RimWorld

RimWorld

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Solar Apocalypse and Rogue Planet
   
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Jun 17, 2017 @ 2:57pm
Jun 21, 2017 @ 11:16pm
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Solar Apocalypse and Rogue Planet

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 1.0 version.

If you would like to support me on Patreon, use this link: https://www.patreon.com/marvinkosh
Popular Discussions View All (1)
0
Jun 23, 2017 @ 12:42pm
How the mod got started
Marvin
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82 Comments
SnuwWulfie Aug 14, 2020 @ 5:13am 
wind turbines shouldn't work in rogue mode because winds are created by the differential in temperature created by the sun. If the heat from the sun stopped reaching the earth then drag would slowly make the air rotate just as fast as the ground and in the same direction. Please add this to the scenario?
Marvin  [author] Feb 22, 2019 @ 1:45am 
1.0 version is available on Steam. See the link above. Direct download version also available, see here: http://marvinkosh.omniloth.net/my-rimworld-1-0-mods/
Marvin  [author] Feb 9, 2019 @ 6:47pm 
Yeah, I'll try to aim for a release on Wednesday. There won't be any changes from the test version, but it needs a video to document all the stuff which has changed since A17.
XlorD59 Feb 9, 2019 @ 4:29pm 
@Matvin

this is amazing! Since Disasters seems to work quite well and has no visible bugs, are you planning to add it to the Workshop?
Marvin  [author] Feb 9, 2019 @ 2:00pm 
It should work, yeah. All my mod does is look for an active game condition(s) which is permanent and gets the temperature offset, then applies that to all tiles, so that caravans are affected, and the world map reflects the changed conditions.

It doesn't predict what conditions will be like in advance, though, With a climate cycle game condition, the temperature is going to oscillate from one extreme to the other, so you should expect and prepare your colonies and caravans for both.
XlorD59 Feb 9, 2019 @ 10:42am 
@Marvin

is it true if I use only default climate cycle or it works with modified ClimateCycle++ as well?
Marvin  [author] Feb 8, 2019 @ 9:01pm 
The test version of the mod for 1.0 (Disasters) will affect world map tiles even if you're using the default climate cycle game condition.
XlorD59 Feb 8, 2019 @ 4:34pm 
@Marvin,

great job making this mod, as well as Disasters.

But may I ask if you have some start condition or mod with regular climate cycle?

I just want to play with hotter summers and colder witners, rather with constantly freezing\melting world.

Mod Climate Cycle++ exists, but it doesn't change temperature on a world map. So while your base have -50 C, neightbour cell will have 20 C.
YAYO Jan 10, 2019 @ 6:54pm 
i love this mod so much. thanks for work this. i wait 1.0
Marvin  [author] Nov 22, 2018 @ 3:21am 
Hey guys!

Forgot to mention that there's a test version of Disasters (the new name of the mod) for 1.0 which works pretty well. See the Ludeon forums post for details:
https://ludeon.com/forums/index.php?topic=30508.msg444297#msg444297