[Outdated] Marvin's Hot and Cold Pack IV

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

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RemingtonRyder

So there's a couple of extra wrinkles I'm planning to add to Harsher Map Conditions - specifically, the Solar Apocalypse event which, as I said above, should never happen during normal gameplay, but which you can still trigger if you want that extra motivation to build a spaceship.

Basically as it stands, it does affect animal density, but not plant density. It should affect both, and that should be faster than the rate of temperature increase.

The reason why I say that is that the temperature increases a lot. Plants are going to wilt, animals are going to migrate somewhere cooler. That's going to happen within the first few years. Otherwise, animals spawn in and start dying of heatstroke immediately.

Edit: Looks like I'll have to do that today. Because there's a hotfix I need to do for Solar Apocalypse.

RemingtonRyder

Harsher Map Conditions v1.0.2 is up. Fixed cooking your bacon way too early. ;)

Changelog:
  • Solar Apocalypse uses a different function to calculate its effects - MarvsApocalypseCurve.
  • The apocalypse curve is used to affect animal density.
  • Colonists can now enjoy being outside during the solar apocalypse map condition if the adjusted temperature is less than 32C. Note: adjusted temperature may not be the same as outdoor temperature. Whoops, they already check for temperature. Welp, that's one less thing to worry about.

RemingtonRyder

Hot and Cold Biomes v1.0.9 is up.

Changelog:
  • Dusty Soil can now be found in Desert biomes.
  • Marginal Soil can sometimes be found around ice in Tundra biome instead of as a nice patch on its own.
  • Boreal Forest is not overridden by this mod any more - better compatibility with other mods.
  • Animal leather and wool insulation is rebalanced.
  • Muffalos can now endure temperatures as low as -60C (was -45C). As with previous versions, they do not appear in temperate forest or arid shrubland any more.
  • Animals which spawn as herds have smaller herds.

RemingtonRyder

Harsher Map Conditions v1.0.3 is up:

Changelog:
  • Cold Snaps and Heat Waves no longer occur during Solar Apocalypse.
  • Flash Storms can now occur more frequently when the temperature exceeds 45C.

RemingtonRyder

I've been testing Hot and Cold Minification. Here's a list of the changes so far, most of them quite minor:

  • Portable workbenches are no longer made at the smithing table. They can be designated from the new Portable category in the Architext and are built like any other building, with the exception that you can now uninstall them to re-install them elsewhere.
  • There's a basic and upgraded version of the smithing bench. The basic version requires no power, and uses less resources, but only allows you to craft the short bow, the great bow, and the pila. The upgraded version is like the vanilla smithing bench but portable. You need to uninstall the basic smithing bench to make the upgraded version.
  • The small lamp and small sunlamp are now portable (like the vanilla lamps).
  • Needlegun - weak automatic ranged weapon with good refire rate but limited range. Craft at (upgraded) smithing table.

RemingtonRyder

I've released Hot and Cold Pack III. As always, there may be some minor bugs and stuff, but I've tested it as much as I can.

I've made a few little changes to the license in the top post, and included a copy of the license in the download.

RemingtonRyder

One of the things that I've neglected for a few versions is the fact that when Minification turrets are destroyed, they do not drop resources or they don't drop the right amount. For comparison, vanilla turrets drop half of the resources used to make them.

So I've added some wreckage (this was in the mod originally) which drops when the turret blows up. The wreckage can be salvaged and turned into an operational turret again at the smithing bench. Effectively, this forces a downgrade with the loss of some of the resources you would usually get back if you downgraded a specialised turret at the smithing bench under ideal conditions.

I've also limited the turret explosion radius to 1.45 making it less useful to build the turrets just to make them explode. I could probably go further than that, but we'll see how it goes.

I'm going to test it for a little while and wait before releasing, of course.

RemingtonRyder

A big change that I've made in my test version is that Minification turrets no longer explode using the default frag grenade style of damage, but instead zap anyone in the immediate vicinity (still range 1.45). The damage is not as severe, but it also changes to electrical damage, which may bypass armour more readily.

RemingtonRyder

Known bug in Minification. if you deconstruct an upgraded smithing bench, you will get a bug. So don't do that. :/

Hot and Cold Minification v1.5.3 is now up. It removes the ability to deconstruct the upgraded smithing bench and the minified turrets. It also adds the custom explosion that I've added, which does electrical damage rather than 'bomb' damage when minified turrets blow up. Finally, the minified turrets drop resources when they are defeated, including a turret wreck. Turret wrecks can be salvaged at the smithing bench and made useful again.

I updated the modpack with v1.5.3 of Minification. So if you already have H&C III and want to update to H&C IIIa, you only need to update Minification.

RemingtonRyder

Hotfix for Harsher Map Conditions.

v1.0.4 fixes Volcanic Winter happening while Cold Snap is still active. That shouldn't be happening.

Also updated the main pack to IIIb. If you want to update, you only need the fix mentioned above.

RemingtonRyder

Added Raid Sanity tonight. Raiders and friendlies will stay away if it's too hot or too cold. Needs gameplay evaluation! So I will not add it to the modpack straight away.

Latta


RemingtonRyder

It varies depending on the particular type of event.

Raids (enemy) and chased refugee: only appear between -45C and 45C.

Raids (friendly): only appear between -48C and 42C.

Visitors: only appear between -35C and 35C.

Travellers: only appear between -30C and 25C.

Like I said, it needs a bit of gameplay evaluation, but hopefully it will reduce the number of suicide spawn-ins. :)

Also, source:

using System;
using System.Collections.Generic;
using UnityEngine;
using Verse;
using RimWorld;

namespace RaidSanity
{
public class IncidentWorker_RaidEnemy_Sanity : IncidentWorker_RaidEnemy
{
protected override bool StorytellerCanUseNowSub()
{
return base.StorytellerCanUseNowSub()  &&  GenTemperature.OutdoorTemp < 45.0  &&  GenTemperature.OutdoorTemp > -45.0 ;
}
}

public class IncidentWorker_RefugeeChased_Sanity : IncidentWorker_RefugeeChased
{
protected override bool StorytellerCanUseNowSub()
{
return base.StorytellerCanUseNowSub()  &&  GenTemperature.OutdoorTemp < 45.0  &&  GenTemperature.OutdoorTemp > -45.0 ;
}
}

public class IncidentWorker_VisitorGroup_Sanity : IncidentWorker_VisitorGroup
{
protected override bool StorytellerCanUseNowSub()
{
return base.StorytellerCanUseNowSub()  &&  GenTemperature.OutdoorTemp < 35.0  &&  GenTemperature.OutdoorTemp > -35.0 ;
}
}

public class IncidentWorker_RaidFriendly_Sanity : IncidentWorker_RaidFriendly
{
protected override bool StorytellerCanUseNowSub()
{
return base.StorytellerCanUseNowSub()  &&  GenTemperature.OutdoorTemp < 42.0  &&  GenTemperature.OutdoorTemp > -48.0 ;
}
}

public class IncidentWorker_TravelerGroup_Sanity : IncidentWorker_TravelerGroup
{
protected override bool StorytellerCanUseNowSub()
{
return base.StorytellerCanUseNowSub()  &&  GenTemperature.OutdoorTemp < 25.0  &&  GenTemperature.OutdoorTemp > -30.0 ;
}
}

}


You can deduce from this that it wouldn't be too much of a stretch to set raids from custom factions to spawn in certain conditions.

Purble1234

Let's say you did survive solar apocalypse, how long would it last?

RemingtonRyder

It would take 83 years and 4 months for it to completely pass.