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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3377426469
Hope it helps anyone!
Has anyone else tried running this in RimWorld 1.4?
Speaking of passive efficiency, are you familiar with the Yakhchāl? It is, to put it simply, a "medieval desert persian refrigerator that kept ice frozen all year round", using nothing but the air conditioning via evaporative or radiative cooling (obviously passive), primitive insulating materials and smart architectural design. Your mods remind me of stuff like this - creative and efficient.
My pawns are dying of thirst in the desert... ;-}
i just tested the mod (only 5 minutes), seems to work fine... at least the rain water tank works as intended
The rain water tank was a result of the buildings being set to rotatable. I've updated it so the tank is now static and I've decreased the footprint of the buildings so you can pack more together. Haven't changed the fog catcher I don't see a problem with that texture.
Could not resolve cross-reference to Verse.ThingDef named ThingDef_IceCarvingSpot (wanter=fixedBillGiverDefs)
Humidity is highest preceding rainfall not after, humidity changes day by day depending on wind patterns and temperature it doesn't decrease until rain falls. If anything I'd question where the rain is coming from if you're sitting at 10% humidity.
Most importantly humidity rises with evaporation on bodies of water, most commonly the ocean but also lakes and rivers. Fuuchan's mod has no way to take into account whether the player is on an ocean tile or river or really whether there's a body of water at all.
My weather based system isn't realistic either but my system will generate more water during fog and regrowth's overcast weather which is realistic while his will continue to generate less and less.
I hope that some others will find it nice to have too.
And thank you for this mod again, it is already a standard for me to have along with dbh.
Mads wanted it and it's here. The rain catchment, it's cheap to make and smaller than the other buildings, good for that little extra water when you're limited on space or resources.
Kaiser fixed a bug where you could collect the rain from rainwater tanks, fogcatchers and the new rain catchment which were built indoors. The AWG still works inside but the rest will need to be in the elements to catch the elements.
The Deep well doesn't have these limitations, the water table overlay it provides is enormous allowing the player to build a couple and effectively ignore water as a mechanic, it isn't that hard to research relatively early on either. I added the additional research so my early game addon would have more time to shine.
To be frank I like the added complexity of needing to store enough water between rainfalls but that deep well undermines me entirely so I took the simplest route to getting it out of the way.
By 'Deep Well' do you mean the vanilla looking steel wells? They draw from the same source as the shallow ''primitive'' well. It's certainly plausible to do a simple shallow well without any tech, so the second type of steel well shouldn't be any different (again, it's coming from the exact same source, just made with different, and in some ways worse material.) Maybe there are deep wells I never got to in Dubs that are supposed to drill into a limitless aquifer?
The regular wells are cheaty with the water overlay though - maybe disabling the overlay and allowing well digging anywhere is better overall, even if in real situations you could probably tell where an underground river was likely to be. That would force you to dig exploratory wells, which would be balanced and pretty "fair RNG".
You really should try mods before making nonsensical complaints.
Yes, that's me point: The tech isn't valuable because it isn't available. This is a problem with a lot of mods charging research, usually called "mid to late game" without any actual idea of when the window of usefulness for a mod is. This is why I have the tech speedup mod, because with lots of mods loaded, developers don't actually know how long it will take a given mod set.
Just to me a catchment sheet that connect to the tank for more ability to capture makes sense, instead of having to build multible tanks.
As for area I was just thinking each sheet have an increase to captured rain and one could place multible, like I assume one can place multible tanks to capture the rain. But one sheet would be cheaper than a full tank and cant contain water, just adds to the tank.
@McChicken You're welcome.
@AngleWyrm Have you used Dubs Bad Hygiene? Your colonists aren't going to last three years without drinking water.
One thought about the rainfall collector, not having tried it, but reads like it is a tank, if I understand correctly one would have big catch arears that feed to the tank IRL, so maybe an idea would be some capture basin or tarps one can add to the area around the tank, where the amount collected is based on the area covered?
Just a random thought before I even try the mod, so sorry for being silly.
And sorry for the ramble, thanks for the mod, looks interesting!