The four disasters get harder over the whole game instead of staying at whatever the landing site rolled. Every colony climbs the same curve from escalation sol 1 to escalation sol 201, where it caps. The escalation sol is your campaign day minus your average terraforming, so raising terraforming makes every disaster rarer.
| Escalation sol | Dust Storm | Cold Wave | Dust Storm + Cold Wave | Meteors | Dust Devils |
|---|---|---|---|---|---|
| % of sols active | % of sols active | combined % of sols | % of map hit / sol | % of map covered | |
| 1 | 10% | 10% | 20% | 0.1% | 0.1% |
| 51 | 20% | 20% | 40% | 0.325% | 0.325% |
| 101 | 30% | 30% | 60% | 0.55% | 0.55% |
| 201+ | 50% | 50% | 100% | 1% | 1% |
Dust Storms and Cold Waves each climb from 10% of sols active at escalation sol 1 to 50% at escalation sol 201 (20% at escalation sol 51, 30% at 101). Meteors and Dust Devils each climb from 0.1% to 1% over the same span (0.325% at escalation sol 51, 0.55% at 101). All four scale linearly and independently, and hold once they reach escalation sol 201. The escalation sol is your campaign day minus your average terraforming, so raising terraforming makes all four rarer at once; see Escalation to sol 201.
In the base game each disaster stays at whatever your landing site rolled, from Very Low up to Very High, with a mission rule able to push one higher still. The mod ignores that and drives every colony up the curve above. Here are the base game's settings in the same five columns, as a reference point for the mod's numbers:
| Base game | Dust Storm | Cold Wave | Dust Storm + Cold Wave | Meteors | Dust Devils |
|---|---|---|---|---|---|
| % of sols active | % of sols active | combined % of sols | % of map hit / sol | % of map covered | |
| Very Low | 0% | 0% | 0% | 0.04% | 0.00% |
| Low | 7% | 9% | 15% | 0.07% | 0.05% |
| High | 17% | 15% | 27% | 0.10% | 0.10% |
| Very High | 19% | 22% | 34% | 0.12% | 0.16% |
| Harshest (mission rule) | 24% | 27% | 41% | 0.35% | 0.31% |
So the mod opens near the base game's Low-to-High range, matches the harshest weather load the base game can reach (about 41% of sols) by escalation sol 51, and by escalation sol 201 runs at roughly two to three times the worst any base-game setting produces. Dust Storms and Cold Waves also overlap here, which the base game never allows, so the combined column climbs past 41% all the way to 100%.
The combined column is Dust Storm plus Cold Wave: 20% at escalation sol 1 rising to 100% at escalation sol 201. Before escalation sol 100 the two stay mutually exclusive, one weather disaster at a time, so the combined figure is the share of sols with some weather disaster running. From escalation sol 100 on they may overlap, and the combined figure reads as the average number of weather disasters active at once, reaching 100% at escalation sol 201: on average one weather disaster is always running, sometimes both. Terraforming holds the escalation sol back, so it delays overlap too.
The mod also fixes how dangerous each disaster is, so it no longer varies with the landing site.
For the duration of every Cold Wave every rover (RC Commander, Transport, Explorer, Safari) moves at 50% speed, restored when the wave ends. A Cold Wave also makes colonists eat more, 0.3 Food per meal instead of 0.2, reverted when the wave ends; that food change is on the Food page.
A regular weather Meteor Storm drops its meteors on independent random passable tiles across the whole map instead of one drifting 1 km band. Same meteor count and cadence, different where they land. Scripted story and mystery strikes stay aimed at their dome.
Every disaster shows the mod's own on-screen notification in place of the base game's, once while it is incoming and again while it is active. Like the base-game disaster notice it stays for the whole phase, cannot be dismissed, and clears itself when the phase ends. Each names a short summary of what that disaster does (Cold Wave: colonists eat +50% Food and rovers move at half speed; Dust Storm: longer and more frequent each time; Meteor Storm: every meteor is large and scattered across the map), and clicking it opens the full description.
Part of the Survive the Storm mod. See also Dust Devils for how a devil dissipates, and Escalation to sol 201 for the full escalation picture.