(http://i.imgur.com/ig3Wdw1.png)
Description:
Rim-Cartels adds a whole new level of exploration and depth to RimWorld. It adds in the ability to build up a drugs based empire to your new colony. It gives you the ability to manufacture new drugs which can be used to boost your colony's mood and or sell on for large profits.
19/01/15 - Black market traders, I reworked the traders and made a whole new one for the sole purpose of shifting your good, so make sure when they pass you get your gear offloaded!
Download: v1.0
MODDB download will be active once the mod is accepted. for now download direct link :)
(http://button.moddb.com/popularity/medium/mods/26516.png) (http://www.moddb.com/mods/rim-cartels) (http://i.imgur.com/tua10nN.png) (http://www.mediafire.com/download/6qv56o3evqd045e/RimCartels_v1.1.rar) (http://i.imgur.com/j5GRpn4.png) (http://www.mediafire.com/download/64eo73h0hti9u7f/RimCartels_v1.1.7z)
Preview:
(http://i.imgur.com/TpsiRwF.png)
Mod Team:
Coding, Graphics, Odd job manipulation:
- elStrages aka David (https://ludeon.com/forums/index.php?action=profile)
Video:
Rim-Cartels Preview (http://youtu.be/3j8PGU-BZjk)
Details:
Fearutes:
� 3 Types of Plant
o Salvia
o Fabaceae
o Hamamelis
� 2 Types of Drug
o RimSpice
o RimDust
� 1 Type of Chemical
o Acidic Extract
� 3 Laced Meals
o Drugged Lavish, Fine and Simple Meals
� 2 Workbenches:
o Chemists Lab
o Acid Extractor
� 3 Traits
o Drug Fuelled, Druggy, Heavy Drug Abuser
� New thoughts
Compatibility:
Fully compatible with Alpha 8.
Fully compatible with other MODs (Should Be)
Change Log: v1.1 The Black Market
- Added the Black Market Trader
- Fixed bugs across the board
- Tweaked the growing process
- Spelling mistakes corrected
[b][color=green]Change Log: v1.0 Rim Cartel[/color][/b]
Plants:
- Salvia - bud producing plant
- Fabaceae - powerder producing plant
- Hamamelis - acid producing plant
Materials:
- Raw Salvia
- Raw Fabaceae
- Raw Hamamelis
- Acid Extract - from raw Hamamelis
- RimSpice - form salvia
- RimDust - from Fabaceae
Production:
- Chemists Lab - Create drugs from faw materials
- Chemical Extractor - make acid extract from Hamamelis
Research:
- Narcotics - unlocks workbench's for making drug, raw materials available straight away.
Thoughts:
- Ate raw illicit substance
- Ate illicit substance
- Ate acidic plant
- Ate Drugged meals (Simple, Fine, Lavish)
Traits:
- Drug Fuelled - work speed +5%
- Druggy - work speed -10%
- Heavy Drug Abuser - work speed -25%
Classes:
- Substances: (all start deactivated)
- Raw Illicit
- Illicit
- Chemical Plants
- Chemicals
[hr]
Reserved for change logs.
yay i hope this is compatible with cybernetic storm rgiht
Should be :) funny if it didn't work haha
i know i played with a mod once on a different game and it wasn't compatible with the persons other mod it had me laughing
I checked your mod, didnt play it yet. But the acid producing plant isnt named Hamamelis, it's named Mamamelis.
Quote<defName>PlantHamamelisRC</defName>
<label>Mamamelis plant</label>
Quote from: RedTheHusky on January 16, 2015, 11:35:16 AM
I checked your mod, didnt play it yet. But the acid producing plant isnt named Hamamelis, it's named Mamamelis.
Quote<defName>PlantHamamelisRC</defName>
<label>Mamamelis plant</label>
Oh crap roflcopter ;)
fixed for next release :)
Ooo. I'll give this mod a whirl.
The video is brilliant.
I'm tripping balls.
Haven't tried it yet, but I like the concept.
Not your problem, but I wish money was more of an issue, to make mods like this more beneficial.
Quote from: Romi on January 16, 2015, 01:36:39 PM
I'm tripping balls.
haha looking at the item descriptions maybe.
Quote from: TheSilencedScream on January 16, 2015, 01:59:12 PM
Haven't tried it yet, but I like the concept.
Not your problem, but I wish money was more of an issue, to make mods like this more beneficial.
yeah it is hard to make a mod based around things to trade when money is easy to come by. but hopefully that will chamge
I think you should add some fancy psychedelic screen effects. You know... for roleplaying pusposes :-D.
I could do but not all colonist would be high at once, and people may get a bit annoying at the colourful displays :D
Quote from: elStrages on January 16, 2015, 03:07:21 PM
I could do but not all colonist would be high at once, and people may get a bit annoying at the colourful displays :D
Please dont cause i cant handle flashing colors :/
Quote from: elStrages on January 16, 2015, 03:07:21 PM
I could do but not all colonist would be high at once, and people may get a bit annoying at the colourful displays :D
You can make an optional event:
"Due to a major eruption nearby, a lot of alcalic gases were released from underground deposits. The following atmospheric change allows for spreading the Acid Extract into the air. Enjoy the ride!" :D
hahahahaaa we will see :)
that event would be awsome
Who do you sell it to? i cant get the exotic dealer to take any substance!
also if you plan on continuing to work on this mod, can i suggest you make a new tribe based around the DEA who do random raids? that would be AWESOME
Quote from: Zeni on January 17, 2015, 05:09:02 AM
Who do you sell it to? i cant get the exotic dealer to take any substance!
also if you plan on continuing to work on this mod, can i suggest you make a new tribe based around the DEA who do random raids? that would be AWESOME
It should sell to some traders. I will look Into it, it maybe farmers.
That's a good idea. I like it. Galactic drug enforcement squads.
Quote from: elStrages on January 17, 2015, 07:22:08 AM
Quote from: Zeni on January 17, 2015, 05:09:02 AM
Who do you sell it to? i cant get the exotic dealer to take any substance!
also if you plan on continuing to work on this mod, can i suggest you make a new tribe based around the DEA who do random raids? that would be AWESOME
It should sell to some traders. I will look Into it, it maybe farmers.
That's a good idea. I like it. Galactic drug enforcement squads.
Will these drug enforcers make you do your own acid at gun point?
Maybe. Or they will probably just come in and shoot the place up!
or you could add 2 black market ships one is worker for the drug enforcement place and the other or a real black market and you could tell the difference but it would be a bit hard
I will add it to my list
Changed time perception! Slow speed = Fast speed and vice versa. Confusion HOO!
Quote from: StorymasterQ on January 18, 2015, 08:14:56 PM
Changed time perception! Slow speed = Fast speed and vice versa. Confusion HOO!
I don't understand what you are trying to say?
lol
Bug fixes done! and I added the black market. completely compatible with old saves so now you should find it easy to sell on your drugs ;) happy days
Quote from: elStrages on January 19, 2015, 07:19:15 AM
Quote from: StorymasterQ on January 18, 2015, 08:14:56 PM
Changed time perception! Slow speed = Fast speed and vice versa. Confusion HOO!
I don't understand what you are trying to say?
Lol, sorry, had too much coffee.
Anyway, what about when all the colonists are drugged (or some other condition), there's some sort of change in time perception. Simulate this by switching the key mapping for the Slow Speed and the Fast Speed (1 and 3). Therefore, when the player wants to go Slow Speed, they'll actually moving Fast, and vice versa.
Confusion! :D also, Evil!
Not a bad idea. But would probably need a dll to swap key bindings and on screen icons. Which I know nothing about. I'm not a C programmer in any shape
Make a new event that sends a droppod full of space police. Would be the icing on this cake.
Yes indeed. Need to make uniforms and stuff lol make them look police like haha
Maybe add a mental breakdown trigger if the colonist can't get hold of the substance?
still needs a drug enforecer
Yeah I am away from my computer right now and engrossed in some business so mods are taking a second foot. At least for another week
Hehhehe... this mod serves more purpose then you guys think. usually the raiders don't have a reason to attack you other than to attack you, you being able to grow drugs to be a drug baron gives them an RP reason to attack you, dare I say, DRUG WAR??
that idea on your first post also congrats on joining having a life with without a life (makes soo much sense)
A9?
Hi elStrages :)
Do you want to update this one for alpha 9 ?
Well I wasn't sure there was a demand, with the whole weed mod that came about, but I can yes :) will work on it tomorrow most likely
Quote from: elStrages on March 19, 2015, 07:45:16 PM
Well I wasn't sure there was a demand, with the whole weed mod that came about, but I can yes :) will work on it tomorrow most likely
Thank you man, you're great :)
Quote from: HBKRKO619 on March 19, 2015, 08:16:04 PM
Quote from: elStrages on March 19, 2015, 07:45:16 PM
Well I wasn't sure there was a demand, with the whole weed mod that came about, but I can yes :) will work on it tomorrow most likely
Thank you man, you're great :)
aww don't you will make me blush haha
In my opinion development of the weed mod is going in the wrong way. If you could adapt Rim-cartels to the new A9 features - it would be awesome!
Hey nice mod-pack, dude!
I was wondering if someone else got problems with manuel prioritys (right click ->prefer ) of the colonist since installing the pack. I cant give my colonist manuel orders anymore :o
Hey guys not been around due to work and I am sorry. I will hopefully be back to this this week. Any questions please pm me.
lol whats bad is it is now alpha 10 god dang it I just the mods I wanted and now everyone has to update
I want this mod to work with Alpha10. Brilliant idea. Does any of it require researching? Maybe you could add drug potency research to add a buff to the potency of drugs produced by the colony.
A12D ?
Anyone know of any similar mods like this, that works for A14? I have Panda's RimPharma, but was looking for something a bit more in line with this mod :)