[Outdated] Marvin's Hot and Cold Pack IV

Started by RemingtonRyder, December 12, 2014, 12:10:53 PM

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RemingtonRyder

Here you go, v1.4.9 of Minification is up. It's just the macerator turret that was added.

I found this out today. Since the turrets can't fire back at longer-ranged opponents, they can be a bit of liability when Centipedes with inferno cannons show up. Something to keep in mind. :)

e: Noticed that it is possible to start with no marginal soil at all in the Tundra biome. Made a note of that in the 1.0.7 changelog for Hot and Cold Biomes. It may be worth bringing along a good miner and researcher (to dig out a cave and research Hydroponics).

RemingtonRyder

I've been playing a game in the harsh tundra. This time around I'm building a base/town with narrow streets and occasional courtyards. I haven't had a chance to build any turrets yet, but I've been able to deal with whatever Cassandra has thrown at me. :)

If you've got some insights to share, it would be greatly appreciated, 'cause obviously I can't play every biome at once!

Kaballah

If you're playing on a flat map, good luck because with your mod's changes that's about as hard a game as you can squeeze out of Rimworld.

RemingtonRyder

It's small hills. Still, didn't start with any wood at all, which was a bit of a mistake. Takes ages to grow trees on marginal soil.

RemingtonRyder

Uploaded v1.5.0 of Minification today. It adds the Crusher turret, which needs 30 Steel, 30 Plasteel and an improved turret to make.

The Crusher turret has different toughness stats to the Macerator turret - more hitpoints, but it trades its deflection against sharp for blunt. It resists damage from fire, arrows, bullets, explosives and blunt melee weapons. It has the same firepower and range as the improved turret.

RemingtonRyder

I had the opportunity to use the new minified hydroponics basins today. I found that 1x3 is a really good size to get a fair number of basins under a sun lamp and still leave room to move between. :)

RemingtonRyder

Hey there! I've been testing Hot and Cold Biomes today. Looks good, and I've managed to squeeze in a few new things.

Obviously, the ice sheet biome is in A11, so there's no need to enable it any more. I'm leaving it vanilla for now, since my ice sheet game is still in progress.

The volcanic winter, cold snap and heat wave can all have their minimum/maximum duration set in XML. So I've upped those quite a bit for the mod.

I was testing on Extreme difficulty and well, I noticed that it takes a lot of time to grow things on marginal soil. Excellent, I think that's as it should be. Gives you a definite incentive to get Hydroponics, anyway.

Kaballah


RemingtonRyder

Here's Hot and Cold Biomes v1.0.8. It may need some fine-tuning so I'll leave off on updating the top post for now. The main changes: no longer need to add ice sheet, events which alter temperature can last (much!) longer.

Kaballah


Kaballah

Trying to tweak your version of LongerSnapeWaveAsh.xml with this:

  <IncidentDef>
    <defName>ColdSnap</defName>
    <workerClass>IncidentWorker_ColdSnap</workerClass>
    <mapCondition>ColdSnap</mapCondition>
    <letterLabel>Ice Age</letterLabel>
    <letterText>Whether due to a nuclear war or changes in the planet's orbit or the anger of the muffalo god, the planet has sunken into a permanent ice age.  The Great White Cold walks abroad.</letterText>
    <letterType>BadNonUrgent</letterType>
    <chance>90</chance>
    <earliestDay>10</earliestDay>
    <minRefireDays>80</minRefireDays>
    <durationDays>
      <min>9999999998.0</min>
      <max>9999999999.0</max>
    </durationDays>
  </IncidentDef>


but the incident doesn't fire.  Is it because I renamed letterLabel or what?

Kaballah

Oh I see, your current mod does not change Ice Sheet at all eh.  OK!

e: That's not it, is it.  Shouldn't your modded incidents for cold snap etc. fire in all biomes that can have that type of incident?  Can ice sheet actually have the cold snap incident happen on it?

RemingtonRyder

Cold Snap can be fired in any biome but, from what I remember, the temperature needs to be below a certain mark before it will be fired by the storyteller. Heat Wave similarly needs a minimum start temp of 20C to be fired by the storyteller.


Kaballah

Is there some sort of floor that prevents Cold Snap from firing if it's too cold?  I don't see why it won't pop otherwise.  I set the chance to 99 and it still just doesn't fire.

e: hmm yes I think that's why, I'm looking at Execute Incident in dev mode and it says "Cold Snap [NO]"

e: I forced it anyway but it doesn't seem to actually make the temperature go down, it looks like it has some internal nanny rubbish.  If you can mod this out I think a lot of people would be interested.

RemingtonRyder

Yeah, tried to in A10.

You kind of need to keep the duration sensible because the temperature goes down at a rate governed by the duration. Thus, in the example above, it will go down and stay down for a looong time, but it will take years to get there.