Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Broken Mods/Assets (read description)
Outdated Mods/Assets (read description)
Problem Mods/Assets (read description)
How to Find Broken and Bloated Assets
- all my 3 water pumps stops working until I bulldoze/rebuild or move them.
- after moving or rebuilding water pumps, they start to work again, but one of the 3 pumps emit a polluted water spike at its base (even if I turn the pump to off).
- when adding additional water pumps, they start emitting polluted water too; only the two first pumps remain clean.
Any idea would be welcome since this mod is a must have :)
If I am in the desert and I dump a bunch of water on the ground, it is gone in a minute. If I am by my house in the Eastern US and I dump a bucket of water, it makes a mud puddle. If I come back an hour later, the mud puddle is still full of water. The same goes for rivers and streams. In the desert, they dry up after a short time without rain. In the East, they flow and flow and flow, even during periods of relative drought. As I see it (I'm using CC as a reference), the ground wetness variable changes very quickly--something I'd expect in the desert.
Your thoughts? Thx. PBW79
So, to resume:
Climate Control only with water features: dry river, probable array index out of range error.
Climate Control only without water features: no dry river, no errors.
Climate Control without water features + Immersive Water: I got an array index out of range error related to Immersive Water.
Really constant dry rivers as I understand since patch back in summer, rainfall was really reduced in the weather engine. That's the first problem on your water features in both mods but as I understood it's not your fault, you're working on a update.
Anyway, managed to develop my city with those empty rivers, everything went fine. Saved my game, loaded up the next day, and boum, the array index out of range error was there (as I previously mentioned). I looked on the log files, and saw that your mod was related. Sadly, as I explained I removed the log file without making a save.
Then, I unsubscribed, I launched a new game without IW, but with CC (except water features). I tested this game over 3 days without any problems regarding an array index out of range error.
Anyway, let's do another run.
I build a new city with your mods, everything went ok. Today I loaded the save and got a simulation error array is out of index. Looked on the output log and find that your mod was linked to the error. Sadly I cleaned up the log without any backup and uninstalled your mod to do a test without it. Apparently my saves now are ok (new city).
I go 3 saves back, to one with out this mod, and this work.
Also game hang is very bad news but as it never happened to me I need to know what is causing it :/
After mod deactivation and delete mod, the world is freezed.
i didnt find a preset for boreal but i tried several most just flooded worse the drylands ( i think ) was stable for a bit until the forementioned super waves.
I used the map setup for "Regal Hills" in IW. So far so good. But then, I don't understand what you mean with "good water sources coming back to"...?
As for custom presets - they will be allowed together with default preset generator (i.e. you will be able to generate preset to file from current settings). I just need to finish mod base ground so it all would be coherent with everything else.
As I tend to use real world heightmaps as a basis for fantasy maps, I have a question,Is there a way to write presets ourselves for custom maps? As much as I love the premade maps I find I enjoy the game much more with a custom map for each game.
I used it on two custom maps to see what happened, It almost works on one I made called rivers source that features dozens on small streams resulting in a raging river with no water sources at all other than the streams. And the resultant tidel wave on my waterfalls map was amusing as hell! My strings of small cities on a two lane highways got the full tidel wave treatment as the two rivers are fed by a total of 15 maxxed out water sources! Which, of course inspired my leading question.
Thanks for your hard work on this, it is an amazing concept that gives the envionment real meaning.
For now Unknowns are combination of rain, clouds and fog...
Well, this is a great mod, and actually brings meaning to the environmental effects.
Last question, and probably a silly one, but how to the "Unknown" sources react? River ones are crazy at 1.0 rain.