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RimWorld => Releases => Mods => Outdated => Topic started by: iame6162013 on December 10, 2014, 02:07:05 PM

Title: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: iame6162013 on December 10, 2014, 02:07:05 PM
Description:
Just a small mod to enable the IceSheet Biome hmmm
(and add some ice floor (spawn only...) to make it nice and white!)
Screens
Now you can land on this one xD let's see if I die...
(http://i.imgur.com/VFIEmM3.jpg)
(http://i.imgur.com/FIusq6V.png)
(all of it get's white but first you must wait a bit for it to snow!)

Credits:
Wolfsies, was created by ItchyFlea thx!

ChangeLog:
1.2a
added wolfsies (by ItchyFlea)
1.1a
fixed a bug ... (i had new concrete textures in the mod file accidentally) :/

FakeBugs:
if you have animals in the open and get a message that "they are hypodermic and that this might be a bug", This is NOT a bug they are indeed hypodermic but it can get cold on an ice sheet.

DownLoad : (http://www.mediafire.com/download/6wys5hc01orbihg/IceSheet_1.2a.rar)
The download is here  (http://www.mediafire.com/download/6wys5hc01orbihg/IceSheet_1.2a.rar)and up^^ there.
it's version 1.2a

WaterWorld!
the download is Here (https://www.mediafire.com/?nvviwkj0vaz37o7)
OMG OMG OMG...
(be aware for bug, remember to save often)
Title: Re: [MOD](ALPHA 8) IceSheet (1.0a)
Post by: Ramsis on December 10, 2014, 02:51:13 PM
Essentially it needs to be minimal stone. Think ice dessert with ice/snow and ocean patches.
Title: Re: [MOD](ALPHA 8) IceSheet (1.0a)
Post by: iame6162013 on December 10, 2014, 03:03:10 PM
Quote from: Ramsis on December 10, 2014, 02:51:13 PM
Essentially it needs to be minimal stone. Think ice dessert with ice/snow and ocean patches.
i din't think we where able to change the terrain editor like that though.
but if you say it's possible i will look into it.
Title: Re: [MOD](ALPHA 8) IceSheet (1.1a)
Post by: HBKRKO619 on December 11, 2014, 06:24:54 AM
There still a problem it seem. There is no files to extract from the downlaod o-O
Title: Re: [MOD](ALPHA 8) IceSheet (1.1a)
Post by: iame6162013 on December 11, 2014, 09:09:42 AM
Quote from: HBKRKO619 on December 11, 2014, 06:24:54 AM
There still a problem it seem. There is no files to extract from the downlaod o-O
Fixed!
Title: Re: [MOD](ALPHA 8) IceSheet (1.1a)
Post by: ItchyFlea on December 11, 2014, 03:28:25 PM
Something tells me that surviving here would be difficult. Not being able to grow food/cotton for parkas until hydroponics adds to the challenge.

I almost feel sorry for the colonists. :)
Title: Re: [MOD](ALPHA 8) IceSheet (1.1a)
Post by: Rikiki on December 11, 2014, 05:40:49 PM
Are there any animals to hunt on this kind of biome? Penguin, seal, white bear or walrus?
I remember ItchyFlee implemented some biomes for Alpha 6(?) with penguins. You may ask him for the texture.

Nice idea for a good starting challenge! :)
Title: Re: [MOD](ALPHA 8) IceSheet (1.1a)
Post by: iame6162013 on December 12, 2014, 05:12:44 AM
Quote from: ItchyFlea on December 11, 2014, 03:28:25 PM
Something tells me that surviving here would be difficult. Not being able to grow food/cotton for parkas until hydroponics adds to the challenge.

I almost feel sorry for the colonists. :)
Actually it's plausible to do this, i had 2 researching it and i was able to get hydroponics before my survival packs ran out xD

Quote from: Rikiki on December 11, 2014, 05:40:49 PM
Are there any animals to hunt on this kind of biome? Penguin, seal, white bear or walrus?
I remember ItchyFlee implemented some biomes for Alpha 6(?) with penguins. You may ask him for the texture.

Nice idea for a good starting challenge! :)
I'll look into it!
Title: Re: [MOD](ALPHA 8) IceSheet (1.1a)
Post by: xort on December 12, 2014, 06:31:02 PM
Quote from: ItchyFlea on December 11, 2014, 03:28:25 PM
Something tells me that surviving here would be difficult. Not being able to grow food/cotton for parkas until hydroponics adds to the challenge.
I almost feel sorry for the colonists. :)

That hard part isn't the cold, it's the lack of fertile ground before hydroponics.
Can't grow on ice, so you are stuck looking for gravel, box it in and heat it up.

The lack of animals also puts a cap on the meal quality.

When winter comes, in September and the temp drops to -70C you more or less have to lock the front door and work on your mines still June.

When the power goes due to solar flares you normal lose all your crops. Keeping the temp just below the too hot temp almost keeps your stuff alive.
Title: Re: [MOD](ALPHA 8) IceSheet (1.1a)
Post by: Tynan on December 13, 2014, 03:19:00 AM
Today I watched Dean Hall (creator of DayZ) and Sacriel (big twitch caster) play a game with this mod. Looked hella fun :)
Title: Re: [MOD](ALPHA 8) IceSheet (1.1a)
Post by: iame6162013 on December 13, 2014, 04:28:00 AM
Quote from: Tynan on December 13, 2014, 03:19:00 AM
Today I watched Dean Hall (creator of DayZ) and Sacriel (big twitch caster) play a game with this mod. Looked hella fun :)
Really? Thank you! :)
by the way this made me speechless... omg.... I'm so happy :D
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: securitycop on December 13, 2014, 02:23:15 PM
(( error 404 attachment not found ))

cant download it )*8
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: Tynan on December 13, 2014, 02:25:24 PM
Sorry the forum borked and corrupted all the attachments :(
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: iame6162013 on December 13, 2014, 03:33:51 PM
Quote from: securitycop on December 13, 2014, 02:23:15 PM
(( error 404 attachment not found ))

cant download it )*8
well i know, that's why there is the link (it also says it is under the download section)
here it is again link (http://www.mediafire.com/download/0wihz3gocolplla/IceSheet.rar)
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: Rhadamant on December 13, 2014, 08:31:04 PM
If you want a cold seed just use the seed "ice" and look at the top upper right hand corner of the map.

(http://rhadamant.com/ice.jpg)
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: rocket2guns on December 14, 2014, 10:43:42 AM
using "cold" on seed for largest world also gives a max -90 winter square

Also, love the mod!
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: iame6162013 on December 14, 2014, 11:35:27 AM
Quote from: rocket2guns on December 14, 2014, 10:43:42 AM
using "cold" on seed for largest world also gives a max -90 winter square

Also, love the mod!
-90? That's insane i must try it out!

and thank you!
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: ITOS on December 14, 2014, 01:54:30 PM
Never above -20. Below -100 in the winter. Love it. :)
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: iame6162013 on December 14, 2014, 03:33:23 PM
Quote from: ITOS on December 14, 2014, 01:54:30 PM
Never above -20. Below -100 in the winter. Love it. :)
Jesus, you guys holding a competition to get the coldest temperature? :D
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: julsruls on December 14, 2014, 08:42:45 PM
i wish someone would find a seed with temperatures that are always under -100(or make a mod)
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: 123nick on December 14, 2014, 09:25:20 PM
Quote from: julsruls on December 14, 2014, 08:42:45 PM
i wish someone would find a seed with temperatures that are always under -100(or make a mod)
that sounds so cold the colonists will be colonisicles before the drop pods even open.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: Rhadamant on December 14, 2014, 11:39:17 PM
Quote from: 123nick on December 14, 2014, 09:25:20 PM
Quote from: julsruls on December 14, 2014, 08:42:45 PM
i wish someone would find a seed with temperatures that are always under -100(or make a mod)
that sounds so cold the colonists will be colonisicles before the drop pods even open.

I started a game with a -120oF winter and I started the game in December and its mid may now and all of my colonists are fine. I landed in -127o temperatures that dipped to -135 or so and didn't start going up into the double digit negatives until March or so.
https://ludeon.com/forums/index.php?topic=8069.0

I wrote a story to go along with their survival. It is definitely do-able. I did it without ever wearing a parka or tuque too.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: securitycop on December 15, 2014, 12:38:58 AM
Thanks for the link cant wait to try it! 8)
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: NephilimNexus on December 15, 2014, 03:20:49 AM
Is that a UFO buried under the ice?
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: iame6162013 on December 15, 2014, 03:32:00 AM
Quote from: NephilimNexus on December 15, 2014, 03:20:49 AM
Is that a UFO buried under the ice?
Shhhhh! they can't know :P
Title: Re: [MOD](ALPHA 8) IceSheet (1.1a)
Post by: absentminded on December 15, 2014, 06:12:48 AM
Quote from: Rikiki on December 11, 2014, 05:40:49 PM
Are there any animals to hunt on this kind of biome? Penguin, seal, white bear or walrus?
I remember ItchyFlee implemented some biomes for Alpha 6(?) with penguins. You may ask him for the texture.

Nice idea for a good starting challenge! :)

No animals would make it stand out from the other biomes more.
Currently in the base game you never really have to face the cannibalism or bust question, ice sheets seem the perfect place for that.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: Viperlol on December 15, 2014, 07:01:09 AM
I feel like the ice sheet biome needs a little more, in the sense of animals, maybe just make a quick retexture of one or two animals and slap them in.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: Rikiki on December 15, 2014, 07:09:42 AM
They won't last for long as they will never find any grass to eat...
The ice sheet animals must have a new AI to find their food by another way.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: iame6162013 on December 15, 2014, 07:13:43 AM
Quote from: Viperlol on December 15, 2014, 07:01:09 AM
I feel like the ice sheet biome needs a little more, in the sense of animals, maybe just make a quick retexture of one or two animals and slap them in.
Quote from: Rikiki on December 15, 2014, 07:09:42 AM
They won't last for long as they will never find any grass to eat...
The ice sheet animals must have a new AI to find their food by another way.
Yea, you see the problem right there
and adding grass is kinda bad cause i don't want you have an easy way to get soil(food).
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: absentminded on December 15, 2014, 08:26:21 AM
Quote from: Rikiki on December 15, 2014, 07:09:42 AM
They won't last for long as they will never find any grass to eat...
The ice sheet animals must have a new AI to find their food by another way.

That could be a good thing, stray animals lost, running for shelter, die outside your fort, if you're lucky.

The other alternative would be animals who eat dead people, so they'd hunt and kill colonists or scavenging the battlefields after fending off attackers, but that'd probably be a whole 'nother mods worth of modding.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: Axel on December 15, 2014, 09:50:23 AM
I just realized that once the custom events are updated you could (kinda) recreate "The Thing"
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: iame6162013 on December 15, 2014, 10:34:11 AM
Quote from: Axel on December 15, 2014, 09:50:23 AM
I just realized that once the custom events are updated you could (kinda) recreate "The Thing"
oh god....
Quote from: absentminded on December 15, 2014, 08:26:21 AM
Quote from: Rikiki on December 15, 2014, 07:09:42 AM
They won't last for long as they will never find any grass to eat...
The ice sheet animals must have a new AI to find their food by another way.

That could be a good thing, stray animals lost, running for shelter, die outside your fort, if you're lucky.

The other alternative would be animals who eat dead people, so they'd hunt and kill colonists or scavenging the battlefields after fending off attackers, but that'd probably be a whole 'nother mods worth of modding.

yea, i also never created a .dll  mod :p
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: Igabod on December 15, 2014, 10:43:53 AM
I just got done with my first playing session with this mod. My initial thoughts are that there should be at least a couple pine and birch trees on the map, even if the commonality is set very very low. In reality there are still trees growing in the north pole region even if it is nowhere near as densely forested as we might be used to in the more temperate areas.

It would also be pretty helpful if you found a way to throw at least one parka on the ground at startup but that can be solved with EdB's Prepare Carefully mod I guess so no biggie if you don't get that done.

Other than that, I absolutely loved it. I also found a use for steam geysers as a far more powerful heater that worked to heat a fairly large underground base all by itself. Definitely gotta wall it off and lock the door to it when the base is small though cause that thing gets deadly hot. I'm going to use this mod again many times I can foresee. And I'm probably going to pair it up with Shinzy's Norbals mod too.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: ITOS on December 15, 2014, 11:06:37 AM
Quote from: Igabod on December 15, 2014, 10:43:53 AM
I just got done with my first playing session with this mod. My initial thoughts are that there should be at least a couple pine and birch trees on the map, even if the commonality is set very very low. In reality there are still trees growing in the north pole region even if it is nowhere near as densely forested as we might be used to in the more temperate areas.
Personally I disagree with the notion that trees should be added. Not only does the current setup provide a unique challenge compared to other biome but the ice biome is also generated at hight altitudes where trees does not live. A second biome to bridge the gap between tundra and ice might be needed?
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: iame6162013 on December 15, 2014, 11:14:29 AM
Quote from: ITOS on December 15, 2014, 11:06:37 AM
Quote from: Igabod on December 15, 2014, 10:43:53 AM
I just got done with my first playing session with this mod. My initial thoughts are that there should be at least a couple pine and birch trees on the map, even if the commonality is set very very low. In reality there are still trees growing in the north pole region even if it is nowhere near as densely forested as we might be used to in the more temperate areas.
Personally I disagree with the notion that trees should be added. Not only does the current setup provide a unique challenge compared to other biome but the ice biome is also generated at hight altitudes where trees does not live. A second biome to bridge the gap between tundra and ice might be needed?
But that would require more map hooks and for as far as i know those aren't modifiable :/
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: iame6162013 on December 15, 2014, 11:17:15 AM
Quote from: Igabod on December 15, 2014, 10:43:53 AM
I just got done with my first playing session with this mod. My initial thoughts are that there should be at least a couple pine and birch trees on the map, even if the commonality is set very very low. In reality there are still trees growing in the north pole region even if it is nowhere near as densely forested as we might be used to in the more temperate areas.
i'm sorry but i don't think trees can survive in -80°c

Quote from: Igabod on December 15, 2014, 10:43:53 AM
Other than that, I absolutely loved it. I also found a use for steam geysers as a far more powerful heater that worked to heat a fairly large underground base all by itself. Definitely gotta wall it off and lock the door to it when the base is small though cause that thing gets deadly hot. I'm going to use this mod again many times I can foresee. And I'm probably going to pair it up with Shinzy's Norbals mod too.
Thank you!
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: Rhadamant on December 15, 2014, 11:18:06 AM
I really like this biome mod the way it is. It reminds me of Skybox for Minecraft, where you had very limited resources and the game became more puzzle than survival. For instance, I had to build a lot of things out of stone and metal, saving wood for precious things like heat and advanced crafting (that requires wood). This biome posed a lot of unique challenges. In response to people asking for animals, my thinking is that a unique event could solve this issue. Much like how sometimes random animals go crazy and try to kill you, there could be an event where an arctic animal, like a snow leopard or polar bear, tries to kill you. That way you can obtain non-human meat, but not safely.

Maybe provide a version that has no hydrothermal vents? I think they're too easy of a work around for both heat and power generation.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: iame6162013 on December 15, 2014, 11:22:15 AM
Quote from: rhadamant on December 15, 2014, 11:18:06 AM
I really like this biome mod the way it is. It reminds me of Skybox for Minecraft, where you had very limited resources and the game became more puzzle than survival. For instance, I had to build a lot of things out of stone and metal, saving wood for precious things like heat and advanced crafting (that requires wood). This biome posed a lot of unique challenges. In response to people asking for animals, my thinking is that a unique event could solve this issue. Much like how sometimes random animals go crazy and try to kill you, there could be an event where an arctic animal, like a snow leopard or polar bear, tries to kill you. That way you can obtain non-human meat, but not safely.

Maybe provide a version that has no hydrothermal vents? I think they're too easy of a work around for both heat and power generation.
Yup, that's my goal to keep you puzzling those pieces of wood :)
(there are ways to get more so in the end you can't run out forever.)

hmm so you say a non human raider(animal)?

and i can't remove hydrothermal vents for as far as i know.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: Rhadamant on December 15, 2014, 10:17:35 PM
Quote from: iame6162013 on December 15, 2014, 11:22:15 AM
Quote from: rhadamant on December 15, 2014, 11:18:06 AM
I really like this biome mod the way it is. It reminds me of Skybox for Minecraft, where you had very limited resources and the game became more puzzle than survival. For instance, I had to build a lot of things out of stone and metal, saving wood for precious things like heat and advanced crafting (that requires wood). This biome posed a lot of unique challenges. In response to people asking for animals, my thinking is that a unique event could solve this issue. Much like how sometimes random animals go crazy and try to kill you, there could be an event where an arctic animal, like a snow leopard or polar bear, tries to kill you. That way you can obtain non-human meat, but not safely.

Maybe provide a version that has no hydrothermal vents? I think they're too easy of a work around for both heat and power generation.
Yup, that's my goal to keep you puzzling those pieces of wood :)
(there are ways to get more so in the end you can't run out forever.)

hmm so you say a non human raider(animal)?

and i can't remove hydrothermal vents for as far as i know.

I guess there's no need to remove them, I can just ignore them for the challenge. Yeah, a non human raider, like a pack of wolves, a polar bear or a snow leopard would be a pretty cool way to get food.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: Igabod on December 15, 2014, 10:27:21 PM
Quote from: Rhadamant on December 15, 2014, 10:17:35 PM
Yeah, a non human raider, like a pack of wolves, a polar bear or a snow leopard would be a pretty cool way to get food.

I like the pack of wolves idea. It's like the pack of beavers incident so it shouldn't be too hard to add in. And you could make their target be any meat instead of trees. Making them aggro to colonists might be a bit harder to do though but I've never looked into that so I don't know.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: iame6162013 on December 16, 2014, 05:05:26 AM
Quote from: Igabod on December 15, 2014, 10:27:21 PM
Quote from: Rhadamant on December 15, 2014, 10:17:35 PM
Yeah, a non human raider, like a pack of wolves, a polar bear or a snow leopard would be a pretty cool way to get food.

I like the pack of wolves idea. It's like the pack of beavers incident so it shouldn't be too hard to add in. And you could make their target be any meat instead of trees. Making them aggro to colonists might be a bit harder to do though but I've never looked into that so I don't know.
yea, me neither so 'll look what i can do.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: Rhadamant on December 16, 2014, 03:10:09 PM
Sweet! Looking forward to it.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: ItchyFlea on December 16, 2014, 09:38:34 PM
I am so loving this mod. A -90oC winter has arrived for my shivering colonists. It doesn't matter what my colonists wear, they cannot go outside the base for any useful length of time. ;D

I'm looking forward to the pack of wolves idea, so much that I went ahead and made this for you to use: Wolfsies Incident (https://ludeon.com/forums/index.php?action=dlattach;topic=7882.0;attach=5270)

That basically adds a new incident worker (Modified version of the AlphaBeaver incident code gained via ILSpy) that will trigger only in the IceSheet biome and will spawn a bunch of animals called "Wolfsies". They are lightly modified squirrels. They don't attack colonists though. I couldn't figure that part out in the short amount of time I had to put this together.

[attachment deleted due to age]
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: Igabod on December 17, 2014, 01:13:01 AM
Quote from: ItchyFlea on December 16, 2014, 09:38:34 PM
I am so loving this mod. A -90oC winter has arrived for my shivering colonists. It doesn't matter what my colonists wear, they cannot go outside the base for any useful length of time. ;D

I'm looking forward to the pack of wolves idea, so much that I went ahead and made this for you to use: Wolfsies Incident (https://ludeon.com/forums/index.php?action=dlattach;topic=7882.0;attach=5270)

That basically adds a new incident worker (Modified version of the AlphaBeaver incident code gained via ILSpy) that will trigger only in the IceSheet biome and will spawn a bunch of animals called "Wolfsies". They are lightly modified squirrels. They don't attack colonists though. I couldn't figure that part out in the short amount of time I had to put this together.

You are one cool cat. :-p Yes, that's a double pun in all it's punny glory. Do the wolfsies target meat products?
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: iame6162013 on December 17, 2014, 06:05:18 AM
Quote from: ItchyFlea on December 16, 2014, 09:38:34 PM
I am so loving this mod. A -90oC winter has arrived for my shivering colonists. It doesn't matter what my colonists wear, they cannot go outside the base for any useful length of time. ;D

I'm looking forward to the pack of wolves idea, so much that I went ahead and made this for you to use: Wolfsies Incident (https://ludeon.com/forums/index.php?action=dlattach;topic=7882.0;attach=5270)

That basically adds a new incident worker (Modified version of the AlphaBeaver incident code gained via ILSpy) that will trigger only in the IceSheet biome and will spawn a bunch of animals called "Wolfsies". They are lightly modified squirrels. They don't attack colonists though. I couldn't figure that part out in the short amount of time I had to put this together.
Hmmm, One question i haven't played with it yet but could i use the thing you made and put it in the mod?
(with credit of course!)
i could also put a link to the mod you created cause it could be nice.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: Ded1 on December 17, 2014, 08:31:39 AM
So i finally got access to rimworld again and i cant land on icesheets using this mod.  I try and just get told i cant.  Fresh download of the mod and everything.

Edit:  It turns out it was a load order issue.  Apparently a mod i had conflicted, but its working now, i just moved it to the end.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: iame6162013 on December 17, 2014, 08:35:07 AM
Quote from: Ded1 on December 17, 2014, 08:31:39 AM
So i finally got access to rimworld again and i cant land on icesheets using this mod.  I try and just get told i cant.  Fresh download of the mod and everything.

Edit:  It turns out it was a load order issue.  Apparently a mod i had conflicted, but its working now, i just moved it to the end.
Ah, ok so it works again?
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: Ded1 on December 17, 2014, 10:28:26 AM
yep working fine now.  And man, i just had an omg moment.  A group of travelers was visiting my colony, by the time they got 3/4 of the way half were dead from hypothermia and the last one dropped a few seconds later.  And this was at -80F, the spot i chose goes down to -136 (lowest i have noticed).  That made my day seeing as 3/4 of the year "friendly" (more like food stealing) visitors cant even reach my door alive.  Even better is when an enemy assault happens (norbals mod) and they all die before they are even within weapons range.  I have probably close to 100 corpses sitting out there and i am only half way through winter.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: iame6162013 on December 17, 2014, 12:08:14 PM
Quote from: Ded1 on December 17, 2014, 10:28:26 AM
yep working fine now.  And man, i just had an omg moment.  A group of travelers was visiting my colony, by the time they got 3/4 of the way half were dead from hypothermia and the last one dropped a few seconds later.  And this was at -80F, the spot i chose goes down to -136 (lowest i have noticed).  That made my day seeing as 3/4 of the year "friendly" (more like food stealing) visitors cant even reach my door alive.  Even better is when an enemy assault happens (norbals mod) and they all die before they are even within weapons range.  I have probably close to 100 corpses sitting out there and i am only half way through winter.
i know!
it's awesome,
because i don't like that the game is balanced cause of raiders :/
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: Ded1 on December 17, 2014, 12:12:23 PM
Guess i should make my colony a starter of cannibals then huh.  I didnt cause i have the Soylent Green thing but i dont have to worry about making it into that if they are cannibals.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: SimpleBear01 on December 17, 2014, 12:47:00 PM
Would love to try this as soon as I get home, seems fun.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: ItchyFlea on December 17, 2014, 01:39:27 PM
Quote from: iame6162013 on December 17, 2014, 06:05:18 AM
Hmmm, One question i haven't played with it yet but could i use the thing you made and put it in the mod?
(with credit of course!)
Definitely. That's why I made it. :)
Here's a better version where the wolves spawn psychotic, so they'll immediately try to attack the colonists: Wolfsies Incident (https://ludeon.com/forums/index.php?action=dlattach;topic=7882.0;attach=5286)

EDIT: And here's what will probably be the final version. Comes with proper wolf textures (taken with permission from Project K9) and a more reasonable set of stats for the wolfsies: Wolfsies With Textures (https://ludeon.com/forums/index.php?action=dlattach;topic=7882.0;attach=5290)

[attachment deleted due to age]
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: ITOS on December 17, 2014, 02:17:48 PM
Quote from: ItchyFlea on December 17, 2014, 01:39:27 PM
Quote from: iame6162013 on December 17, 2014, 06:05:18 AM
Hmmm, One question i haven't played with it yet but could i use the thing you made and put it in the mod?
(with credit of course!)
Definitely. That's why I made it. :)
Here's a better version where the wolves spawn psychotic, so they'll immediately try to attack the colonists: Wolfsies Incident (https://ludeon.com/forums/index.php?action=dlattach;topic=7882.0;attach=5286)
I recall some old mods that added dogs. It might be worth trying to contact the creators of them and ask if you can use their textures.

Here is one: https://ludeon.com/forums/index.php?topic=3593.0
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: Larsson North on December 17, 2014, 02:54:38 PM
I really like the mod, but I'd like so see some animals here. Or atleast a option to add animals.

With this im refering to the animals that live in a area like this. Moose can live in this climate due to their pelt keeping them warm and they scavange for moss underneath the snow. If you were to add some moose/mufflo (Snoffalo/Coldoffalo?) that would be quite sweet. If the problem is that theres no food source, i think it should be able to modify the animals codeto allow it to eat snow?

What you think? :)
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: ITOS on December 17, 2014, 03:33:21 PM
Quote from: Larsson North on December 17, 2014, 02:54:38 PM
I really like the mod, but I'd like so see some animals here. Or atleast a option to add animals.

With this im refering to the animals that live in a area like this. Moose can live in this climate due to their pelt keeping them warm and they scavange for moss underneath the snow. If you were to add some moose/mufflo (Snoffalo/Coldoffalo?) that would be quite sweet. If the problem is that theres no food source, i think it should be able to modify the animals codeto allow it to eat snow?

What you think? :)

Personally, I think that instead of trying to make animals that can survive on the map, one should go the way of ItchyFlea and add events where animals pass through, much like other factions pass by your colony from time to time.

This would reflect the larger areas that animals living in these types of environments has to travel in search for food. It might also be interesting that you quickly have to get to the animals before they leave the map. What would be really neat is if such events could be restricted to a certain month. That way you would have to hunt and stock up enough meat to last the rest of the year.

Of course, not having a lot of animals on the map is a part of the challenge. So for me it's not a big thing if no-one makes such a mod. :)
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: InfiniteRemnant on December 17, 2014, 11:26:33 PM
You know, you could probably create a new stone type, name it "glacial ice", and script it, and things made from it, to degrade when heated. then edit the world gen so that 80% of the stone in this biome is that stuff no matter what. might be fun to watch players panic trying to keep their shack from melting cause the space heater was up too high.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: iame6162013 on December 18, 2014, 03:28:18 AM
Quote from: InfiniteRemnant on December 17, 2014, 11:26:33 PM
You know, you could probably create a new stone type, name it "glacial ice", and script it, and things made from it, to degrade when heated. then edit the world gen so that 80% of the stone in this biome is that stuff no matter what. might be fun to watch players panic trying to keep their shack from melting cause the space heater was up too high.
i'm not sure this is possible.

Quote from: ItchyFlea on December 17, 2014, 01:39:27 PM
Quote from: iame6162013 on December 17, 2014, 06:05:18 AM
Hmmm, One question i haven't played with it yet but could i use the thing you made and put it in the mod?
(with credit of course!)
Definitely. That's why I made it. :)
Here's a better version where the wolves spawn psychotic, so they'll immediately try to attack the colonists: Wolfsies Incident (https://ludeon.com/forums/index.php?action=dlattach;topic=7882.0;attach=5286)

EDIT: And here's what will probably be the final version. Comes with proper wolf textures (taken with permission from Project K9) and a more reasonable set of stats for the wolfsies: Wolfsies With Textures (https://ludeon.com/forums/index.php?action=dlattach;topic=7882.0;attach=5290)
ok, let's try this thing out!
(just testing it works, and then i'll upload it) :D

and to all the other guys(or girls or others ;) ) Thank you for liking this mod :D
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: Vas on December 18, 2014, 05:55:04 AM
I've created some files to add to your mod, however, they may not work right till the game allows you to take control of the map generator.  I can't figure out how to get Items_Resources.xml to accept the color change in it's atlas though, it refuses to turn white.

You might tweak it just a bit, if you want the things to be slightly different colors, however, in an ice land like that, I figured the rocks are better as ice instead of normal rocks, doesn't make sense really.

Also, you need to make the entire ground white, solid white.  I tried to make a new floor for it using existing files, but I can't find it.  I was going to call the ground "Permafrost", a no growing zone, and it would be everywhere, all white, no plants of any kind whatsoever.

As soon as Tynan makes it possible to edit the map generator once again, you can make the walls around the map "ice" instead of "rock" and ore would be found inside the ice perhaps, who knows.  I also can't find the file to edit to change the fog color above mountains for areas you haven't dug close enough to yet.

[attachment deleted due to age]
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: iame6162013 on December 18, 2014, 07:43:01 AM
Quote from: Vas on December 18, 2014, 05:55:04 AM
Also, you need to make the entire ground white, solid white.  I tried to make a new floor for it using existing files, but I can't find it.  I was going to call the ground "Permafrost", a no growing zone, and it would be everywhere, all white, no plants of any kind whatsoever.
I already have i think, but i called it "Ice"

Quote from: Vas on December 18, 2014, 05:55:04 AM
As soon as Tynan makes it possible to edit the map generator once again, you can make the walls around the map "ice" instead of "rock" and ore would be found inside the ice perhaps, who knows.  I also can't find the file to edit to change the fog color above mountains for areas you haven't dug close enough to yet.
That's my plan ;)

Quote from: Vas on December 18, 2014, 05:55:04 AM
I've created some files to add to your mod, however, they may not work right till the game allows you to take control of the map generator.

Jesus you guys are awesome!

Quote from: Vas on December 18, 2014, 05:55:04 AM
I can't figure out how to get Items_Resources.xml to accept the color change in it's atlas though, it refuses to turn white.
hmmm, i would also not know how to do that.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: Vas on December 18, 2014, 07:58:36 AM
guys? :P  I'm one person.  xP
I originally wanted to create the ice boime myself but you got there first, so I just gave you some files to enhance it some.  Later on when the map gen editing becomes possible, you can rename rocks and ore types to have Ice in the name and make that biome's gen reflect that.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: iame6162013 on December 18, 2014, 08:46:46 AM
Quote from: Vas on December 18, 2014, 07:58:36 AM
guys? :P  I'm one person.  xP
I originally wanted to create the ice boime myself but you got there first, so I just gave you some files to enhance it some.  Later on when the map gen editing becomes possible, you can rename rocks and ore types to have Ice in the name and make that biome's gen reflect that.
i know, it was just a bit complicated.... maybe i should sleep more... Blame tynan for making rimworld!
Yes! I was first Woot!
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: john pretzel on December 18, 2014, 11:43:06 AM
Awesome mod. It's the biodome I've been having more fun to play in.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: Ded1 on December 18, 2014, 07:28:11 PM
So word of warning to anyone using this,  If you chose one of the ridiculously cold parts (i have found ones that go down to -140F).  Solar Flares are lethal without a good supply of lumber.  Over the course of the day the temp dropped below zero from 80F.  Always try and keep at least 200 lumber for fires on hand.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: Igabod on December 18, 2014, 08:08:17 PM
Quote from: Ded1 on December 18, 2014, 07:28:11 PM
So word of warning to anyone using this,  If you chose one of the ridiculously cold parts (i have found ones that go down to -140F).  Solar Flares are lethal without a good supply of lumber.  Over the course of the day the temp dropped below zero from 80F.  Always try and keep at least 200 lumber for fires on hand.

excellent advice! I usually try to utilize the steam geysers as a backup heating system though. Just make sure the area they are enclosed within is big enough that it doesn't get up to 200F.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: john pretzel on December 18, 2014, 08:09:03 PM
Quote from: Ded1 on December 18, 2014, 07:28:11 PM
So word of warning to anyone using this,  If you chose one of the ridiculously cold parts (i have found ones that go down to -140F).  Solar Flares are lethal without a good supply of lumber.  Over the course of the day the temp dropped below zero from 80F.  Always try and keep at least 200 lumber for fires on hand.

It's really hardcore, yes... lots of tries and fails in this one, but also rewarding to see sieges fail due to frostbite  ;D
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: Ded1 on December 18, 2014, 09:27:00 PM
Man i had so many corpses built up from the winter months that my 15x15 stockpile for them exclusivly was full before even half had been gathered.  It really does get broken in the really cold parts.  That and your colonists cant go more than 20 spaces outside before hypothermia starts getting bad so you pretty much are holed up in your home for 2/3 of the year.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: Vas on December 19, 2014, 05:23:32 AM
Ded1, that's kinda the point.  It's the harshest land you can experience.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: mrofa on December 19, 2014, 05:40:48 AM
Well its one of thous biomes where you meet raiders wielding molotov with open hands :D
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: iame6162013 on December 19, 2014, 10:13:29 AM
Quote from: mrofa on December 19, 2014, 05:40:48 AM
Well its one of thous biomes where you meet raiders wielding molotov with open hands :D
This.... is awesome! and true :D

but I've never heated my base with them... i'm gonna try them out xD
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: Vas on December 19, 2014, 10:38:18 AM
One can only hope that a system where each block on the map calculates heat separately comes into play soon enough.  That'll make camp fires and such useful outside.  :P
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: Ded1 on December 19, 2014, 10:39:11 AM
Quote from: Vas on December 19, 2014, 05:23:32 AM
Ded1, that's kinda the point.  It's the harshest land you can experience.

Yeah i know, i think its kinda funny though how people still try and visit you (or raid you) when they die before they can even get close.  And with the sitting in your home for 2/3 of the year, just make sure you keep your guys really happy to offset the cabin fever penalty.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: iame6162013 on December 19, 2014, 10:41:20 AM
Quote from: Ded1 on December 19, 2014, 10:39:11 AM
Quote from: Vas on December 19, 2014, 05:23:32 AM
Ded1, that's kinda the point.  It's the harshest land you can experience.

Yeah i know, i think its kinda funny though how people still try and visit you (or raid you) when they die before they can even get close.  And with the sitting in your home for 2/3 of the year, just make sure you keep your guys really happy to offset the cabin fever penalty.

you can force them out even if it's only for a second, it removes the message
and your colonists will be happy again ;)
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: Ded1 on December 19, 2014, 10:51:18 AM
I tried that and it didn't work.  I even kept them out till they were hypothermic (serious) and still no effect on it.  I think that it only goes away if they go out on their own and not under your control.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: iame6162013 on December 19, 2014, 12:44:58 PM
Quote from: Ded1 on December 19, 2014, 10:51:18 AM
I tried that and it didn't work.  I even kept them out till they were hypothermic (serious) and still no effect on it.  I think that it only goes away if they go out on their own and not under your control.
weird... never had that happen.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: Mikhail Reign on December 19, 2014, 12:58:08 PM
Yeah same. I just run my guys out to the front door so they can all go 'Oh yeah, this is why we dont go outside - its below 100' and then immediatly run them back inside. Never had to have them stand outside for more then a second to make the 'cabin fever' go away.

Also,

Seed: 0bac
Size: 250, 188
Cords: 52, 184

has a very nice map for the ice sheets. Drops below -100 in the winter and has a very cool starting location
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: iame6162013 on December 19, 2014, 01:15:25 PM
Quote from: Mikhail Reign on December 19, 2014, 12:58:08 PM
-snip-

Seed: 0bac
Size: 250, 188
Cords: 52, 184

has a very nice map for the ice sheets. Drops below -100 in the winter and has a very cool starting location

i have one question why is the size of the map both 250 And 188?
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: Igabod on December 19, 2014, 08:15:08 PM
Quote from: Ded1 on December 19, 2014, 10:51:18 AM
I tried that and it didn't work.  I even kept them out till they were hypothermic (serious) and still no effect on it.  I think that it only goes away if they go out on their own and not under your control.

Do you have your base walled in with an unroofed courtyard but walls all the way around? If so then that's still technically not outside as far as the cabin fever problem is concerned. You have to send them totally outside your walls in that case. I personally never close off my walls completely. There is always an open path into my base. Right next to my turrets. Gives the raiders a false sense of security so they just boldly stroll right on into my death trap.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: Ded1 on December 19, 2014, 10:19:51 PM
Nah i just send them out the front door normally, but most of the time it doesnt work.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: Col_Jessep on December 20, 2014, 05:23:19 AM
Thanks for making this mod!
I set my difficulty to the lowest because it means not getting spammed by raiders. It's harder if you have to make your own cloth and have fewer weapons to sell. The ice sheet turned RW into a whole new game for me and I'm enjoying it a lot! =3
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: iame6162013 on December 20, 2014, 05:30:54 AM
Quote from: Col_Jessep on December 20, 2014, 05:23:19 AM
Thanks for making this mod!
I set my difficulty to the lowest because it means not getting spammed by raiders. It's harder if you have to make your own cloth and have fewer weapons to sell. The ice sheet turned RW into a whole new game for me and I'm enjoying it a lot! =3
That's why i made it ^.^
Edit: wolfsies got added ;)
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.2a)
Post by: ITOS on December 20, 2014, 07:53:03 AM
I didn't like the scattered rocks and smudges of dirt covering the pristine snow so I made a couple of blank textures to remove them. Of course, downside is that this removes them from other biomes as well.

I've attached the files in this post. Anyone who want to remove the smudges, unzip the content to Mods\Core\Textures.

[attachment deleted due to age]
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.2a)
Post by: iame6162013 on December 20, 2014, 08:04:48 AM
Quote from: ITOS on December 20, 2014, 07:53:03 AM
I didn't like the scattered rocks and smudges of dirt covering the pristine snow so I made a couple of blank textures to remove them. Of course, downside is that this removes them from other biomes as well.

I've attached the files in this post. Anyone who want to remove the smudges, unzip the content to Mods\Core\Textures.
i think you could just have it as a mod, last time i checked it would override the core textures
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.2a)
Post by: ITOS on December 20, 2014, 08:22:00 AM
Quote from: iame6162013 on December 20, 2014, 08:04:48 AM
i think you could just have it as a mod, last time i checked it would override the core textures
I suppose having it as a mod would make it easier to turn on and off depending on what colony you're playing. Although, my hope is to find a way to get the game to not generate these scatterables in certain biomes.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.2a)
Post by: iame6162013 on December 20, 2014, 08:27:12 AM
Quote from: ITOS on December 20, 2014, 08:22:00 AM
Quote from: iame6162013 on December 20, 2014, 08:04:48 AM
i think you could just have it as a mod, last time i checked it would override the core textures
I suppose having it as a mod would make it easier to turn on and off depending on what colony you're playing. Although, my hope is to find a way to get the game to not generate these scatterables in certain biomes.
yea, i know.
if i could write .dll's i would probably look into it.
sadly i can't :/
(i can't get the environment set up properly nor know how to export something,
and my google attempts have failed me just like the post in help about that)
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.2a)
Post by: mrofa on December 20, 2014, 03:45:13 PM
Damn its cool, and at some point kinda easy. I was thinking it wil be slow grind, but every raider got parka or power armor, so almost every trader i get tons of money.
But still beginnings ware hard, thers no  animals and plants grow only on scarse terrain.
There is only one conclusion out of this -> GO LEARN C# :D
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.1a)
Post by: Mikhail Reign on December 20, 2014, 07:29:42 PM
Quote from: iame6162013 on December 19, 2014, 01:15:25 PM
Quote from: Mikhail Reign on December 19, 2014, 12:58:08 PM
-snip-

Seed: 0bac
Size: 250, 188
Cords: 52, 184

has a very nice map for the ice sheets. Drops below -100 in the winter and has a very cool starting location

Because that is one of the sizes that you can set the world generator to: 250x188

i have one question why is the size of the map both 250 And 188?
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.2a)
Post by: iame6162013 on December 21, 2014, 03:07:05 AM
Quote from: mrofa on December 20, 2014, 03:45:13 PM
Damn its cool, and at some point kinda easy. I was thinking it wil be slow grind, but every raider got parka or power armor, so almost every trader i get tons of money.
But still beginnings ware hard, thers no  animals and plants grow only on scarse terrain.
There is only one conclusion out of this -> GO LEARN C# :D
Ahh now i can see it :P
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.2a)
Post by: Vas on December 21, 2014, 03:24:13 AM
Did you ever add in the files I gave? :P  Or did you plan to wait till you can edit the terrain generator?
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.2a)
Post by: Ded1 on December 21, 2014, 03:38:49 AM
So if you get the hide and parka nerf mod, raiders will not always spawn with parkas and quite frequently die on the way.  Though it does kinda suck to have people get pissed at you cause thier traders are stupid enough to try and visit me when its -140 out.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.2a)
Post by: Everteal on December 21, 2014, 03:58:45 AM
Hi there, amazing mod.

Sooooo..... I found this...
Seed - utf8
Size - 400x300
There are a bunch of spots with around -95C.

(https://imagizer.imageshack.us/v2/1186x667q90/907/HVOjk2.png)

And found a bug. It happens when you start the game on this particular super cold spot(above) on December, yet June is fine.

(https://imagizer.imageshack.us/v2/1186x667q90/673/uvW52i.png)

This is with no other mods running and the log shows nothing. I can't build or do anything apart from draft pawns. Any ideas?
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.2a)
Post by: iame6162013 on December 21, 2014, 04:07:53 AM
Quote from: Vas on December 21, 2014, 03:24:13 AM
Did you ever add in the files I gave? :P  Or did you plan to wait till you can edit the terrain generator?
Yes, I'll wait till i can edit the terrain generator.

Quote from: Everteal on December 21, 2014, 03:58:45 AM
Hi there, amazing mod.

Sooooo..... I found this...
Seed - utf8
Size - 400x300
There are a bunch of spots with around -95C.

-snip-

And found a bug. It happens when you start the game on this particular super cold spot(above) on December, yet June is fine.

-snip-

This is with no other mods running and the log shows nothing. I can't build or do anything apart from draft pawns. Any ideas?

Wait what?
I wanna play around with that!
Find the bug!
even though i probably can't fix it :/

Quote from: Ded1 on December 21, 2014, 03:38:49 AM
So if you get the hide and parka nerf mod, raiders will not always spawn with parkas and quite frequently die on the way.  Though it does kinda suck to have people get pissed at you cause thier traders are stupid enough to try and visit me when its -140 out.

Well why nerf parka's that way?
if it's minus 90C you're gonna die without one.
(raiders die with parka's if you're on a large map ;) )
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.2a)
Post by: Everteal on December 21, 2014, 04:36:43 AM
About the bug.
Occasionally the overview log hows correctly yet the pawns still refuse to build anything... mining seemed to work tho.

Oh and it got to -117C (-178F) and this happened :D

(https://imagizer.imageshack.us/v2/1366x768q50/661/bnSRbC.png)

P.s. Why do we have female/male centipedes? Will we be able to breed them by having an artist with laptop play dubstep in the near future?
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.2a)
Post by: Ded1 on December 21, 2014, 04:51:47 AM
Coldest i have found is around -140F and i have seen centipedes that i disable die from hypothermia,  but intact ones i havent seen it on (mostly cause i kill or disable them really quick).  What seed did you find that -178f on?  I want to try it lol.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.2a)
Post by: Everteal on December 21, 2014, 04:54:25 AM
Quote from: Ded1 on December 21, 2014, 04:51:47 AM
Coldest i have found is around -140F and i have seen centipedes that i disable die from hypothermia,  but intact ones i havent seen it on (mostly cause i kill or disable them really quick).  What seed did you find that -178f on?  I want to try it lol.
I posted the seed on page 6 with snaps.

Quote from: Everteal on December 21, 2014, 03:58:45 AM
Sooooo..... I found this...
Seed - utf8
Size - 400x300
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.2a)
Post by: iame6162013 on December 21, 2014, 05:04:21 AM
Quote from: Everteal on December 21, 2014, 04:36:43 AM
About the bug.
Occasionally the overview log hows correctly yet the pawns still refuse to build anything... mining seemed to work tho.

Oh and it got to -117C (-178F) and this happened :D

-snip-

P.s. Why do we have female/male centipedes? Will we be able to breed them by having an artist with laptop play dubstep in the near future?

ok, that's good

and Why we have male and female centipedes?
For viruses  of course!
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.2a)
Post by: Kilderon on December 21, 2014, 06:05:19 AM
Have no evidence except anecdotal for this, but:

I think Pawns have been coded to behave in a certain way when they get very cold. In my recent extreme cold runs, I've noticed that pawns which get really cold immediately try to path to a warmer area to prevent hypothermia. They will often become unresponsive then, refusing to work, eat, or even sleep until they have warmed up sufficiently. If I can't get a room up and warm quick enough, or I somehow allow the cold to get in (Damn you Solar Flares!) they will sort of just freeze in place, presumably continuously trying to find a path to somewhere warmer. Or so I theorize.

To test my theory, you could try Edb's Prepare Carefully mod and start them with Parkas and Toques, maybe give them all warm body traits. I'm fairly certain how quickly they get cold is based off the difference between their maximum temperature tolerance and the environment. If it prevents the bug by delaying the cold shock "MUST GET SOMEWHERE WARM" code... well then there's code that's causing it. To be fair, playing in temperatures this extreme had to be modded in, so it would have been outside of Tynan's bug test ranges.

From the image posted, it looks like three naked colonists were just dropped into a -94C area, which meant they would have immediately gone hypothermic, quite possibly instantly getting locked up in a "Must find a warm area" loop. Since that code overrides other activities, like causing them to cancel hauling orders and just dump stuff onto the ground to get warm... maybe it's even overriding the code which has them register onto the overview menu?

Again, Just a theory with no evidence but my personal observations on how my pawns will sometimes lock up during my cold runs until they warm up a bit. Honestly you could almost call this a feature, -94C Naked is basically instant death, the shock would probably kill you as soon as the capsule opened. You only have a handful of minutes at even half that temperature. The pawns have literally gone into shock, advanced human physiology modelling!

The work around, if you don't want to start with them coming out of stasis in full winter gear, would probably be to only start such extreme areas in warmer months and play into the winter... which I might just go do with that seed of yours.

Quote from: Ded1 on December 21, 2014, 03:38:49 AM
So if you get the hide and parka nerf mod, raiders will not always spawn with parkas and quite frequently die on the way.  Though it does kinda suck to have people get pissed at you cause thier traders are stupid enough to try and visit me when its -140 out.

I actually went into the Miscellaneous Mod's Def files and pulled the Trader_Incident_TraderArrival.xml into the _disabled folder for my cold runs. It made no sense to me for anyone to be travelling in those temperatures to trade out of a tent.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.2a)
Post by: iame6162013 on December 21, 2014, 07:15:56 AM
Quote from: Kilderon on December 21, 2014, 06:05:19 AM
Have no evidence except anecdotal for this, but:

I think Pawns have been coded to behave in a certain way when they get very cold. In my recent extreme cold runs, I've noticed that pawns which get really cold immediately try to path to a warmer area to prevent hypothermia. They will often become unresponsive then, refusing to work, eat, or even sleep until they have warmed up sufficiently. If I can't get a room up and warm quick enough, or I somehow allow the cold to get in (Damn you Solar Flares!) they will sort of just freeze in place, presumably continuously trying to find a path to somewhere warmer. Or so I theorize.

To test my theory, you could try Edb's Prepare Carefully mod and start them with Parkas and Toques, maybe give them all warm body traits. I'm fairly certain how quickly they get cold is based off the difference between their maximum temperature tolerance and the environment. If it prevents the bug by delaying the cold shock "MUST GET SOMEWHERE WARM" code... well then there's code that's causing it. To be fair, playing in temperatures this extreme had to be modded in, so it would have been outside of Tynan's bug test ranges.

From the image posted, it looks like three naked colonists were just dropped into a -94C area, which meant they would have immediately gone hypothermic, quite possibly instantly getting locked up in a "Must find a warm area" loop. Since that code overrides other activities, like causing them to cancel hauling orders and just dump stuff onto the ground to get warm... maybe it's even overriding the code which has them register onto the overview menu?

Again, Just a theory with no evidence but my personal observations on how my pawns will sometimes lock up during my cold runs until they warm up a bit. Honestly you could almost call this a feature, -94C Naked is basically instant death, the shock would probably kill you as soon as the capsule opened. You only have a handful of minutes at even half that temperature. The pawns have literally gone into shock, advanced human physiology modelling!

The work around, if you don't want to start with them coming out of stasis in full winter gear, would probably be to only start such extreme areas in warmer months and play into the winter... which I might just go do with that seed of yours.

Quote from: Ded1 on December 21, 2014, 03:38:49 AM
So if you get the hide and parka nerf mod, raiders will not always spawn with parkas and quite frequently die on the way.  Though it does kinda suck to have people get pissed at you cause thier traders are stupid enough to try and visit me when its -140 out.

I actually went into the Miscellaneous Mod's Def files and pulled the Trader_Incident_TraderArrival.xml into the _disabled folder for my cold runs. It made no sense to me for anyone to be travelling in those temperatures to trade out of a tent.

Gotta say, "Mods where bugs become features!"
just gotta make a message say "in shock" or something to call it a new feature :)

and yea traders in a tent there sounds stupid.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.2a)
Post by: Everteal on December 21, 2014, 09:40:37 AM
So i just tried to start again(it was -99C outside this time) and again they refused to build and haul stuff.
I entered god mode and made them a nice and warm place of +24C.
They moved to the warm spot only after hypothermia became serious, warmed up but still refused to build anything.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.2a)
Post by: Kilderon on December 21, 2014, 09:53:36 AM
Yeah it does seem kinda buggy at times, I've had to give priority orders, draft and undraft, or just save and reload to get some of my pawns moving again. I wonder if there's a wait timer on the "warm up" code or something, it sometimes takes them a good while to realize "Hey I'm warm, I'll work again."

If they refused to work from the onset though, I wonder if there is some sort of "Code shock" going on where the code for the pawn gets stuck or something, maybe by not initially loading into your overview menu or something like that behind the scenes, the pawn is permanently broken. Just like how sometimes visitors will just linger in your base and never leave. They were shocked out of their programmed routine, and just... broke permanently.

It's definitely a bug, but it's probably in the core code, don't know if you could fix something like that with mods...
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.2a)
Post by: iame6162013 on December 21, 2014, 10:03:37 AM
Quote from: Everteal on December 21, 2014, 09:40:37 AM
So i just tried to start again(it was -99C outside this time) and again they refused to build and haul stuff.
I entered god mode and made them a nice and warm place of +24C.
They moved to the warm spot only after hypothermia became serious, warmed up but still refused to build anything.
Quote from: Kilderon on December 21, 2014, 09:53:36 AM
Yeah it does seem kinda buggy at times, I've had to give priority orders, draft and undraft, or just save and reload to get some of my pawns moving again. I wonder if there's a wait timer on the "warm up" code or something, it sometimes takes them a good while to realize "Hey I'm warm, I'll work again."

If they refused to work from the onset though, I wonder if there is some sort of "Code shock" going on where the code for the pawn gets stuck or something, maybe by not initially loading into your overview menu or something like that behind the scenes, the pawn is permanently broken. Just like how sometimes visitors will just linger in your base and never leave. They were shocked out of their programmed routine, and just... broke permanently.

It's definitely a bug, but it's probably in the core code, don't know if you could fix something like that with mods...

I'm not sure i have access to fix that :/
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.2a)
Post by: john pretzel on December 21, 2014, 04:15:23 PM
Edb's mod Prepare carefully is essential in this environment.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.2a)
Post by: iame6162013 on December 22, 2014, 02:59:46 AM
Quote from: john pretzel on December 21, 2014, 04:15:23 PM
Edb's mod Prepare carefully is essential in this environment.
no it's not, but it's nice.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.2a)
Post by: Rhadamant on December 22, 2014, 07:51:04 AM
Quote from: iame6162013 on December 21, 2014, 04:07:53 AM
Well why nerf parka's that way?
if it's minus 90C you're gonna die without one.
(raiders die with parka's if you're on a large map ;) )

I survived without ever putting on a parka or tuque. Parkas will be somewhat nerfed next patch with a hit to productivity when you wear one.
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.2a)
Post by: iame6162013 on December 22, 2014, 08:08:31 AM
Quote from: Rhadamant on December 22, 2014, 07:51:04 AM
Quote from: iame6162013 on December 21, 2014, 04:07:53 AM
Well why nerf parka's that way?
if it's minus 90C you're gonna die without one.
(raiders die with parka's if you're on a large map ;) )

I survived without ever putting on a parka or tuque. Parkas will be somewhat nerfed next patch with a hit to productivity when you wear one.

good!
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.2a)
Post by: mrofa on December 22, 2014, 10:50:33 AM
Is it possible to add animal spawn to this biome ?
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.2a)
Post by: Ded1 on December 22, 2014, 10:56:15 AM
Im sure it is but why would you?  I mean they would die within minuets usually. 
Title: Re: [MOD](ALPHA 8) IceSheet (Ice Biome)(1.2a)
Post by: iame6162013 on December 22, 2014, 11:16:29 AM
Quote from: mrofa on December 22, 2014, 10:50:33 AM
Is it possible to add animal spawn to this biome ?

Quote from: Ded1 on December 22, 2014, 10:56:15 AM
Im sure it is but why would you?  I mean they would die within minuets usually.

Indeed they would freeze to death in seconds (like the raiders),
there is a random event which adds wolfs that attack you,
but there is no grass so no herbivores could live there.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome)(1.2a)
Post by: mrofa on December 22, 2014, 01:12:08 PM
(http://s27.postimg.org/46oyg4ucz/Muffalo_side.png)
stones or corpses;p
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome)(1.2a)
Post by: Evul on December 22, 2014, 01:14:30 PM
A mamolos!
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome)(1.2a)
Post by: iame6162013 on December 22, 2014, 03:22:41 PM
Guys!
Why do you guys provide a nice name and texture to put in the mod?
I hate you... All of you.
(if i'm allowed to, and make a 'nice' forwards and backwards facing mamolos)
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome)(1.2a)
Post by: Evul on December 22, 2014, 03:26:50 PM
I think I speak for both of us when I say:
You welcome! :D :P
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome)(1.2a)
Post by: iame6162013 on December 22, 2014, 03:27:16 PM
Quote from: Evul on December 22, 2014, 03:26:50 PM
I think I speak for both of us when I say:
You welcome! :D :P
I think so too :D :)
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome)(1.2a)
Post by: hyprformnce on December 22, 2014, 05:21:24 PM
that is incredible. i want that mammal in my game right now!
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome)(1.2a)
Post by: john pretzel on December 22, 2014, 05:59:43 PM
Making the animal with some rule about consumption to zero or something? The drawing looks very nice  :)
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome)(1.2a)
Post by: Tripwyr on December 23, 2014, 12:08:33 AM
Any chance of toning down the wolves, or scaling them to difficulty? I decided I wanted a challenge so I started a colony on builder on an ice sheet. About 2 weeks in I got attacked by a raider with a knife, no problem. About 1 week later, I got wiped out by 15 psychotic wolves.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome)(1.2a)
Post by: iame6162013 on December 23, 2014, 03:28:12 AM
Quote from: Tripwyr on December 23, 2014, 12:08:33 AM
Any chance of toning down the wolves, or scaling them to difficulty? I decided I wanted a challenge so I started a colony on builder on an ice sheet. About 2 weeks in I got attacked by a raider with a knife, no problem. About 1 week later, I got wiped out by 15 psychotic wolves.
Are the woolves that hard for you?
I personally had no problem with them.
(but i'll look into it)

Quote from: john pretzel on December 22, 2014, 05:59:43 PM
Making the animal with some rule about consumption to zero or something? The drawing looks very nice  :)
ok doki!

Quote from: hyprformnce on December 22, 2014, 05:21:24 PM
that is incredible. i want that mammal in my game right now!
Well i want to have a somewhat nice front and back, if that's  finished i will update.
(i hope you know how good i am :p )
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome)(1.2a)
Post by: mrofa on December 23, 2014, 11:30:53 AM
Will get on it day after tommorow.
Just wondering if it would be possible to have them only 1-2 months a year
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome)(1.2a)
Post by: iame6162013 on December 23, 2014, 11:43:24 AM
Quote from: mrofa on December 23, 2014, 11:30:53 AM
Will get on it day after tommorow.
Just wondering if it would be possible to have them only 1-2 months a year
I was wondering the same thing, maybe i could look at the wolfies spawn code and see if the outside temperature is high enough and then spawn them.
Sadly i don't know how to do so, Oh well i'll learn it.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome)(1.2a)
Post by: dartasan on December 23, 2014, 12:44:28 PM
I just wanted to say, This is probably my Favorite biome to play on, Thank you for making it possible in this current Alpha build.
I hope the modding goes well!

P.S. Those mamolos would look hella tight (hope you can get the front and back looking good)
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome)(1.2a)
Post by: iame6162013 on December 23, 2014, 01:03:07 PM
Quote from: dartasan on December 23, 2014, 12:44:28 PM
I just wanted to say, This is probably my Favorite biome to play on, Thank you for making it possible in this current Alpha build.
I hope the modding goes well!

P.S. Those mamolos would look hella tight (hope you can get the front and back looking good)
Thank you!
i hope modding goes well.
(sadly i'm bad at it so >.<)
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome)(1.2a)
Post by: Tripwyr on December 23, 2014, 09:13:58 PM
Quote from: iame6162013 on December 23, 2014, 03:28:12 AM
Quote from: Tripwyr on December 23, 2014, 12:08:33 AM
Any chance of toning down the wolves, or scaling them to difficulty? I decided I wanted a challenge so I started a colony on builder on an ice sheet. About 2 weeks in I got attacked by a raider with a knife, no problem. About 1 week later, I got wiped out by 15 psychotic wolves.
Are the woolves that hard for you?
I personally had no problem with them.
(but i'll look into it)

Not necessarily a problem, just not proportional to the selected difficulty. I selected builder so that I could focus on figuring out how to survive the temperatures before I started worrying about getting attacked, but I got wrecked by 15 wolves shortly after the first raid. If I had a turret, it would have wiped out all 15, but I had budgeted not to need it until the 3rd or 4th raid.

The way the wolves are now, you are effectively forced to prepare for them even when you've selected a difficulty setting essentially equivalent to sandbox.

Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome)(1.2a)
Post by: ItchyFlea on December 23, 2014, 10:24:22 PM
I've modified the code that controls the spawning of wolves. It will now always spawn exactly 6 wolves, instead of a random number between 6-12. I've also improved the message you get when the wolves arrive to something that might be a little more fitting.

Just go into the mod folder, then into the Assemblies folder, and replace the Wolfsies.dll file with the one attached to this post.

iame6162013: You might want something like this as the incidentdef, instead of the one I supplied with the add-on originally:
  <IncidentDef>
    <defName>WolfsiesIncident</defName>
    <workerClass>IF_WolfsiesIncident.IncidentWorker_Wolfies</workerClass>
    <chance>1.0</chance>
    <minRefireDays>1</minRefireDays>
    <favorability>VeryBad</favorability>
    <category>ThreatBig</category>
  </IncidentDef>


[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome)(1.2a)
Post by: Ded1 on December 24, 2014, 12:02:07 AM
I got my first wolves at a perfect time, i had a group of traders arrive and 2 of them were in power armor, the wolves killed them and a few others, got cut down to a few by it, and then finished off by my colonists.  Funny thing is, i was trying to figure out how to get the power armor guys to die without me being blamed, the weather wasn't cold enough for them to freeze and they were outside my base so i couldn't starve them.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome)(1.2a)
Post by: iame6162013 on December 24, 2014, 05:27:48 AM
Quote from: ItchyFlea on December 23, 2014, 10:24:22 PM
I've modified the code that controls the spawning of wolves. It will now always spawn exactly 6 wolves, instead of a random number between 6-12. I've also improved the message you get when the wolves arrive to something that might be a little more fitting.

Just go into the mod folder, then into the Assemblies folder, and replace the Wolfsies.dll file with the one attached to this post.

iame6162013: You might want something like this as the incidentdef, instead of the one I supplied with the add-on originally:
  <IncidentDef>
    <defName>WolfsiesIncident</defName>
    <workerClass>IF_WolfsiesIncident.IncidentWorker_Wolfies</workerClass>
    <chance>1.0</chance>
    <minRefireDays>1</minRefireDays>
    <favorability>VeryBad</favorability>
    <category>ThreatBig</category>
  </IncidentDef>

Oki doki.

Quote from: Ded1 on December 24, 2014, 12:02:07 AM
I got my first wolves at a perfect time, i had a group of traders arrive and 2 of them were in power armor, the wolves killed them and a few others, got cut down to a few by it, and then finished off by my colonists.  Funny thing is, i was trying to figure out how to get the power armor guys to die without me being blamed, the weather wasn't cold enough for them to freeze and they were outside my base so i couldn't starve them.
Wow... that was a lot of luck.

Quote from: Tripwyr on December 23, 2014, 09:13:58 PM
Quote from: iame6162013 on December 23, 2014, 03:28:12 AM
Quote from: Tripwyr on December 23, 2014, 12:08:33 AM
Any chance of toning down the wolves, or scaling them to difficulty? I decided I wanted a challenge so I started a colony on builder on an ice sheet. About 2 weeks in I got attacked by a raider with a knife, no problem. About 1 week later, I got wiped out by 15 psychotic wolves.
Are the woolves that hard for you?
I personally had no problem with them.
(but i'll look into it)

Not necessarily a problem, just not proportional to the selected difficulty. I selected builder so that I could focus on figuring out how to survive the temperatures before I started worrying about getting attacked, but I got wrecked by 15 wolves shortly after the first raid. If I had a turret, it would have wiped out all 15, but I had budgeted not to need it until the 3rd or 4th raid.

The way the wolves are now, you are effectively forced to prepare for them even when you've selected a difficulty setting essentially equivalent to sandbox.

yea, that should be fixed.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome)(1.2a)
Post by: Pathing on December 27, 2014, 01:31:50 AM
I just got this.
(http://s30.postimg.org/z51lfyka9/ssn98c.jpg)
The seed number is mgj8 , avg is about -64c and -94c in Jan.
I modded it to play with cold snap + hard snow 24 hour per day,
however, I still could not figure how to let it made at least 1 disease per day.
I tried this in biomedef but I had no clue
<li>
        <diseaseInc>Flu</diseaseInc>
        <chancePerDay>99</chancePerDay>
      </li>
      <li>
        <diseaseInc>Plague</diseaseInc>
        <chancePerDay>99</chancePerDay>
      </li>
   <li>
        <diseaseInc>Malaria</diseaseInc>
        <chancePerDay>99</chancePerDay>
      </li>
<li>
        <diseaseInc>SleepingSickness</diseaseInc>
        <chancePerDay>99</chancePerDay>
      </li>
^^ I'm not sure if 99 means 99% or something else.
Also incident change from each story-teller is randomly 3 per day :)
By the way, I just got colonists in 200C situation, they could stand about under 2 hours before they fell to the ground :)
And... please note that, Probably, if it was too cold, colonists seemed to be unable to build at that moment.. In my game from above screenshot, they could not build when the game was started... Nevertheless, trying on other starting months they could. I guess it was too cold to build or something else.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome)(1.2a)
Post by: Everteal on December 27, 2014, 05:46:53 AM
Diseases take several days of sleeping in the medical bed to get over. If you get a disease per day then whats the point of playing?
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome)(1.2a)
Post by: iame6162013 on December 27, 2014, 05:54:02 AM
Quote from: Everteal on December 27, 2014, 05:46:53 AM
Diseases take several days of sleeping in the medical bed to get over. If you get a disease per day then whats the point of playing?
you can still work with a disease.

Nice one Pathing!
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome)(1.2a)
Post by: Ded1 on December 27, 2014, 02:52:47 PM
So i was wondering if its possible to make oceans available for colonization or not?  If you allowed it would the terrain generate? or would it bug out?
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome)(1.2a)
Post by: iame6162013 on December 27, 2014, 05:49:12 PM
Quote from: Ded1 on December 27, 2014, 02:52:47 PM
So i was wondering if its possible to make oceans available for colonization or not?  If you allowed it would the terrain generate? or would it bug out?
I would assume it would bug out, (the icesheet still had height maps,etc)
water does not, so Let's try that!
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome)(1.2a)
Post by: Ded1 on December 27, 2014, 08:28:00 PM
Who knows could make some really interesting maps.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome)(1.2a)
Post by: iame6162013 on December 28, 2014, 06:45:37 AM
Quote from: Ded1 on December 27, 2014, 08:28:00 PM
Who knows could make some really interesting maps.
Yes, it could.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome)(1.2a)
Post by: Ded1 on December 28, 2014, 09:22:17 AM
Let me know if you do it and it "works"
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome)(1.2a)
Post by: iame6162013 on December 28, 2014, 10:42:19 AM
Quote from: Ded1 on December 28, 2014, 09:22:17 AM
Let me know if you do it and it "works"
Wait it does? really, I should test that out, but for real this time  :o
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome)(1.2a)
Post by: Ded1 on December 28, 2014, 11:48:24 AM
I have no clue, but i also have no clue how to enable a biome either.  I figured if it was gonna get tested you would know how and set it up.  Kinda why i brought it up here instead of the mod suggestions lol.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome)(1.2a)
Post by: iame6162013 on December 28, 2014, 12:39:48 PM
Wha.... it works? It works!
ok, now let's change all the ice with water and push an update :p
(Oh this is going to create bugs!)
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome)(1.2a)
Post by: Igabod on December 28, 2014, 12:41:52 PM
how are you going to build anything on an ocean map?
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome)(1.2a)
Post by: iame6162013 on December 28, 2014, 12:49:29 PM
Quote from: Igabod on December 28, 2014, 12:41:52 PM
how are you going to build anything on an ocean map?
there are beaches(default map gen)
(http://i.imgur.com/hIsPuuQ.png)
I'm sorry for the bad(HORRIBLE) quality

WaterWorld added (it comes with IceSheet by default.)
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: hyprformnce on December 28, 2014, 01:02:52 PM
This changes everything!
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Ded1 on December 28, 2014, 01:04:42 PM
I cant belive how well it works.  Apparently he created a gen for oceans too i guess.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: HBKRKO619 on December 28, 2014, 01:05:22 PM
This is incredibly and absolutly great, thank you :)
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: john pretzel on December 28, 2014, 01:51:36 PM
Wasn't there a mod for fishing somewhere in this forum section? It would be a good addon for this biodome.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Rikiki on December 28, 2014, 04:17:07 PM
Yep, Fishing Pier is still WIP to update it for A8.
Will soon be ready... :)
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: ItchyFlea on December 28, 2014, 04:49:48 PM
You can't have a new biome without Sharks now can you?

I've updated the Wolfsies Incident code to cause Space Sharks (They can walk on land) to sometimes spawn in the Ocean biome. I've also added something big and scary to rarely occur in the ocean biome. If it does occur, try to stay away from it, as it'll tear a colonist to pieces in one hit.

How to use: Activate this after activating IceSheet.
Download: Here (https://ludeon.com/forums/index.php?action=dlattach;topic=7882.0;attach=5597)

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Ded1 on December 28, 2014, 05:08:41 PM
so any hint as to what it is thats so terrifying?
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: harpo99999 on December 28, 2014, 05:31:05 PM
Quote from: Ded1 on December 28, 2014, 05:08:41 PM
so any hint as to what it is thats so terrifying?
jaws just came knocking on your door, and ate it
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Pathing on December 29, 2014, 02:05:30 AM
*cough base color *cough  ;D
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Igabod on December 29, 2014, 02:14:58 AM
Ok that looks pretty neat. And also very challenging, especially if you go with the smallest map size. It would be neat to see the raiders show up in boats now, especially if you combined this with the Norbals faction. This demands a whole new playing style too.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Pathing on December 29, 2014, 02:27:57 AM
Great job on the work
I changed .... watershallow from -999 to 999 lol and I got this (randomly drop where it can)
\(http://s23.postimg.org/dwkshkccb/island.jpg)
Now, it is time to conquer more land  8)
Quote from: Igabod on December 28, 2014, 12:41:52 PM
how are you going to build anything on an ocean map?
Best question ever  :P
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: iame6162013 on December 29, 2014, 03:40:41 AM
omg, look at all these posts <3
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Berengar on December 29, 2014, 04:16:14 AM
Im modifiere the mod a bit, to make its posible to build on the water.
At the moment im working on an growing Kamino City in the middle of the ocean.. creating the bionic fullmetal Rebel of doom. <B
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: iame6162013 on December 29, 2014, 09:26:29 AM
Quote from: Berengar on December 29, 2014, 04:16:14 AM
Im modifiere the mod a bit, to make its posible to build on the water.
At the moment im working on an growing Kamino City in the middle of the ocean.. creating the bionic fullmetal Rebel of doom. <B
Ohh sounds nice!
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: securitycop on December 29, 2014, 09:48:46 AM
any pic to the water world mod??
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Pathing on December 29, 2014, 11:49:00 AM
(http://s12.postimg.org/jw679809p/ssocean.jpg)
The fog is dense today. As usual, Toon skips works and sleep in our hovel leaving I tries my best doing all plant works while Barrera patrolling around our little island making sure everything is safe.
At least, we have a communications console. I hope someone will help us.
- London

... now we need a seagull :)
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: SabakuOokami on December 29, 2014, 11:57:52 AM
This is where boats would be great... living in a water world would be really, really short-lived otherwise.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: mrofa on December 29, 2014, 02:29:47 PM
and submarine turrets :D
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: iame6162013 on December 29, 2014, 04:56:57 PM
Quote from: SabakuOokami on December 29, 2014, 11:57:52 AM
This is where boats would be great... living in a water world would be really, really short-lived otherwise.
Actually, the raiders are so slow in water (at least where i landed) i could survive till i starved!
On my to list make research fertilizer pump or hydroponics earlier. :P

Quote from: mrofa on December 29, 2014, 02:29:47 PM
and submarine turrets :D
Is that even Plausible? :P
Dangit, now I've got to try(and fail)
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Vaperius on December 29, 2014, 05:03:57 PM
Maybe rename mod to more biomes or something...rename Water world to "Swamp/Marsh"

Just a lot of  thoughts
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Rikiki on December 29, 2014, 05:59:37 PM
Quote from: mrofa on December 29, 2014, 02:29:47 PM
and submarine turrets :D
Quote
Is that even Plausible? :P
Dangit, now I've got to try(and fail)

In Total Anihilation, you have floating turrets (on buoys) and torpedo turrets against submarines... ::)
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: iame6162013 on December 30, 2014, 04:19:49 AM
Quote from: Rikiki on December 29, 2014, 05:59:37 PM
Quote from: mrofa on December 29, 2014, 02:29:47 PM
and submarine turrets :D
Quote
Is that even Plausible? :P
Dangit, now I've got to try(and fail)

In Total Anihilation, you have floating turrets (on buoys) and torpedo turrets against submarines... ::)
ohhhh, must try again.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: BajtMe on December 31, 2014, 10:03:00 AM
I was wondering how you guys handle the problem of getting wood (ha ha, very funny) when playing the ice sheet biome? As far as i can tell none of the traders sell it. Is that something i can change myself, and if so, how do i do it? Love the mod, hate the wolves (in a good way).
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Ded1 on December 31, 2014, 10:06:59 AM
You will need the fertilizer pump and a section that is sealed off and warm.  Otherwise your screwed on wood.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: iame6162013 on December 31, 2014, 10:55:19 AM
Quote from: BajtMe on December 31, 2014, 10:03:00 AM
I was wondering how you guys handle the problem of getting wood (ha ha, very funny) when playing the ice sheet biome? As far as i can tell none of the traders sell it. Is that something i can change myself, and if so, how do i do it? Love the mod, hate the wolves (in a good way).
I think you also get some wood in the beginning of the game.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Ded1 on December 31, 2014, 11:01:58 AM
Pretty sure he meant getting more wood, not just the stuff you start with.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Igabod on December 31, 2014, 11:06:15 AM
Get more wood by creating an indoor grow area. Find some suitable soil and wall it off, put a heater in there and a sun lamp. Create a growing zone and grow your favorite tree in there. Or if you are doing a mountain base just use fertilizer pumps to convert some stone floor into soil and just grow your trees in a growing zone as previously mentioned. It's no different from growing food crops except that it takes a lot longer. However if you use my Xtra Plants mod, there is a bamboo plant which grows way faster than trees and provides a small amount of wood. And my latest release no longer conflicts with this mod when you load this mod before it so they are completely compatible.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: BajtMe on December 31, 2014, 11:55:12 AM
Thank you. Perhaps if i just make it through this first winter without solar flares so i can go outside and actually build something, my colonists may not have to die a cold icy death after all.  :)
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Ded1 on December 31, 2014, 01:10:43 PM
yeah i found out you survive a little easier through solar flares if you keep the temp at 90F or 32C.  your colonists will take it just fine and you tend to not freeze as bad in a flare.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Igabod on December 31, 2014, 01:19:16 PM
Quote from: BajtMe on December 31, 2014, 11:55:12 AM
Thank you. Perhaps if i just make it through this first winter without solar flares so i can go outside and actually build something, my colonists may not have to die a cold icy death after all.  :)

Surviving the cold is actually not that difficult. The first raiders usually have a parka on and depending on your difficulty level you can usually equip all 3 starting colonists with parkas rather quickly. Very low difficulty settings of course will be more difficult because of this (ironically) because they only send 1 raider for the first raid usually. Very Challenging difficulty sends at least 3 on all of my games so far for the first raid.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Ded1 on December 31, 2014, 01:39:07 PM
However even with parkas when the temp outside reaches -120f or lower it is lethal within a min even with parkas.  So around half the year you end up sealed inside your base.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: iame6162013 on December 31, 2014, 01:55:43 PM
Quote from: Ded1 on December 31, 2014, 01:39:07 PM
However even with parkas when the temp outside reaches -120f or lower it is lethal within a min even with parkas.  So around half the year you end up sealed inside your base.
you can go out for a few seconds though :p
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: hyprformnce on December 31, 2014, 02:03:51 PM
one thing you can do is line the outer rim of your building with one block-wide wall of empty space and stone. that way, the cold has to penetrate through another layer before reaching the rooms where your colonists are during solar flares.

the downsides include extra building material, extra space used, and an extra door colonists have to go through in order to reach the outside
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: iame6162013 on December 31, 2014, 02:31:05 PM
Quote from: hyprformnce on December 31, 2014, 02:03:51 PM
one thing you can do is line the outer rim of your building with one block-wide wall of empty space and stone. that way, the cold has to penetrate through another layer before reaching the rooms where your colonists are during solar flares.

the downsides include extra building material, extra space used, and an extra door colonists have to go through in order to reach the outside
But doesn't heat only go through doors?
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: john pretzel on December 31, 2014, 02:35:20 PM
Double wall it's a good principle. Like a real construction.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Igabod on December 31, 2014, 02:44:18 PM
Heat only goes through doors, so all you really need is an airlock system. build an extra entry hall into your base with a gap large enough to hold one turret on each side of the door.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: iame6162013 on December 31, 2014, 02:50:10 PM
But for those who want extra realism, we can believe it does!
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: InfiniteRemnant on January 02, 2015, 02:53:27 PM
The double wall also presents a tactical advantage: an errant grenade punching a hole in your outer wall won't doom everyone to an icy demise.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: iame6162013 on January 02, 2015, 03:58:32 PM
Quote from: InfiniteRemnant on January 02, 2015, 02:53:27 PM
The double wall also presents a tactical advantage: an errant grenade punching a hole in your outer wall won't doom everyone to an icy demise.
you got a point there, cause in winter if your wall gets breached, It can happan that you must say goodbye to the colonists(I speak from experience :D)
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Hargut on January 11, 2015, 01:27:11 PM
It was a awesome, different playstyle.

But even when the begin was really hard, it was really after a few hours, when the base it set up.

All my enemies, exept like 3-4 are diening (i play on hardcore) on the way to my base.
Just the neribals (or what ever this mod was called :D) survive it 80%.
I play on a map where it hits 100C- and in summer -60.
In summer more people arrive, in winter NOTHING arrives me, no traders, no people visiting, no enemys, even the mechas are dieing >D
The worst moment was, when a KI was landing in the middle of Winter.
It was horrible. I thought iam going to die, but i send one guy out there, shoot the KI, mechas coming out, freez to death, and nxt day i went there and shoot it down >D, even when some of my peps lost a finger or a toe due to the winter, but ye, happens >D
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: john pretzel on January 11, 2015, 01:54:17 PM
What's the mechs negative tolerance limit? I have never seen them getting hypothermia  :o
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Hargut on January 11, 2015, 02:04:45 PM
-75 C

and it take long till they freez, but on above 100C, ye well, mb 5 minutes.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: iame6162013 on January 12, 2015, 12:08:59 PM
Quote from: john pretzel on January 11, 2015, 01:54:17 PM
What's the mechs negative tolerance limit? I have never seen them getting hypothermia  :o
I think it was ~80

Quote from: Hargut on January 11, 2015, 01:27:11 PM
It was a awesome, different playstyle.

But even when the begin was really hard, it was really after a few hours, when the base it set up.

All my enemies, exept like 3-4 are diening (i play on hardcore) on the way to my base.
Just the neribals (or what ever this mod was called :D) survive it 80%.
I play on a map where it hits 100C- and in summer -60.
In summer more people arrive, in winter NOTHING arrives me, no traders, no people visiting, no enemys, even the mechas are dieing >D
The worst moment was, when a KI was landing in the middle of Winter.
It was horrible. I thought iam going to die, but i send one guy out there, shoot the KI, mechas coming out, freez to death, and nxt day i went there and shoot it down >D, even when some of my peps lost a finger or a toe due to the winter, but ye, happens >D
Oh god, those pore colonists!
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: RemingtonRyder on January 16, 2015, 04:02:18 PM
I built an under-mountain tree farm. Even if a solar flare hits, I have wood to start campfires.

Of course I probably won't be able to do that when Fertilizer Pumps get fixed. Beats me how else you're supposed to get wood though - or at least something low-tech which will burn.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Ember on January 30, 2015, 09:15:07 PM
so after many restarts and fails to hunger, damn you randy hitting me with blight or flares when my crops are at 99% growth
but one of my better games i managed to last a year, and then winter came around and it got too cold inside my base for crops to grow. its surprisingly fun trying to survive in the ice sheet
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: MrWashingToad on February 03, 2015, 03:43:10 PM
World seed: u5zi  top left map in temperature readout - one of the middle squares in that icesheet is a -142F Jan temp, -25F July temp, -83F avg temp spot.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Octocaesar on February 04, 2015, 01:30:21 AM
I'm not sure if it was a bug or ice sheets aren't just suitable for a mine. I constructed and deconstructed a mine in my game earlier but my colonists won't use it. I tried playing on a different map just to see if I missed anything but the mine worked well in there with all the mods intact as I played the previous ice sheet map. I wonder what could have happened?
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: RemingtonRyder on February 04, 2015, 05:41:44 AM
Quote from: Tasher on February 03, 2015, 03:43:10 PM
World seed: u5zi  top left map in temperature readout - one of the middle squares in that icesheet is a -142F Jan temp, -25F July temp, -83F avg temp spot.

That's about as cold as my current playthrough. Temps can plummet is low as -166F. Colonist popsicles if you're not careful!
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: iame6162013 on February 04, 2015, 01:07:21 PM
Quote from: MarvinKosh on February 04, 2015, 05:41:44 AM
Quote from: Tasher on February 03, 2015, 03:43:10 PM
World seed: u5zi  top left map in temperature readout - one of the middle squares in that icesheet is a -142F Jan temp, -25F July temp, -83F avg temp spot.

That's about as cold as my current playthrough. Temps can plummet is low as -166F. Colonist popsicles if you're not careful!
I know It's awesome!

Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Hayhorse on February 04, 2015, 06:12:50 PM
Is it possible to make a special Mountain type that is just a path straight to the center of it? Essentially a giant hill covering the entire map (with a little space around the edges for seigers and enemy spawning) and a straight path to the center of it all with things naturally forming around it?
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: iame6162013 on February 05, 2015, 01:32:07 PM
Quote from: Hayhorse on February 04, 2015, 06:12:50 PM
Is it possible to make a special Mountain type that is just a path straight to the center of it? Essentially a giant hill covering the entire map (with a little space around the edges for seigers and enemy spawning) and a straight path to the center of it all with things naturally forming around it?
(I my self have not gone into .dll moding) but there are no map gen hooks in .xml files so I'm not going to do so.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Crusender on February 08, 2015, 07:56:50 PM
Seed : jf1b
Size :  200x150
at top near middle there is a spot at -100.5 celcius or -149 F
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Wastelander on February 09, 2015, 07:14:44 PM
I've been using this mod for a long time and it's awesome... thanks!
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: iame6162013 on February 20, 2015, 05:06:29 AM
Quote from: Wastelander on February 09, 2015, 07:14:44 PM
I've been using this mod for a long time and it's awesome... thanks!
no problem!
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: popster99 on February 20, 2015, 08:58:37 AM
alpha 9?
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: electrichobo on February 20, 2015, 11:17:02 AM
Quote from: popster99 on February 20, 2015, 08:58:37 AM
alpha 9?

I don't seem to have any drawbacks running the current mod version in A9. I'm waiting for a couple essentials to be updated so i haven't tested thoroughly, but starting an ice sheet game works fine.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: iame6162013 on February 20, 2015, 11:23:14 AM
Quote from: electrichobo on February 20, 2015, 11:17:02 AM
Quote from: popster99 on February 20, 2015, 08:58:37 AM
alpha 9?

I don't seem to have any drawbacks running the current mod version in A9. I'm waiting for a couple essentials to be updated so i haven't tested thoroughly, but starting an ice sheet game works fine.
I will try to have an alpha 9 version out soon, but it sounds to work fine
Title: Re: [MOD](ALPHA 8) IceSheet (1.1a)
Post by: KillerCubePlays on February 25, 2015, 09:38:32 AM
Quote from: xort on December 12, 2014, 06:31:02 PM

That hard part isn't the cold, it's the lack of fertile ground before hydroponics.
Can't grow on ice, so you are stuck looking for gravel, box it in and heat it up.

The lack of animals also puts a cap on the meal quality.

When winter comes, in September and the temp drops to -70C you more or less have to lock the front door and work on your mines still June.

When the power goes due to solar flares you normal lose all your crops. Keeping the temp just below the too hot temp almost keeps your stuff alive.

Do you have any idea how many heaters and power it will take to even reach the edge of the too cold with t-shirts? (not parka)
(yes, i do realize that when u go into caves, there is no way to cool in hot enviroments, but still... who needs coolers in ice-sheets?)
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Ruin on February 25, 2015, 11:16:14 AM
My Wolfsies event is broken on A9.  Anyone else experiencing this with the current version of the mod?  Or, did I mix in a mod that disagrees with it? :)
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: popster99 on February 27, 2015, 11:33:09 AM
this isn't updated for alpha 9
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Fox on March 04, 2015, 09:32:53 PM
update please>((
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Mathenaut on March 12, 2015, 12:55:40 AM
This desperately needs to be updated.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Fox on March 12, 2015, 02:14:29 AM
its work for A9..
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: RemingtonRyder on March 12, 2015, 03:52:41 AM
There are a couple of minor little adjustments that you can do so that the mod works better in A9.

First of all, edit Biomes.xml in the BiomeDefs folder:

You'll want to make sure that the Diseases section reads like this:

    <diseases>
      <li>
        <diseaseInc>Flu</diseaseInc>
        <mtbDays>140</mtbDays>
      </li>
    </diseases>


Also, navigate to the IncidentDefs folder. Disable the WolfsiesIncident by moving or deleting the file out of there.

That should be it.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: SpaceDrunk on March 12, 2015, 10:56:23 AM
The mod works fine in Alpha 9 as far as I can tell, but is it even viable anymore? Since the fertilizer pump was removed, how can you possibly get the wood you need (beyond what you start with) for a lot of important workbenches?
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Hayhorse on March 12, 2015, 11:22:59 AM
Quote from: SpaceDrunk on March 12, 2015, 10:56:23 AM
The mod works fine in Alpha 9 as far as I can tell, but is it even viable anymore? Since the fertilizer pump was removed, how can you possibly get the wood you need (beyond what you start with) for a lot of important workbenches?

How are we even sup-post to get wood in A10 if alpha beavers ate all the trees in every planet in the universe? Traders? NOPE they would have none too! I know traders can actually trade wood in A10 because of the no more planting trees thing.) I.E. Tynan make it so trees can still be sow-able in alpha 10 and we cant lose because our workbench's and wood were destroyed by mortars then alpha beavers ate all things wood so we all starved during winter without food.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Hayhorse on March 12, 2015, 11:24:28 AM
BTW there's also a mod now that lets us make rich soil or "tiled soil" halving the growth time of anything on it.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: RemingtonRyder on March 12, 2015, 11:56:28 AM
Quote from: SpaceDrunk on March 12, 2015, 10:56:23 AM
The mod works fine in Alpha 9 as far as I can tell, but is it even viable anymore? Since the fertilizer pump was removed, how can you possibly get the wood you need (beyond what you start with) for a lot of important workbenches?

Er, well, you don't, basically.

I designed the Winter Is Here mod around there being a lack of wood available on the ice sheet. Most of the workbenches (except for Brewing, alas) can be bought in kit version from a trader and unpacked. Or, you can use Prepare Carefully to start off with some of them.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: iame6162013 on March 12, 2015, 12:11:51 PM
Guys I'm sorry for the lack of updates :(
I even had someone give me some art that I never putted in (by mrofa) I'm sorry for this.

It's just I can't work on it anymore at all!(personal/private reasons)
Occasionally I still have time to play rimworld, but I won't give an eta for when or if this mod will ever be updated again.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Mathenaut on March 12, 2015, 12:52:28 PM
This will be less of an issue toward A10 as the benches will start working with the stuffs system and not require wood.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Kaballah on March 13, 2015, 01:38:41 AM
Quote from: MarvinKosh on March 12, 2015, 11:56:28 AM

Er, well, you don't, basically.

I designed the Winter Is Here mod around there being a lack of wood available on the ice sheet. Most of the workbenches (except for Brewing, alas) can be bought in kit version from a trader and unpacked. Or, you can use Prepare Carefully to start off with some of them.

There is also no reason you can't trade for wood.  I'm totally OK with not having access to every damn thing on every map!  :)
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: UMK on March 13, 2015, 01:43:54 AM
You can install Gardening and place your own soil.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Rhadamant on April 09, 2015, 12:23:51 AM
Modding the Biome file and stripping out Wolfs worked for me. 7p7h generates a brutal ice sheet.
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: Ihatetheinternet on April 20, 2015, 01:37:48 PM
Please fix for a10
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: ascdren on April 25, 2015, 01:11:49 PM
Quote from: Ihatetheinternet on April 20, 2015, 01:37:48 PM
Please fix for a10

don't worry the mod is being incorporated into the base game for A11 so you can play it in a couple months
Title: Re: [MOD] (Alpha 8) IceSheet (Ice Biome, Now with water world!)(1.2a)
Post by: RemingtonRyder on April 25, 2015, 02:19:08 PM
You can also try the Hot and Cold Biomes (https://ludeon.com/forums/index.php?topic=11249.0) mod - it makes the ice sheet biome landable.

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