----Landmines V1.11----
(http://i.imgur.com/SfaKzkZ.png)
Descriptionthis simple mod adds 10 landmines with new Designation Tab - 'Landmines'
not like vanilla IED, these mines will explode almost immediately when triggered.
download links at below.
contents
- Basic
- Wooden mine - cheap to spam but has very small blast radius
- pressure plate mine - Advanced
- M-2 landmine
- M-23 landmine - napalm mine
- Smart mine
- Non-lethal
- M-90R landmine - non-lethal mine that spread rocksalt pieces when explode.
- M-90S landmine - stun mine. it's basically non-lethal but can be lethal in extreme condition.
- Experimental
- XM-C1 landmine - Lethal chemical mine.
- XM-C2S landmine - Non-lethal chemical mine
- XM-22 landmine - nuke mine(need uranium to craft)l - workbench for craft mine components
How to use
- install the mod - Unzip the contents and place them in your 'RimWorld/Mods' folder and Activate the mod in the mod menu in the game.
- research 'Mine Tech' after IED
- build mine crafing bench
- craft mine components for landmine (need woolog, steel and plasteel)
- lay landmines wherever you want
(http://i.imgur.com/QbLBzoA.gif)
[Nuke mine explosion demo]
ChangelogV1.11 - A14 compatability fix.
V1.1 - added XM-C2S landmine: sleep gas mine
- applied research tree(basic->advanced and non-lethal->experimental)
- added advanced mine(yield 4 adv. components in single craft) component and increase stack limit to 200
- you can craft basic mine components without plasteel now
- applied custom accident rate to some mines. (ex: chemical mines are easier to be triggered by friendlies).
- added blast radius preview
- market value and resource, landmine build cost adjustment
V1.02 - added M-90S landmine: stun mine.
- added XM-C1 landmine: chemical mine. effect stays longer than M-90S.
- added Smart mine: has arm/unarm function and remote detonation function.
- added Designation tab for mines so no more mess with Security tab.
V1.01 - added M-90R landmine: non-lethal mine that deals minimal damage.
- changed damage type of XM-22(=nuke mine) to flame and increased damage, reduced blast radius.
- increased work time of placing mines.
- resource balancing.
V1.0 - initial release
Future planNon-lethal mines.Smart mines: landmine that you can toggle armed status.research tree rework.Chemical mines: causing various sickness.
smart upgrade (adding gizmos of smart mine to all mines when researched)
----Anti bug Resonator V0.61----
add a building that can prevent infestation nearby area.
resonator need to be constructed under the roof or it won't workwell.. it's preventing mechanism is little crude :P
there're many conditions for choosing where to spawn when infestation occurs and I found one major condition: type of roof.
every roof has an argument 'isNatural' and infestation can occur only in a place where it's true(=natural cave).
so, this building just makes nearby roofs to 'not natural' when it's active to prevent infestation.
(that isNatural thing doesn't appear at in-game screen nor related to roof's other conditions I think.)
it's little expensive so you can't just crawl inside and build this in early game.
download links at below.
How to use
- install the mod - Unzip the contents and place them in your 'RimWorld/Mods' folder and Activate the mod in the mod menu in the game.
- Research anti bug tech
- make Anti bug gel with Insect jelly
- build Anti bug Resonator wherever you want - it's in Security tab
- power it up
Known issues-ABR can't block infestation perfectly when the cave is not deep enough or if there's a hole(=no roof area) in the cave.
ChangelogV0.61 - A14 compatability fix.
V0.6 - added radius toggle feature.
- applied research tree
- balancing(build cost): resonator needs plasteel and 'Insect jelly'(and some gold) to build now.
- tweaked radius checking code more precisely.
V0.511 - Bug fix: inhibition effect is not 'resumed' when inhibition status toggled with an incident or something.
V0.51 - Bug fix: inhibition effect is not removed when you load a previous game at the same map.
- Bug fix: actual effect radius is wider than display.
- Bug fix: Occasional weird roof name displaying.
- Bug fix: can't deconstruct resonator at no-roof area.
- added power toggle.
V0.5 - initial release
Future plangizmos for adjusting size of resonate area and power consumption.
balancing.
----Grindstone V1.01----
Descriptionsimple mod that adds two grindstones. and it's not for crops grinding.
(http://i.imgur.com/7tkBxnD.jpg)
with this, your colonists can literally grind skills! yay!
download links at below.
contents(http://i.imgur.com/9mHrvbG.jpg)
- Mysterious grindstone - simple grindstone. it's ugly and needs raw food to operate.
- Mysterious premium grindstone - expensive one. but it's beautiful, no fuel consumption, has longer grindtime and even entertaining. yeah... pay 2 win...
How to use
- install the mod - Unzip the contents and place them in your 'RimWorld/Mods' folder and Activate the mod in the mod menu in the game.
- build grindstone wherever you want
ChangelogV1.01 - Bug fix: Melee skill grinding wasn't able to.
V1.0 - initial release
------------------------------------------
Authors of the mods
Just me :)
Thanks to
Ashiver: gave me an idea about Anti bug resonator
Download
Landmines (http://www.mediafire.com/download/kmizfx9fz18bhoq/Landmines_v1.11.zip)
Anti bug resonator (http://www.mediafire.com/download/64a9b5bky20slt6/Anti_bug_resonator_v0.61.zip)
Grindstone (http://www.mediafire.com/download/0ydxufwwlnx3lbg/Grindstone.zip)
(https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png)
have fun!
Aw, sweet. I'm gonna try this mod out and tell you what I think!
can your own noobs or random visitors step on them and blow themselves up?
Quote from: w00d on April 12, 2016, 04:10:12 AM
can your own noobs or random visitors step on them and blow themselves up?
Normally, they automatically evade those mines when they move and landmines doesn't trigger even when they forced to step on it.
but they can trigger landmines by 'accident'. just like wild animals.
added grindstone mod.
Quote from: Canute on April 14, 2016, 04:53:54 AM
Nice idea with the Grindstone.
- i don't see medical at the screenshot, did you miss it or just didn't display at the screenshot ?
- Grindstone sounds like a medivial setup, wouldn't VR-Training seat fit better in the Rimworld universe ?
oh, I cropped screenshot too much :P medicine skill is on first.
and well.. I started to make grindstone mod for a joke. with satirizing MMO games you know.
but yes, VR training seems cool. make this mod more legit, Rimworld friendly. I'll try to make VR trainer version. thx.
Awesome well done with this mod man :D
Dude, great mod. I've obtained a nuclear mine package from one of the dead traders. Let's just say I wasn't ready for the blast radius - that thing wiped out 15 pirates, 2 of my colonists standing on the front line and 7 turrets :D
thx guys :D
updated Landmines to V1.02.
added 3 new landmines.
landmine V1.1 is live with lots of major improvement and polish.
and one new landmine: sleep gas mine!
added new mod : Anti bug resonator.
if this anti bug mod works, i might actually be able to go back to my hot map, getting bugs dropped on you left and right sucks
I love the description of the grindstone. Premium grindstone *pay to win* xD
When I loaded this up, and used Edb's Mod Order, I found this error after exiting the mod tab:
Exception reading grindstone_JoyGivers.xml as XML: System.Xml.XmlException: Expected >, but found s [115] Line 8, position 37.
at Mono.Xml2.XmlTextReader.ExpectAfterWhitespace (Char c) [0x00000] in <filename unknown>:0
at Mono.Xml2.XmlTextReader.ReadEndTag () [0x00000] in <filename unknown>:0
at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0
at Mono.Xml2.XmlTextReader.Read () [0x00000] in <filename unknown>:0
at System.Xml.XmlTextReader.Read () [0x00000] in <filename unknown>:0
at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
at System.Xml.XmlDocument.ReadNode (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
at System.Xml.XmlDocument.Load (System.Xml.XmlReader xmlReader) [0x00000] in <filename unknown>:0
at System.Xml.XmlDocument.LoadXml (System.String xml) [0x00000] in <filename unknown>:0
at Verse.LoadableXmlAsset..ctor (System.String name, System.String fullFolderPath, System.String contents) [0x00000] in <filename unknown>:0
i added the grinder mod to my list and it showed up has 3 different mod in my list and it don't show up in game it also seems to have issue with Vegetable Garden Mod from Dismar it turns the plow soil into a black square texture
i put the files into a new folder and named it grinderstone it works now but still make the plow soil black no idea why i had played it normally before adding your mod
Quote from: Iwillbenicetou on April 19, 2016, 10:19:25 PM
When I loaded this up, and used Edb's Mod Order, I found this error after exiting the mod tab:
oops. my bad. I did updated grindstone mod but I forgot to upload that on mediafire.
I just uploaded a new version so try to re-download it.
Quote from: tara4131945 on April 20, 2016, 12:27:57 PM
i added the grinder mod to my list and it showed up has 3 different mod in my list and it don't show up in game it also seems to have issue with Vegetable Garden Mod from Dismar it turns the plow soil into a black square texture
i put the files into a new folder and named it grinderstone it works now but still make the plow soil black no idea why i had played it normally before adding your mod
I reproduced that error and I think I figured what the problem is.
cause the size of that mod's texture is huge(over 1k pixels) so with other many mods(=textures), that huge texture may fail to load.
Unity's problem maybe :-\ idk.
anyway, solution is simple. make those textures smaller. about 500px works to me.
Quote from: ricemaster on April 20, 2016, 11:12:37 PM
Quote from: tara4131945 on April 20, 2016, 12:27:57 PM
i added the grinder mod to my list and it showed up has 3 different mod in my list and it don't show up in game it also seems to have issue with Vegetable Garden Mod from Dismar it turns the plow soil into a black square texture
i put the files into a new folder and named it grinderstone it works now but still make the plow soil black no idea why i had played it normally before adding your mod
I reproduced that error and I think I figured what the problem is.
cause the size of that mod's texture is huge(over 1k pixels) so with other many mods(=textures), that huge texture may fail to load.
Unity's problem maybe :-\ idk.
anyway, solution is simple. make those textures smaller. about 500px works to me.
it's ok i'm ok with visual defect so long it still works and i can tell what the item or floor is so it not that bad of an issue but it does need to be work on that for sure
Quote from: tara4131945 on April 20, 2016, 11:45:26 PM
it's ok i'm ok with visual defect so long it still works and i can tell what the item or floor is so it not that bad of an issue but it does need to be work on that for sure
it seems PlowSoil.png itself is the source of the problem. not size. that texture should be 'square' like other files but its 1022x1015.
when I adjusted that to 1024x1024 it works fine but in other cases, it just goes black. even when I tested with Vegetable Garden mod only.
Quote from: duduluu on April 19, 2016, 09:20:42 PM
oh, the garden soil is so black, my friend said it's petroleum, LOL :)
and this guy has the same problem so I believe it's texture file error that makes tiles black. not sort of mod collision.
Quote from: ricemaster on April 21, 2016, 01:41:26 AM
Quote from: tara4131945 on April 20, 2016, 11:45:26 PM
it's ok i'm ok with visual defect so long it still works and i can tell what the item or floor is so it not that bad of an issue but it does need to be work on that for sure
it seems PlowSoil.png itself is the source of the problem. not size. that texture should be 'square' like other files but its 1022x1015.
when I adjusted that to 1024x1024 it works fine but in other cases, it just goes black. even when I tested with Vegetable Garden mod only.
Quote from: duduluu on April 19, 2016, 09:20:42 PM
oh, the garden soil is so black, my friend said it's petroleum, LOL :)
and this guy has the same problem so I believe it's texture file error that makes tiles black. not sort of mod collision.
thought that don't explain why i had all my files not in a specific folder to activate the mod i had to make a new folder to fix the issue i have the 3 inner folders right in the mod list and i couldn't understand why
Quote from: tara4131945 on April 21, 2016, 04:56:34 AM
thought that don't explain why i had all my files not in a specific folder to activate the mod i had to make a new folder to fix the issue i have the 3 inner folders right in the mod list and i couldn't understand why
oh. that was actually my mistake. sorry.
I zipped those inner folders 'without an upper directory' when I upload that mod first time :-[
Quote from: ricemaster on April 21, 2016, 05:09:15 AM
Quote from: tara4131945 on April 21, 2016, 04:56:34 AM
thought that don't explain why i had all my files not in a specific folder to activate the mod i had to make a new folder to fix the issue i have the 3 inner folders right in the mod list and i couldn't understand why
oh. that was actually my mistake. sorry.
I zipped those inner folders 'without an upper directory' when I upload that mod first time :-[
well maybe fixing that on the next update XD thought it nice to know that the issue was just the picture patch and not the mod itself
Hello,
Not sure why, but when using your anti bug resonator i still get invaded by bugs regularly.
Started a new colony on a new world with the resonator active, and started building a mountain dug in base.
I made sure to power up and have overlapping coverage from the resonators, but i still got infested, sometimes right next to the resonator.
again, not sure whats causing your mod to not work for me, i hate those bugs!
Quote from: [email protected] on April 21, 2016, 08:04:14 AM
Hello,
Not sure why, but when using your anti bug resonator i still get invaded by bugs regularly.
Started a new colony on a new world with the resonator active, and started building a mountain dug in base.
I made sure to power up and have overlapping coverage from the resonators, but i still got infested, sometimes right next to the resonator.
again, not sure whats causing your mod to not work for me, i hate those bugs!
hmm... was it have been break downed? or been unpowered?
anyway, I'll check about it.
---
solved. thx for the bug report.
despite 'Inhibition: Working' text, the resonator couldn't be turned on when it turned off before. that was the problem.
originally, resonator adds '_ABT' to roof's name of inhibited area when working for visual feedback and internal status check.
but it seems that roof name changing doesn't ALWAYS work for the reason that I don't know :(
anyway, I fixed my code to work without that name changing and checked mod several times for sure.
resonator works properly now :) please update mod.
Just curious, that isNatural doesn't happen to be the same variable checked to see if drop pods can land there, is it? I know thin roofs are vulnerable and there's no way to build a thick one, so I'm curious if the game just checks for a natural roof versus storing a separate value for roof thickness. If so, I imagine you'd just be trading bugs for drop pods.
Quote from: Hermit on April 21, 2016, 09:51:52 PM
Just curious, that isNatural doesn't happen to be the same variable checked to see if drop pods can land there, is it? I know thin roofs are vulnerable and there's no way to build a thick one, so I'm curious if the game just checks for a natural roof versus storing a separate value for roof thickness. If so, I imagine you'd just be trading bugs for drop pods.
there's an 'isThickRoof' argument that determines roof thickness. isNatural is not involved with drop pod invasion :D
That anti bug device is a cool idea, but could it be lade a research? Would fit gameplay better then, and lade for some hard and interesting research priorities. I'd suggest it to be a high tech research bench projektor in that case, and costing at least arround 1500-2000 research due to it's life saving potential. Would also be nice if it ha a component heavy price, have a hute energy cost and also requiring abit of plasteel. These shouldnt come easy if one wants to balance them with the core game.
Quote from: Andy_Dandy on April 22, 2016, 01:56:27 AM
That anti bug device is a cool idea, but could it be lade a research? Would fit gameplay better then, and lade for some hard and interesting research priorities. I'd suggest it to be a high tech research bench projektor in that case, and costing at least arround 1500-2000 research due to it's life saving potential. Would also be nice if it ha a component heavy price, have a hute energy cost and also requiring abit of plasteel. These shouldnt come easy if one wants to balance them with the core game.
as you can see, this mod was a little buggy so I was trying to fix bugs and make unstable code stable lately.
update about things that you suggest is coming soon. :D
Cool. Would be awesome stuff to see this mod mix into the core game like that. :)
One more question. Do you only build one? I was hoping for it having a limited range, so you never were completely safe, but just in that area, until you bult more of them. Suggestien: make it have the range of a trades console at maximum.
Anti bug resonator V0.6 updated.
Quote from: ricemaster on April 23, 2016, 04:37:33 AM
Anti bug resonator V0.6 updated.
Awesome changes. Will test for my next game.
You should put the version number in the zip file, it was a pain the ass figuring out wether or not I had the current version. I eventually just gave up and downloaded the current one and replaced the old one '-'
Hi there, awesome mods! Love the land mines! Well except the sleeping gas one :) Built about 6 or 7 of them in a row inside a 1 tile wide tunnel, bunch of ferals just walked right trough them - ok they became dizzy a little bit but that's that. Anyhow, they are fun!
The anti-bug resonator on the other hand, doesn't seem to work at all - I just got an infestation right inside the (large) circle. Also noticed that the state of the resonator (in terms of covering large or small area) is not saved - when you load the game, it's always set to small. I was wondering if maybe the 2 issues are related?
any chance this will be updated with a15 links ?
Quote from: ricemaster on April 11, 2016, 10:38:19 PM
(http://i.imgur.com/QbLBzoA.gif)
[Nuke mine explosion demo]
Nuque mine? more like an N2 mine o.O
I would love to use it in A15 =s
You updated your Steam Workshop version of Landmines (http://steamcommunity.com/sharedfiles/filedetails/?id=727537344) to A16 so fast that I did not get a chance to download the A15 version. Could you share a download of the A15 version? Please?