RimWorld

RimWorld

Seasonal Weather (Continued)
34 Comments
Tec Aug 16, 2024 @ 1:54am 
nvm, it is steam, it seems i was still on the 2nd of April version, i have redownloaded and the latest doesnt have this issue.
Tec Aug 16, 2024 @ 1:42am 
the assembly provided by the steam files for 1.4, shows that the 1.4 assembly was updated on the 2nd of April. So it seems it has updated when 1.5 was released.
Tec Aug 16, 2024 @ 1:39am 
In 1.5 the LetterStack.RecieveLetter recieved an extra string, int and bool to the arguments.

While the source code only has the first 3 arguments, when decompiled, it seems it was compiled using 1.5 method and thats what it recognises it as. So in 1.4 it errors.

ive switched to your older version on the github and the issue does not persist. perhaps its the steam version specifically that has the issue.
Mlie  [author] Aug 15, 2024 @ 11:55am 
@Tec Not sure what you mean, the 1.4 assembly has not been changed since 2022. I get no such error when I test the mod.
Tec Aug 15, 2024 @ 8:03am 
There is an issue with the "SeasonalWeather.WeatherSoothe.StartNextWeatherPostfix" for 1.4. its using the 1.5 method call in the 1.4 assembly. Throwing an error for each Letter during weather change
Mlie  [author] Jun 30, 2023 @ 11:01am 
@Karmapowered I assume it should work, but I have not verified that as I dont use either of the mods myself. Report back your findings if you test it
Karmapowered Jun 30, 2023 @ 8:39am 
Could this mod be used to expand on the Regrowth weathers ?

For example,
https://pastebin.com/wj2VZi9X

I'm looking for options that would allow me to not outright disable the Regrowth weathers (in the settings of that mod), but disable them instead per biome and season.

Would 0 as commonality disable a weather in the biome for that season ?

Also, do both weather systems (this mod's and Regrowth's mods) work together (merging) or do they conflict ?
O-Dozer May 13, 2023 @ 10:04pm 
Will this allow snowfall on a map with permanent summer?
Bartholomew Marmalade Mar 17, 2023 @ 8:11am 
How do you suppress a wild fire?
lol Nov 18, 2022 @ 4:41am 
This gives too many rainy days on the desert playthrough with ~400mm precipitation
TaM_tHe_JaM Jun 13, 2022 @ 10:16am 
Could you add blizzards please? Perhaps they will make pawns get hypothermia significantly faster, lower the temperature dramatically, and cause a huge fog-like atmosphere while of course sporting harsh winds.
AngleWyrm Mar 15, 2022 @ 7:04pm 
@Salthos, brief video on how to do a github gist: https://youtu.be/wc2NlcWjQHw
Mlie  [author] Mar 15, 2022 @ 1:02pm 
@Salthos Fixed the ambient sounds and implemented the suggested changes as well.
Thank you for the detailed report and those kind words!
Salthos Mar 14, 2022 @ 2:31pm 
With that out of the way:

Mlie - You are one of the main reasons I can still play and enjoy RimWorld today. Thanks your efforts, I can come back YEARS after getting almost 1K hours in RimWorld and start all over again. Seriously, you have given me HUNDREDS of hours of entertainment with your mod updates, and I literally cannot thank you enough. All modders are incredible, and you absolutely are too, and then some.

Seriously - THANK YOU. Please pat yourself on the back for all your work; you deserve that and so much more.
Salthos Mar 14, 2022 @ 2:31pm 
I don't know how to use GitHub so I'm typing this out here:

Just like in the original mod (of which I posted the fix there too years back), the AmbientSounds lines of Weathers.xml are written incorrectly. They're written as AmbientWind_Storm, AmbientWind_Clear and AmbientWind_Fog, when they need to be Ambient_Wind_Storm, Ambient_Wind_Clear and Ambient_Wind_Fog. A simple Find and Replace works easily for this for anyone needing an immediate fix.

Without this fix, once the game loads up a custom weather from this mod, all the environmental sounds go 100% silent, destroying immersion when no music is playing.

I'd also suggest changing the AmbientSounds for Windy and FogSnow to something other than Ambient_Wind_Storm (maybe Ambient_Wind_Clear for Windy and Ambient_Wind_Fog for FogSnow) or you get a CONSTANT noisy wind sound that gets incredibly irritating after 10 mins.
AngleWyrm Jan 14, 2022 @ 12:10pm 
It would be neat if weather had an effect on temperature
๖ۣۜFenris Jul 6, 2021 @ 1:36pm 
Thanks you for your help, actually it's working with 145 mods without errors :)
Mlie  [author] Jul 5, 2021 @ 10:47pm 
@๖ۣۜFenris Probably best loaded after any other mod that adds/modifies biomes
๖ۣۜFenris Jul 5, 2021 @ 5:50pm 
Hello !

Thanks for this mod, I have a question about the load order here, in relation to this :
https://static.wikia.nocookie.net/rwom/images/e/ea/Mod_order_example_image.png/revision/latest?cb=20200424172331

Do I need to place this mod like 5 - Map Gen ?
Mlie  [author] Jun 6, 2021 @ 11:17am 
Since the original was never updated after 1.1 I took it over
SRT_Reno Jul 20, 2020 @ 1:34pm 
I don't know my way around GitHub, so I'll ask here-- Since installing this mod there is no graphic/effect during Hard Snow. Snow still forms on the ground, and plants die/are buried, but there's no visual snow falling. Regular snow is fine though. I don't really have any other weather mods, so I'm not sure what conflict could be causing this.
Think3r Jun 19, 2020 @ 3:29am 
@Mr. Mauer Read the disclaimer. Mlie doesn't support this mod. You need to pull-request the mod on Github.
Mr. Mauer (Mollari) Jun 18, 2020 @ 12:22pm 
@Mlie
ther is a hediff "sandintheeyes" could it be applied to pawns outdoor in this weather conditions like dust / duststorm if no headwear is worn that covers the eyes?

Hediffs_Local_TerrainAttacks.xml
from core
" <HediffDef>
<defName>SandInEyes</defName>
<label>sand</label>
<labelNoun>sand</labelNoun>
<description>Sand in the eyes. It impairs vision, but can be cleared within a few moments.</description>
<hediffClass>HediffWithComps</hediffClass>
<battleStateLabel>blind</battleStateLabel>
<maxSeverity>1</maxSeverity>
<stages>
<li>
<partEfficiencyOffset>-0.5</partEfficiencyOffset>
</li>
</stages>
<comps>
<li Class="HediffCompProperties_SelfHeal">
<healAmount>0.02</healAmount>
</li>
</comps>
</HediffDef>"
Mr. Mauer (Mollari) Jun 18, 2020 @ 12:21pm 
@Mlie
ther is a hediff "sandintheeyes" could it be applied to pawns outdoor in this weather conditions like dust / duststorm if no headwear is worn that covers the eyes?
(≡◉‿‿◉≡) Jun 12, 2020 @ 3:22am 
Can you add this mod on existing save?
ubreitfeld May 4, 2020 @ 10:20am 
@Headshotkill: I don't have this mod yet, but I just had foggy rain at -14°C. So, it's no problem of this mod.
Headshotkill Apr 21, 2020 @ 12:08pm 
Not sure if this mod is to blame, had a colony during fall temperature dropped below -10C° and it rained, no snow, it rained.
Mlie  [author] Apr 17, 2020 @ 7:39am 
@Arnovitz As the notice in the description says, this is just a steam publish of an existing mod. All requests an d bug-reports should be made to the original author on github.
Arnovitz Apr 17, 2020 @ 6:34am 
@Mlie It also seems like this might be affecting the vanilla aurora event. Whenever it occurs my pawns do not get a mood boost while outside. Still haven't seen any of the events from this mod trigger in game either.
Arnovitz Apr 15, 2020 @ 11:11pm 
Are the trigger conditions set really low for some of these? I've been playing a boreal forest map for years in game and have yet to see foggy snow, cloudy, or windy. I am able to trigger them in the dev console, but it seems like they don't occur naturally.
X.P.M.T Apr 7, 2020 @ 3:18pm 
thanks for upload it ! i will try it now it look very cool
Mlie  [author] Apr 3, 2020 @ 5:31am 
@Think3r Sorry, the invite should work now but the only way to contact author is via github.
Think3r Apr 3, 2020 @ 3:12am 
How can we contact the mod author? The Discord invitation doesn't work and I don't see a way to contact the author despite opening an issue in Github. Just want to suggest and ask for compatibility.
Racool Apr 2, 2020 @ 1:02pm 
Save game safe? Sounds really neat~!