RimWorld

RimWorld

Water Freezes
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Update: 9 Feb, 2022 @ 2:00pm

[Auto-generated text]: Update on 2/9/2022 5:00:42 PM.
- Exempted ancient buildings (both from Ideology and VFE: Ancients) from being destroyed or broken down by terrain changes (presumably they have weathered tons of this already or are impervious).
- Exempted buildings with quest tags from being destroyed or broken down by terrain changes.

Update: 9 Feb, 2022 @ 5:49am

[Auto-generated text]: Update on 2/9/2022 8:49:15 AM.
- Hotfix for map generation bug.

Update: 8 Feb, 2022 @ 8:31pm

[Auto-generated text]: Update on 2/8/2022 11:31:36 PM.
- Fixed issue with Shuttles being destroyed when they land in water (you can blame the vanilla game for letting them land where they don't have terrain affordance to be, though).

Update: 8 Feb, 2022 @ 8:01pm

[Auto-generated text]: Update on 2/8/2022 11:00:54 PM.
- Slight optimization in SetTerrain patch.
- Added zeroing out of water grid in SetTerrain patch just in case other mods yeet water.
- Fixed compatibility with Fish Traps mod.

Update: 4 Feb, 2022 @ 7:35am

[Auto-generated text]: Update on 2/4/2022 10:35:05 AM.
- Breakdowns will do a check before executing (hopefully fixes the signals per frame error some of you were getting).
- No more land buildings breaking down when ice affordance drops from thinning.
- Default settings were not applied properly to the Freezing/Thawing variables in settings, so freeze/thaw rates may have been really weird during the last update - apologies, should now be fixed.

Update: 3 Feb, 2022 @ 7:23pm

[Auto-generated text]: Update on 2/3/2022 10:23:51 PM.
- Added settings for FreezingMultiplier and ThawingDivisor so you can tweak your experience.
- Fixed oversight in the hook for SetTerrain updating the All Water grid, which may have prevented freezing of marshes and rivers that you somehow construct.
- Patched moisture pump to remove the Natural Water designation for a tile it dries. This *cannot be undone* so take care that you're sure when you do this, it removes a precious renewable source of water/ice!
- Added a transpiler to fix a *vanilla bug* that is very.. situational and obscure, but common with dynamic terrain mods. Bridge blueprints will no longer delete themselves because bridges aren't bridgeable! xD

Update: 1 Feb, 2022 @ 2:34pm

[Auto-generated text]: Update on 2/1/2022 5:34:27 PM.
- Rivers can now freeze!
- Changed the ice rate (how many ticks between simulation updates) from 2500 to 1000.
- Added a setting to let users change the ice rate.
- Removed some code that made thicker ice *types* freeze/thaw slower, no longer relevant with other systems added later.

Update: 31 Jan, 2022 @ 5:29pm

[Auto-generated text]: Update on 1/31/2022 8:28:56 PM.
- Completely overhauled the way ice and water formation interact with buildings on the ice/water when it transitions. Buildings with breakdown ability that are allowed on water will remain through freezing but break down. Buildings that are also flickable will be flicked off, and will not suffer further breakdowns while off. In this way they are disabled until the ice thaws if you don't turn them off in advance. This is based on PlaceWorkers and terrain affordance requirements so should support most things natively.
- Added ToggleablePatch system (first debuted in Soil Relocation Framework) to patch known water buildings that have breakdown to also be flickable, this includes (as of now): Watermill, Advanced Watermill (from VPE), and Tidal Generator (from VPE).
- Bridges are completely immune to all of this.

Update: 30 Jan, 2022 @ 9:28pm

[Auto-generated text]: Update on 1/31/2022 12:28:31 AM.
- Removed some debug lines left in accidentally.
- Fixed visual bug where marsh ice could turn into lake ice if it glitched and got higher ice depths (and no, the ability for it to do that isn't fixed, will do that tomorrow).
- Fixed missing marsh checks for artificial marshes (if a mod that allows you to make those even exists) in the SetTerrain patch.

Update: 30 Jan, 2022 @ 8:49pm

[Auto-generated text]: Update on 1/30/2022 11:49:25 PM.
- Changed ice type thresholds from 25/100/200 to 15/50/110.
- Changed max ice for deep water to 120, so deep water now cannot freeze all the way to the bottom without refreezing a few times and you digging it out (if you use Soil Relocation Framework).
- Soil Relocation Framework now leaves mud behind when digging the last of the ice from a cell in this mod, rather than stone.
- Fixed a Soil Relocation Framework mistake around release time that prevented the ice digging from scaling drops and work time by ice depth as originally intended.
- Added marsh freezing with water/ice values of 70 per cell, thin and regular ice varieties.
- Water refill and freezing only destroy buildings if their PlaceWorker wouldn't let you place them there normally, and bridges (and their contents) are exempt.
- You can now build bridges directly on ice for convenience.