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Just use the mod "Cherry picker" if you want to remove it without breaking the mod.
I'd imagine the scenario creator from RW would allow you to make sandstorms a permanent game condition, yea.
I'm not sure what you mean with wasteland, but a map with a permanent sandstorm is probably somewhat comparable to ice sheet? Nothing to grow, difficult to do combat outside, very bunker-like playstyle.
On another note you could achieve the same by using [url]WeatherControl[/url], which allows you to crank up the likelihood for sandstorm weather and remove all the other ones, so you can have phases of clear weather to get a bit of a break from the constant sand.
And how does it affect everyone if it becomes a wasteland? That would be spectacular.
I've updated the logic for buildings that are "filling cells", like coolers and geothermal generators. It should now be a universal solution to all buildings that go over walls / act as walls and are able to break down.
I've received so much annoyed feedback about the breakdown feature that I can't help but assume everyone hates it, I'm super happy to hear that's not the case!
For coolers there is also a "smart" fix implemented in the mod, basically using the place worker to check the "red and blue" cells for the outside-ness check rather than the cooler cell itself. For geothermals that won't work, but I might be able to come up with a good solution for them rather than just flagging all of them as "immune" to breakdown from sand.
Thanks so much for your quick responses and reactivity. I really love this mod, it makes playing in deserts much more fun and dynamic and gives an in-game incentive to do stuff you normally wouldn't (like enclosing geothermals in a vented room). Apologies for the miscommunication earlier
Alright, I misunderstood then, sorry. Right now I could apply an "exemption" for geothermal generators, but that would apply to all of them. The game considers geothermal generators as always outside, because they are fundamentally "walls" - so they are neither inside nor outside... I'll have to apply a similar solution as with the coolers, which used some of its placeworker logic to make it work dynamically.
that guy WANTS it active.
You can disable breakdowns or lower its likelihood in the settings. It's mentioned in the description, there is a pinned discussion, it's basically the only thing being talked about in the comments. I don't know what else I can do about making it more apparent that you can disable the mechanic.
People hate the breakdowns, I get it. I'll disable them by default in a future update. It's a crying shame, but I get it. Sandstorms will just become visual and impact sight and movement, which I find incredibly dull, but that's just what the people want as the out-of-the-box experience.
I'm afraid you can't just put a slider in and have it work like that. Weather commonalities are baked into the Def of the given Biome that you are playing in. Hence why a proper mod that respects commonality logic and solves the problem altogether by safe-guarding potential issues that come with def modifications makes more sense than copy-pasting the mechanic, breaking half of it and shipping it with the Sandstorms mod.
The breakdown mechanic has been reportedly disliked by users of this mod, but outside of that mechanic I have no idea how to make this mod interesting from a gameplay perspective, hence why you can just disable the breakdowns if they are too disruptive.
I hope you provide some more constructive feedback, calling me lazy is kind of a mood killer when I provide mods in my free time :(
Install my other mod WeatherControl do control exactly how often and how long sandstorm and any other weather can be.
Is this intentional, or is something broken? Do I need to put some space between the generator and the walls?
setting how long sandstorms will last by setting config?
TY :)