RimWorld

RimWorld

Sandstorms
422 kommentarer
BrightBoar 28 sep @ 16:32 
o7
Zriatt 6 sep @ 1:22 
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  [skapare] 2 sep @ 23:42 
@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 @ 18:55 
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  [skapare] 21 aug @ 11:20 
@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 @ 9:45 
I think it's only Obsolete if you have the Odyessy DLC.
Snorri 9 aug @ 15:55 
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  [skapare] 5 aug @ 13:39 
@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 @ 9:47 
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 @ 7:11 
o7
ジョージ様 2 aug @ 2:37 
o7
Nexras 28 jul @ 15:38 
o7
Magia🔥Baiser 27 jul @ 13:01 
F o7
Would love to see this made into Dune Proportions for 1.6
LazySnake 25 jul @ 14:41 
o7
RetroRocket 25 jul @ 1:52 
o7
黛西·露珠·毛毛 24 jul @ 6:57 
o7
Vra4 23 jul @ 8:22 
Press F to o7
RAD EMERALD 19 jul @ 3:34 
rip.... *slatue honor*
Alexios II Komnenos 14 jul @ 7:00 
o7
Xwartu 12 jul @ 13:14 
o7
Rabirice 11 jul @ 12:22 
o7
MercyChan 11 jul @ 10:13 
o7 It was fun
Madlark 3 jul @ 12:54 
o7
IndustrialGradeTacos 29 jun @ 16:46 
o7
Kaz 27 jun @ 13:19 
o7
Strangely unnormal 25 jun @ 15:47 
o7
Abbalah 24 jun @ 15:25 
o7
EmethGistan 22 jun @ 6:53 
o7
ne_propheta 21 jun @ 8:00 
o7
Allied_Mastercomputer 20 jun @ 15:04 
o7
Marty in the multyvers 20 jun @ 4:28 
o7
Black Dog 19 jun @ 23:16 
O7
Zacky 0.0 19 jun @ 21:14 
o7
Caar 19 jun @ 14:34 
o7
lloki 19 jun @ 13:03 
o7
Tyge 19 jun @ 12:10 
o7
ZaiahPlayz 19 jun @ 12:02 
o7
CloudJuri 19 jun @ 11:30 
о7
I'M ORANGE CAP 19 jun @ 11:12 
o7
Caramel 19 jun @ 11:00 
o7
TheSimpleDude42 19 jun @ 10:50 
o7
NyxJen 19 jun @ 10:10 
o7
TheNamelessOne 12 maj @ 14:15 
That'll do it. Thanks!
NightmareCorporation  [skapare] 12 maj @ 13:31 
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 maj @ 13:29 
Where is the "Sand everywhere" thought debuff in the game files? I want to delete it. Thanks.
NightmareCorporation  [skapare] 7 apr @ 9:32 
Bah, URLs don't work in comments, huh? Just check the mod description for the link.
NightmareCorporation  [skapare] 7 apr @ 9:32 
@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 @ 9:25 
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 @ 8:34 
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  [skapare] 7 apr @ 2:37 
@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.