RimWorld

RimWorld

Balanced Eclipse and Solar Flare
66 Comments
Thetaprime 18 Apr, 2024 @ 4:14pm 
A 1.5 update would be great. I suppose this probably still works and only needs tags updated.
jacrispy360 22 Jul, 2023 @ 11:19pm 
i hate solar flares!
Skelly 6 Feb, 2023 @ 7:35am 
Hey I made a 1.4 fork for the mod :
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2929407615
I'll take it down if NECEROS wishes so.
Balthazad 16 Jan, 2023 @ 4:20am 
1.4...?
velascoje 26 Dec, 2022 @ 5:15pm 
Turns out, Rimworld has 30 moons and orbits a pulsar, lol. At the very least, regular mechanoids/mech cluster buildings ought to shut down from solar flares too. :p
Sir Duncan Idaho 23 Nov, 2022 @ 12:55pm 
I really like this mod... I don't like how frequent this happens in the base game.

An even better approach to this would be if the frequency of solar flares (geomagnetic storms) were randomly chosen based on the map seed. This would simulate the random strength of the planet's geomagnetic field (it's capacity to shield the planet from noticeable effects from flares). Planets that can support life, but can't shield itself from flares would be extremely rare because the flares / solar wind would fairly rapidly lose it's atmosphere.
pickpickpickpickpickpickpickpick 10 Nov, 2022 @ 8:42am 
This mod MIGHT work as is with 1.4.

Also Mlie has it on his todo list, so it'll definitely be done eventually lol
shane_357 6 Nov, 2022 @ 9:08pm 
I can't play the mechanitor route without this, all my tech shuts down every 15 days, it's ridiculous! Please update!
SP1 5 Nov, 2022 @ 6:56am 
1.4 please. One of the best balance mod out there
Timou 2 Nov, 2022 @ 6:23am 
Please update to 1.4
Snicker 25 Oct, 2022 @ 3:51am 
Need this for 1.4 Please!
Thetaprime 22 Oct, 2022 @ 11:20pm 
1.4 stable is out. Pls update?
{daNk}(Buds) 6 Sep, 2022 @ 2:22pm 
can we get a mod that makes it where Flares wont effect you as much or maybe not even at all if your under a MOUNTAIN ......?
Plz
yes
and
thank you ! ;)
Zombull 6 Aug, 2022 @ 11:40pm 
I like this idea. Eclipse could also give a bad mood boost to neurotic pawns and increase the rate of all animal attack events.
Captain'Hungary 12 Sep, 2021 @ 12:17pm 
Are the values modifiable in game? If not could you please make them? I'd like configure these to my liking. I want my solar flare to last randomly between 1 and 3 days
StarlightSovereign 18 Aug, 2021 @ 8:32pm 
Thanks for this. So tired of solar flares and eclipses every week it seems. ;_;
UnboundShadow 28 Jul, 2021 @ 6:18pm 
thanks for the update! :steamthumbsup:
Caz 28 Jul, 2021 @ 3:35pm 
Thank you for the update, Neceros. This was working without issue, but the update is still much appreciated.
JinxLuckless 27 Jul, 2021 @ 9:17pm 
Thanks for the update!
NECEROS  [author] 27 Jul, 2021 @ 8:45pm 
im basically only updating mods that people comment on

update 1.3
Leo Knightingale 27 Jul, 2021 @ 7:14pm 
Thank you for keeping us posted on your break status Neceros. Hopefully you cool with someone who picks up your work to post the link to their update here on your mods thread.
NECEROS  [author] 21 Jul, 2021 @ 1:52pm 
I'm sorry to say but I won't be updating my mods at this time. I'm taking a break for now. I encourage anyone to continue this mod for others.
InsanitySimulator 21 Jul, 2021 @ 11:51am 
Hey i'm sorry for asking as I imagine you're going to be getting this a lot but do you plan to update this mod to 1.3?
S. Min 21 Jul, 2021 @ 11:42am 
Would you please update for v1.3?
Syroth 14 Feb, 2021 @ 5:03am 
could you explain "more impactful" because you dont explain that half of the mod at all.

thank you!
Karmapowered 11 Jan, 2021 @ 11:04am 
@cilium I think that's the point of the mod. Compared to Vanilla, it does exactly what you're looking for. If it's still too frequent for you, you could probably change the values yourself, since the mod itself is just a single XML file.
cilium 19 Dec, 2020 @ 3:10pm 
Is it possible to somehow change the solar flare/eclipses to not be as frequent - but once they hit - they are longer and more impactful? I want to make my game realistic but I don't want the solar flare/eclipse to basically almost never occur and not have any meaning
Daiki Naruse 16 Sep, 2020 @ 4:07pm 
Thanks, solar flare is kinda bullshit at this point...
UnboundShadow 27 Aug, 2020 @ 2:57pm 
thanks for this mod
luliela 27 Aug, 2020 @ 12:05am 
It's called semantics, guys, and it's absolutely pointless.
test 23 Aug, 2020 @ 7:07am 
what do you mean "more impactful"?
Paolini 13 Aug, 2020 @ 2:50pm 
Solar Flare sh*t just happened to me at the middle of a raid, so i searched this
OgenLink 12 Aug, 2020 @ 6:34am 
Absolutely essential to this bullshit game that loves to spam these events
Hyomoto 6 Jun, 2020 @ 10:59am 
I agree. Perhaps someone out there is raging at these events, and yes they are a bit common, but they are already pretty toothless.
The Former 10 Feb, 2020 @ 4:04am 
Thanks for this! I can finally turn solar flares - an event that's extremely rare at intensity sufficient to shut down worldwide electronics - back on without expecting them every other season.
Triel 30 Dec, 2019 @ 10:46am 
assuming your colony lasts that long...
Enlonwhite 23 Aug, 2019 @ 10:15pm 
Overall I disable solar flares due to its common triggering, with this mod I might stop doing that.

I am actually really thinking that I should use this mod and allow flares to happen again
Enlonwhite 23 Aug, 2019 @ 10:15pm 
Sorry Bullwinkle but Karmapowered has the right thought and idea about this.
the game just seems to have it so common to frustrate the player intentionally.
personally I dont mind eclipses (even set a game mod to have them happen every 12-15 days)
reason being is wind power and other solutions are there and more reliable then solar anyways.

First if solar flares are so often on the rimworld, then technology wouldnt really be viable on this planet and or it would promote learning how to get tech that wouldnt be affected. aka adaptation.
We humans figure this stuff out all the time, and I see no reason why not allow that in the game.

but implementing mods that allow new tech or ways around solar flares can be a BIG thing, this mod adds a simple fix that in my opinion gives more of a unique feel to those events and makes them more of a oh snapped this happened vs the feeling of well frak this RNG event that has happened again!
NECEROS  [author] 13 Aug, 2019 @ 12:57pm 
That's how I feel too, Karma. Well said.
Karmapowered 13 Aug, 2019 @ 6:55am 
As a further side note, and to illustrate what I've posted below, in my new game one of my pawns just lost her left leg to a mechanoid raid, because I didn't pay attention for a couple of seconds to a remote part of the battlefield.

I'm nowhere close yet to provide her with a prosthetic replacement, because I just had other research priorities, striving to keep my pawns fed on an icy -40°C bog forest map, but I decided to keep playing this through.

Will I shift my priorities, for the sake of my likeable, hard-working but slowed-down-to-a-crawl colonist, or will I go through with my initial plan, to optimize the security and prosperity of the whole base ?

This is FUN (and challenging and balanced) in my book, and what Rimworld can be thanks to mods like this one, setting emphasis on stuff that matters to me, not on "solar flares" game design shortcuts.
Karmapowered 13 Aug, 2019 @ 6:42am 
What some people call "balance" is always very subjective. Personally, I despise events which leave no agency to the player, even more so when they happen with a frequency that makes them unnecessarily frustrating and invite to savescum.

I prefer my challenge to come from other mods, adding to combat for example, making it much more lethal in case of player mistakes, and reduce the occurrences and scale of stupidly designed "solar flares", "blight", "ate without a table", etc., annoyances.

To take an analogy, the JA2 v1.13 modded Drassen invasions (which are almost impossible to halt to an inexperienced player), are fun to play out (and maybe lose against), because I can actually *try* to do something about them. Wasting my time in some randomly fired event of dubious cosmic origin which has all my guns suddenly misfire because RNJesus said so would not be.

TLDR; I want to thank the author for creating and sharing the mod with us. It's exactly what I was looking for. Thumbs up.
Bullwinkle 12 Aug, 2019 @ 7:33pm 
Good idea and balanced are two very different concepts. I still plan on continuing to use this mod, because I like it, but to call it balanced is misleading. When a gymnast performs on a balance beam, she must keep movements to the left balanced with weight or movement on the opposite side. Mods that help in one area need to provide offsets in another area to be balanced. Plenty mods are totally unbalanced and wonderful. Like this one. But don't kid yourself that this mod is balanced.
NECEROS  [author] 12 Aug, 2019 @ 7:28pm 
Feel free to subscribe, move the mod from workshop over to contents, rename it whatever you like, and change how much the mod affects the game, then unsubscribe. Custom solution
NECEROS  [author] 12 Aug, 2019 @ 7:26pm 
Rimworld/Mods/Core/Defs/Storytellers/Incidents.xml :)

I respectfully disagree. This is supposed to be balanced. Eclipses don't happen that often in real life, and solar flares don't disrupt electricity, either. So, this is for immersion.
Bullwinkle 12 Aug, 2019 @ 7:18pm 
That min days to refire change is gigantic. 15-->240 ??! Thank you for listing the changes. These are nowhere near balanced, imo. This mod is a one-sided EASY button. Not that that is bad, but the name of the mod stresses BALANCED. To be balanced the changes either need to be subtle, or for big changes, something else is changed as an offset, like solar flares now kill a random colonist or ignite all your chemfuel.

It would be nice if you told us which file and line to edit so we could customize the settings. Doesn't need to be an in-game option, just tell us what to edit.
NECEROS  [author] 12 Aug, 2019 @ 6:44pm 
Added more specific details to the description. Better late than never.
NECEROS  [author] 12 Aug, 2019 @ 6:43pm 
Update released. It's a patch operation and should be compatible with everything else, including mods that alter eclipse and solarflare.
NECEROS  [author] 3 Jun, 2019 @ 7:39pm 
Hey Bullwinkle.

It still works fine for 1.0. I recently came back to playing RimWorld, but the mods didn't really need upkeep. They run flawlessly. I don't plan on releasing updates to this mod in the future, though I may sneak in and do it one day if rimworld updates.

Honestly I don't remember. I don't have the original files anymore, so I'd have to download it and look through the code. Sadly you can't adjust the amount in game, as I don't know how to do that.

As far as balanced, I believe it's still balanced. Eclipse and solar flares still happen every year, it's just reduced how often. Solar flares were reduced more than eclipses.
Bullwinkle 3 Jun, 2019 @ 5:28pm 
Really like the idea of this mod! 3 Questions:
1) Not being updated? What does that mean for me? Is it in good working order for 1.0?
2) Description says "Decreased" the base chance. By how much?
3) Can I adjust how much they are decreased? I only want a small decrease. Eclipses are far too common in vanilla, but I don't want to make the game too easy, either.
Blind 30 Jan, 2019 @ 3:45pm 
Anyone else getting more frequent toxic atmospheres after installing this? Have had 3 in the past few hours of playing.