RimWorld

RimWorld

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Climate Cycle Extended++
   
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Mod, 1.4, 1.5, 1.6
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138.300 KB
16 Nov, 2022 @ 11:48am
15 Jul @ 2:10pm
7 Change Notes ( view )

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Climate Cycle Extended++

Description
Adds a new game condition to change the climate in-game. Based on the Climate Cycle scenario condition available through the scenario editor.

Why another mod like that you'd ask?
Unlike the other mods I've seen so far, this mod allows:
  • add and remove(*) climate conditions without the need for a new seed and without using the scenario editor.
  • it can apply climate changes to the whole of the planet, and not only to the player's tile, which is another big difference. Configurable.

Yes, you can add it to the existing save.
Yes, you can remove it if you don't want the mod any longer(*).

*You can remove the mod by setting the "Uninstall" checkbox on the mod's settings page and following the instructions.
ALWAYS MAKE A BACKUP COPY OF THE GAMESAVE FILE!


Enjoy and be my testers!

[ko-fi.com]
34 Comments
GwinnBleidd  [author] 15 Jul @ 2:13pm 
@Theocratical Goblin
@KurtHussein
Yeah, sorry about that. There was a bug: I put some conditions in the wrong order.
Hopefully it's fixed now. Better late than never, I guess
GwinnBleidd  [author] 15 Jul @ 2:11pm 
Updated to 1.6.
I don't play much RimWorld these days, so I didn't test it too much. Please report back any issues
Theocratical Goblin 26 Jun @ 9:21am 
sorry, something is still wrong, this mod is buggy. right now, it adapts the 'average temp' numbers on the world map but it doesn't change the actual map temp. when I remove the temp change (set to 0), it actually then changes the temp back to 'normal', but actually it just does the exact opposite. the temp said +15°C, so when I turn the temp off, it subtracts the temp from my map... but my map temp was not changed in the first place, so i end up with a -15°C. I really hope i can manage to fix this because I don't want to start my run over
Theocratical Goblin 26 Jun @ 8:46am 
Actually, I believe it's because the global option actived the vanilla climate cycle alongside the modded version (the one that displays the temperature). After killing the vanilla climate cycle the temp went to what I expected it to be according to my settings.
Theocratical Goblin 26 Jun @ 8:32am 
Yeah, I noticed that the "global modifier" setting can be a little bit buggy. The mod wasn't applying the temperature correctly at first, but after fiddling with the setting and turning global modifier off and on a couple times, it started working again!
KurtHussein 3 May @ 11:57pm 
For some reason, for me mod only works if I toggle off global modifier. If it's on, temperature change on the right is shown, but doesn't affect the map temperature
Milk 12 Feb @ 6:44pm 
Seems like the temperature modifier you apply to world tiles is handling that. The consequence right now is trade caravans aren't coming at all during cycle peaks, even from comms console (they say the temperature is bad).
Which is good. It's working as I'd expect :)
GwinnBleidd  [author] 2 Feb @ 7:04am 
@Milk I didn't add any such functionality to handle clothes
Milk 24 Jan @ 2:07am 
This looks rad. I also keep struggling with caravan maps, using classic-style climate cycles.

Do you happen to know if generated pawns (raiders, trade caravans, world sites, etc.) equip appropriate clothes for the modified climates? For example I continually get poorly-dressed trade caravans that leave the map immediately, using Cycle+.
GwinnBleidd  [author] 12 Dec, 2024 @ 5:22pm 
@dionysusl sorry for the late reply. How do you "cancel" the mod.
The only way to get rid of it is by setting the "Uninstall" checkbox on the mod's settings page and following the instructions. And even then, it's not 100% guaranteed. it worked for all my tests, but with so many mods around, who knows