RimWorld

RimWorld

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Custom Climate Cycle (Continued)
   
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
49.255 KB
10 May, 2024 @ 6:38pm
11 Jul @ 7:12pm
3 Change Notes ( view )

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Custom Climate Cycle (Continued)

In 1 collection by Zaljerem
Zal's Continued Mods
512 items
Description
Original mod by dninemfive
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1684902496
MIT License
Even so, if the original author requests it, I will remove this update.

--

Original mod notes (1.2):

Adds a new climate cycle setting allowing customization of every aspect, from period to temperature offsets, plus the ability to set up a runaway scenario. Access it through the new "Custom Climate Cycle" scenario part.


Variables

Formula:

(Mathf.Sin((GenDate.YearsPassedFloat + (float)ticksOffset / (float)GenDate.TicksPerYear) / PeriodYears * tau) * tempOffsetFactor) + tempOffsetOffset + (xCoeff * GenDate.YearsPassedFloat)

- Period offset: how many years into the cycle the game will be when it starts. Default 0, and can be randomized.
- Period: how many years the cycle takes to go through. Default 4.
- Temperature offset factor: The magnitude of the sine wave. If the temperature offset is 0, this is the maximum variation from normal temperatures. Default 20.
- Temperature offset: Lets you modify the default yearly temperature. Negative values make the whole cycle colder, positive ones make it warmer. Default 0.
- X-coefficient: a modifier which lets you set runaway warming or cooling. Negative values make temperature trend colder over time, positive ones make it trend hotter. Default 0.

Custom climate calculator/visualizer:
https://www.desmos.com/calculator/sj9ycjx97n


Notes

- You need to use the new "Custom climate cycle" scenario part; simply adding a custom climate cycle as a standard game condition will work, but it'll be the same as a normal climate cycle.
- You should be able to layer multiple Custom Climate Cycles to get non-sine behavior if you want to go through the effort, and by zeroing out the temperature offset factor, temperature offset, and x-coefficient you can do things like balance the game's overall temperature (making a warmer or cooler planet) or simply make temperature increase/decrease over time without a cycle.
- No mod compatibility issues are expected; this doesn't modify any base game code.


Thanks to 22点下 for the Chinese (Simplified and Traditional) translations.
13 Comments
Yrol Akiyama 12 Jul @ 5:40am 
°grins° Zaljerem, bad idea... NOW they all EXPECT such fast updates ;o)

Slightly more serious Sidenote: if the devs roll back the update due to an issue, so must you...
Zaljerem  [author] 11 Jul @ 7:13pm 
Updated to 1.6.
smrow 11 Jul @ 7:08pm 
Easily my favorite mod in all of Rimworld. Makes for some really cool runs, I've had a ton of fun playing with this.
wizardofmagicmemes 11 Jul @ 3:43pm 
Will this be updated to 1.6?
Yrol Akiyama 2 Jun, 2024 @ 10:01pm 
Support older versions... to what end? There's a new DLC now every 1, 2 years?
I cannot imagine the horror of going through all those changes for a mod to make it
work with the newest DLC and THOSE are usually done well and are kept updated
whereas usermods might be abandoned after 1, 2 versions of the main game.

And i agree, Rimworld is not a game where you can go about without basic modding skills
IF you are going to use big or many mods.

Moreso as it is a game that uses "clear text"-mods, which can be easily edited,
compared to games that purely use encoded mods like Unreal Engine or Unity.

Sidequestion: Do the official DLCs even work with 1.3?
Zaljerem  [author] 13 May, 2024 @ 6:57am 
Updated: Added 1.3 support via original mod assembly (as it was reported working through 1.4). Please note I will give this no support and it is subject to removal at any time.
Zaljerem  [author] 13 May, 2024 @ 6:46am 
Your points are reasonable, you're not being an entitled jerk about it, so I will add the 1.3 tag. That's subject to removal at any time if I suddenly get support requests or even the slightest bit annoyed by it. :)

To your last point - many players would be well served by learning a little bit about modding if they intend to mod heavily. Then they wouldn't have to rely as much on old curmudgeons like myself. :)
Thundercraft 11 May, 2024 @ 2:18pm 
Sure. Though, a local copy is not as flexible as a Workshop mod. For instance, you can't simply create a mod collection on Workshop and then recommend it or share that with friends:
https://steamhost.cn/steamcommunity_com/workshop/browse/?appid=294100&section=collections

Also, those who create Let's Play or Twitch videos often share their mod list. That's not exactly possible for local copies of mods.

Further, not every RimWorld player is confident or knowledgeable enough to try even basic mod editing. I'd even say that makes up the majority of mod users.
Zaljerem  [author] 11 May, 2024 @ 9:25am 
I could. Just like you could put that in your own local copy of the mod.
Thundercraft 11 May, 2024 @ 9:24am 
If that's the case, then couldn't you add <li>1.3</li> in between the <supportedVersions> tags in About.xml?