RimWorld

RimWorld

[RF] Permafrost Continued [1.0+]
99 Comments
Mlie 29 Aug, 2023 @ 11:40am 
Dizzy Ioeuy 24 Dec, 2022 @ 3:11pm 
For those desperate to get freeze back and willing to go to another mod there's this:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2728000958&searchtext=freeze
The Bard of Hearts 8 Nov, 2022 @ 2:01am 
+1 for a 1.4 version of this mod. Thanks for the mod work, hope to use it again soon. :steamhappy:
Dizzy Ioeuy 30 Oct, 2022 @ 10:37pm 
well he says he future proofed it. hopefully it'll be easy. ;):ACODC_Kick:
Thetaprime 28 Oct, 2022 @ 3:27pm 
1.4 Update please?
Dr. Quackers M.D. 13 Jan, 2022 @ 7:56pm 
Does this work with realistic planet trying to track down a map gen crash? Game was fine until I tried swapping this in for Nature Pretty Sweet. No I am going back there trying to figure out what permafrost might conflict with. What categories of mod should I single out as suspect to help save me some time?
tonitrus 17 Dec, 2021 @ 9:08am 
Agreed that watermills should freeze...forces a cold-weather colony to adapt properly.

Also just want to say thanks for keeping this mod going! It is by far the best ice/snow system for Rimworld (I wish it could overrule/patch over the one in Nature's Pretty Sweet), and one of my essential mods.
piercebuster 28 Sep, 2021 @ 11:16am 
I see I'm 3 months late at writing this, and my watermills have all moved indoors so I don't know if you did change it or not, but I also thought the watermill freezing if there was too much ice was good the way it was.

Hope your dad is doing well!
troopersmith1  [author] 6 Sep, 2021 @ 10:43am 
@all

Updated files structure and naming scheme for better future proofing.
Frydendahl 30 Jul, 2021 @ 12:27pm 
Awesome, I was just looking for this!
Azerbaijan_Technology 24 Jul, 2021 @ 9:58pm 
Jolly!
d_valroth 24 Jul, 2021 @ 8:23pm 
Thank you!
troopersmith1  [author] 24 Jul, 2021 @ 4:45pm 
@all

Updated for compatibility with 1.3, please let me know if you encounter any weirdness
The Bard of Hearts 20 Jul, 2021 @ 6:40pm 
@troopersmith
Well wishes for your father. My family will be praying for yours!:TheHolyHandGrenade:
troopersmith1  [author] 17 Jul, 2021 @ 9:03pm 
@all

All of my mods will be updated to 1.3
I just ask that you be patient, my father is in the hospital and work has been overwhelming, so my time for modding is limited right now.
Annabellee 1 Jun, 2021 @ 6:59pm 
Thanks
troopersmith1  [author] 1 Jun, 2021 @ 6:52pm 
@oicher

I have not experienced slowdown myself, but the watermill not working was "intentional." At least so far as it made sense to me that a watermill wouldn't work if the river was frozen solid. The reason it didn't update until loading a save was because of a limitation in the way the game checks for proper terrain. I will push an update to allow watermills to work even when the river is frozen. However, I highly recommend using a mod like [XND] Watermill Tweaks:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2055956298
So that power output decreases during winter to reflect the accumulation of ice on the wheel.
Annabellee 1 Jun, 2021 @ 4:05pm 
When the water freeze with the water mill working then I reload and the game slows down by a lot with the water mill stop working till the water unfreeze
troopersmith1  [author] 1 Jun, 2021 @ 3:52pm 
@oicher

Can you be more specific? What is the problem you are having?
Annabellee 1 Jun, 2021 @ 1:04pm 
can you add a way to clear ice since this makes watermill bugout
troopersmith1  [author] 10 May, 2021 @ 5:30am 
@Delta1138

Without the full logs I can't say for sure but that looks like a problem with either your settings or a mods configuration. You have an unacceptable input for something. The input is 0.75 but it's looking for an integer which would be 1, 2, 3 etc

Probably not related to this update, just a coincidence.
Delta1138 9 May, 2021 @ 6:53pm 
@troopersmith1

yo, looks like it's working, visually and no red errors (I think for the most part the issues I was having yesterday were to do with a C: drive instability). Although I have had this error on startup since yesterday:

Parsed 0.75 as int.
Verse.Log:Warning(String, Boolean)
Verse.ParseHelper:ParseIntPermissive(String)
Verse.ParseHelper:FromString(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)

As yours is the only major update yesterday, this to do with the patch format? Inititally I thought it was referring to line 75 but looking at the patch itself it doesn't have 75 lines...showing IDKWTF I'm talking about...
troopersmith1  [author] 8 May, 2021 @ 7:11pm 
@Delta1138

Alright, third time's the charm. I think I got it right this time *facepalm* try one more time.
Delta1138 8 May, 2021 @ 5:29pm 
@troopersmith

Still nothing showing up in game, the texture previews aren't showing from within the mod folder (may be an issue my end), the other beautification patch I sent wasn't made a requirement was it?
troopersmith1  [author] 8 May, 2021 @ 9:01am 
@Delta1138

Should be good now. If there is still a problem let me know. If it doesn't want to update, you can force an update by unsubbing and resubbing
troopersmith1  [author] 8 May, 2021 @ 8:44am 
@Delta1138

Well, I had hoped those textures would be in the original mod, but it seems they are only available in the Realistic Planets patch. It worked fine when the RP patch was also loaded. Give me a moment to update again.
Delta1138 8 May, 2021 @ 8:36am 
@troopersmith1 dude, thanks for the patch but I don't think you included the textures; on world gen a wall of red errors all missing textures:

Could not load UnityEngine.Texture2D at WorldMaterials/BiomesKit/Permafrost/Forest/Forest_Sparse in any active mod or in base resources.

All permafrost tiles are missing texture.
troopersmith1  [author] 8 May, 2021 @ 6:54am 
@all

Updated. Now compatible with World Map Beautification Project.

Still working on the bridge freezing/unfreezing issue.
piercebuster 7 May, 2021 @ 11:20am 
It's not a dealbreaker if you can't fix it. :) Thanks for the prompt response!
troopersmith1  [author] 6 May, 2021 @ 10:48pm 
@piercebuster

I will look into that issue over the weekend. I'm not sure if it can be helped, as it may be a limitation of the way the Freezing and Unfreezing is implemented, and how bridges work. If it can be fixed, or a workaround is possible, I'll try to get a patch out shortly.
piercebuster 6 May, 2021 @ 7:46pm 
Thanks for the mod! I had to specifically search for this since the unfrozen water didn't sit right in my Boreal run. :)

Minor bug report: Bridges built on top of frozen water tiles will keep the tiles frozen until the bridges are deconstructed. For the most part, this is just a novelty as they then melt over the next few days. However, this does cause a small substantive bug: Moisture pumps built on [a bridge on top of] frozen marsh tiles w/ snow (and presumably other frozen water tiles) don't change the tile underneath them - this mod actively prevents it from changing even when the weather warms if it was built while frozen.
Delta1138 5 May, 2021 @ 10:15am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2382822044

this patch has a permafrost biome already in it, so the art assets could be reused/recycled. Just the patching for the specific permafrost biome this mod adds. Thanks again for looking!
troopersmith1  [author] 4 May, 2021 @ 5:20pm 
@Delta1138

Gonna need a link if you want me to look into creating a patch.
Delta1138 4 May, 2021 @ 3:39pm 
@troopersmith1

Any chance you could add a patch for the beautification project? I've looked into doing it myself but I don't fully understand what exactly their mod patches from this biome and it's the only biome that doesn't match the surrounding ones.
qux 27 Apr, 2021 @ 3:19pm 
I found, if someone have same, it's because permafrost is loaded after archipelagos mod
troopersmith1  [author] 27 Apr, 2021 @ 3:13pm 
@qux

Just tested this mod alongside Better Loading, and my entire modlist, without any errors. You have some other issue going on. Perhaps a conflict with something else affecting Permafrost.
qux 27 Apr, 2021 @ 1:33pm 
System.TypeInitializationException: The type initializer for 'RPF_Code.RPF_Initializer' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
at RPF_Code.RPF_Initializer..cctor () [0x0015d] in <488e58a670b843d4a7ba68dce1d1b205>:0
--- End of inner exception stack trace ---
at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor(intptr)
at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (System.RuntimeTypeHandle type) [0x0002a] in <567df3e0919241ba98db88bec4c6696f>:0
at BetterLoading.Stage.InitialLoad.StageRunStaticCctors+<StaticConstructAll>d__16.MoveNext () [0x00074] in <2f3883595033470784e0017231244863>:0
Verse.Log:Error(String, Boolean)
BetterLoading.Stage.InitialLoad.<StaticConstructAll>d__16:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
qux 27 Apr, 2021 @ 1:31pm 
this mod cause an error with better loading for me :

[BetterLoading] Exception occurred processing mod finalize events!
troopersmith1  [author] 21 Feb, 2021 @ 5:56am 
@nikita150u

It seems to work fine in my testing. The version of RF Fishing from Mlie includes a patch for the ice in this mod to allow ice fishing. I was able to catch a fish and some trash from an Ice Fishing Spot
troopersmith1  [author] 21 Feb, 2021 @ 5:33am 
@nikita150u

I will look into the issue momentarily, should be a simple fix.
troopersmith1  [author] 21 Feb, 2021 @ 5:32am 
@AerosAtar

I was not able to replicate your issue in testing with just this mod and Dub's Hygiene. Unfortunately, the issue is likely several mods not playing nicely together, and with nearly 500 mods loaded, it would be very difficult to determine the cause. Respectfully, I would suggest trimming your modlist down, and attempting to resolve some of the other errors you are getting as well, because if you look through your log, there are a lot of little errors occurring which could lead to bigger issues as you play.
nikita150u 20 Feb, 2021 @ 11:07pm 
Ice not have "icefishable" tag for RF Fishing which disallow fishing (obviously) on ice with ice fishing spot
AerosAtar 20 Feb, 2021 @ 5:52pm 
@troopersmith1
Seeing the following error:

Error in static constructor of RPF_Code.RPF_Initializer: System.TypeInitializationException: The type initializer for 'RPF_Code.RPF_Initializer' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
at RPF_Code.RPF_Initializer..cctor () [0x0005d] in <488e58a670b843d4a7ba68dce1d1b205>:0
--- End of inner exception stack trace ---
at (wrapper managed-to-native) ...
at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor ...
at (wrapper dynamic-method) Verse.StaticConstructorOnStartupUtility.Verse.StaticConstructorOnStartupUtility.CallAll_Patch3(


Not sure if it is related to the above, but this mod also seems to make Dubs Bad Hygiene go nuts, which causes MapGen to fail. Full log: https://github.com/AerosAtar/Misc/blob/master/20210219
Karmapowered 6 Jan, 2021 @ 10:35am 
Thank you very much to you and Dubwise for working out a compatibility fix with his Hygiene mod. Both mods are must have's to me.
97cweb 12 Oct, 2020 @ 9:40am 
@troopersmith1
Just wanted to say thank you for fixing this issue and resolving it with Dubwise as well. It works now, and I no longer have to use the well on the far side of the base anymore. Thank you
troopersmith1  [author] 11 Oct, 2020 @ 10:06pm 
@AerosAtar

Excellent! Glad to hear it. I'll add a note to the description that the two mods are compatible.
AerosAtar 11 Oct, 2020 @ 9:59pm 
@troopersmith1
So, after some *very* basic testing it appears that they (this plus Terraform Rimworld) work perfectly together - the replaced water didn't freeze/thaw while the added water did. I can't speak to any other mod that does terraforming, but one at least seems to work.

It was really cool to watch the progress of the map freezing over too! :fhappy:
AerosAtar 10 Oct, 2020 @ 9:56pm 
I'll do a short test run sometime soon and let you know.
troopersmith1  [author] 10 Oct, 2020 @ 8:32pm 
@AerosAtar

Well, I can't say for certain how they will interact, as I have not used that mod, but this mod looks for the terrainDefs for water, and replaces them with ice if the temperature is cold enough, and vice versa when it warms back up, so there *shouldn't* be an issue, as long as the terraforming mod actually changes the terrainDef from water to something else, like soil. I would be curious to find out how they work together, if you are willing to do a little testing?
AerosAtar 10 Oct, 2020 @ 8:18pm 
@troopersmith1
Just curious, as I've had an issue with a similar mod in the past:

How does this mod handle water that is added/removed via things like Terraform Rimworld? The previous mod I used didn't take it into account and so all of the water I had removed was still freezing and reverting from Soil to Water when it thawed, causing some *really* funky issues in the rooms I had built there...