponics basins. The workaround I used, was to rotate the texture around to be horizontal rather than vertical, and also make the basin one cell smaller (though with less material cost and power needed).
Had problems with minifying turrets though, so I think that I will leave them in their current implementation.
There's a bit more to do, but it's looking good. :)
Hey I really have problems distinguishing between poor and dusty soil textures. I think you should make them a little less similar somehow.
Marginal and Dusty? Yeah, it's a bit of a pain. The thing is, in the game they get lit up by the sun, so it's a trial and improvement process. I'll upload a texture fix in a bit. :)
Here's v1.0.8 (https://www.dropbox.com/s/4k89t3zp63qqiou/HotCold_Biomes108.zip?dl=0) of Hot and Cold Biomes (also updated on Marvin's Misc Small Mods). Or, just the updated texture: https://www.dropbox.com/s/m6zvl44uhrnhxea/DustySoil.png?dl=1
e: Also, the top post was too long so I trimmed some of the changelog and put it over on my site. You can find the link for that in the top post. If that means you can't find a download link for an older version, I still have them on DropBox, let me know which one you want and I'll PM you a link.
Thanks, I'll try that.
Also today, I'm releasing a test version of Winter is Here features, including a DLL fix for the turret problem. It's not a complete release, just some of the minified stuff.
Test Version 1 (https://www.dropbox.com/s/gnp67zqygjen0qz/HotCold_Minification_TR1.zip?dl=0)
I suggest starting a new game for this, mainly in case it breaks an existing save due to errors or balance issues.
e: Known issues:
- Can't rotate tables. EdB Interface bug. Get latest version (https://ludeon.com/forums/index.php?topic=5258.0) (2.7.2) and that should fix it. :)
- Can't do anything on tables. Let me see, did I forget the workgivers? Yep, I did. *grumbles*
Test Version 2 (https://www.dropbox.com/s/b2cis0di90f02jw/HotCold_Minification_TR2.zip?dl=0)
e: Known issues:
- Crafting tables are very dark. Stuff system thing. I'll see if I can do a mask for that. :) Or, possibly revert to the usual textures since they're not on a menu any more.
- Some things are craftable at the smithing table even though the research for them hasn't been completed. Fixed for next version. Needs another DLL, that's all. :)
- Some of the workgivers were not updated to A10, gives a yellow log message. Fixed for next version.
Test Version 3 (https://www.dropbox.com/s/slynlzzls97p2kb/HotCold_Minification_TR3.zip?dl=0)
e: Known issues:
- Some tables are still not masked (see above).
- Workgivers for kit-based smithing and tailoring tables are out of date - colonists with Crafting job can do bills on those tables. Fixed for next version.
"boiling" is a good seed if you want a lot of equator/very hot Arid Shrubland tiles, fyi.
e: yeah the new texture is much easier to distinguish, thanks.
Something I noticed about marginal soil is that because it affects growth rate, you may actually need to manually harvest before the crops are fully grown, otherwise they come to the end of their lifespan and die without being harvested. Devilstrand is one to harvest early!
Huh, I guess that would explain why my devilstrand plants sometimes just disappear. That's pretty bad actually, excessive micro.
e: I don't have any ideas about how to make that less of a problem other than maybe to extend the plant's lifespan to compensate /shrug
Well the lifespan is I think based on the growing time. Which has me baffled honestly - if taters can reach max growth before dying, why can't devilstrand in the same conditions?
Also, other crops tend to die off gradually - the HP decreases - which gives some warning. So, possibly a bug! Have to take a second look, repro without mods (ugh).
e: Nope, unable to reproduce. However... I had to do the test without the storyteller turned on. Which means no cold snaps, heat waves, etc. I think that it's possible that a heat wave could delay growth long enough for plants to die. It's also possible that animals nommed on the devilstrand when I wasn't looking first time around. Either way, I guess it's best to farm precious devilstrand with a wall and some climate control.
Well I guess it's fair enough that you have a hard time growing the most valuable crop, but it's just annoying to micromanage when you notice they're start dying off. I sat there and watched mine for a while and I'm sure it's not animals eating it, and yeah I didn't see them taking damage either, they just poof.
For the test, I grew devilstrand on gravel, which in vanilla has the same fertility as marginal soil. And once it was walled off, lit and temperature regulated, it grew to maturity without dying. I'll need to test it in the mod, but I expect a similar result.
Anyway, I decided that I'm also going to override the default growing period of devilstrand in XML and set it to 12.5 days rather than 45. I'll probably have to fine-tune the balance there.
Also today, I modified the minified turrets. They're taking a nerf to firepower and range, but will have more hitpoints and use less power. Explosion radius is also decreased.
My reasoning here is that I want them to be a distraction to enemy invaders and soak up some bullets, and also be more suitable for built-up areas.
And then obviously since there's going to be some different upgrade paths (really only limited by the number of turret sprites I can make) range and firepower can increase along some of them.
e: Testing has gone well. Here's Test Version 4 (https://www.dropbox.com/s/ju38jdg95602utx/HotCold_Minification_TR4.zip?dl=0).
Oh, and if you have Space Meals mod then you want Minification to load after it. :)
Cant get this to work. I tried it with both mods and core enabled and once with both mods and no core, but either way I just get a black screen or a menu screen with no buttons to push. Does this not work with alpha 10d?
Hmm, I think you may need to get Alpha 10f, yes.
e: Also, I've put together a preliminary modpack for Alpha 10. :)
Quote from: MarvinKosh on December 12, 2014, 12:10:53 PM
Hot and Cold Minification (Test Version) - Production tables and turrets can be built at the smithing table.
Hot and Cold Biomes - Ice sheet, more challenging tundra, desert and arid shrubland.
Less Incident Trolling - Cassandra will wait a little while between raids. Also, less incident spam.
Space Meals (only Ration Pack, other meals are included in Minification)
More Planning - An extra planning tool. Planning also has a dark outline for better visibility on snow and ice.
Modded Charge Lance - Scythers have a shorter-range charge lance, less damage but can fire quicker.
Small Sun Lamp - Lights a small area brightly enough to grow crops indoors.
Dang how did I miss this. Thanks for the update :)
e: ah, I don't see a download link for this.
Yes, harder deserts! It was too easy.
How about hotter(maybe colder at night) deserts? I think it can be achieved via custom MapCondition. We have -90C cold but no 60C deserts.
I'd be really happy with hotter extremes, I've literally never had to treat a colonist for heat stroke, not one time.
Quote from: Kaballah on May 02, 2015, 12:12:02 PM
Dang how did I miss this. Thanks for the update :)
e: ah, I don't see a download link for this.
Click the quote to go to the top post? :)
I've seen the temp hit 60C during a heat wave. But you're right, I should look into a mega heatwave or something.
Yeah I don't see any download link in the Alpha 10/Minification block, just the Hot and Cold Biomes mod you had already released.
Minification is still on Test Version 4 (https://www.dropbox.com/s/ju38jdg95602utx/HotCold_Minification_TR4.zip?dl=0), so if you've got all the mods you want then no need to update.
I've got a few extra things I want to put in tonight. A new turret upgrade designed to deal with a swarm of melee brutes, and a recipe to go back to the unspecialised turret. I may also be tweaking the pawn groups again so they're a bit less meh, bit more interesting. :)
When you get an exclusively melee group of enemies, they basically suicide themselves on the turrets and then, having lost so many of their number to that tactic, they run away. If a particular pawn group is supposed to be for street fighting, I'd rather they had a mix of melee and short-range shooters.
Man, I started a boreal forest colony for the first time in a long while and it seems so trivial, you have so much of everything. I know it gets cold in winter but meh. A single spawn of ~20 elk just popped. That's enough of that I think.
Yeah, I think of it as the colder cousin of the temperate forest. :)
I added a macerator turret for the next version. It's resistant to damage from some melee attacks and arrows, and has armour against sharp. Not sure if armour works on turrets, but if it does then it does.
It's extremely short-ranged, so it's somewhat vulnerable to shooters. It quickly fires bursts of low-damage bullets.
In tests it can certainly keep a group of melee attackers busy, but it isn't by any means a guaranteed aggro magnet - when I sent a colonist in to cheekily stab them in the back, they started pursuing him instead. Also, the armour works quite well - I may have to dial it back a little.
I'm playing on arid, and it's really punishing in a good way. Especially combined with Seeds Please. Fortunately I have a patch of marginal soil in my backyard, but there is no more.
Thinking of the arid back in those days, it was the most easiest biome to me, even easier than temperate. Nice mod!
Yeah it really is, the vanilla "extreme" biomes are just no big deal.
Hot and Cold Biomes idk if is just me but even after 10 day i didnt see any animal is normal or is because of a test?
Quote from: buder5 on May 03, 2015, 04:52:09 PM
Hot and Cold Biomes idk if is just me but even after 10 day i didnt see any animal is normal or is because of a test?
It varies from one biome to the next. But yes, animal density is reduced in some, and herd sizes are also smaller for elk, muffalo and dromedary.
On ice sheet, I have never seen any animals at all. Well except for the herds of two legged meatbeasts that spawn once a month or so 8)
Okay so, I did try making a new event which heats things up a bit more than the default heat wave. Which, by the way, maxes out at 20C above the usual temperature.
I can fire the event, but I did something wrong, it just errors and then ends. It's okay though, I learned a little bit when I trying to make it. :)
Here you go, v1.4.9 (https://www.dropbox.com/s/tbxvpqsswbzwysv/HotCold_Minification149.zip?dl=0) of Minification is up. It's just the macerator turret that was added.
I found this out today. Since the turrets can't fire back at longer-ranged opponents, they can be a bit of liability when Centipedes with inferno cannons show up. Something to keep in mind. :)
e: Noticed that it is possible to start with no marginal soil at all in the Tundra biome. Made a note of that in the 1.0.7 changelog for Hot and Cold Biomes. It may be worth bringing along a good miner and researcher (to dig out a cave and research Hydroponics).
I've been playing a game in the harsh tundra. This time around I'm building a base/town with narrow streets and occasional courtyards. I haven't had a chance to build any turrets yet, but I've been able to deal with whatever Cassandra has thrown at me. :)
If you've got some insights to share, it would be greatly appreciated, 'cause obviously I can't play every biome at once!
If you're playing on a flat map, good luck because with your mod's changes that's about as hard a game as you can squeeze out of Rimworld.
It's small hills. Still, didn't start with any wood at all, which was a bit of a mistake. Takes ages to grow trees on marginal soil.
Uploaded v1.5.0 (https://ludeon.com/forums/index.php?action=dlattach;topic=8004.0;attach=8159) of Minification today. It adds the Crusher turret, which needs 30 Steel, 30 Plasteel and an improved turret to make.
The Crusher turret has different toughness stats to the Macerator turret - more hitpoints, but it trades its deflection against sharp for blunt. It resists damage from fire, arrows, bullets, explosives and blunt melee weapons. It has the same firepower and range as the improved turret.
I had the opportunity to use the new minified hydroponics basins today. I found that 1x3 is a really good size to get a fair number of basins under a sun lamp and still leave room to move between. :)
Hey there! I've been testing Hot and Cold Biomes today. Looks good, and I've managed to squeeze in a few new things.
Obviously, the ice sheet biome is in A11, so there's no need to enable it any more. I'm leaving it vanilla for now, since my ice sheet game is still in progress.
The volcanic winter, cold snap and heat wave can all have their minimum/maximum duration set in XML. So I've upped those quite a bit for the mod.
I was testing on Extreme difficulty and well, I noticed that it takes a lot of time to grow things on marginal soil. Excellent, I think that's as it should be. Gives you a definite incentive to get Hydroponics, anyway.
Thanks for the update :)
Here's Hot and Cold Biomes v1.0.8 (https://www.dropbox.com/s/7w828jsa2olkaor/HotCold_Biomes108.zip?dl=0). It may need some fine-tuning so I'll leave off on updating the top post for now. The main changes: no longer need to add ice sheet, events which alter temperature can last (much!) longer.
Awesome, thanks for this.
Trying to tweak your version of LongerSnapeWaveAsh.xml with this:
<IncidentDef>
<defName>ColdSnap</defName>
<workerClass>IncidentWorker_ColdSnap</workerClass>
<mapCondition>ColdSnap</mapCondition>
<letterLabel>Ice Age</letterLabel>
<letterText>Whether due to a nuclear war or changes in the planet's orbit or the anger of the muffalo god, the planet has sunken into a permanent ice age. The Great White Cold walks abroad.</letterText>
<letterType>BadNonUrgent</letterType>
<chance>90</chance>
<earliestDay>10</earliestDay>
<minRefireDays>80</minRefireDays>
<durationDays>
<min>9999999998.0</min>
<max>9999999999.0</max>
</durationDays>
</IncidentDef>
but the incident doesn't fire. Is it because I renamed letterLabel or what?
Oh I see, your current mod does not change Ice Sheet at all eh. OK!
e: That's not it, is it. Shouldn't your modded incidents for cold snap etc. fire in all biomes that can have that type of incident? Can ice sheet actually have the cold snap incident happen on it?
Cold Snap can be fired in any biome but, from what I remember, the temperature needs to be below a certain mark before it will be fired by the storyteller. Heat Wave similarly needs a minimum start temp of 20C to be fired by the storyteller.
Is there some sort of floor that prevents Cold Snap from firing if it's too cold? I don't see why it won't pop otherwise. I set the chance to 99 and it still just doesn't fire.
e: hmm yes I think that's why, I'm looking at Execute Incident in dev mode and it says "Cold Snap [NO]"
e: I forced it anyway but it doesn't seem to actually make the temperature go down, it looks like it has some internal nanny rubbish. If you can mod this out I think a lot of people would be interested.
Yeah, tried to in A10.
You kind of need to keep the duration sensible because the temperature goes down at a rate governed by the duration. Thus, in the example above, it will go down and stay down for a looong time, but it will take years to get there.
Quote from: MarvinKosh on June 25, 2015, 10:27:59 AM
Yeah, tried to in A10.
You kind of need to keep the duration sensible because the temperature goes down at a rate governed by the duration. Thus, in the example above, it will go down and stay down for a looong time, but it will take years to get there.
we need alpha 11 update
Patience you must have. Testing it needs. Bugs must I find.
:)
e: So I've got Minification in testing as well now. That means I just need Space Meals, Small Sun Lamp and Modded Charge Lance to bring the modpack up to date. :D
Quote from: rsof69 on June 25, 2015, 11:15:34 AM
we need alpha 11 update
So, very much a WIP, but here you go, v0.9.0 (https://www.dropbox.com/s/ddepfyihyfeafb3/Harsher%20SnapWaveAsh090.zip?dl=0) of Harsher Map Conditions. It'll get added to the pack when you guys are happy with the amount of harshness.
A word of forewarning though, if you trigger the heat wave, you better have lots of cooling. I thought that two coolers would be enough to keep my colonists at a safe temperature in their small bunker. NOPE.
Nice, thanks for the update. Also thanks for the explanation of what goes on with Cold Snap/etc.
e: how do you load this, just make sure it's last?
Yes, must be last, otherwise the incident files from Hot and Cold Biomes will override.
Tried a fairly hot desert map on extreme, was doing OK, and then in short succession:
- heat wave drives up temp to ~65C
- guy fleeing raid, I take him and figure I can probably handle it
- 12 or so stone age type raiders swarm in after the refugee, who is naked and unarmed
- fighting begins
- 2 of my 3 colonists break from the heat and other stresses
- raiders demolish everything and kidnap/kill everyone
working as intended! ;D
I just had your modified version of Cold Snap occur at -55C. NICE!
e: This took the outdoor temp down to -123C. Holy shit and it's not even Winter yet!
Okay your new version of Cold Snap may be just a little bit too intense. ;D What formula are you using to decide how much to lower the temperature? Last colony went from about -60C to -145C. And that was just in October!
It's the same sort of formula as vanilla, but with a different limit: -60C for cold snap. This is separate from normal daily and seasonal fluctuations.
I increased the factor which decides when the effect reaches peak (or trough) for each map condition. Before I did this, the effect was at maximum so quickly there was no time at all to prepare.
So, to make it less intense, there's a few options. One is to rein in the max temp offset a bit, so that temperature swings aren't so severe. Or, I could increase the factor which determines how slowly the effect kicks in and when it maxes out.
You wanted the training wheels taken off, though. ;)
I think it'd probably be best to just soften the max amount of temperature drop somewhat. I don't have a big problem with the rate of drop being really sharp, I think it's fine for it to be really scary and possibly wipe out your colony. Can you post the exact formula?
Well, the exact formula is sort of buried, but I can explain what the code does:
public class MapCondition_ColdSnap : MapCondition
{
private int LerpTicks = 150000; //was 12000
private float MaxTempOffset = -60f; //was -20
public override float TemperatureOffset()
{
return MapConditionUtility.LerpInOutValue((float) this.TicksPassed, (float) this.ticksLeft, (float) this.LerpTicks, this.MaxTempOffset);
}
}
So basically, TicksPassed, ticksLeft, LerpTicks are used to calculate a value between 0 and 1. This is then multiplied by maxtempOffset to give the current tempOffset for this map condition.
public static float LerpInOutValue (float timePassed, float timeLeft, float lerpTime, float lerpTarget = 1)
{
float t;
if (timePassed < lerpTime) {
t = timePassed / lerpTime;
}
else {
if (timeLeft < lerpTime) {
t = timeLeft / lerpTime;
}
else {
t = 1;
}
}
return Mathf.Lerp (0, lerpTarget, t);
}
And that's how it actually figures out when to increase the value, when to keep it the same, and when to start decreasing - because as TimePassed increases, the value steadily increases from 0 to 1. As timeLeft becomes less than lerpTime, the value decreases from 1 to 0.
As you can see in the first bit of code, I've decided to increase the lerpTicks to 150000, which is five days. In the test version, it was 36000 which is a little over a day.
You know what, if the amount of temperature drop ends up being similar to the minimum temperature in the middle of Winter, then that's actually fine (just extremely hard). I thought about it some more and after all I'm playing in the coldest map I've been able to roll, which has an average temperature of -95C.
Yeah. It's an extra challenge, which is something that mods are good for. :) I can easily accommodate different versions with varying difficulty though, just by pointing to alternate map conditions in XML.
Yeah it looks like the deepest part of Cold Snap is about the same as deepest Winter, so that's all right. And my poor colony just froze to death due to running out of power, which was due to running out of metal to build power infrastructure with. Even with having the rooms insulated with 2 tiles' thickness of walls, I had to put two small heaters in each room to keep them out of the -75C range at night. I had made it well past the sustainable farm threshold though, so that's something.
Okay -160 is totally survivable (though very difficult). The only thing that bothers me a little bit is the duration of Cold Snap - 70 days is 7 months. I suggest you shorten it to like 40 days. Otherwise I like how this is working.
Indeed. I got a Cold Snap and have no idea how long it's going to last - it can be anywhere from the lower limit to the upper limit. Not at -160C but I can see how hard it is to heat up the base.
Cold Snap wore off in mid January and the temperature went up to -95C, so ... yeah maybe you should soften the max temperature decrease somewhat. Not that it's impossible to play with but it seems beyond a "cold snap" in scope. I haven't had Volcanic Winter occur yet but if it doesn't fire by Fall in this current game I'll force it to so I can see how it works. I still think you should shorten the max duration of Cold Snap to 30 or 40 days (basically a season).
(Bad link jinx, see later post)
Cool, I was just about to roll a new colony anyway (I fired Volcanic Winter and then a power fault wrecked a ton of critical shit, so welp)
thanks!
e: link is bad
This appears to be the correct link - I simply changed the version number from the last working one. Hope Marvin doesn't mind!
https://www.dropbox.com/s/ddepfyihyfeafb3/Harsher%20SnapWaveAsh091.zip?dl=0
I don't know what the deal is, the text of the link says it points to 091 but Dropbox keeps trying to give me 090.
(http://i.imgur.com/GVJhClL.jpg)
v0.9.1 (https://www.dropbox.com/s/9zy333hdnviu18d/Harsher%20SnapWaveAsh091.zip?dl=0) of Harsher Map Conditions, redux! :)
Oh and in case you wondered, here's a link to the A11 folder. :)
https://www.dropbox.com/sh/p2yz63fm1kcxewt/AACI77fFYHWVob1Sb276kFL_a?dl=0
Thanks, the little colony of Witch's Tit appreciates it
Cold Snap in mid-winter is still going from -90C to -150C or a bit colder, did you actually reduce the amount of temperature drop?
Yep, I sure did. Thing is, there's natural seasonal temperature changes too, that probably accounts for the difference.
e: Btw, I may have to delay releasing mod changes. Oh, it's nothing bad, don't worry. :)
I'm gonna have to leave the -95C type maps alone for a while, they're just so damn hard with your modded versions of incidents. Any combination of Cold Snap/Volcanic Winter and an event that brings down power, even just overnight, and everyone is doomed, even Cold Lovers in muffalo leather equipment. I don't necessarily think you should nerf it more though, I'm OK with some scenarios being just extremely hard and possibly unbeatable.
I think it's possible to get through a power outage if you have one hot room with a campfire that colonists can retreat to. Hell, during a cold snap I used campfires to supplement electric heating.
Eh you can just be smarter about how you construct everything, separate critical infrastructure into distributed areas so a single disaster won't wreck all of it. What defeated me almost every time was not the various invaders -- although one bad pirate drop right inside my battery room with several of them equipped with grenades/molotov cocktails demolished me good. It's really just the bitter cold overwhelms me before I've prepared well enough, can't go outside to collect more resources and can't dig out more fast enough, and then boom, power outage oops everyone freezes. Trading doesn't help that much because there's so much luck involved, whether you'll get the right kind of trader when you have something to pay with.
Yep. I've had to actually use the allowable areas tool to restrict colonists to base because with their rubbish gear they were getting serious hypothermia.
I set Area 1 as the strictest, which means they're not even allowed to wander into the freezer, and I don't allow them to repair outer walls because they might decide to go outside and do that.
Area 2 allows the freezer and the outer walls and any new areas that I want to build, without allowing the builders to wander too far.
Anyone who has decent winter gear can potentially be set to Unrestricted to gather resources from the rest of the map, but in my case that was just two out of six colonists.
I'm hoping that Tynan adds a feature to allow restricted areas to inherit other restricted areas, and also a basic "copy from home area". Right now all the painting and re-painting is really a drag.
v1.5.1 (https://www.dropbox.com/s/ngu4nnkom080izx/HotCold_Minification151.zip?dl=0) of Hot and Cold Minification is ready for a test drive. Haven't seen any problems with it yet.
Thanks, I'll check it out :)
FYI your modified Cold Snap etc incidents make the other "easy" biomes muuuuuuuuuuuch more interesting. Playing a colony in Boreal Forest (all melee people with Ish's Medieval equipment mod) and Winter looked like it was going to bottom out around -25C, but then Cold Snap hit and it's around -70C at coldest. I think this is pretty fair in terms of playability but you should probably soften it a little bit more if you want it to be realistic. I'm OK with it either way though.
Ideally I would like them to scale according to difficulty. Haven't figured out how to do that yet. :P
I've updated the pack today! The top post was getting a bit messy so I'm going to simplify the extended descriptions a bit.
There are more updates to come, but I'm waiting until after RimWorld updates. :)
Gonna add it to the A11 modlist so ;)
Also i have a question : does Hot and Cold Biomes alter the standard biomes or create new "harsher' version along with the standard ones
It modifies the existing ones, yes.
New download (https://www.dropbox.com/s/mvybt9u7bjhw492/MarvinsHotColdPackIIb.zip?dl=0) for compatibility with A11b.
Will this be compatible with my current mods
Blasting Charges
Craftable medicine
Defence Shields
Embrasures
Personal Shields MKII
Power Armour MKII
Power Cell
All by skullywag
Most probably. :)
We have issues captain
http://puu.sh/iNFBz/cca66e1e8c.jpg (http://puu.sh/iNFBz/cca66e1e8c.jpg)
There is this issue, i hit esc and everything freezes nothing works at all. i can pause the game but it dont help even un pausing it keeps it all frozen my overview is broken too. only way to fix it is by pressing over view and haveing the game un paused
Your other mods are conflicting with each other. Mine don't add keybindings.
Um, if you recently updated to 11b, then you probably need to update EdB Interface. (https://ludeon.com/forums/index.php?topic=6261.0)
Those keybind conflicts look like the come from Skullywag's defensive stuff, and I think he's updated it to remove the keybind conflicts.
My bad i got it fixed it was me being a derp
Glad to hear you got it sorted out. :)
I made a small change in the IIb pack, seems like I forgot to add RationPack aka Space Meals. Download link is the same.
Also, I forgot to mention in the description for Hot and Cold Biomes that it includes No Gravel Fertility. Fixed that.
Marvin I toast your insanity!
(http://i.imgur.com/HF19JdM.jpg)
Negative 183c!
So cold in our world Oxygen itself turns liquid.
Those Wargs died in under 20 seconds of spawning. Playing with Ninefingers Ultimate mod pack using the very best armour and parkas I can make I still can only achieve protection from negative 175c.
Fantastic mod thanks so much.
I was wondering how long it would take for those two to coincide! I'm playing through a volcanic winter of my own so it may well happen.
And, you're welcome. :)
So, before I forget, there's a few things I'm planning to add.
I thought to myself, it's a bit odd that these guys can improvise a turret using a smithing table, but not some kind of a ranged weapon for themselves. So I think I'll add a couple of weapons.
Also, they can make armour plates for the turrets, so why not an armoured vest?
Finally, yes, I noticed that with the distinct lack of hides on cold maps it's a bit difficult to put together enough to make warm clothing. So I think perhaps I'll add a new harvestable plant which can be used to make clothes on its own, or woven in with devilstrand to make a new fabric.
Not sure when all these features will materialise, but if you're impatient to see these feel free to give me a poke. :)
I love your such hard cold biomes. Please, develop ideas in this field too. There is the possibility to add new incidents? Like... frostbite strike (more hard cold snap..), Meteor strike (with very strong heatstroke and then hard volcanic winter effect..) etc..
There is sort of a limitation with adding new hot or cold incidents, actually. They are not mutually exclusive - so if there are three cold events it is possible to have all three gang up on you at once and make even hydrogen turn liquid. o.O
Minor update to IIb today, just a little change to Phoebe to set her apart from Cassandra in this modpack. If you don't want to download the whole pack again and you know where to put the file, patch file is attached. :)
[attachment deleted due to age]
Quote from: MarvinKosh on August 07, 2015, 10:19:19 AM
Also, when i added Harsher Map Conditions with Hot&Cold biomes to modpack, Players says that there problem with pawns. Animals can't live with this weather.. So if we change the weather, change animals too.. otherwise, the meaning "animals" are lost.. they became - Dead animals and dead raids :)
Some good ideas and exact opinion by zenfur:
Quote from: zenfur on August 07, 2015, 11:46:05 AM
I pretty much don't like this change. These weathers are so extreme. 80 C in a normal coastal forest? No problem. Why the fuck is anything rotting, while no normal rotting organisms can survive in this temperature? This fucking furnance killls everything on the map. It should cook every body on the map and turn it into roasted meat, not make it rot. Also during this event raiders come on a suicidal mission to destroy few wooden fences and die. It's not hardcore, it's riddiculous and unfun, especially when you get struck with it in early game.
In my opinion if you want to keep these extremes, make additional events: extreme heatwave and extreme coldsnap and make them 3x more rare, and keep originals as they were.
Also with such extremes in game it would be nice to be able to research some weather forecaster device which could warn you about incoming extreme weather event.
It says quite clearly in the mod description how harsh the events are. If you enable the mod, you have to make yourself ready for the potential consequences.
It's not supposed to be balanced! It can kill raids and animals. Obviously. This is not 'oh I'll just throw on an extra layer and venture out into the biting cold' vanilla. It is intended to create extreme circumstances for your story.
In addition, the events are adjusted specifically to not fire during the initial months of the game. Again, if someone decides 'ha, I'm just going to turtle and not get ready' during that grace period then they will be in for a shock.
Harsher Map Conditions works well with Harsher Biomes because there is less plant and animal density to begin with, which means fewer corpses to scavenge. It also works well with Less Incident Trolling, which reduces the frequency of raids sent by Cassandra and Phoebe.
When mods get picked out of the modpack to go into other modpacks, I can't predict what is going to happen. *shrug*
Keep it hardcore mate I love it, you're not playing Rimworld unless you are using 30 thousand power to keep your base at 21c;)
I actually don't keep much of my base at 21C, just the growing areas really. The colonists are wearing parkas and so on - they can tolerate a bedroom which is about -30C.
Been working on some new code for Harsher Map Conditions.
Rather than imposing a fairly level amount of temperature offset during a cold snap or heat wave, I've opted to have it increase or decrease depending on (in the case of cold snap) how much time is left or (in the case of heat wave) how much time has passed.
What this means is, depending on your XML settings, cold snap will start out very cold and gradually get warmer, while heat wave will gradually get very warm and then cool down. The maximum temperature change you can expect to see will depend on how long the map condition is supposed to last.
This means that in XML, you can in theory have different temperature offset incidents using the same incident worker code, just with different durations, and those durations will then have a direct effect on the incident's severity.
Of course, this is all great but I need to test it out and see if it actually works. :)
Okay then. All tested. Here's A12 Harsher Map Conditions (https://www.dropbox.com/s/0e2zrg55xtlutvj/Harsher%20Map%20Conditions100.zip?dl=0) for your enjoyment.
Change log:
- Cold Snap and Heat Wave incidents now come in two varieties, regular and extreme. The difference between the two is only min and max durations, with the extreme incidents being less likely. However...
- Cold Snap and Volcanic Winter will start with a plunge in temperature. This can lead to fatal hypothermia if your colonists are not prepared. Then things will ease off over the duration.
- Heat Waves will initially increase temperature quite slowly but then the temperature will rise over time until reaching a peak and then easing off again.
- Like vanilla Rimworld, you cannot have a Heat Wave and a Volcanic Winter together. But you can also (mod) not have a Cold Snap and Volcanic Winter together.
- Heat Waves will not start if the seasonal temperature is over 32C.
- Cold Snaps will not start if the seasonal temperature is below -75C.
- Regular Cold Snaps and Heat Waves will not re-fire until 8 months have passed.
- Extreme Cold Snaps and Heat Waves will not re-fire until 16 months have passed.
- Volcanic Winter has a maximum 'coldness' of -30C (reduced from -60C). It can still last 25 days to 20 months (longer than vanilla).
- Some math added in MarvsMapConditionUtility to calculate rates of increase/decrease.
- Added Solar Apocalypse. This incident is set to a chance of 0 and should never occur during regular gameplay. If it is fired - from the debug menu or by modding the chance and/or day before allowed - it will increase the surface temperature of the planet gradually over many years. As noted in the letter text, in about ten years the temperature will rise to uninhabitable levels (+120C) so you essentially have to build a ship and leave before that happens.
Quote from: MarvinKosh on August 26, 2015, 01:18:09 AM
Okay then. All tested. Here's A12 Harsher Map Conditions (https://www.dropbox.com/s/0e2zrg55xtlutvj/Harsher%20Map%20Conditions100.zip?dl=0) for your enjoyment.
Change log:
- Cold Snap and Heat Wave incidents now come in two varieties, regular and extreme. The difference between the two is only min and max durations, with the extreme incidents being less likely. However...
- Cold Snap and Volcanic Winter will start with a plunge in temperature. This can lead to fatal hypothermia if your colonists are not prepared. Then things will ease off over the duration.
- Heat Waves will initially increase temperature quite slowly but then the temperature will rise over time until reaching a peak and then easing off again.
- Like vanilla Rimworld, you cannot have a Heat Wave and a Volcanic Winter together. But you can also (mod) not have a Cold Snap and Volcanic Winter together.
- Heat Waves will not start if the seasonal temperature is over 32C.
- Cold Snaps will not start if the seasonal temperature is below -75C.
- Regular Cold Snaps and Heat Waves will not re-fire until 8 months have passed.
- Extreme Cold Snaps and Heat Waves will not re-fire until 16 months have passed.
- Volcanic Winter has a maximum 'coldness' of -30C (reduced from -60C). It can still last 25 days to 20 months (longer than vanilla).
- Some math added in MarvsMapConditionUtility to calculate rates of increase/decrease.
- Added Solar Apocalypse. This incident is set to a chance of 0 and should never occur during regular gameplay. If it is fired - from the debug menu or by modding the chance and/or day before allowed - it will increase the surface temperature of the planet gradually over many years. As noted in the letter text, in about ten years the temperature will rise to uninhabitable levels (+120C) so you essentially have to build a ship and leave before that happens.
an almost perfect changes. It makes weather conditions more realistic :P
Updated Harsher Map Conditions to 12c. (link removed, buggy version)
Yes, it's not a Dropbox link, it seems to be down for me at the moment. :(
So there's a couple of extra wrinkles I'm planning to add to Harsher Map Conditions - specifically, the Solar Apocalypse event which, as I said above, should never happen during normal gameplay, but which you can still trigger if you want that extra motivation to build a spaceship.
Basically as it stands, it does affect animal density, but not plant density. It should affect both, and that should be faster than the rate of temperature increase.
The reason why I say that is that the temperature increases a lot. Plants are going to wilt, animals are going to migrate somewhere cooler. That's going to happen within the first few years. Otherwise, animals spawn in and start dying of heatstroke immediately.
Edit: Looks like I'll have to do that today. Because there's a hotfix I need to do for Solar Apocalypse.
Harsher Map Conditions v1.0.2 (https://www.dropbox.com/s/qgow9hidv0gh64v/Harsher%20Map%20Conditions102.zip?dl=0) is up. Fixed cooking your bacon way too early. ;)
Changelog:
- Solar Apocalypse uses a different function to calculate its effects - MarvsApocalypseCurve.
- The apocalypse curve is used to affect animal density.
Colonists can now enjoy being outside during the solar apocalypse map condition if the adjusted temperature is less than 32C. Note: adjusted temperature may not be the same as outdoor temperature. Whoops, they already check for temperature. Welp, that's one less thing to worry about.
Hot and Cold Biomes v1.0.9 (https://www.dropbox.com/s/q7bzn68stfq8o7h/HotCold_Biomes109.zip?dl=0) is up.
Changelog:
- Dusty Soil can now be found in Desert biomes.
- Marginal Soil can sometimes be found around ice in Tundra biome instead of as a nice patch on its own.
- Boreal Forest is not overridden by this mod any more - better compatibility with other mods.
- Animal leather and wool insulation is rebalanced.
- Muffalos can now endure temperatures as low as -60C (was -45C). As with previous versions, they do not appear in temperate forest or arid shrubland any more.
- Animals which spawn as herds have smaller herds.
Harsher Map Conditions v1.0.3 (https://www.dropbox.com/s/mf0iaxl0pou2h10/Harsher%20Map%20Conditions103.zip?dl=0) is up:
Changelog:
- Cold Snaps and Heat Waves no longer occur during Solar Apocalypse.
- Flash Storms can now occur more frequently when the temperature exceeds 45C.
I've been testing Hot and Cold Minification. Here's a list of the changes so far, most of them quite minor:
- Portable workbenches are no longer made at the smithing table. They can be designated from the new Portable category in the Architext and are built like any other building, with the exception that you can now uninstall them to re-install them elsewhere.
- There's a basic and upgraded version of the smithing bench. The basic version requires no power, and uses less resources, but only allows you to craft the short bow, the great bow, and the pila. The upgraded version is like the vanilla smithing bench but portable. You need to uninstall the basic smithing bench to make the upgraded version.
- The small lamp and small sunlamp are now portable (like the vanilla lamps).
- Needlegun - weak automatic ranged weapon with good refire rate but limited range. Craft at (upgraded) smithing table.
I've released Hot and Cold Pack III (https://www.dropbox.com/s/o0ex2yyd4jeygg5/MarvinsHotColdPackIII.zip?dl=0). As always, there may be some minor bugs and stuff, but I've tested it as much as I can.
I've made a few little changes to the license in the top post, and included a copy of the license in the download.
One of the things that I've neglected for a few versions is the fact that when Minification turrets are destroyed, they do not drop resources or they don't drop the right amount. For comparison, vanilla turrets drop half of the resources used to make them.
So I've added some wreckage (this was in the mod originally) which drops when the turret blows up. The wreckage can be salvaged and turned into an operational turret again at the smithing bench. Effectively, this forces a downgrade with the loss of some of the resources you would usually get back if you downgraded a specialised turret at the smithing bench under ideal conditions.
I've also limited the turret explosion radius to 1.45 making it less useful to build the turrets just to make them explode. I could probably go further than that, but we'll see how it goes.
I'm going to test it for a little while and wait before releasing, of course.
A big change that I've made in my test version is that Minification turrets no longer explode using the default frag grenade style of damage, but instead zap anyone in the immediate vicinity (still range 1.45). The damage is not as severe, but it also changes to electrical damage, which may bypass armour more readily.
Known bug in Minification. if you deconstruct an upgraded smithing bench, you will get a bug. So don't do that. :/
Hot and Cold Minification v1.5.3 (https://www.dropbox.com/s/0fzh5i72qfq4sn5/HotCold_Minification153.zip?dl=0) is now up. It removes the ability to deconstruct the upgraded smithing bench and the minified turrets. It also adds the custom explosion that I've added, which does electrical damage rather than 'bomb' damage when minified turrets blow up. Finally, the minified turrets drop resources when they are defeated, including a turret wreck. Turret wrecks can be salvaged at the smithing bench and made useful again.
I updated the modpack with v1.5.3 of Minification. So if you already have H&C III and want to update to H&C IIIa, you only need to update Minification.
Hotfix for Harsher Map Conditions.
v1.0.4 (https://www.dropbox.com/s/k0nkpnexfcywbgj/Harsher%20Map%20Conditions104.zip?dl=0) fixes Volcanic Winter happening while Cold Snap is still active. That shouldn't be happening.
Also updated the main pack to IIIb. If you want to update, you only need the fix mentioned above.
Added Raid Sanity (https://www.dropbox.com/s/bumjo4htpc38qz5/RaidSanity.zip?dl=0) tonight. Raiders and friendlies will stay away if it's too hot or too cold. Needs gameplay evaluation! So I will not add it to the modpack straight away.
How much hot/cold to make them stay way?
It varies depending on the particular type of event.
Raids (enemy) and chased refugee: only appear between -45C and 45C.
Raids (friendly): only appear between -48C and 42C.
Visitors: only appear between -35C and 35C.
Travellers: only appear between -30C and 25C.
Like I said, it needs a bit of gameplay evaluation, but hopefully it will reduce the number of suicide spawn-ins. :)
Also, source:
using System;
using System.Collections.Generic;
using UnityEngine;
using Verse;
using RimWorld;
namespace RaidSanity
{
public class IncidentWorker_RaidEnemy_Sanity : IncidentWorker_RaidEnemy
{
protected override bool StorytellerCanUseNowSub()
{
return base.StorytellerCanUseNowSub() && GenTemperature.OutdoorTemp < 45.0 && GenTemperature.OutdoorTemp > -45.0 ;
}
}
public class IncidentWorker_RefugeeChased_Sanity : IncidentWorker_RefugeeChased
{
protected override bool StorytellerCanUseNowSub()
{
return base.StorytellerCanUseNowSub() && GenTemperature.OutdoorTemp < 45.0 && GenTemperature.OutdoorTemp > -45.0 ;
}
}
public class IncidentWorker_VisitorGroup_Sanity : IncidentWorker_VisitorGroup
{
protected override bool StorytellerCanUseNowSub()
{
return base.StorytellerCanUseNowSub() && GenTemperature.OutdoorTemp < 35.0 && GenTemperature.OutdoorTemp > -35.0 ;
}
}
public class IncidentWorker_RaidFriendly_Sanity : IncidentWorker_RaidFriendly
{
protected override bool StorytellerCanUseNowSub()
{
return base.StorytellerCanUseNowSub() && GenTemperature.OutdoorTemp < 42.0 && GenTemperature.OutdoorTemp > -48.0 ;
}
}
public class IncidentWorker_TravelerGroup_Sanity : IncidentWorker_TravelerGroup
{
protected override bool StorytellerCanUseNowSub()
{
return base.StorytellerCanUseNowSub() && GenTemperature.OutdoorTemp < 25.0 && GenTemperature.OutdoorTemp > -30.0 ;
}
}
}
You can deduce from this that it wouldn't be too much of a stretch to set raids from custom factions to spawn in certain conditions.
Let's say you did survive solar apocalypse, how long would it last?
It would take 83 years and 4 months for it to completely pass.
So, something that was requested a while back was scaling for heat wave and cold snap. And, thanks to some other mod that I worked on, it wasn't difficult to figure out how to do that.
So I'm going to test out a new version of Harsher Map Conditions which does just that. It multiplies the temperature offset by the threatScale for your current difficulty level. Also, on the first two difficulty levels, you won't get cold snap or heat wave or volcanic winter at all. The storyteller will pick something else instead. ;) That leaves you with 65% of the offset on Rough, 100% on Challenge, and 130% on Extreme.
What about an unstable temperature event? Not sure how you could logically work it in, but basically:
Days are hot as a desert summer(40C or so)
Nights are cold as an ice sheet winter (-60-70C or so)
could be an interesting challenge.
It's possible, I think. The trick is synchronising it with the day/night cycle. Or maybe it doesn't need to be, could have hot nights and freezing day.
Version 1.0.5 (http://marvinkosh.omniloth.net?mod=harsher-map-conditions) of Harsher Map Conditions is released.
Changelog:
Version 1.0.5 scales Heat Wave, Cold Snap and Volcanic Winter according to difficulty. It also turns them off for the first two difficulty levels. If you don't want that, you can access Version 1.0.4 here (http://marvinkosh.omniloth.net/wp-content/uploads/dlm_uploads/2015/09/Harsher-Map-Conditions104.zip) or on Dropbox (https://www.dropbox.com/s/k0nkpnexfcywbgj/Harsher%20Map%20Conditions104.zip?dl=0).
I've also updated the main modpack, adding Raid Sanity to it.
I activated solar apocalypse right at the start in a tundra map. ( So that it gradually goes from cold tundra to hot shrubland over time) but after nearly 4 years the weather is still the same.
Do I need to create a new world for it or how does it work? I'm a bit disappointed because I played my colony for years now only to see how your mod works but the climate just doesn't seem to chance somehow.
Could you maybe tell me how exactly the configurations for your mod are? It says it gets to 120 degrees in under 10 years. How many years exactly? Does it get to exactly 120 degrees climate or does it raise the overall temperature 120 degrees meaning I wouldn't get to 120 degrees anyway? Thanks!
Solar Apocalypse affects temperature and animal density (like Volcanic Winter) and after four years in it should be starting to get quite a bit warmer. The progression is exponential - so year by year the increases in temperature are larger. The overall timescale for the map condition is 10000 days, the peak temperature of +1000ÂșC occurring at 5000 days.
You don't need to start a new map for it to work.
Which modpack are you playing?
By the way, a big thanks to everyone who's downloaded the modpack, it passed 600 downloads today. :)
Something really weird with the Harsher Biomes sub-mod (HotCold_Biomes): steam geysers are not appearing on default size desert/arid maps at all as far as I can see (embarked a few times on Flat terrain) and when I tested with a 400x400 max size map, there were some but they were placed suspiciously non-randomly, in a straight line near the edge of the map.
e: eh never mind, apparently I just had really odd luck a few maps in a row :-\
Well, anything which affects terrain generation can make it tricky for things which depend on terrain to be placed. Geysers can't be placed on water, and Harsher Deserts have that chance for a body of water. Which means that the random feature generator tries to place something on invalid terrain, finds the closest valid spot and says 'eh, good enough.'
I don't actually know that it does it that way but it would account for suspiciously non-random placement. :)
Also, welcome back. :)
Thanks :)
I have no new feedback, your mod is in pretty great shape right now. Future things you might like to add would be "minifying" more installations that make sense, e.g. the small heater and the research bench, that's really a nice feature.
Actually here's an idea for you: how about a very rare patch type that is a little bit of water and marsh that generates heat, in tundra and possibly glacier too, like a real world hot spring you can find in places like Iceland (http://www.dailymail.co.uk/travel/article-2902270/There-blows-Beautiful-hot-springs-moment-Icelandic-geysers-bubble-captured-French-photographer.html):
(http://i.imgur.com/Kjal7a1.jpg)
I'm going to mod in something like this locally but since I still really like your biome mods and will still be using them I wouldn't release that separately, I'd just rather you built it into your own mod if you're interested. The patch part will be easy, making it emit heat I doubt I can do myself but that's OK, I'll just pretend ;)
e: for a glacial hot spring probably just water, no marsh
Ideally, a steam geyser in the middle of glacial ice terrain ought to create some melt water around it; that's not a patch though, that'd be a different version of the steam geyser specific for glacier. I'm not going to be able to do that I don't think.
Tinkering with terrainPatchMaker values and somehow I came up with a river! :o
(http://i.imgur.com/xbjq96N.png)
This is pretty close to what I'm thinking of, most maps won't have any of this patch and when it does appear it should be pretty small:
<li>
<perlinFrequency>0.003</perlinFrequency>
<thresholds>
<li>
<terrain>MossyTerrain</terrain>
<min>0.0</min>
<max>0.1</max>
</li>
<li>
<terrain>Marsh</terrain>
<min>0.92</min>
<max>0.95</max>
</li>
<li>
<terrain>WaterShallow</terrain>
<min>0.95</min>
<max>999</max>
</li>
</thresholds>
</li>
(http://i.imgur.com/9Acpb9Q.png)
I used the venerable Million Monkeys algorithm to come up with this :V
e: ahahaha rare yes, but not always small:
(http://i.imgur.com/LwBTdQD.png)
This is a little more reliably small, also a little less rare (after all every map has tons of steam vents anyway):
<li>
<perlinFrequency>0.007</perlinFrequency>
<thresholds>
<li>
<terrain>MossyTerrain</terrain>
<min>0.0</min>
<max>0.1</max>
</li>
<li>
<terrain>Marsh</terrain>
<min>0.92</min>
<max>0.95</max>
</li>
<li>
<terrain>WaterShallow</terrain>
<min>0.95</min>
<max>1.5</max>
</li>
</thresholds>
</li>
Regarding your Raid Sanity Check, while I totally understand and agree with the reasoning for it, if you embark in a really cold biome, nothing happens at all except mechanoid incidents. Hadn't you been tinkering with some sort of raid setup where the invaders were equipped with better cold weather gear and could survive long enough to assault you? As it is Sanity Check makes for a pretty slow winter.
Quote from: Kaballah on January 03, 2016, 11:19:35 PM
Regarding your Raid Sanity Check, while I totally understand and agree with the reasoning for it, if you embark in a really cold biome, nothing happens at all except mechanoid incidents. Hadn't you been tinkering with some sort of raid setup where the invaders were equipped with better cold weather gear and could survive long enough to assault you? As it is Sanity Check makes for a pretty slow winter.
Even ison and Tynan have trouble doing that. They discussed that in the mantis bug tracker because they had issues with how to code the raiders to do exactly this.
Hey all this tinkering with patch generators I've been doing, I notice that when you create patches the way your mod does, with straight soil/water border, they basically don't generate filth (dirt/sand/whatever) but when you ring them with a little bit of marsh or mud, they do - lots of it. IMO you should probably add a little bit of marsh/mud to the patch config block.
I went ahead and did this and imo it makes the patches a bit more visually interesting (and they make more filth when colonists walk through the marsh tiles).
Arid:
<terrainPatchMakers>
<li>
<perlinFrequency>0.009</perlinFrequency>
<thresholds>
<li>
<terrain>MarginalSoil</terrain>
<min>0.65</min>
<max>0.95</max>
</li>
<li>
<terrain>Marsh</terrain>
<min>0.95</min>
<max>0.99</max>
</li>
<li>
<terrain>WaterShallow</terrain>
<min>0.99</min>
<max>1.35</max>
</li>
</thresholds>
</li>
</terrainPatchMakers>
(http://i.imgur.com/CYFAjJp.jpg)
Desert:
<li>
<perlinFrequency>0.009</perlinFrequency>
<thresholds>
<li>
<terrain>MarginalSoil</terrain>
<min>0.75</min>
<max>0.95</max>
</li>
<li>
<terrain>Marsh</terrain>
<min>0.95</min>
<max>0.99</max>
</li>
<li>
<terrain>WaterShallow</terrain>
<min>0.99</min>
<max>1.35</max>
</li>
</thresholds>
</li>
</terrainPatchMakers>
(http://i.imgur.com/8qUc0X3.jpg)
Nice! I'll add it. :)
Yeah Raid Sanity is a fairly crude way of preventing raids and visitors from going hypothermic. Note however that manhunters will continue to show up, since they have no sanity.
Obviously, it would be ideal if temperatures below a certain threshold attracted an adversary which suits that environment. If they're not animals though then I'd need to add a faction, which means they would only show up in a new game.
I really think you should tone down Heat Wave/Cold Snap a bit in Harsher Map Conditions, even in the mildest maps I embark on if one of those events hits, basically everyone is going to die unless I build a really monumental amount of heating/cooling. Also since you have the safety net of seasonal low/high temps that prevent the custom incidents from firing, it ends up being much, much more dangerous to land in a mild biome than in a really harsh one due to the very high severity of heat wave/cold snap. I think you should probably smooth out the amount of temperature mod a but and get rid of the threshold, landing on the hottest part of the planet probably should not be safer than landing in a temperate region.
Quote from: Kaballah on January 19, 2016, 04:37:53 PM
I really think you should tone down Heat Wave/Cold Snap a bit in Harsher Map Conditions, even in the mildest maps I embark on if one of those events hits, basically everyone is going to die unless I build a really monumental amount of heating/cooling. Also since you have the safety net of seasonal low/high temps that prevent the custom incidents from firing, it ends up being much, much more dangerous to land in a mild biome than in a really harsh one due to the very high severity of heat wave/cold snap. I think you should probably smooth out the amount of temperature mod a but and get rid of the threshold, landing on the hottest part of the planet probably should not be safer than landing in a temperate region.
What adds to this is the very very poor way how heat and colds gets handled in the core game.
Specially when you are building into a mountain. => Vents do not equalize enough so that you end up with freezing bedrooms because the cold snap is just way too harsh.
The map conditions scale according to difficulty (they didn't do so before). You may want to dial back the difficulty.
I'll have a look at the threholds for triggering but bear in mind, the reason they're there is to reduce some of the stacking up of temperature. Temperate maps do have that chance to get either a heatwave or a cold snap. It's an unfortunate consequence of being in the middle. :(
That said, tenperate maps are quite friendly in other regards - plenty of animals and vegetation, for example. It's the storyteller that wants to destroy it all.
I noticed that they depend on difficulty yeah (browsed your code a bit) but I just play on Rough Challenge, 1 up from normal. If I was playing on max difficulty I wouldn't complain, but this is just Rough Challenge we're talking about, it seems a bit too extreme for that.
e: durr Rough is the midpoint difficulty, I meant Challenge
If you are indeed playing in a Mountain base, perhaps the Mountain Temp (https://ludeon.com/forums/index.php?topic=16098.0) mod will help. I haven't tested with it, but I think it'll be compatible.
I'll have a go with Temperate/Mountain/Challenge myself and check in case of booboos.
I could try that mod, but it seems to make outside temperature completely irrelevant if you build under rock at all. Kind of makes your climate event mod redundant.
e: I dunno I guess I'll give it a try but I think it just kind of cancels out your mod ???
Quote from: MarvinKosh on January 23, 2016, 05:32:26 PM
If you are indeed playing in a Mountain base, perhaps the Mountain Temp (https://ludeon.com/forums/index.php?topic=16098.0) mod will help. I haven't tested with it, but I think it'll be compatible.
Oh god please no. This mod makes the inner mountain temps go to 0 degrees celsius. Makes no sense. It's even harder to hold a nice temperature inside with this. He should have made it at least room temperature. (The temperature of mountains inside is definitely not the freezing point of water.)
Yeah I've been playing with that mod for a while and it doesn't seem all that realistic at all, I don't think I like it either.
Well I finally got to the point you were describing. A heat wave, just as I was building quarters for the colonists. Fortunately, I had some thermal exhaust tunnels built and coolers pushing hot air out when it arrived, so the eventual 70C temps outside were not a huge problem. Except for the lack of crop growth, that is a huge bummer, but I'll manage somehow.
I've attached a picture of my mountain base layout for reference.
The extreme heat waves simply last longer, which means that in order to avoid quickly spoiling food and cranky colonists, more coolers are needed (the greater the temperature gradient, the more power you need to fight it).
It is technically possible to get an extreme heat wave after just two months. Perhaps it should not fire until at least six months after landing - so if you land in temperate during the summer, you can't get one until next year at least. What do you think?
[attachment deleted by admin - too old]
There are a couple of checks I'm planning to add:
In Less Incident Trolling, a Solar Flare will no longer trigger while a Heat Wave or Cold Snap is active.
In Harsher Map Conditions, Heat Wave and Cold Snap will no longer trigger while a Solar Flare is active.
While I appreciate that there is a way to survive a cold snap without power, it seems a bit trolly for the storyteller to spring it on you.
I've also changed the way the logic check for this is done!
Basically instead of doing a lot of 'AND NOT this map condition is active' which runs on for an ungodly line length, I've made it more readable by making a bool and ORing all the possible conditions, then doing && !BlockingMapConditions or && !BlockingConditions as appropriate.
Anyway, I'll test that out now and make sure it doesn't derp. It shouldn't do, but it's been a while since I looked at it and logic checks are not always clear, so, testing. ;)
Quote from: MarvinKosh on January 28, 2016, 03:58:59 PM
It is technically possible to get an extreme heat wave after just two months. Perhaps it should not fire until at least six months after landing - so if you land in temperate during the summer, you can't get one until next year at least. What do you think?
That seems a little more reasonable, and the same for cold snap. Overall the events seem almost guaranteed to hit you every year, and it feels more like climate than an exceptional temperature swing. You should probably also make sure the min time between is at least a couple of years. You should probably also leave in the vanilla heat wave/cold snap at their original frequency and duration and have your custom events be the "omg super hot/cold season that rarely happens".
The time between is currently eight and sixteen months for regular and extreme versions. Bumped it up slightly to nine and eighteen months respectively, which combined with the temperature requirements, should make them less of a guaranteed thing.
I also upped the minimum time to six months for the extreme versions.
I sort of like the longer duration myself, it gives more time for heat stroke or hypothermia to set in. There's no problem if you personally want to mod those values, since the math will adjust accordingly:
float adjDuration = duration - 2 * lerpTime;
// Handles small durations, decreases lerpTime
if (adjDuration < 15000) {
adjDuration = duration/5;
lerpTime = 2 * duration / 5;
}
What this code fragment means is that the intitial and end phases (where the temperature is becoming abnormal or returning to nromal) will adjust to be 2/5 of the map condition's duration if the duration is less than 75000 ticks (3.125 days).
New versions, yo.
Less Incident Trolling 1.3.5 (http://marvinkosh.omniloth.net/?mod=less-incident-trolling) -Dropbox (https://www.dropbox.com/s/jrvxay0a639u36w/LessIncidentTrolling135.zip?dl=0)
Harsher Map Conditions 1.0.6 (http://marvinkosh.omniloth.net?mod=harsher-map-conditions) -Dropbox (https://www.dropbox.com/s/61np2mjm9g0t66u/Harsher%20Map%20Conditions106.zip?dl=0)
The only thing in there that I haven't mentioned lately is the re-addition of wealth calculation in raid points. It is currently about 1% of your building wealth, added to your population points, then curved as usual. So if you've been playing using Less Incident Trolling 1.0.3 and thinking wow, I haven't needed to build any defences yet! then um, build some defences.
Also, feedback would be nice!
There are a couple of things I want to do in Minification and Biomes and then I'll do another modpack update.
Thanks, I'll try it.
I noticed a rather obvious bug in Minification which I've fixed now. Not the thing I was going to add, by the way, but for now here's a fix version:
Hot and Cold Minification 1.5.5 (http://marvinkosh.omniloth.net?mod=hot-and-cold-minification) -Dropbox (https://www.dropbox.com/s/mfcul3h26gv1aky/HotCold_Minification155.zip?dl=0)
I've tested out a new change in Hot and Cold Minification. I replaced the improvised turret (which I haven't touched up until now) with a pila thrower. It does need to be manned, but it seems to be worth it. It's also made of wood, which could be a good or bad thing depending on what sort of map you usually play on.
Anyway, I'll need to test it out a bit more but I just wanted to give you a heads-up that it was coming. :)
I've done a texture for the pila thrower. It's not the greatest, doubtless someone else out there can do better, but it will let me put a new release of Minification out there. :)
Hot and Cold Minification 1.5.6 (http://marvinkosh.omniloth.net?mod=hot-and-cold-minification) -Dropbox (https://www.dropbox.com/s/4co8fu79yt6nj2r/HotCold_Minification156.zip?dl=0)
Edit: I also updated the main modpack. Note that when unzipping this where you have the previous version of the modpack installed you will probably want to first remove these old mod folders:
Harsher Map Conditions
HotCold_Biomes
HotCold_Minification
LessIncidentTrolling
Note also that the only new thing that hasn't already been posted as an individual update is Hot and Cold Biomes 1.1.0 which includes the changes Kaballah suggested. :)
Solar apocalypse event sounds really interesting. But how would you survive it? Even a mountain base would have cooling problems.
It's sort of like an extra incentive to build a spaceship and get off the planet. That's how my test colony survived the heat!
New mod!
Modded Inferno Cannon (http://marvinkosh.omniloth.net?mod=modded-inferno-cannon) -Dropbox (https://www.dropbox.com/s/jaunl8z8iydylkg/ModdedInfernoCannon.zip?dl=0)
A while back, someone suggested that even with the miss radius on the Inferno Cannon, Centipedes are almost guaranteed to hit with it. So, I made this. It greatly reduces the radius of the incendiary explosions of shells fired by the inferno cannon. However, it also now fires three shots in a burst instead of one.
This means more small fires in and around your colony while fighting centipedes equipped with inferno cannons. So, it's no longer a great offensive weapon, but it is good for setting your world on fire. ;)
(http://marvinkosh.omniloth.net/wp-content/uploads/2015/10/screenshot59_reduced.jpg) (http://marvinkosh.omniloth.net/wp-content/uploads/2015/10/screenshot59_reduced.jpg)
Hmmm. I'm deeply waiting for your turret minification for 13 ;)
Minified turrets are not currently working properly. You can deploy them, but they can no longer be interacted with, which kind of defeats the purpose. :P
Yeah I tried to use A12D version and results were not as I expected (I've been ripped off <_<). So I'll wait for your A13 version ;)
Okay, well I dunno what sort of timescale, could be days or it might not be possible any more. I'm considering splitting minified turrets off into another mod while I get some help with it.
Hey guys! I've got a preliminary A13 version of Hot and Cold Biomes for you to test!
https://www.dropbox.com/s/s24l4spm2049998/HotCold_Biomes111_RequiresCCL.zip?dl=0
You will need CCL 0.13.0 (https://ludeon.com/forums/index.php?topic=16599.0) or higher to use it.
I don't expect that there will be any problem with it, aside from compatibility with other mods which affect biomes or animals - I'm going to look into that, though.
I've managed to get minified turrets working again. The comp init DLL works fine, it was the XML which was problematic.
So that's a relief!
Kudos to 1000101 of the CCL team for posting and clarifying how XML inheritance works in A13. I'd still be scratching my head if not for that. :)
Awesome ! I look for it right now ! Thanks ! :)
I get an error with Hot and Cold Biomes with yesterday's CCL release that complains about the terrain fertility injector and on starting a map, the custom soil types don't get applied. I'll get the actual text of the error shortly.
ReflectionTypeLoadException getting types in assembly NoGravelFertility: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00000] in <filename unknown>:0
Dunno if you updated the mod minified turrets but it does not work. First xml structure using <comps> seems wrong.
You use this structure (A12 inherited) :
<comps>
<li>
<compClass>CompExplosive</compClass>
<explosiveRadius>1.45</explosiveRadius>
<explosiveDamageType>Zap</explosiveDamageType>
</li>
<li>
<compClass>CompForbiddable</compClass>
</li>
<li>
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>175</basePowerConsumption>
</li>
<li>
<compClass>HotCold_Minification.CompTurretInit</compClass>
</li>
</comps>
But A13 needs that :
<comps>
<li Class="CompProperties_Explosive">
<explosiveRadius>3.0</explosiveRadius>
<explosiveDamageType>Bomb</explosiveDamageType>
</li>
<li Class="CompProperties_Forbiddable"/>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>350</basePowerConsumption>
</li>
<li>
<compClass>HotCold_Minification.CompTurretInit</compClass>
</li>
</comps>
Even with modified version and 0 error left, if I try to use it on my own turret while calling your DLL, if I try to spawn a turret, I receive this error :
MethodAccessException: Method `Verse.VerbTracker:InitVerbs ()' is inaccessible from method `HotCold_Minification.CompTurretInit:Initialize (Verse.CompProperties)'
at Verse.ThingWithComps.InitializeComps () [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.PostMake () [0x00000] in <filename unknown>:0
at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
at Verse.DebugThingPlaceHelper.DebugSpawn (Verse.ThingDef def, IntVec3 c, Int32 stackCount, Boolean direct) [0x00000] in <filename unknown>:0
at Verse.DebugThingPlaceHelper+<TryPlaceOptionsForStackCount>c__AnonStorey377.<>m__5F0 () [0x00000] in <filename unknown>:0
at Verse.DebugTool.DebugToolOnGUI () [0x00000] in <filename unknown>:0
at Verse.DebugTools.DebugToolsOnGUI () [0x00000] in <filename unknown>:0
at RimWorld.UIRoot_Map.UIRootOnGUI () [0x00000] in <filename unknown>:0
at Verse.Root.RootOnGUI () [0x00000] in <filename unknown>:0
(Filename: Line: -1)
The only mod he's released for A13 so far is Hot and Cold Biomes.
Quote from: Kaballah on April 28, 2016, 02:38:28 PM
I get an error with Hot and Cold Biomes with yesterday's CCL release that complains about the terrain fertility injector and on starting a map, the custom soil types don't get applied. I'll get the actual text of the error shortly.
Somehow I had the incorrect version of CCL, please disregard this.
Been a busy week, haven't had time to work on the mod beyond 'okay this works now, phew!'
When I do a release I almost always post the link to it in the latest post as well as the top post.
The predatory boomrats change is brutal, I think that more than anything makes Desert really, really hard for melee-only colonies. I'm not saying you should revert that, just FYI.
Thanks for letting me know. I was waiting for someone to notice that little change and I'm hoping that some interesting stories will result. I mean, to a boomrat, raider tastes just as yummy as colonist. :-)
Yeah but they all make a beeline for your home area whenever they get hungry. It's actually a lot harder to get going in Desert than it is in Extreme Desert (maybe you should make megascarabs predatory instead/also).
Textured and added the XML for a crossbow turret today.
(http://marvinkosh.omniloth.net/wp-content/uploads/2016/05/a13_screenshot7.jpg) (http://marvinkosh.omniloth.net/wp-content/uploads/2016/05/a13_screenshot7.jpg)
Nothing else to report, sorry.
Re-added the lantern from A9. It needs to be refuelled every now and then.
(http://marvinkosh.omniloth.net/wp-content/uploads/2016/05/a13_screenshot8.jpg) (http://marvinkosh.omniloth.net/wp-content/uploads/2016/05/a13_screenshot8.jpg)
Neato, is it manned like a mortar or automated?
Manned. But it is a step up from the pila thrower that you get to start with. :)
That's cool, the game needs more mixed tech stuff like this.
Work done today:
- The pila thrower turret and crossbow turret are now minifiable, so you can re-install them elsewhere.
- Moved the recipes for making basic, improved, crusher and macerator turrets to the machining table. This may not be permanent - I may instead give them their own worktable, because the machining table has a lot of recipes (gunsmithing!) on it already.
- Bugfixed what I just did there.