RimWorld

RimWorld

196 ratings
WeatherControl
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.264 MB
7 Oct, 2023 @ 2:24am
12 Aug @ 1:11pm
12 Change Notes ( view )

Subscribe to download
WeatherControl

Description
A RimWorld mod to control and inspect various convoluted mechanics regarding weather.

Features
- Configure a biomes weathers and their commonality within that biome
- Configure the duration range for weather
- Wind sock building to display current wind speed
- Weather station building to display various weather information

How Commonality works
In the game the WeatherManager is responsible for determining the next weather. It does so by taking all the weathers available for the current biome of the map and summing up all the commonalities of the weathers to select a random one by weight. Meaning a weather with a high commonality such as Clear has a higher chance of being picked. This mod lets you play with those values to change a given biomes commonalities and change the cocktail of weather frequencies.

Buildings
The buildings present some mildly interesting internal values of the weather system.
To build weather stations you must first complete the matching research (after Microelectronics).
The buildings have little "purpose" and are mostly neat flavor and can be used as functional decoration.

Safety
It is safe to add or remove new biomes or weathers while WeatherControl is installed, it will automatically pick up on any changes and present options on how to resolve issues.
However, installing new biomes mid-playthrough WILL break your game. This is base-game behaviour and will not be fixed by this mod.

Afterword
This mod is mostly a convenience tool, everything regarding commonalities in this mod does can be done via PatchOperation modding - but it offers some visual aid to understand the values that you tweak.
Popular Discussions View All (1)
2
12 Jan @ 6:38am
Error with Better Loading mod [FIXED]
Johnny
90 Comments
Valentine 12 Aug @ 3:41pm 
Thank you mod maker for your response and your attempts to fix the issue, your work is most appreciated.
NightmareCorporation  [author] 12 Aug @ 1:11pm 
@Valentine
I have rewritten the patch into a Transpiler because it doesn't seem to play well with performance as a Postfix. It still has the added safeguards because I really don't want to bork peoples games with potential unhandled exceptions - even though there have never been reports, can never be too careful with the weather system.
NightmareCorporation  [author] 12 Aug @ 4:22am 
@Valentine
Ah, very true. That paragraph was from back when all this mod did was change commonalities. Offsets were a later addition. I will be changing the description and also trying to fix the performance hit you have pointed out as I can reproduce it.

It seems like the alert for colonist clothing is calling the temperature on the current map every single UI draw, causing the slowdown. I used very "safe" approaches to the patches (try-catching), which incurs a minor performance penalty for the sake of preventing possible issues from breaking the game.
Valentine 11 Aug @ 5:54pm 
Dear mod maker. The description of your mod claims it has no performance impact and uses no Harmony patches yet in Dubs' Performance Analyzer this is my biggest draining Harmony patch causing a constant minimum performance hit of 0.100ms but with a max spike of up to 50ms from "WeatherControl.Patches.Patch_Temperature:AddSeasonOffsetFromTemperatureControl"

Granted this is in a full modlist and from other's testing it does not cause almost any performance hit if it's just by itself but it clearly doesn't play nice with other mods and it goes against the claims of the description that this doesn't use Harmony patches which is false and misleading.

Kind regards from yours truly.
Senor Smoke 11 Aug @ 1:09am 
oh thank god for this mod.
i hate the winter "mandatory starvation arc" every year, and i hate that setting the heat setting up by 1 tick to turn off winter makes the map 150 degrees celcius all year long & your colonists drop dead just from opening the front door with no in-between
Thunderbird 10 Aug @ 7:57pm 
You did an awesome work on UI, and it's a great mod idea. Shame on me to discover this jewel right now. Thanks for the hard work !
< blank > 8 Aug @ 11:13pm 
Could you add an option for temperature control so that it sets the temperature to a specified value rather than combining it with the existing local temperature? I have a target temperature in mind, but it’s very difficult to calculate it when it’s added to the current temperature.
(I apologize if my English is rude or incorrect. I’m using a translator.)
NightmareCorporation  [author] 8 Aug @ 12:04am 
@infinite-jewery
Kinda. Pocket maps have their own weather def, so you can define their weather. I know for certain that the Obelisk Labyrinth uses "Labyrinth" and the insect and fleshbeast hives use "Undercave".
infinite-jewery 7 Aug @ 8:27pm 
Does this work on pocket maps?
AndGoatz04 11 Jun @ 10:32am 
So does this mean i can make a permanent summer into a summer and spring or is that smth else