RimWorld

RimWorld

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

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Sandstorms

Description
o7
Sandstorms will be a feature in the Odyssey DLC. As such I cannot update the mod for 1.6 to make it available to all users, as it would make use of the DLC-locked sand grid.

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
5 Nov, 2024 @ 1:37am
Sand doesn't wash off of water
Nim
0
16 Jul, 2023 @ 1:42pm
PINNED: If breakdowns happen too often, change it in the settings
NightmareCorporation
422 Comments
BrightBoar 28 Sep @ 4:32pm 
o7
Zriatt 6 Sep @ 1:22am 
Thanks for this mod, and the work you put into it. It seems I will have to buy Odyssey in the near future. o7
NightmareCorporation  [author] 2 Sep @ 11:42pm 
@FluffDragon
Overlap - yea probably makes sense. But this is not something like Vanilla Fishing Expanded that can stand on its own thanks to adding other fish and different ways fish are used.

This is literally just sandstorms. It fundamentally works on a so-called "SandGrid" that each map has. Odyssey implements its own SandGrid. If I just push my own SandGrid next to that for 1.6 and say "yea, but that's mine" I will almost surely get slapped with a "copying DLC-locked logic for usage when player does not own the DLC". And that goes against Workshop ToS.

The mod is pretty complex, so you can probably understand that I don't want to invest a bunch of time to update it and then have a high chance of it getting taken down.

If you are unhappy with this decision, you are in luck: The mods license allows you to freely copy and adapt this mod however you see fit. I am stopping nobody from forking the gitlab repo and updating the mod to 1.6 to take the chance.
FluffDragon 2 Sep @ 6:55pm 
I have never seen a mod not update due to having content that overlaps with a DLC, including a bunch that odyssey directly cloned features from. They were there first and not using any of the DLC code or assets, after all. They just disable the conflicting parts if it is active.
NightmareCorporation  [author] 21 Aug @ 11:20am 
@Thetaprime
That's not how DLC locked content works. Read the information at the top of the workshop page. The mod would get taken down if it added sandstorms in 1.6.
Thetaprime 21 Aug @ 9:45am 
I think it's only Obsolete if you have the Odyessy DLC.
Snorri 9 Aug @ 3:55pm 
I undestood it as you don't update this mod as it would be obsoete in 1.6, and it's not. Sr, understood it wrong. I'm just a little sad that I can't enjoy it enyomore, it was fun.
NightmareCorporation  [author] 5 Aug @ 1:39pm 
@Snorri
It literally says in very big letters at the top, that this mod cannot be updated to 1.6. And the mod is not tagged as 1.6 compatible for that very reason.
Snorri 5 Aug @ 9:47am 
Idk how new sandstroms look from 1.5/oddysey as after 60 days on shrublands didn't had any... so wanted to get back to this mod as it made my koptic run more intresting, tho on 1.6 this mode broke my UI and make it hide in normal plagrtough. Sad, really liked this mod.
Rex705 5 Aug @ 7:11am 
o7