RimWorld

RimWorld

Events+
302 Comments
эвил заза 10 hours ago 
events affecting the map and changing terrain is such a goated idea
Jean1337_ 12 Jul @ 7:40am 
your mod is awesome, please update it
Cybranian  [author] 11 Jul @ 9:35pm 
soon
黛西·露珠·毛毛 11 Jul @ 5:25pm 
1.6plz
Alex_ 10 Jul @ 2:43pm 
you just need to make your base into a compound like they do in Antarctica
thick outside walls, like spaceships, and if you venture outside, and air lock!
Damocles 5 Jul @ 2:38pm 
Very cool mod in theory, but still needs lots of polishing. Converted 9/10 of my entire planet to ice sheet, with it eventually settling down at -472F. This is not survivable no matter ho hard you try. All other events work and pretty unique, but "Sun Death" and "Psychic Rain" are really just too much to handle no matter how far along you are, or how hard you try.
box_ 28 Jun @ 2:59am 
1.6
Bronips 14 Jun @ 7:22am 
Cybranian "Or should it be resurrected?" Why no?
[C|⦿] Typical Lama [✚] 14 Jun @ 4:17am 
Okay finally got the global warming to work after messing more in the save file. Still, wish there was an easier way to do this via devmode.
[C|⦿] Typical Lama [✚] 14 Jun @ 4:08am 
Could we get options in dev mode to fe. modify the target temperature etc? I'd like to make a colony in a frozen world but -80*C global temp is too extreme. I'm currently at -35*C and it's already too much as guareleen trees will die in the winter, so i'd like to adjust it so that temps are above -60*C on my tile, but I didn't see any option to modify it? The only way i got to stop the cooling was from modifying my save but now I can't get global warming to start up so it warms a bit.
Canada Day 13 Jun @ 10:28pm 
Lolz to sun death ... wow sounds awful
huevo grande 10 Jun @ 5:47am 
got the climate change event with minus 120 degrees (in moment) and minus 80 degrees at fact
even anomaly entities can't handle it
is there way for nearby settements selfdestruct because of such climate change?
by this mod or by other, without devmode for sure
dsp gaming 2 Jun @ 7:57am 
An option to regenerate the sun with dev option would have been nice
Cybranian  [author] 1 Jun @ 8:09pm 
@dsp gaming

There are settings in the mod especially for people like you. You had the opportunity to get acquainted with all the events and understand from the name that the death of the sun is fucking endless. Or should it be resurrected?
dsp gaming 1 Jun @ 11:40am 
this fucking mod fucked my entire gameplay. "Death of sun" event is fucking permanent, removing it with dev tools doesen't help the whole planet turned into an ice age. Literally unplayable
HotPlesiosaur 27 May @ 7:49am 
Does "death of sun" ever go away? I was hoping to continue my save for a little longer but the global cooling has gotten debilitating.
krn̈vr 18 May @ 5:27pm 
Or add a setting for how much the global cooling/warning can reach
krn̈vr 18 May @ 5:25pm 
Pls rebalance this
I'm blind as ♥♥♥♥ 12 May @ 5:58pm 
So i triggered the death of sun twice, and surprisingly, temperatures keep dropping, -300C is livable. So congratulations, i've never had any reason to put my nuclear reactor output so high just for heaters lol
小白QWQ 6 May @ 5:06am 
I'm now experiencing Death of sun and global cooling, now the temperature is -180C, and dropping towards -280C lol. Still have no idea how to survive this.
GVLT 2 May @ 7:53am 
Okay, can't say that cooldown is working on my setup. After two global warmings I received sun death (which itself for some reason would not lead to a planet cooling dawn significantly), then I received global cooling, and now it's global warming again.
GVLT 30 Apr @ 8:14am 
So after two global warming and death of the sun my world temperature is floating around 60C, which is not looking a lot like the case for a deadworld. Mods seems like a great concept, but all that perturbations seems not fully polished. Also, it's notable that I'm not the only one with two global warmings in a row.
Cybranian  [author] 29 Apr @ 5:48pm 
@Venum

Global climate change can be adjusted by another event to change the climate in the other direction. In your case, this is global cooling.
Cybranian  [author] 29 Apr @ 5:46pm 
@Zaljerem

Hi, I'm never against it and I won't demand that any mods be removed. I'm glad I could teach someone :)

Although let's be honest, my old code is terrible from my current perspective heh, but it shows progress. Good luck with your development.
Venum 29 Apr @ 1:09pm 
So looking for some help. Had climate change bring temp up to 125C. Managed to stabilize it at 80c using weather controllers from another mod. Now global warming pushed it up to 110c. Thanks to being late game I managed to get my pawns up to 100c comfortable temp so I'm surviving on my map.

Does climate change ever naturally cool down or do I have to wait for the specific event to trigger?

I do want to mention that it was an amazing challenge from the event.
Zaljerem 29 Apr @ 10:03am 
Hi there! Awesome update! Glad to see you're still actively modding!

As you probably know, I've continued a few of your mods. I will remove them at your request, and you are more than welcome to use what I've done to update officially. I have great respect for you and your ability; your code has taught me much! Thanks, and I hope all is well with you!
GVLT 29 Apr @ 1:25am 
Thanks, can you point me to the mod updating the terrain? I was unable to find the one.
Anyway a week after I received second global warming letter game notified me about sun dying, so it all seems logical now and sun going down with a bright flash heating the planet.
kingrevolucion12 28 Apr @ 6:32pm 
Excellent mod, thanks for this contribution, always enriching the world of Rimworld. I don't know if it would be possible for you to place an invasion like the Rat ones, but now with Manhunters (Wild Men). Would that be possible? Or is there a way for us to change it? It would be wonderful.
Cybranian  [author] 28 Apr @ 5:25pm 
@Dlitz

I checked, apparently these are not significant errors, because the textures are still loaded and work on the world
Cybranian  [author] 28 Apr @ 5:24pm 
@GVLT

Firstly, I think there are other mods that react to the map temperature and update its terrains.

Secondly, climate changes have a 720 day cooldown, so it's strange that they happen so often. I added an additional check so that they don't happen while there is already an active event.
GVLT 28 Apr @ 3:17pm 
And it seems there is no cooldown for event. I've got two global warming events in a span of less than a year and not it's approaching 160 outside.
GVLT 28 Apr @ 11:12am 
Also, is it possible to melt ice of ice sheets with the climate change? It's kinda strange to have ice floor when you are sitting in +30C
Dlitz 28 Apr @ 7:12am 
Thank you for the update. I’ve noticed an issue after the recent update—this mod now conflicts with Regrowth: Core. After selecting a scenario and generating the map, an error report appears (I only have Event+, Regrowth, and the necessary prerequisite mods installed).
GVLT 27 Apr @ 8:36am 
How much is performance impact of this mod? Seems very promising
Tench Froast 27 Apr @ 4:56am 
Regarding the Ice Storm bug, had to resub to the mod to download the update but it looks to be fixed now, thanks!
Cybranian  [author] 27 Apr @ 4:53am 
@TeH_Dav

My mod does not use the content of these mods and operates separately. Meteorites only contain vanilla resources now. AI factions build roads from the vanilla game.
TeH_Dav 27 Apr @ 3:50am 
I love the idea of this mod.
Question:
Mods like Rimnauts 2 and Mashed's Ashlands add things like meteors and volcanos. Does this mod utilize those assets if someone is already using those mods? For the various things that effect roads, will this work on road types added by mods like "Roads of the Rim" or "Rails and Roads of the Rim"?
Cybranian  [author] 27 Apr @ 2:04am 
@Tench Froast

Fixed
Tench Froast 27 Apr @ 1:49am 
Not sure what logs to attach since there aren't any errors but had an ice storm event and after a while, my pawns under a thick roof mountain started taking damage.
Cybranian  [author] 27 Apr @ 1:16am 
@Massive Clock

Unlikely
Massive Clock 26 Apr @ 11:38pm 
I’m currently using vanilla events expanded. Will this conflict with that in anyway?
Cybranian  [author] 26 Apr @ 5:12am 
@Halicade

updated
Halicade 26 Apr @ 5:04am 
Hello! I get an error from the psy storm event trying to give my pawn a psycast. I don't have Royalty. Log below
https://gist.github.com/HugsLibRecordKeeper/bc5d0133ee894ee3b81ffa19caa5e42d
Cybranian  [author] 26 Apr @ 3:35am 
Major update, may require starting a new game
Cybranian  [author] 23 Apr @ 1:26am 
I'm working on a big and high-quality update of the mod. I don't know yet whether I'll release it as a second part or update this one. I'll be glad if you support my work in kofi

https://ko-fi.com/kaiser_dmitry
Dahl 18 Apr @ 12:44pm 
Thanks OP for making Psystorms for Rimworld, been driven up the wall trying to find Psystorms/Emission events for my S.T.A.L.K.E.R. campaign.
GULÉ🏠 2 Apr @ 7:47am 
@Cybranian YAAAAAY. Please update psystorms not to kill pawns.
Cybranian  [author] 2 Apr @ 2:02am 
I plan to update the old mods soon
KarloGamatatsu🐸 2 Apr @ 12:23am 
bro u need to make mod options, PsyStorms are literally game ending if you aren't under a mountain smh.
UntouchedWagons 13 Mar @ 6:41am 
Yeah the PsyStorm event is nuts, several pawns went beserk despite mild mental exhaustion and one of my pawns straight up died because of it. I had to use Scenario Amender to disable it.