[Outdated] Marvin's Hot and Cold Pack IV

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

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RemingtonRyder


RemingtonRyder

I made a small change in the IIb pack, seems like I forgot to add RationPack aka Space Meals. Download link is the same.

Also, I forgot to mention in the description for Hot and Cold Biomes that it includes No Gravel Fertility. Fixed that.

Mrshilka

Marvin I toast your insanity!

Negative 183c!
So cold in our world Oxygen itself turns liquid.
Those Wargs died in under 20 seconds of spawning. Playing with Ninefingers Ultimate mod pack using the very best armour and parkas I can make I still can only achieve protection from negative 175c.
Fantastic mod thanks so much.

RemingtonRyder

I was wondering how long it would take for those two to coincide! I'm playing through a volcanic winter of my own so it may well happen.

And, you're welcome. :)

RemingtonRyder

So, before I forget, there's a few things I'm planning to add.

I thought to myself, it's a bit odd that these guys can improvise a turret using a smithing table, but not some kind of a ranged weapon for themselves. So I think I'll add a couple of weapons.

Also, they can make armour plates for the turrets, so why not an armoured vest?

Finally, yes, I noticed that with the distinct lack of hides on cold maps it's a bit difficult to put together enough to make warm clothing. So I think perhaps I'll add a new harvestable plant which can be used to make clothes on its own, or woven in with devilstrand to make a new fabric.

Not sure when all these features will materialise, but if you're impatient to see these feel free to give me a poke. :)

skyarkhangel

#290
I love your such hard cold biomes. Please, develop ideas in this field too. There is the possibility to add new incidents? Like... frostbite strike (more hard cold snap..), Meteor strike (with very strong heatstroke and then hard  volcanic winter effect..) etc..

RemingtonRyder

There is sort of a limitation with adding new hot or cold incidents, actually. They are not mutually exclusive - so if there are three cold events it is possible to have all three gang up on you at once and make even hydrogen turn liquid. o.O

Minor update to IIb today, just a little change to Phoebe to set her apart from Cassandra in this modpack. If you don't want to download the whole pack again and you know where to put the file, patch file is attached. :)



[attachment deleted due to age]

skyarkhangel

#292
Quote from: MarvinKosh on August 07, 2015, 10:19:19 AM

Also, when i added Harsher Map Conditions with Hot&Cold biomes to modpack, Players says that there problem with pawns. Animals can't live with this weather.. So if we change the weather, change animals too.. otherwise, the meaning "animals" are lost.. they became - Dead animals and dead raids :)


Some good ideas and exact opinion by zenfur:
Quote from: zenfur on August 07, 2015, 11:46:05 AM
I pretty much don't like this change. These weathers are so extreme. 80 C in a normal coastal forest? No problem. Why the fuck is anything rotting, while no normal rotting organisms can survive in this temperature? This fucking furnance killls everything on the map. It should cook every body on the map and turn it into roasted meat, not make it rot. Also during this event raiders come on a suicidal mission to destroy few wooden fences and die. It's not hardcore, it's riddiculous and unfun, especially when you get struck with it in early game.

In my opinion if you want to keep these extremes, make additional events: extreme heatwave and extreme coldsnap and make them 3x more rare, and keep originals as they were.

Also with such extremes in game it would be nice to be able to research some weather forecaster device which could warn you about incoming extreme weather event.

RemingtonRyder

It says quite clearly in the mod description how harsh the events are. If you enable the mod, you have to make yourself ready for the potential consequences.

It's not supposed to be balanced! It can kill raids and animals. Obviously. This is not 'oh I'll just throw on an extra layer and venture out into the biting cold' vanilla. It is intended to create extreme circumstances for your story.

In addition, the events are adjusted specifically to not fire during the initial months of the game. Again, if someone decides 'ha, I'm just going to turtle and not get ready' during that grace period then they will be in for a shock.

Harsher Map Conditions works well with Harsher Biomes because there is less plant and animal density to begin with, which means fewer corpses to scavenge. It also works well with Less Incident Trolling, which reduces the frequency of raids sent by Cassandra and Phoebe.

When mods get picked out of the modpack to go into other modpacks, I can't predict what is going to happen. *shrug*

Mrshilka

Keep it hardcore mate I love it, you're not playing Rimworld unless you are using 30 thousand power to keep your base at 21c;)

RemingtonRyder

I actually don't keep much of my base at 21C, just the growing areas really. The colonists are wearing parkas and so on - they can tolerate a bedroom which is about -30C.

RemingtonRyder

Been working on some new code for Harsher Map Conditions.

Rather than imposing a fairly level amount of temperature offset during a cold snap or heat wave, I've opted to have it increase or decrease depending on (in the case of cold snap) how much time is left or (in the case of heat wave) how much time has passed.

What this means is, depending on your XML settings, cold snap will start out very cold and gradually get warmer, while heat wave will gradually get very warm and then cool down. The maximum temperature change you can expect to see will depend on how long the map condition is supposed to last.

This means that in XML, you can in theory have different temperature offset incidents using the same incident worker code, just with different durations, and those durations will then have a direct effect on the incident's severity.

Of course, this is all great but I need to test it out and see if it actually works. :)

RemingtonRyder

Okay then. All tested. Here's A12 Harsher Map Conditions for your enjoyment.

Change log:

  • Cold Snap and Heat Wave incidents now come in two varieties, regular and extreme. The difference between the two is only min and max durations, with the extreme incidents being less likely. However...
  • Cold Snap and Volcanic Winter will start with a plunge in temperature. This can lead to fatal hypothermia if your colonists are not prepared. Then things will ease off over the duration.
  • Heat Waves will initially increase temperature quite slowly but then the temperature will rise over time until reaching a peak and then easing off again.
  • Like vanilla Rimworld, you cannot have a Heat Wave and a Volcanic Winter together. But you can also (mod) not have a Cold Snap and Volcanic Winter together.
  • Heat Waves will not start if the seasonal temperature is over 32C.
  • Cold Snaps will not start if the seasonal temperature is below -75C.
  • Regular Cold Snaps and Heat Waves will not re-fire until 8 months have passed.
  • Extreme Cold Snaps and Heat Waves will not re-fire until 16 months have passed.
  • Volcanic Winter has a maximum 'coldness' of -30C (reduced from -60C). It can still last 25 days to 20 months (longer than vanilla).
  • Some math added in MarvsMapConditionUtility to calculate rates of increase/decrease.
  • Added Solar Apocalypse. This incident is set to a chance of 0 and should never occur during regular gameplay. If it is fired - from the debug menu or by modding the chance and/or day before allowed - it will increase the surface temperature of the planet gradually over many years. As noted in the letter text, in about ten years the temperature will rise to uninhabitable levels (+120C) so you essentially have to build a ship and leave before that happens.

skyarkhangel

Quote from: MarvinKosh on August 26, 2015, 01:18:09 AM
Okay then. All tested. Here's A12 Harsher Map Conditions for your enjoyment.

Change log:

  • Cold Snap and Heat Wave incidents now come in two varieties, regular and extreme. The difference between the two is only min and max durations, with the extreme incidents being less likely. However...
  • Cold Snap and Volcanic Winter will start with a plunge in temperature. This can lead to fatal hypothermia if your colonists are not prepared. Then things will ease off over the duration.
  • Heat Waves will initially increase temperature quite slowly but then the temperature will rise over time until reaching a peak and then easing off again.
  • Like vanilla Rimworld, you cannot have a Heat Wave and a Volcanic Winter together. But you can also (mod) not have a Cold Snap and Volcanic Winter together.
  • Heat Waves will not start if the seasonal temperature is over 32C.
  • Cold Snaps will not start if the seasonal temperature is below -75C.
  • Regular Cold Snaps and Heat Waves will not re-fire until 8 months have passed.
  • Extreme Cold Snaps and Heat Waves will not re-fire until 16 months have passed.
  • Volcanic Winter has a maximum 'coldness' of -30C (reduced from -60C). It can still last 25 days to 20 months (longer than vanilla).
  • Some math added in MarvsMapConditionUtility to calculate rates of increase/decrease.
  • Added Solar Apocalypse. This incident is set to a chance of 0 and should never occur during regular gameplay. If it is fired - from the debug menu or by modding the chance and/or day before allowed - it will increase the surface temperature of the planet gradually over many years. As noted in the letter text, in about ten years the temperature will rise to uninhabitable levels (+120C) so you essentially have to build a ship and leave before that happens.

an almost perfect changes. It makes weather conditions more realistic  :P

RemingtonRyder

Updated Harsher Map Conditions to 12c. (link removed, buggy version)

Yes, it's not a Dropbox link, it seems to be down for me at the moment. :(