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Sandstorms can happen as an incident or as a natural weather. You may be experiencing sandstorm incidents if your map does not naturally have sandstorm as a weather (proximity to world tiles that do have weather).
I kinda don't remember if there is an option to turn off sandstorm incidents, but in the absolute worst case you can use the mod Cherry Picker to disable the IncidentDef for sandstorms. I may look into a nicer way of achieving that in the future if it does not exist yet.
Thanks for the explanation :)
As "offsets" they modify the base games weather. So if you set an offset of +10°C, and the current map would normally have a temperature of 18°C, then the actual temperature your pawns experience with this mod will be 28°C.
Apologies, an update in NightmareCore led to that. I just pushed updates to both this mod and NightmareCore, so when steam updates those two mods for you it should be gone.
Thanks for the report!
I skipped over the other question, sorry - the offsets are raw additions, so if you set it to +20°F where default would be 0-60 it would now be 20-80.
Ah damn, I assume it says 32F at the default position? I'll fix that right away.
If a biome has a temperature range of 0-60F normally then if I raise summer by +20 F does that mean the new range will be 0-80F or should I be setting the slider for the temps I actually want to see?
Oh yea! That was the problem, I forgot to specify that WeatherControl must be loaded *after* the framework. I have pushed a fix, there is nothing wrong with either mod, it was just the order they are in :D
To clarify: This behavior happens when you move both NightmareCore and WeatherControl to the top this happens?
I want to make sure you have NightmareCore above WeatherControl, but that should also be validated by the game.
You uploaded a local log, which does show the error (hence why I want to make sure you load my mods in the right order, because having them in the wrong order usually causes that type of error) - but the log does not include the mod load order, the mod I linked previously includes it though, so I would recommend using that.
I think I have had reports of the mod settings not showing before, but never with a log to troubleshoot. If you can provide that to me I can look into it, as I have been unable to reproduce this issue myself.
https://steamcommunity.com/sharedfiles/filedetails/?id=287341540 will allow you to press CTRL + F12 to send a log to me, or copy your local log from this path "C:\Users\<USER>\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Player.log" into a web service like https://pastebin.com/
I have added more safety checks that should prevent this behavior from happening again.
Due to how steam mods work, you may need to unsubscribe from NightmareCore and WeatherControl, then subscribe again to download the latest version.
To be honest, starting with Winter... there are many interesting works, but there are some unstable movements.
The author of that mod breaks the commonality logic by providing a broken reference. It seems they are aware of the issue? I will suggest a fix to them and tighten up edge cases where broken weather commonalities like that won't break this mod.
It might just be me, but I'll leave it there.
The rainfall stat on a tile and that fires mod does indeed influence the weathers determined by this mod. WeatherControl only modifies the "base commonality" of weather, which is then flowing through some tile-relative logic.
- There is a section that massively increases rainy weather likelihood if a large fire is present
- There is a section that factors a given weathers "rainfall commonality curve" into the relative rainfall present on that tile.
I am not sure how well I could modify either of these sections non-destructively with WeatherControl.
I have had a report like that before, but I cannot fathom how or why some other mods loading before this one would break its entry in the mod menu, could you provide more information? When the settings don't show up, are there any errors in the log that I could analyze?
You have to provide a log for me to analyze.
Sadly an issue with steam and the way it downloads mod updates... Have had problems like that multiple times now, don't know a good solution, the resubbing only works for a select few, others need to verify files, hard to know what to tell those that have issues...
alright yeah, unsubscribing and resubbing to both causing them to redownload fixed the issue and gave me the menu back. tyty
That sounds odd, but I did push an update to this mod and NightmareCore (the dependency for this mod) yesterday. It's possible that your steam client only downloaded one side of those updates. From what I have been told verifying the file integrity through steam should pull the most recent versions and that hopefully fixes your issue.
If you still experience issues, I will need a log to analyze - use this mod https://steamcommunity.com/sharedfiles/filedetails/?id=2873415404&searchtext=hugslib and share the link.
Or copy your local log from this path "C:\Users\<USER>\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Player.log" into a web service like https://pastebin.com/
Probably an error while trying to draw the settings? I can't reproduce anything like that with the uploaded versions, can you provide your local log? To share you can copy it from your local log folder (C:\Users\<USER>\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios) and upload it to a service like https://gist.github.com/
Correct, unless reading the wind speed of a map affects the outcome of the calculations this mod does nothing regarding wind speed.
I'm curious how a wind turbine would behave on a map with that wind speed and what weather/incidents you have going on.
Assuming you mean the weather station building? Should be just fine across multiple versions? Can you build a new station?
@ChaosRobot
I am assuming you mean the readout on the weather station building? All that does is read the maps windspeed, there is no logic or math involved, some weather or event you are experiencing might be messing with wind speeds?
The mod is already compatible with 1.5?
I would think so, but I can't say for sure. The mod modifies XML files that are then read by the WeatherManager. So I'd assume that if the host changes the weather settings, then those values are used.