(http://imgur.com/73OmVH4.jpg)
Just a thread where I will regroup my smaller mods in order to not flood the forum all over. Just pure XML tiny mods *. (no CCL, no C# for better interoperability and quick update between alphas ;) )
* unless otherwise stated
Craftable Molotov Cocktails
(https://raw.githubusercontent.com/kaptain-kavern/CraftableMolotovCocktails/master/About/Preview.png)
Just craftable molotov Cocktails, nothing less, nothing more.
They cost 50 chemfuel units, 50 Cloth units and 50 Beer to produce (at the Crafting Spot or Refinery)
Crafting them requires the research project "Refining" to be finished. And a minimum crafting skills of 3.
Download
(http://imgur.com/EZtEDH6.png) via Github (https://github.com/kaptain-kavern/CraftableMolotovCocktails/releases/latest) (http://imgur.com/EZtEDH6.png)
Corrected Workgivers
- Re-introduce the old "Repair" work type, so now Construction and Repair are two different skills in the work-planner.(http://i.imgur.com/KQCqT1o.jpg?2)
- Moves harvesting work type into the plant cutting category so you can now prioritize harvesting over sowing. As a counterbalance, trees can "harvest fail".(http://i.imgur.com/isfSEUG.png?2)
- Also contain a XML patches that makes "Stone Cutting" depending on the "Construction skill". Because "Stone Cutting" is giving XP in this skill.(https://i.imgur.com/iASqIeV.png?1)
Download
(http://imgur.com/EZtEDH6.png) via Github (https://github.com/kaptain-kavern/Corrected-Workgivers/releases/latest) (http://imgur.com/EZtEDH6.png)
Quote> Be cautious to plan your work priorities accordingly.
> Note that now harvesting wood on tree can fail.
> I highly recommend mixing it with XeoNovaDan's "Plant cutting is for growers (https://ludeon.com/forums/index.php?topic=29002)" which shows the relevant skills. - Mehni
ThanksThanks to XeoNovaDan, it was while reading the code of "Plant Cutting is for Growers!" that I thought about that.
Thanks to (☞゚ヮ゚)☞ Mehni who provide the code for the planting/harvesting tweak
More MiniMods :
- CCCC! (https://github.com/kaptain-kavern/Campfires-Can-Cremate-Corpses/releases/latest) (SteamWS (http://steamcommunity.com/sharedfiles/filedetails/?id=966042290)): Campfires Can Cremate Corpses!
- Movable Sandbags (https://github.com/kaptain-kavern/KK_MovableSandbags/releases/latest) (SteamWS (http://steamcommunity.com/sharedfiles/filedetails/?id=1085409258)): because why not ?
- Fast Spreading Grass (https://github.com/kaptain-kavern/FastSpreadingGrass/releases/latest) (SteamWS (http://steamcommunity.com/sharedfiles/filedetails/?id=1228372243)): Makes grass able to spread seeds quicker
- Guns Tech and Grenades Removal (https://github.com/kaptain-kavern/Gun-Tech-Removal/releases/latest) (SteamWS (http://steamcommunity.com/sharedfiles/filedetails/?id=1213499489)): For your medieval or tribes run
(http://verify.modsync.ninja?f23c5871-9b29-41dc-9b06-e80eba7fe171) (http://www.modsync.ninja) (https://img.shields.io/badge/ModCheck-1.5-blue.svg?style=for-the-badge)
Link to my "modding TO-DO/Ideas" list (https://kaptain-kavern.github.io/modding_idea)
[/list]
"Abandoned" mods update
I'm not the author of those mods, and I will remove my links if she/he ask for it
- Nightlings (https://ludeon.com/forums/index.php?topic=20171.msg347793#msg347793) (Vanilla Friendly Animals) - Now on Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1112878331)
- Hauling and cleaning enabling mod (https://ludeon.com/forums/index.php?topic=19897.msg336071#msg336071)
- Modular Tables (https://ludeon.com/forums/index.php?topic=10623.msg333176#msg333176) - Now on Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1205024704)
- TargetPractise (https://ludeon.com/forums/index.php?topic=10623.msg346021#msg346021)
- Medical Training (https://ludeon.com/forums/index.php?topic=10623.msg346021#msg346021)
- RTGs (https://ludeon.com/forums/index.php?topic=10623.msg382862#msg382862) - Now on Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1221977291)
- Dont Mourn The Dead (https://ludeon.com/forums/index.php?topic=10623.msg346021#msg346021) - Now on Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1206218072)
Colorblind Friendly Mod
Mod description
Change colors in History Tabs Charts and in the Work Planner ("Restrict" button) in order to be more distinguishable
(http://i.imgur.com/4ZOfvKb.jpg)(http://i.imgur.com/q9oWGus.png)
This mod can be added to an existing save
Download on Github (https://github.com/kaptain-kavern/Colorblind_Friendly_Charts/releases/latest) :
(Click on Colorblind_Friendly_Charts.A17.zip)
(http://imgur.com/SIdAOZL.png) (https://github.com/kaptain-kavern/Colorblind_Friendly_Charts/releases/latest)
Documentation UsedThis mod came from this request on Reddit (https://www.reddit.com/r/RimWorld/comments/4ujca6/colorblind_mode_the_histroy_is_almost_un_usable/).
I used information find on this site: Color Universal Design (CUD) - How to make figures and presentations that are friendly to Colorblind people (http://jfly.iam.u-tokyo.ac.jp/color/)
(especially this chart)
(http://jfly.iam.u-tokyo.ac.jp/color/image/pallete.jpg)
CommentaryI would like to say that I'm glad I saw AxlColeButler (https://www.reddit.com/user/AxlColeButler) suggestion because as a web-developer I will now apply all that I have learned and try to use a barrier-free color pallet. And as human being, it's always rewarding to help somebody ;)
ContributePlease feel free to contribute to this project : reports errors or suggestions by creating an issue on Github (https://github.com/kaptain-kavern/Colorblind_Friendly_Charts/issues)
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i want this craftable personal shields mod!
i'm still on a14e.
is there an a14e version? link?
thrumbo wool....sounds decadent.
I might have to make a chinchilla "wool" mod now for mittens.
edit: maybe you should mention it takes a month and has a value of 4, and put up some number of other wools to compare?
Quote from: shhfiftyfive on September 01, 2016, 03:35:20 AM
i want this craftable personal shields mod!
i'm still on a14e.
is there an a14e version? link?
As I just made it, release only start from A15, sorry.
But If you're lucky enough (and there was no changes to shields code during last update), it may be as simple as opening the
about.xml file (in the About folder of the mod) with any text editor (even windows notepad) and change <targetVersion> to 0.14.0
Quote from: Deimos Rast on September 01, 2016, 05:04:25 AM
thrumbo wool....sounds decadent.
I might have to make a chinchilla "wool" mod now for mittens.
edit: maybe you should mention it takes a month and has a value of 4, and put up some number of other wools to compare?
Hi
Thanks for the suggestion, I added a table with wool def values.
And I also want my goat wool socks ;)
more thrumbo wool \o/
that stuff is absolutely awesome.
I just released a "Craftable Molotov Cocktails" mod
Maybe I am missing something but I cannot find the download for the personal shields.
I updated the main post with missing links
Is there a way to have the shields work with ranged weapons? I've been using the PersonalshieldMKII mod and it's not working on A15 for me.
Can you tweak price of the thrumbo wool? It's pretty low for a resource with such stats. It's 7 times cheaper than thrumbofur, if I'm not mistaken.
Quote from: TigerClaws12 on October 21, 2016, 04:36:02 AM
Is there a way to have the shields work with ranged weapons? I've been using the PersonalshieldMKII mod and it's not working on A15 for me.
Sadly I don't know how to do that by myself. This would require C# knowledge. Skullywag must be working on CCL too hard (or needing it updated) to update MKII. I'm afraid you have to wait for him. The good news is CCL should be done by the end of the month ;-)
Quote from: TOWC on October 21, 2016, 08:20:26 AM
Can you tweak price of the thrumbo wool? It's pretty low for a resource with such stats. It's 7 times cheaper than thrumbofur, if I'm not mistaken
Thanks for the feedback.
So I checked in what I had set for values but in fact it's never specified plainly in the mod's code. What I mean is that the game compute the price "itself" automatically with other values I haven't touch.
For the Thrumbo wool I just copy/pasted Megatherium's definitions. So they should have the same price value. I have to investigate.
Edit : In fact I was lacking a bit of code (must been added recently in vanilla or I just fail) about "commonality". I'm pretty sure it will impact market price. So thx again and I will make an update today ;)
Edit 2 : in fact you can easily correct this by adding
<commonality>0.1</commonality> in
\Defs\ThingDefs_Items\thrumbowool.xml just under
<stuffProps> (line 37), it's just that I prefer to test my mods before releasing them ^^
Quote from: kaptain_kavern on October 21, 2016, 10:56:17 AM
Edit 2 : in fact you can easily correct this by adding <commonality>0.1</commonality> in \Defs\ThingDefs_Items\thrumbowool.xml just under <stuffProps> (line 37), it's just that I prefer to test my mods before releasing them ^^
Indeed, I can, but I suck at modding pretty much, 'cause I somehow fail even in changing values. Still can't understand why my new bionic arm doesn't show up in the game.
- EPOE-limb harvesting enabler -
(http://i.imgur.com/mh1mlxi.png?1)
Re-add the ability to remove arms and legs on colonists/prisonners
Surgery that remove arm or leg will give the natural limb back again
- Link to the download page on GitHub (https://github.com/kaptain-kavern/EPOE-LimbHarvesting/releases/latest)
- Link to the Reddit post (https://reddit.com/r/RimWorld/comments/5bkwlz/comment/d9qyv03) where the suggestion/request came from - Cheers dakotaisdabest buddy !
Dang it, Kavern!
Why is it every single time I wonder if there's a mod that does X, you've already made it and it's always amazing?
Thanks for the craftable shields mod!
(I also grabbed the Thrumbofur mod because why not?)
It's because each and every one of those came from a requests ;P made by players. I try to read suggestions and when I see something I can do quickly enough I made it my "for the community" project of the day.
Most of the other bigger mods I'm working on solo are updates of older "lost between alphas" mods. Or bigger projects with other modders, it's cool as well but I like to read "player-only" suggestions because that's where I find the most straightforward ideas.
So hey I'm glad you (and others) liked them because they were all made for you all ;P
That's awesome of you kaptain to do that for us plebs but how about a challenge for you?
Can you add a taser mod?
There was one once for an older build but I can't remember which one. But I loved having tasers to subdue 'highly desirable' raiders.
Pls update to A16
a16 version maybe?
steam workshop version maybe?
8) I'm back folks ! 8)
I'm still alive (https://www.youtube.com/watch?v=5LiyXieIxCQ)
So ... A17 update for all the mods except
craftable-shield because it is now vanilla ^^
Kaptain Krtek! Try not to perish in the hands of goblins/kidnapped by aliens/Swamped by officework/Whatever else again! ok? ok!
Quote from: Shinzy on May 20, 2017, 05:26:39 PM
Kaptain Krtek! Try not to perish in the hands of goblins/kidnapped by aliens/Swamped by officework/Whatever else again! ok? ok!
I swear I will be cautious buddy.
You know what ? I missed you all, even ol' grumpy Rawcode :p :p :p
It's good to be back and see you all.
I guess a chemfuel would suit the molotovs crafting much better than the beer.
Quote from: Fregrant on May 21, 2017, 05:05:12 AM
I guess a chem-fuel would suit the molotovs crafting much better than the beer.
Thank you for the feedback, Fregrant.
You are totally right, the chem-fuel seems more suited for crafting Molotov (When I created the mod it wasn't existing in game). I may keep only one beer bottle in the recipe, after all you still need one bottle to contain the cocktail
I have taken note (https://github.com/kaptain-kavern/CraftableMolotovCocktails/issues). I will do an update soon.
Thanks again
___________________
I had some time this morning so it's already done.
_______________________
Craftable Molotov Cocktail now cost 25 Cloth units, 50 chem-fuel and 1 Beer to produce.
UPDATE
Craftable Molotov Cocktails and Thrumbo Wool are now using the new PatchOperation method introduced in A17.
___________________________________
- Ok Kap ... But what does that mean?- Well ... simply put it "just" means that, now, those mods are also compatible with other mods that are modifying the same "game object". When all modders will use this method, mods will be nearly all compatible.___________________________________
Also this was my first try at the new method and, as a modder, I can tell you it's promising, modders can now doing things that were requiring C# knowledge (which I lack ::) )
I wanna thank
SihvMan for pointing me to some infos about that. And also thanks to
Zorba and
Zhentar for explaining to us. Here (https://gist.github.com/Zhentar/4a1b71cea45b9337f70b30a21d868782) and There (https://gist.github.com/zorbathut/99a3858fafd2dc9bea8f685ed6b35556)
Quote from: kaptain_kavern on May 21, 2017, 08:14:33 PM
UPDATE
Craftable Molotov Cocktails and Thrumbo Wool are now using the new PatchOperation method introduced in A17.
___________________________________
- Ok Kap ... But what does that mean?
- Well ... simply put it "just" means that, now, those mods are also compatible with other mods that are modifying the same "game object". When all modders will use this method, mods will be nearly all compatible.
___________________________________
Also this was my first try at the new method and, as a modder, I can tell you it's promising, modders can now doing things that were requiring C# knowledge (which I lack ::) )
I wanna thank SihvMan for pointing me to some infos about that. And also thanks to Zorba and Zhentar for explaining to us
Oh, so this is what you were asking for!
Patch code looks good.
(http://www.artclip3d.com/images/tuto/Updated.gif)
More MiniMods :
- FEHT! (https://github.com/kaptain-kavern/Female-Elephants-Have-Tusks/releases/latest) : Female Elephants Have Tusks!
- CCCC! (https://github.com/kaptain-kavern/Campfires-Can-Cremate-Corpses/releases/latest) : Campfires Can Cremate Corpses!
More MiniMods :
- No Tribals! (https://ludeon.com/forums/index.php?topic=33169.0)
- Corrected Workgivers (https://github.com/kaptain-kavern/Corrected-Workgivers/releases/latest) : "Stone Cutting" depends on "Construction skill"
(http://i.imgur.com/iASqIeV.png?1)
Update :
- Corrected Workgivers (https://github.com/kaptain-kavern/Corrected-Workgivers/releases/latest) : Is now re-introduce the old "Repair" Work Type.
(http://i.imgur.com/KQCqT1o.jpg?2)
Update :
- Corrected Workgivers (https://github.com/kaptain-kavern/Corrected-Workgivers/releases/latest) : Now also moves harvesting work type into the plant cutting category so you can now prioritize harvesting over sowing. As a counterbalance, trees can "harvest fail".
I was just about to install this, until I saw you'd added harvesting to plant cutting. That'll conflict with my Pawns Are Capable mod as my snob gardeners won't want to harvest anything anymore. Lol
Do you have a link to the version that just has the corrected Construction and Repair workgivers?
Thanks! :)
Hi Rimrue,
You can have a look at the Patches.xml, I have commented all the patch (one by one), you want to remove the two last ones (from line 38 to 51 include).
I'm pretty sure you'll manage, but in any case, tell me and I can make the edit for you.
Edit : I'm silly, you can find links to the old versions in the release tab on Github (https://github.com/kaptain-kavern/Corrected-Workgivers/releases)
Cool, thanks! :)
Minor update regarding skills description for Corrected Workgivers (see screenshot in O.P.)
I will soon-ish release a mod called "
Vanilla Animal Overhaul" 8)
I have planned to release several updates adding more features each time.
First release - aka Konrad Lorenz edition - will contain :
- more pack animals for you and factions (bears, elephant, rhino, alpacas for now)
(http://i.imgur.com/mKCYXTQ.png) (http://i.imgur.com/8SB7x9P.png) (http://i.imgur.com/QaneOGK.png) (http://i.imgur.com/DkJRhu3.png)
(http://i.imgur.com/IJCg0cM.png) (http://i.imgur.com/ezJB63O.png) (http://i.imgur.com/d5DErkY.png) (http://i.imgur.com/cTopxoK.png)
- modified workgivers so now animals will follow their master for way more activities when ask to follow master for fieldworks
(http://i.imgur.com/9NnR82r.jpg)
On this picture you can see that Panache (the dog) is escorting his master while he harvests plant
- Lots of animals are now set to be herd animals. Meaning they should behave more as a group, especially when you will hunt them ::)
Second edition will introduce more changes to animals themselves like more "
milkable" and "
shearable" animals, more "
butcherable" custom parts (as in my Tropical Mod), adding unfertilized eggs for all egg-layers (in vanilla only the chicken lay unfertilized eggs) and making elephant eats trees ;D
I have good hope of releasing the first edition tomorrow. I really want to make more animals predators first ;-)
Added screenshots... Release incoming ;D
Btw can you C# or only XML?
Quote from: wwWraith on July 02, 2017, 05:12:36 PM
Btw can you C# or only XML?
I only know XML well. I wish I knew C# more but I'm barely able to understand it so let's not talk about writing code with it. I'm sure I could but I need more time ;D
Vanilla Animal Overhaul (https://ludeon.com/forums/index.php?topic=34173.0) is released BTW
;op
I'm sorry if my question might seem rude. I like your mods and I see your interest in animals here. The point is that I have some ideas about more deep overhaul of their behavior that I thought could be interesting to you. But most probably it requires some C# usage and I also don't know it :)
Kaptain! I'm not sure if this is intended behaviour or not (regarding Corrected Workgivers) but my colonists will always prefer stonecutting to doing practically anything else (probably because it falls under the constructing category and that work is very prioritized). I've tried using blerkz's "Skilled Stonecutting" but it doesn't seem to be working quite as I expected: pawns do in fact gain crafting exp, but that's about it, it won't get recognized as a crafting bill (and not a construction one, like in A17).
Is there any way to fix this?
Thanks once again for your amazing mods and updates!
Quote from: Sempius on December 04, 2017, 06:09:09 PM
Kaptain! I'm not sure if this is intended behaviour or not (regarding Corrected Workgivers) but my colonists will always prefer stonecutting to doing practically anything else (probably because it falls under the constructing category and that work is very prioritized).
[....]
Is there any way to fix this?
[....]
Hi there, first sorry to make you wait for the reply :-X
I haven't tried nor thinked about interaction with other similar mods (in fact there wasn't IIRC back then). What you want is having my mod action
plus gaining xp while stonecutting, right?
Maybe try with my mods AFTER the other one in mod order... If that doesn't work, I'll look at how to show you how to "mod my mod" for doing that, no problems ;)
Movable Sandbags mod just have been updated!
Minor update that make the patch better and quicker to load + adding ModCheck feature to auto-detect incompatible mods
Excellent! No worries about the delay, I know you're very much active with other mod updates and such.
What I acually want is for the pawns to gain Crafting XP while stonecutting (which they already do) and to get stonecutting to be part of the "Crafting" category instead of the "Cosntruction" category, just like before A17.
Thanks for the reply!
OK. A bit late but have started to clean up some mess and remade a soon-to-be completely updated list of all my mini-mods.
OK, now that the mess is cleaned, it's time for a little break
(https://pre00.deviantart.net/0e02/th/pre/i/2017/147/f/7/old_dog_by_5kypainter-dban8nc.jpg)
image found at: https://5kypainter.deviantart.com/art/Old-Dog-683008392