RimWorld

RimWorld

[RF] Permafrost [1.0]
72 Comments
LarsSvengard 29 Aug, 2023 @ 12:19pm 
2023
Felios 19 Jul, 2020 @ 4:07am 
God, I love this mod so much. Thank you RAINBEAU for making my worlds so much more alive and dynamic! https://imgur.com/a/8JAmfAX
troopersmith1 13 Mar, 2020 @ 4:51pm 
@Zarsynn

I had a crack at it, and I think I got it working without issue for 1.1, here's a link to my upload:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2021524321

@Rainbeau Flambe

I hope you don't mind, but I updated this mod to work with 1.1, and I credited you in the description.
troopersmith1 13 Mar, 2020 @ 10:34am 
@Zarsynn

RF retired from modding some time ago. Any hope of a 1.1 release for this is going to be dependent on someone else picking it up and patching it.
Zarsynn 4 Mar, 2020 @ 6:07pm 
I miss this mod in 1.1. Any plans for updating?
97cweb 29 Feb, 2020 @ 7:35pm 
Good evening Rainbeau Flambe
I want to thank you for this very enjoyable mod, and its impact on defences when water freezes.
However, I noticed that when water freezes, DubsBadHygiene no longer has water on reload, as their water map is generated based on some water tag after the noisemap is added.
If possible, could you add this in so rivers suddenly no longer have pumpable water?
Please see these images for reference. Hopefully this helps
https://i.imgur.com/C4dhYVq.jpg
https://i.imgur.com/N5y3EwF.png
Kitchen Fire 21 Oct, 2019 @ 1:56pm 
Will lakes freezing over affect water pumps from 'no water no life'?
jptrrs 17 Sep, 2019 @ 7:19pm 
@SnuwWulfie: pretty sure they do. Just wait for the ice to thicken!
Fae 31 Aug, 2019 @ 12:54pm 
Why don't watermills stop working when the river is frozen over :c
could you add this?
Lustique 11 Aug, 2019 @ 9:41am 
Could you add some way to remove ice from rivers, lakes and marshes (temporarily), maybe in conjunction with Fertile Fields?
Cuddly Khan 8 Aug, 2019 @ 3:08am 
Would this be compatible with Multiplayer?
lilwhitemouse 8 Jul, 2019 @ 4:31pm 
This mod would be an excellent place to patch Waterproof Conduits so that they can go on any terrain - specifically frozen marshes? And perhaps up the build cost?

Anyway, love that my marshes are all white, just the like the rest of my map. Winter will end some day. Blight, volcanic winter, more blight, another volcanic winter...it's a long cold neverending season of white, and this mod helps keep it that color.
Paradies 25 Jun, 2019 @ 12:26pm 
Could you upload an english language file for translation?
Daemonjax 31 May, 2019 @ 11:56am 
When water freezes, does it stop the power production from the Watermill Generator?
Vambypants 15 May, 2019 @ 1:53am 
Really cool mod! You can add it with a couple of mods that make rivers wider and deep water impassable, meaning you can make river bases that have vulnerabilities when the river freezes over.

This is dropbear_ninja's impassable deep water mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1594293342

I have a modified version of the above and the river widening mod published that I've confirmed are compatable with this, I'll link your mod in my suggested addons with your permission.
Alapma 19 Mar, 2019 @ 5:14pm 
what hapend if one of my colonist are in a tile of frozen water and it melts?
Riki 12 Mar, 2019 @ 7:43pm 
I have to say, I downloaded your realistic planets mod some time ago to mess with the new settings. After playing on a permafrost tile for a good while, I came back to check what other mods you had, and saw this.

"Wow, he has a mod to improve permafrost too?"

What I didn't know is that this was supposed to /add/ the biome to the game (which is added /with/ your realistic planets mod), it fit so smoothly with the game's biomes that I thought the biome was vanilla this whole time.

Goes to say a lot about the quality of your mods, love them to bits.

Keep up the good work!
Mahmen 6 Mar, 2019 @ 6:51pm 
Will this slowly freeze rivers/moving water as well?
Will this affect Water mills?
Are we able to build things on frozen water?
E-Claire  [author] 24 Nov, 2018 @ 5:28am 
@BasileusMaximos: Load order doesn't matter.
Pamparampampamparam 24 Nov, 2018 @ 5:16am 
Does this go above or below Realistic Planets?
Flesh Forge 12 Nov, 2018 @ 10:36pm 
Very well, just fyi
E-Claire  [author] 12 Nov, 2018 @ 3:49pm 
@Flesh: I haven't bothered (at least not yet) to make any alterations to the mod's behavior based on biome. It's easy enough, if you're playing on a sea ice map and *don't* want water holes to freeze up, to turn off that function in the mod's options.
Flesh Forge 12 Nov, 2018 @ 1:45pm 
Sea ice biome water holes freeze up, was that intended?
Flesh Forge 12 Nov, 2018 @ 9:07am 
Also thanks for the icefishing spot, that makes a lot of sense!
Flesh Forge 12 Nov, 2018 @ 3:48am 
thanks for the update :)
E-Claire  [author] 11 Nov, 2018 @ 2:24pm 
@Taxi: At the moment, absolutely nothing happens. In the vanilla game, moving water can't be changed (except via dev mode intervention), so the watermill simply isn't coded to look for or respond to any changes in its water tiles. It just keeps running, even if the tiles are frozen solid. I should probably code the mod to make sure the water tiles under watermill wheels just don't freeze (which isn't entirely unreasonable).
Radical Rust 11 Nov, 2018 @ 2:02pm 
Another wonderful mod, thanks Rainbeau. This is really something that the game needed for the longest time.
I have one question though, not sure if it was already asked: what happenes to watermills when rivers start freezing? Do they simply stop working? As of right now, generators can't be installed on already frozen waters, but I guess it makes sense.
E-Claire  [author] 11 Nov, 2018 @ 1:12pm 
UPDATE:

- It should now be possible to build bridges over frozen water tiles just as over regular water tiles.

- Eliminated the possibility of marshes on new permafrost biome maps. (This change does not, of course, affect maps already generated.)

- Marsh, like river and lake water, can now freeze in cold weather.

- Shallow water adjacent to marsh will no longer treat the marsh as a shore when freezing.

- Fixed a minor issue in the ice thaw code, so thawing should now be a bit less piecemeal.
__ 9 Nov, 2018 @ 10:51pm 
This is such a cool mod. No pun intended. Rivers freezing in winter really adds something to the game.
macc858 6 Nov, 2018 @ 8:07pm 
@Rainbeau Flambe an idea for pawns to figure out how to stop ioce freezing over quicly is add a reserchable item that adds a heated square box that can be installed onto a bridge section that stops thatr section from refreezing should deffo be after fabrication could even be after advancved fabrication just an idea
Flesh Forge 6 Nov, 2018 @ 2:02am 
Mud doesn't ice up and I don't really see any reason why it wouldn't, consider having mud freeze up the same as other freshwater.
Flesh Forge 4 Nov, 2018 @ 7:34pm 
I don't know what you had planned but you might consider simply allowing construction of bridges/boardwalk over ice
E-Claire  [author] 4 Nov, 2018 @ 4:05pm 
@Jaxx: I'll make a note to see how that mod handles bridges. I need to update "Permafrost" to work well with my own bridges mod, anyway. ;)
Jaxx - pshoooo 4 Nov, 2018 @ 4:00pm 
hi. me again. breaking shit for no reason.
just had this mod break another mod i'm using, Simply More Bridges, https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1420241138&searchtext=bridge , as it randomly replaced some of the edge bridge tiles of the construction i'm making with ice tiles, then it thawed and became shallow water, even though i build it in deep water. https://i.gyazo.com/10ea2f1d52ab679017a1c06b952c92ff.png
Flesh Forge 1 Nov, 2018 @ 12:16pm 
For anybody wondering what happens when you have a river emptying into an ocean with this mod:
https://i.imgur.com/8PAJLcH.png

so neat :3
Flesh Forge 29 Oct, 2018 @ 10:06pm 
ps I don't think you need to do anything to make deep water freeze more slowly, imo it is 100% fine just as it is now.
Flesh Forge 29 Oct, 2018 @ 10:05pm 
That is totally fine, and I don't think you should change it, it's neat and pretty realistic. The only "downside" is that it makes lake-adjacent maps more challenging but that isn't really a downside, it's justa thing.
E-Claire  [author] 29 Oct, 2018 @ 9:34pm 
Hmm. I hadn't specifically thought about the implications of using this mod in conjunction with "Archipelagos" on a lake map.... But, yeah, what you described is exactly what I'd have expected to happen. And honestly, I'm not sure how I'd "fix" it even if I thought it needed to be fixed. :D

(Ocean water on maps doesn't freeze, simply because, for a variety of reasons, oceans in reality typically don't freeze. But even large lakes can freeze, and there's really no easy way -- and no particularly compelling reason -- to try to keep larger lakes in the game from doing so. Though I might try to add in a check to make larger lakes freeze more slowly, to simulate the fact that they hold heat better than smaller ones.)
Flesh Forge 29 Oct, 2018 @ 9:17pm 
I'm playing on a boreal lake archipelago with this mod and just had the temperature go below freezing ... and the *whole lake* started to freeze :3 it was really nfity, I'm not sure whether you planned for this behavoir and that also makes that particular colony quite a lot harder to defend but it's really neat behavior nevertheless and I hope it remains just as it is.
Flesh Forge 28 Oct, 2018 @ 8:02am 
I'm trying to farm some pine trees but they die in the winter due to "rotting". I don't think I'm running any other mods that alter temperature behavior, it just looks like the game arbitrarily kills the trees after some length of time with no growth progress, the way crops kept in the dark will die. I'm OK with that because I found the term I was looking for, krummholz:

https://en.wikipedia.org/wiki/Krummholz

It's a permafrost/tundra adapted tree, and the game doesn't really have such a thing. I suggest you add it, it would fit with this mod :)
Flesh Forge 28 Oct, 2018 @ 5:34am 
Oh, but it freezes back up when winter comes, I see, so that's intended after all. Neat :)
Flesh Forge 28 Oct, 2018 @ 5:13am 
The ice terrain gradually recedes on its own, I don't think you intended that.
Jarlent 24 Oct, 2018 @ 3:47pm 
An Ice Fishing Spot should be available
Flesh Forge 24 Oct, 2018 @ 1:55pm 
If that's how you intended it that's fine, it just seemed like an oversight :) Thanks for the repoly.
E-Claire  [author] 24 Oct, 2018 @ 4:56am 
@Flesh: Water in ice sheet biomes probably shouldn't freeze, or should just freeze solid into generic ice; I'll look at changing that. And nothing can be build on ice frozen over water by design, because that ice will soon thaw back to water again, but you're right, it would make sense to still be able to build bridges over it.

As to your "treat permafrost like ice sheet," though, to be honest, I created the permafrost biome specifically as an alternative that would have ground ice NOT subject to the new "hard mode" rules in "Fertile Fields." Ice in ice sheets is, per the description (and per the real life regions the biome is based upon), kilometers thick. There's really no way to get rid of it to expose any different terrain. Ice in permafrost biomes is much thinner, and *can* be removed to expose underlying terrain. (That's also why permafrost biomes, unlike ice sheet biomes, aren't completely ice covered, but feature both ice and soil.)
Flesh Forge 24 Oct, 2018 @ 1:07am 
tbh I really feel like Fertile Fields' Hard Mode should just treat this biome the same as sea ice or ice sheet.
Flesh Forge 24 Oct, 2018 @ 1:04am 
Some behavior that isn't really consistent (maybe bug, maybe not):
- Pools of water in Ice Sheet biomes freeze as they would in Permafrost biomes, I guess this is probably not a bug but fyi.
- map start generated ice patches in Permafrost (i.e. NOT pools of water that have frozen) can be removed with Fertile Fields/Terraform/Remove Ice even when Hard Mode is enabled (this is probably a bug)

Apparently nothing at all can be built on pools of water that have frozen over - this makes sense I suppose in maps that have a range of temperature that can permit them to thaw again, but in ice sheet biomes where the temperature is permanently below freezing, it feels weird. I don't know what to suggest aside from like, permit building bridges so you can at least build support for other things like furniture and walls if you really want to.
Jaxx - pshoooo 20 Oct, 2018 @ 8:05pm 
honestly, i just hope for you to co-opt a lot of what Nature's Pretty Sweet! does, and make it ...... functional. that mod has amazing potential but it's just too buggy and unworkable to do much with.
Jdalt40 20 Oct, 2018 @ 6:59pm 
Lol, all good, I am the ideas guy afterall :P
E-Claire  [author] 20 Oct, 2018 @ 6:57pm 
@JDalt: I don't, at the moment, have any such ambitious plans, though it's an interesting idea, and I could probably pretty easily adapt the code that handles freezing right now.... Damn it, you've got me thinking about it now, which is never a good sign.... :P