RimWorld

RimWorld

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Solar Apocalypse and Rogue Planet
 
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Jun 17 @ 2:57pm
Jun 21 @ 11:16pm
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Solar Apocalypse and Rogue Planet

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Description
This mod enables two game conditions - Solar Apocalypse and Rogue Planet. These should be used in a scenario as a permanent game condition. Strange things will happen if you add both of them, so please don't.

BaRKy made a timelapse video of the mod in action, you should go check it out. :)


Solar Apocalypse

Solar activity increases at an alarming rate, creating a never-ending heatwave and runaway greenhouse effect.

This map condition slowly increases the temperature over the course of many years. At first this increase is quite small, but with each passing year the rise becomes more evident.

In addition, fewer animals will migrate into your part of the world, and plants will become scarce.

As even more time passes, your cooling systems will be unable to sink heat fast enough and this means you will be unable to grow crops or keep animals even indoors. Plants which are outside in the searing heat will die.

This necessitates eventually building a spaceship to escape the searing heat. You will need to acquire the materials to do so while continuing to fight off raiders and the like in ever-increasing temperatures.

Rogue Planet

Through misfortune, this rimworld has broken from its orbit and is steadily escaping its parent star.

This map condition decreases the temperature over the course of many years. Like Solar Apocalypse, the decrease starts out small but gets bigger with each passing year.

Again, plant and animal density will decrease as the temperature gets lower.

Because of the nature of the map condition, less light will reach the surface and you will get less power from solar panels.

The temperature will now eventually reach a point slightly above absolute zero, and solar flares will stop affecting the colony after a certain time.

[Version 1.0.6]

Note: Please ask me before re-uploading this mod.

Direct download.[marvinkosh.omniloth.net]

Go to Alpha 15 version.

If you would like to support me on Patreon, use this link: https://www.patreon.com/marvinkosh
Popular Discussions View All (1)
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Jun 23 @ 12:42pm
How the mod got started
Marvin
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41 Comments
Vas Oct 8 @ 8:30pm 
Except saving more people in the game isn't possible, because people don't join you willy nilly to get away from the planet. Unless you mod in an event to both of your conditions that detects a ship launch, and has factions coming to you for asking for your help rescuing them and such. 4 years in, its still 90F but slighty colder more often now, and solar panels are still very useful because they've barely decreased at all, outside lighting is at 92% so crops still grow very well. The game's quite boring past 4 years, its nothing but infestations of large size and raids of ridiculously large strength/size with visitors that burn down the place because pyros.

If you add in an event that allows people to request your assistance saving their colonies with making them a ship, it might be worth it. If you want to do that, let me know, because I got some ideas on it. :P
Marvin  [author] Oct 8 @ 7:57pm 
It reduces the temperature across the whole planet equally. So yeah, the hottest locations are going to take a while to get down to below freezing.

One way to look at this is, you have the technology and the resources to build the ship, but could you save even more people if you send that one up and keep going with the people that remain?
Vas Oct 8 @ 5:33am 
So Rogue Planet is defeated by starting anywhere warm? :P Tropical Forest.
Marvin  [author] Oct 8 @ 5:13am 
Well, it seems like you started somewhere really warm. What did you expect to happen? ;)
Vas Oct 8 @ 4:36am 
3.25 years in, still 90F outside, with the brightest daylight being 94% and my neolithic civilization has already completed almost all research in the game and we're already depleting the map of everything and fully capable of making a ship and leaving and haven't even been hindered in the slightest by the rogue planet effect. :P
Marvin  [author] Oct 7 @ 3:56am 
When you send out a caravan and settle on a new map, they should also be present there, but there's a bug in Alpha 17 so they aren't.
Vas Oct 7 @ 12:24am 
Whats broke about permanent game conditions anyway? :P
Marvin  [author] Oct 6 @ 11:40pm 
By the way, I recommend that you check out my new mod called Permanent Game Condition Fixes. It has a better fix for permanent game conditions than the temporary fix I made for this mod (and it's also still compatible with this mod).
Marvin  [author] Oct 6 @ 11:32pm 
By year 3 or 4 the drop in temperature should be significant.
Vas Oct 6 @ 11:13pm 
How long does this take for the rogue planet to become actually cold? I'm 2 years in and its still over 101F and the sunlight has only decreased by 3% so far.