RimWorld

RimWorld

Sandstorms
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
ジョージ様 2 Aug @ 2:37am 
o7
Nexras 28 Jul @ 3:38pm 
o7
Magia🔥Baiser 27 Jul @ 1:01pm 
F o7
Would love to see this made into Dune Proportions for 1.6
LazySnake 25 Jul @ 2:41pm 
o7
RetroRocket 25 Jul @ 1:52am 
o7
黛西·露珠·毛毛 24 Jul @ 6:57am 
o7
Vra4 23 Jul @ 8:22am 
Press F to o7
RAD EMERALD 19 Jul @ 3:34am 
rip.... *slatue honor*
Alexios II Komnenos 14 Jul @ 7:00am 
o7
Xwartu 12 Jul @ 1:14pm 
o7
Rabirice 11 Jul @ 12:22pm 
o7
MercyChan 11 Jul @ 10:13am 
o7 It was fun
Madlark 3 Jul @ 12:54pm 
o7
IndustrialGradeTacos 29 Jun @ 4:46pm 
o7
Kaz 27 Jun @ 1:19pm 
o7
Strangely unnormal 25 Jun @ 3:47pm 
o7
Abbalah 24 Jun @ 3:25pm 
o7
EmethGistan 22 Jun @ 6:53am 
o7
ne_propheta 21 Jun @ 8:00am 
o7
Allied_Mastercomputer 20 Jun @ 3:04pm 
o7
Marty in the multyvers 20 Jun @ 4:28am 
o7
Black Dog 19 Jun @ 11:16pm 
O7
Zacky 0.0 19 Jun @ 9:14pm 
o7
Caar 19 Jun @ 2:34pm 
o7
lloki 19 Jun @ 1:03pm 
o7
Tyge 19 Jun @ 12:10pm 
o7
ZaiahPlayz 19 Jun @ 12:02pm 
o7
CloudJuri 19 Jun @ 11:30am 
о7
I'M ORANGE CAP 19 Jun @ 11:12am 
o7
Caramel 19 Jun @ 11:00am 
o7
TheSimpleDude42 19 Jun @ 10:50am 
o7
NyxJen 19 Jun @ 10:10am 
o7
TheNamelessOne 12 May @ 2:15pm 
That'll do it. Thanks!
NightmareCorporation  [author] 12 May @ 1:31pm 
I hate sand. It's rough and coarse, and gets everywhere.

Just use the mod "Cherry picker" if you want to remove it without breaking the mod.
TheNamelessOne 12 May @ 1:29pm 
Where is the "Sand everywhere" thought debuff in the game files? I want to delete it. Thanks.
NightmareCorporation  [author] 7 Apr @ 9:32am 
Bah, URLs don't work in comments, huh? Just check the mod description for the link.
NightmareCorporation  [author] 7 Apr @ 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 7 Apr @ 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 7 Apr @ 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] 7 Apr @ 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.