RimWorld

RimWorld

Climate Cycle Extended++
34 Comments
GwinnBleidd  [author] 15 Jul @ 2:13pm 
@Theocratical Goblin
@KurtHussein
Yeah, sorry about that. There was a bug: I put some conditions in the wrong order.
Hopefully it's fixed now. Better late than never, I guess
GwinnBleidd  [author] 15 Jul @ 2:11pm 
Updated to 1.6.
I don't play much RimWorld these days, so I didn't test it too much. Please report back any issues
Theocratical Goblin 26 Jun @ 9:21am 
sorry, something is still wrong, this mod is buggy. right now, it adapts the 'average temp' numbers on the world map but it doesn't change the actual map temp. when I remove the temp change (set to 0), it actually then changes the temp back to 'normal', but actually it just does the exact opposite. the temp said +15°C, so when I turn the temp off, it subtracts the temp from my map... but my map temp was not changed in the first place, so i end up with a -15°C. I really hope i can manage to fix this because I don't want to start my run over
Theocratical Goblin 26 Jun @ 8:46am 
Actually, I believe it's because the global option actived the vanilla climate cycle alongside the modded version (the one that displays the temperature). After killing the vanilla climate cycle the temp went to what I expected it to be according to my settings.
Theocratical Goblin 26 Jun @ 8:32am 
Yeah, I noticed that the "global modifier" setting can be a little bit buggy. The mod wasn't applying the temperature correctly at first, but after fiddling with the setting and turning global modifier off and on a couple times, it started working again!
KurtHussein 3 May @ 11:57pm 
For some reason, for me mod only works if I toggle off global modifier. If it's on, temperature change on the right is shown, but doesn't affect the map temperature
Milk 12 Feb @ 6:44pm 
Seems like the temperature modifier you apply to world tiles is handling that. The consequence right now is trade caravans aren't coming at all during cycle peaks, even from comms console (they say the temperature is bad).
Which is good. It's working as I'd expect :)
GwinnBleidd  [author] 2 Feb @ 7:04am 
@Milk I didn't add any such functionality to handle clothes
Milk 24 Jan @ 2:07am 
This looks rad. I also keep struggling with caravan maps, using classic-style climate cycles.

Do you happen to know if generated pawns (raiders, trade caravans, world sites, etc.) equip appropriate clothes for the modified climates? For example I continually get poorly-dressed trade caravans that leave the map immediately, using Cycle+.
GwinnBleidd  [author] 12 Dec, 2024 @ 5:22pm 
@dionysusl sorry for the late reply. How do you "cancel" the mod.
The only way to get rid of it is by setting the "Uninstall" checkbox on the mod's settings page and following the instructions. And even then, it's not 100% guaranteed. it worked for all my tests, but with so many mods around, who knows
GwinnBleidd  [author] 12 Dec, 2024 @ 5:20pm 
I'm sorry for neglecting to follow the comments and respond to everyone. It's been a hectic few months as I've been focused on job hunting, which is still ongoing.
dionysusl 14 Nov, 2024 @ 3:30am 
Hi @GwinnBleidd, When I cancel to use this mod and re-enter the game, I find that the function bar at the bottom has all disappeared, and there are many problems, what should I do fix this bug?
GwinnBleidd  [author] 25 Sep, 2024 @ 6:29pm 
@Lady Vykeen there's no such settings currently, so you haven't missed anything.

I'll try to add it, it's quite simple, but the problem is that I'm looking for a job, so I'm somewhat time-constrained currently. Resumes and application forms go brrrr.
Lady Vykeen 25 Sep, 2024 @ 2:41am 
This is gonna make my game much more fun :D one suggestion I have is, if it's possible, to be able to toggle off the "climate cycle extended" info on the right of the screen. Unless there is a setting and I've missed it?
GwinnBleidd  [author] 20 May, 2024 @ 1:41pm 
@sine imagine it as a sine/cosine function. in those 3 years, there will be 1 maximum temperature, 1 minimum temperature, and transitions from one to another.

All-in-all in 3 years the full cycle will be up and you will arrive at the same temperature conditions you had when your game/cycle started
Sig 19 May, 2024 @ 5:21am 
If I set the cycle to 3 years, does it mean that it peaks hot at year 1.5, then peaks cold at year 3? or it peaks hot at year 1, then cold at 2, then 3 is normality before starting the cycle again? Thank you
Giggle/Sinbad 8 Jan, 2024 @ 2:16am 
Thank you for making this. Exactly what I was looking to add to my current run.
Shell Felspell 2 Dec, 2023 @ 11:49am 
o7 Best Modder Ever <3
GwinnBleidd  [author] 1 Dec, 2023 @ 1:14pm 
@BleueBloodbath added. I hope I didn't fuck up the formulas lol.
Make sure your mod is updated
GwinnBleidd  [author] 17 Nov, 2023 @ 3:17pm 
so remind me in like 2 weeks
GwinnBleidd  [author] 17 Nov, 2023 @ 3:15pm 
@BleuBloodsworth maybe, but I'm on vacation till the 1st of Dec, no coding until then :)
It's using a sine function currently, btw
Shell Felspell 17 Nov, 2023 @ 8:59am 
P.S.
Love the mod
Shell Felspell 17 Nov, 2023 @ 8:58am 
Suggestion:
in mod options give options for adjusting the weather change formula. Seems to be exponential, id like to be able to select a linier pattern. I dont like how long it hangs out in the extremes.
Suzan 5 Sep, 2023 @ 3:49pm 
ya Rock! Dispenses hugs being fresh outa coffe funds
GwinnBleidd  [author] 5 Sep, 2023 @ 5:25am 
@Suzan updated to have independent max increase and decrease.
But I suck in trigonometry so I hope I didn't screw up the formula.
Make sure your mod is updated to 1.4.0.2
Suzan 4 Sep, 2023 @ 11:42am 
Catts i had the dual issue as well but then realized i was silly and had set it up as a perm condition in scenario as well.
Suzan 4 Sep, 2023 @ 11:40am 
Humble Request: Rather than single temp adjust would it be possible to have 2 inputs how cold and how hot? so could set say -50 colder and +20 hotter. I checked xml i can adjust xml but it seems its in the assemblies which is a bit beyond me
GwinnBleidd  [author] 19 Nov, 2022 @ 7:53pm 
@Catts Indeed, that was the primary reason why i decided to create this mod
Catts 19 Nov, 2022 @ 2:14pm 
Yeah I assumed it was an interaction so wouldn't really be possible to diagnose from here. Thanks again for the mod! Always sort of broke immersion with the other one when my map would get down to -50C or something but we could send a caravan next door and it's still summer weather.
GwinnBleidd  [author] 18 Nov, 2022 @ 7:20am 
@Catts interesting... I had only one notification, probably it's some interference with another mod.
I don't mind, use the mod however you want
Catts 17 Nov, 2022 @ 9:33pm 
Couldn't figure the issue out so I just recompiled a version for my own use that doesn't write the GameCondition display. Hope you don't mind.
Catts 17 Nov, 2022 @ 8:04pm 
Thanks, ended up making a new colony anyways.

I'm getting the in-game Climate Cycle alert twice for some reason, any idea why that might be?
https://imgur.com/ZlQq4Gd

Looking through the savefile it does list the game condition twice with uniqueID 1 & 3, but I'm not sure if that's intentional or not:
<gameConditionManager>
<activeConditions>
<li Class="ClimateCycleExtended.GameCondition_ClimateCycleExtended">
GwinnBleidd  [author] 16 Nov, 2022 @ 6:28pm 
@Catts unfortunately I don't know the internals of that mod. I assume you could try using the god mode to terminate the climate cycle condition. Make sure to make a backup before you try it.
Catts 16 Nov, 2022 @ 3:39pm 
This is great, thank you. Unrelated but might you have an idea how to removing Climate+ from an existing save game? Would prefer to replace it with your version.