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Some notes for my studies on the subject. Could be handy to know what is possible or not and it could also serve if we wanna make an optional add-on (something in which we will not put as much attention as the main mod). Anyway ....
Just inject or modify stockgenerators in trader's defs to make them use or modded items/animals
Just inject or modify vanilla animal or plants (the mod already does that, but by overwriting vanilla defs) without any compatibility issues at all
....
TO BE CONTINUED
The text was updated successfully, but these errors were encountered:
my concern with using C# is that our mod may "break" at every new alpha (a16). I think we should only use C# if it is absolutely needed (i.e. not for overwriting animals defs).
We could use C# to add our animals to traders though. if that code breaks at a16 we can just remove the feature until/if we can fix/redo it.
If you want to use C#, these are two thing we could do:
Season Cycles. This could be part of the base CK - Animal & Plant Pack and effect things like plant texture change and migration: a season cycle that allows plant textures to be changed based on temperate (preferably using an xml tag).
A Complex Weather System. This would be its own mod (CK - Weather Overhaul?), but it would fit nicely with what we are doing. a complex weather system that takes humidity and wind speed (in addition to temperature) into account for the heat index and decides what weather happens. Instead of random weathers, certain value combinations of humidity, wind speed and temperature would decide the weather. For example, if the temp and humidity are high it would rain a lot... but if it is windy.. there would not be fog... and if it was cold and had a high humidity it snows, etc.
It would add three new atmospheric elements to expand on the climate and weather of rimworld.
temperature: temperature change now occurs at every day and night cycle to simulate the suns effect on the planet. pawns no longer receive health penalties from temperature alone. temperature now effects the biome's chance of snow. the comfortable temperature range of pawns is now 0C - 0C. mood debuffs from temperature are as follows: extremely cold, cold, hot, extremely hot
humidity: humidity measures the amount of precipitation in the air and determines the extent of sunlight's effect on temperature and the flammability of plants. humidity effects the biome's chance of rain, snow or fog. the comfortable humidity range of pawns is 00% - 00%. mood debuffs from humidity are as follows: extremely dry, dry, humid, extremely humid
wind speed: wind speed effects the temperature in a biome and the flammability of plants. wind speed effects the chance of fog. the comfortable wind speed range of pawns is 0mph - 0mph. mood debuffs from wind speed are as follows: windy, extremely windy
heat index: heat index is determined based on the temperature, humidity and wind speed and causes the following health penalties to pawns: frostbite, hypothermia, heat stroke, burns. these health penalties are now much more severe and can occur/escalate very quickly
These values would be displayed on the right of the screen as follows:
Some notes for my studies on the subject. Could be handy to know what is possible or not and it could also serve if we wanna make an optional add-on (something in which we will not put as much attention as the main mod). Anyway ....
stockgenerators
in trader's defs to make them use or modded items/animalsTO BE CONTINUED
The text was updated successfully, but these errors were encountered: