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Rather than Heatwave +10/+20c it would be something like +12/22c (5 either side of vanilla) with an optional switch to +15/27c for a more challenging version. Subsequently, Cold Snap would be -15/25c (-10/30c for increaded challenge version)
Technically no changes were needed, but the update is there regardless :)
I couldn't replicate the bug, most likely because I don't actually have the bug report. If you'd like, you can paste the bug/error report in the comments here, or in a new discussion and then I can just delete them afterwards.
I try to keep this mod bug free. What version of the game are you running?
I am reading the comments though, and will try to make time in the next week to add the mod settings. Mod settings aren't too hard, so it shouldn't take too much of my free time.
Enjoy, and please let me know if you run into any issues
Also, I don't remember EXACTLY why I picked 10-20, but I remember doing some light research into real world heat waves and looking at temperatures that made the pawns uncomfortable and at risk of dying. Given that temperature events only occur if the temperature is at a certain threshold, they are always still going to be punishing if the player does not have at least some sort of temperature regulation setup throughout the colony.
If the default is +17 for heat wave, I would think the Min and Max should be either +10 and +24 (+7/- 7) rather then +10 and +20 (-7/+3). As it is it's weighted to make the heat wave/ cold snap less severe then vanilla.
Request : Any chance you can make the temperate change user-selectable? Personally I find both Cold Snap and Heatwave to be total game hosers, and I'd love to just turn them off (or turn them back so they matter less).
You can disable them.
When starting new game
Click Scenario Editor,
Click Edit Mode,
Click Add Part,
Click Disable Incident,
Scroll to bottom ( on right hand side)
Click Tab next to Disable Incident,
Click Heat Wave,
Click Add Part and repeat for Cold Snap,
Save Scenario and play.
https://github.com/WuphonsReach/CauchyQuantile/blob/master/tests/CauchyQuantile.Tests/RimworldUnityExample.cs
That GetOffset() should be drop-in compatible.
Cold snap example:
this.MaxTempOffsetC = GetOffset(-60, -20, -10, 5.0);
Gives values in the range -60C to -10C for the offset, with a peak at -20. 36% of samples are within 2.5C of the peak, 62% are within 5.0C of the peak, 82% are within 10C of the peak. So most of the time you are getting something around -10 to -30 and usually -15 to -25. But anything between -10 and -60 is possible.
I did a 10-count loop because it's possible to get values outside the desired range. So it tries up to ten times with a fallback to the original linear approach. There are ways to adjust the "rho" value to stay within the min/max, but that math eludes me today.
Also works for heat waves:
this.MaxTempOffsetC = GetOffset(10, 20, 60, 5.0);
@ScrapyardBob, thanks for all of the information! You can be sure it was helpful if I end up implementing it :)
= (-20 - -10) + 7.0 * (TAN(PI() * (input - 0.5))) + -10
Some rough numbers for that gamma (7.0) and random range of [0.05,0.80]:
- Min value is -66C, max value is -10C
- about 85% of the samples fall within the -30 to -10 range
- about 2.9% of the samples are below -50C
Note that as the gamma changes, the input range needs to change as well, unless you calculate multiple random values and only pick those that fall within your chosen range.
There's a link to the Google Sheet in the readme at GitHub under WuphonsReach/CauchyQuantile. The CouchyRandom sheet drives the RandomGraph tab.