RimWorld

RimWorld

691 ratings
Sandstorms
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Mod, 1.4, 1.5
File Size
Posted
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4.896 MB
Apr 25, 2023 @ 10:32am
Apr 7 @ 2:34am
40 Change Notes ( view )

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Sandstorms

Description
Adds sandstorms, which naturally occur on desert and arid shrubland maps. Functionally very similar to snow and rain, but breaks outdoors electronics rather than short-circuiting them.

Sandstorms will produce extremely windy weather and severely affect sight and movement of pawns on the map. They can appear as forced weather quests or incidents on maps that would normally not have sandstorms.

During sandstorms sand will slowly gather on the map, and sand being sand, it gets everywhere, even under roofed areas. Fallen sand will slowly be blown away by the wind on the map. Pawns will also clear fallen sand in any designated snow clearing zone, which now also functions as a sand clearing zone.

Even maps that would not naturally have sandstorms can still be affected by the sandstorm incident, which requires a nearby biome on the world map that would naturally support sandstorms.

If you are unhappy with the breakdown chance, CHANGE IT IN THE SETTINGS. That's what settings are for.

If you feel like sandstorms happen too often or go on for too long, install my other mod to control this behaviour:
- Weather Control

Mod support
Various modded biomes are supported:
- More Vanilla Biomes (Badlands, Desert Oasis, Coastal Dunes, Sandbar)

- Biomes! Oasis (Chromatic Oasis)

- Biomes! Islands (Atoll, Desert Island, Tropical Island)

- Alpha Biomes (Gallatross Graveyard, Pyroclastic conflagration, Tar Pits)

- Nature's Pretty Sweet Continued
(Desert Salt Flats, Desert Oasis)

- Realistic Planets Continued (temperate desert, oasis)

- Mashed's Ashlands (all biomes)

These mods add support for sandstorms:
- Snow Covers All

GitLab link: https://gitlab.com/nightcorp/sandstorms

Uninstalling
If you absolutely need to get rid of this mod mid-playthrough, use the debug actions to change to clear weather TWICE (once for transitioning to, then again to force it *now*) - then use the debug action to clear all sand. Save the game and remove the mod. Upon loading your save you should receive 2 one-time-exceptions, after that you should be good to go.

Personal plug
If you want to get involved more directly with development of my mods or provide feedback, feel free to join my discord server: https://discord.gg/CUjRTvsmpv
Popular Discussions View All (2)
4
Nov 5, 2024 @ 1:37am
Sand doesn't wash off of water
Nim
0
Jul 16, 2023 @ 1:42pm
PINNED: If breakdowns happen too often, change it in the settings
NightmareCorporation
378 Comments
NightmareCorporation  [author] Apr 7 @ 9:32am 
Bah, URLs don't work in comments, huh? Just check the mod description for the link.
NightmareCorporation  [author] Apr 7 @ 9:32am 
@kingrevolucion12
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.
kingrevolucion12 Apr 7 @ 9:25am 
Can it be made a permanent game condition?
And how does it affect everyone if it becomes a wasteland? That would be spectacular.
Sverd Apr 7 @ 8:34am 
Awesome, thank you man. I play with a few upgraded versions of Geothermals (the advanced geothermal from VPE and solar geotherm from beyond our reach) so will let you know if there's any weird interactions!
NightmareCorporation  [author] Apr 7 @ 2:37am 
@Sverd @CrackaJack
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.
Sverd Apr 5 @ 1:29pm 
Sounds good - will be checking this space to see what you cook up! And yeah the breakdown feature is really cool IMO, fun way to add some additional gameplay rails in the desert. Thanks for your hard work on this awesome mod, appreciate all you do to help spice up the Rim
NightmareCorporation  [author] Apr 5 @ 9:42am 
@Sverd
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.
CrackaJack Apr 4 @ 4:49pm 
aah so thats why! well, why not make them "immune", after all the steam powering the turbine comes from below the earth and blows outwards
Sverd Apr 4 @ 10:52am 
An option to toggle off 'geothermals impacted' in the settings menu would be fantastic - that way if you have only indoors geothermals you could go in and switch them off from being affected. Wasn't aware of coolers being impacted but it would make sense to do that as well if they're impacted by the same logic.

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
NightmareCorporation  [author] Apr 3 @ 11:48pm 
@Sverd @CrackaJack
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.