RimWorld

RimWorld

Water Freezes
Showing 1-10 of 23 entries
< 1  2  3 >
Update: 17 Nov, 2022 @ 11:04am

- Updated for 1.4, thanks to InsanityPrelude on Github for checking and recompiling.

Update: 2 Apr, 2022 @ 1:48pm

[Auto-generated text]: Update on 4/2/2022 4:48:04 PM.
1.1.5
- Added support for OwlChemist's invisible walls to exempt from destruction.
- Added support for Rimsential Spaceports Fuel Processor to exempt from destruction, was going to make them Breakdownable but decided it made enough sense to make it not jam since it's spacer tech and they are processing stuff and so probably create some heat.

Update: 30 Mar, 2022 @ 10:03am

[Auto-generated text]: Update on 3/30/2022 1:03:33 PM.
1.1.4
- Added support for Vanilla Ideology Expanded Memes & Structures Fishing traps.
- Removed logging lines left in 1.1.3 by mistake (sorry about that).
- Fixed really obscure scenario where errors are thrown by destruction function for a def that is dynamically patched in (affected Rainbeau's Fishing Rework ice fishing spot).

Update: 27 Mar, 2022 @ 4:05pm

[Auto-generated text]: Update on 3/27/2022 7:05:22 PM.
1.1.3
- Added option to have moisture pump clear natural water status (disabled by default, I recommend using Soil Relocation Framework's water filling mechanic for this).
- Fixed bug that caused issues with the debug action for Clear Natural Water Status.
- Fixed bug where some exceptions were not applying properly (shuttles and A Rim Reborn water focus spot) due to capitalization of PackageId field being unexpectedly modified by Tynan's code.
- Added compatibility for Rainbeau's Fishing Fishing Spot itself.
- Added compatibility for Rainbeau's Fishing Re-Worked ice fishing spots to all ice terrain in the mod (ice fishing will not be enabled with WF installed until they add that from their end, due to how it's set up, I have asked them though).

Update: 5 Mar, 2022 @ 4:14pm

[Auto-generated text]: Update on 3/5/2022 7:14:35 PM.
1.1.2
- Fixed bug where bridges weren't exempting their contents from destruction due to water state changes.
- Gave exemption to Dubs Bad Hygiene Pipes for water state changes.
- Gave exemption to A Rim Reborn Water Focus Spot for water state changes.
- Added support for Rainbeau's Fishing (and derivative mods) traps.

Update: 5 Mar, 2022 @ 8:41am

[Auto-generated text]: Update on 3/5/2022 11:40:59 AM.
1.1.1
- Removed unnecessary transpiler from SetTerrain.

Update: 2 Mar, 2022 @ 7:24pm

[Auto-generated text]: Update on 3/2/2022 10:24:15 PM.
1.1.0
- Added generic support for bridge mods, should behave properly with any modded bridge now but if you find a mod that doesn't, let me know!
- Added ability for Soil Relocation Framework to clear natural water status and water depth when filling water with soil.
- Refactored API into its own class as static methods.
- Added code to set water depth to max when something besides Water Freezes sets terrain to water, fixed this to only apply to artificial water.
- Added display for natural water status, when mousing over a natural water cell it says "Natural Water".
- Added area versions of the debug actions.
- Added "Clear Natural Water/Depth" debug action and area variant.
- Changed the way the thin ice threshold works to be based on percentage of ice vs. water.
- Implemented version numbers and added them to logs and changelogs to help with identifying if someone is running the latest version of the mod.
- Fixed oversight where water covered by bridges on a map that was played on before loading Water Freezes was not registered by the mod as water.
- Added compatibility for Fish Hatcheries mod.
- Fixed bug where terrain under bridges did not change ice stages.
- Fixed bug where artificial water could turn into unmelting ice.
- Added TerrainExtension_WaterStats, a mod extension for TerrainDefs to let others easily add support for Water Freezes in their modded water types or for the creation of patch mods that add support for those water types.
- Fixed bug where being surrounded by more land made things thaw slower rather than faster.
- Overhaul of ToggleablePatch system.
- Made sure snow is cleared when terrain is turned to water.
- Sped up vanilla snow clearing code.
- Huge refactor/rewrite/optimization pass!

Update: 11 Feb, 2022 @ 6:42pm

[Auto-generated text]: Update on 2/11/2022 9:42:49 PM.
- Split the SetTerrain patch into Prefix/Postfix pair (if other mods terminate the SetTerrain mine now won't bother running).
- Made SetTerrain patch not run if the comp it's trying to use isn't initialized yet instead of checking grids manually.
- Added Terrain System Overhaul support for when that gets released..
- Fixed the MapComp caching system to not retain old MapComps.
- Set up removal of cached MapComps when map is removed from game (caravan maps) so that GC can clean them (save memory), some other tweaks to MapComp caching.
- Misc tweaks to log messages.

Update: 10 Feb, 2022 @ 12:42pm

[Auto-generated text]: Update on 2/10/2022 3:42:19 PM.
- Hotfix for last update, made the Reinitialize button first go through all water terrain and set it to its original state so you aren't left with ice that the comp has no idea what to do with if you use it when ice is on the map.

Update: 10 Feb, 2022 @ 12:31pm

[Auto-generated text]: Update on 2/10/2022 3:31:00 PM.
- Fixed oversight for SetTerrain patch where PseudoWaterElevationGrid was not updated for concerned cells.
- Optimized UpdateIceStage to avoid unnecessary SetTerrain calls.
- Fixed mistake where in certain bits of code river water wasn't detected properly.
- Removed ability of moisture pump to clear natural water status.
-- Use the debug action for now if you need this, proper solution through Soil Relocation Framework coming soon.
- Added a full suite of debug actions:
-- Reinitialize MapComponent
-- Set As Natural Water
-- Clear Natural Water Status
-- Set Water Depth To Max
-- Set Water Depth To Zero
-- Set Ice Depth To Max
-- Set Ice Depth To Zero
-- Set Ice/Water Depth To Zero
-- Set Natural Water/Depth To Max