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RimWorld => Releases => Mods => Outdated => Topic started by: Rhodes on November 13, 2013, 03:09:27 PM

Title: Rhodes Mod List
Post by: Rhodes on November 13, 2013, 03:09:27 PM
This is a direct modification of the Assembly-CSharp.dll created by Tynan.  The code belongs to him and should not be re-distributed anywhere - that would constitute Piracy and is against the Terms of Service.

I'm taking a break now.  No more requests for a while.
There are lots of mods tailored to specific people throughout this thread (not just the front page);  You should be able to find one that matches what you desire.  Have fun!


How to Install:
Navigate to your RimWorld game directory.
Open the 'RimWorld###Win_Data' folder.
Open the 'Managed' folder.
Rename 'Assembly-CSharp.dll' to 'Assembly-CSharp.orig.dll' (Backup, just in-case).
Paste the downloaded file into the 'Managed' folder.
Rename your downloaded file to 'Assembly-CSharp.dll'.
Play the game!


Minimum Skills Mod:
===============================================================
Every AI human (Player and Enemy) use the same spawn function - therefore, even enemies will receive the benefit of this mod.  I recommend using this mod only to spawn your initial settlers and then restore the original before your first raid (unless you want to capture a few invaders with 20 in every stat).

Version 1.0: 11/13/2013 for Version 254b
- Basic mod.  Supports 3 versions.
- Works with existing worlds (Will not affect pre-existing AI).

Downloads:
Minimum level 8 in all stats (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Assembly-CSharp.lvl8.dll)
Minimum level 12 in all stats (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Assembly-CSharp.lvl12.dll)
Minimum level 20 in all stats (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Assembly-CSharp.lvl20.dll)

===============================================================



Geyser Mod:
===============================================================
Increases the number of Geysers spawned during map generation.  Requires a new world.

Version 1.0: 11/13/2013 for Version 254b
- Reduces the distance from player spawn that a geyser can spawn.
- Reduces the distance between geyser spawns.
- Increase the number of geysers within a 100 block radius.
- Will require a new world.

Downloads:

(Without Minimum Skill Level Mod Integration)
A few extra geysers. (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Geyser%20Mods%20with%20Levels/Assembly-CSharp.G2.dll)
A lot more geysers. (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Geyser%20Mods%20with%20Levels/Assembly-CSharp.G3.dll)
Too many geysers! (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Geyser%20Mods%20with%20Levels/Assembly-CSharp.G4.dll)

(With Minimum 8 Skill Level Mod Integration)
A few extra geysers. (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Geyser%20Mods%20with%20Levels/Assembly-CSharp.G2L8.dll)
A lot more geysers. (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Geyser%20Mods%20with%20Levels/Assembly-CSharp.G3L8.dll)
Too many geysers! (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Geyser%20Mods%20with%20Levels/Assembly-CSharp.G4L8.dll)

(With Minimum 12 Skill Level Mod Integration)
A few extra geysers. (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Geyser%20Mods%20with%20Levels/Assembly-CSharp.G2L12.dll)
A lot more geysers. (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Geyser%20Mods%20with%20Levels/Assembly-CSharp.G3L12.dll)
Too many geysers! (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Geyser%20Mods%20with%20Levels/Assembly-CSharp.G4L12.dll)

(With Minimum 20 Skill Level Mod Integration)
A few extra geysers. (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Geyser%20Mods%20with%20Levels/Assembly-CSharp.G2L20.dll)
A lot more geysers. (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Geyser%20Mods%20with%20Levels/Assembly-CSharp.G3L20.dll)
Too many geysers! (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Geyser%20Mods%20with%20Levels/Assembly-CSharp.G4L20.dll)


===============================================================



Resources Mod:
===============================================================
Whenever you gain a resource (metal/food/medicine/etc), you will receive 500 of that resource instead of the stated amount.

Version 1.0: 11/13/2013 for Version 254b
- Basic mod. Not much else to say. >_>
- Works with existing worlds.

Downloads:

(Without Geyser Mod Integration)
500 Resources on Pickup (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Resource%20Mods/Assembly-CSharp.R2.dll)

(With Small Geyser Mod Integration)
A Few More Geysers & Resources (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Resource%20Mods/Assembly-CSharp.R2G2.dll)

(With Med. Geyser Mod Integration)
A Lot More Geysers & Resources (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Resource%20Mods/Assembly-CSharp.R2G3.dll)

(With Lrg. Geyser Mod Integration)
Too Many Geysers & Resources (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Resource%20Mods/Assembly-CSharp.R2G4.dll)

Technically, adding Geyser Mod integration wasn't necessary since the Geyser mod only affects map generation (you can switch the files afterwards), but I figured Extra Geysers and More Resources worked well in combination.

===============================================================



Status Level Mod:
===============================================================
With this mod, none of your Status Levels (Hunger,Rest,Happiness,Fear,etc) will fall below 50%.

Version 1.0: 11/13/2013 for Version 254b
- Basic mod.
- Works with existing worlds.

Downloads:

(Without Resource Mod Integration)
Status Level Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Morale%20Mods/Assembly-CSharp.M2.dll)

(With Resource Mod Integration)
Status Level & Resources (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Morale%20Mods/Assembly-CSharp.M2R2.dll)

===============================================================



Too Easy Mod:
===============================================================
Makes the game too easy.  Gives level 20 to all skills. Generates too many geysers. Gives tons of resources. No need to rest, eat, or worry about fear or loyalty.

Version 1.0: 11/13/2013 for Version 254b
- You big cheater!

Downloads:
The Easy Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Everything%20Mod/Assembly-CSharp.R2G4M2L20.dll)

===============================================================



Map Mods:
===============================================================
Changes the way the map generates terrain.

Version 1.3: 11/21/2013 for Version 254b
- Removed Animals from Cave Map.
- Increased Mining Speed of Rock by 2x.

Version 1.2: 11/16/2013 for Version 254b
- Added "Large Size Maps".
- Changes the map sizes to 300, 550, and 700.
- Increases the max population of each AI Storyteller by 5x (between 50-75).
- Removed the 'Cliff Side' because it caused the game to crash for some odd reason.

Version 1.1: 11/13/2013 for Version 254b
- Added "No Cliff" versions of each map type (Removes the side wall on each map).
- Added a standard map type with No Cliff.

Version 1.0: 11/13/2013 for Version 254b
- Initial version supports Desert, Valley and Cave maps.


Downloads:
No Cliff (Standard Map) (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Map%20Mods/Assembly-CSharp.noside.dll)
Cave Map (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Map%20Mods/Assembly-CSharp.cave.dll)
Desert Map (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Map%20Mods/Assembly-CSharp.desert.dll)
Desert Map with Cliff (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Map%20Mods/Assembly-CSharp.desertcliff.dll)
Valley Map (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Map%20Mods/Assembly-CSharp.valley.dll)
Valley Map with Cliff (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Map%20Mods/Assembly-CSharp.valleycliff.dll)
Large Size Maps (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Map%20Mods/Assembly-CSharp.large.dll) (Currently has a bug - raiders do not raid. They just stand around.)

Note: When using Large Size Maps, make sure your PC can handle it. If you have a lot of RAM (6GB+), download the Large Address Aware (http://www.techpowerup.com/forums/showthread.php?t=112556) tool and use it on your RimWorld.exe.
Also, be sure to select the map size in your advanced options. Otherwise, the map will default to 200x200.

===============================================================



Difficulty Mods:
===============================================================
Adjusts the base game to provide a tailored experience.

Version 1.2: 11/16/2013 for Version 254b
- Integrated Easy Mod into Peaceful Mod

Version 1.1: 11/13/2013 for Version 254b
- Add Hard Mode Mod with the following changes:
    - No huge cliff on edge of map.
    - NutrientDispenser food consumption increased from 10 to 25.
    - NutrientResynthesis reduces food consumption by 5 (Must have 25+ food to eat, even with NutrientResynthesis researched).
    - Solar power plant power decreased from 1700 to 900.
    - Steam power plant power decreased from 4000 to 2500.
    - Increased chance for batteries to explode.
    - Decreased chance for traders to arrive.
    - Decreased chance for travelers to arrive.
    - Decreased chance for resource pod crash.
    - Decreased chance for refugee pod crash.
    - Increased time it takes to mine.
    - Increased time needed for research.


Version 1.0: 11/13/2013 for Version 254b
- Added Peaceful Mode Mod with the following changes:
    - Disables raiders.
    - Disables psychopathic animals.


Downloads:
Peaceful Mode Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Misc/Assembly-CSharp.peaceful.dll)
Peaceful + Easy Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Everything%20Mod/Assembly-CSharp.R2G4M2L20.peaceful.dll)
Hard Mode Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Misc/Assembly-CSharp.hard.dll)

===============================================================



Phalanx Turret Mod:
===============================================================
Alters the mechanics of the Auto-Turret to turn it into a true killing machine.

Version 1.0: 11/14/2013 for Version 254b
- Turret build time set to 9000 (prev. 1000)
- Turret energy consumption set to 1700 (prev. 350)
- Turret fire rate set to 2 (prev. 300)
- Turret Bad-assery increased by 500%

Downloads:
Phalanx Turret (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Building%20Mods/Assembly-CSharp.P2.dll)

===============================================================



Improved Wall Mod:
===============================================================
Enhances walls to make them a bit more effective.

Version 1.0: 11/18/2013 for Version 254b
- Doubles wall health.
- Sets flammability to 0% (from 100%)

Downloads:
Improved Wall Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Building%20Mods/Assembly-CSharp.W2.dll)


===============================================================



Increased Population Mod:
===============================================================
Increases the various population variables within the game.

Version 1.0: 11/18/2013 for Version 254b
- Increases the suggested and maximum population amounts by 500%

Downloads:
5x Population Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Population%20Mods/Assembly-CSharp.Mp5.dll)


===============================================================



No Animals Mod:
===============================================================
Removes all animals from the game.

Version 1.0: 11/20/2013 for Version 254b
- Makes the game think there are way too many animals already - so it doesn't spawn more.

Downloads:
No Animals Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Animal%20Mods/Assembly-CSharp.A2.dll)


===============================================================



No Human Corpses Mod:
===============================================================
Humans no longer leave behind corpses when they die.

Version 1.0: 11/20/2013 for Version 254b
- Basic Mod.
- Works with existing games.

Downloads:
No Human Corpses Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Misc/Assembly-CSharp.C2.dll)


===============================================================
Title: Re: Rhodes Mod List
Post by: Rhodes on November 13, 2013, 04:56:23 PM
Rhodes Mod Compilation:  Version#0.0.0.254b
===============================================================
This compilation is my own personal rendition of how I feel the game should be played (Not completely balanced yet).
It is likely much harder than a lot of people might enjoy - but might also be much more fun!
If you feel a change I made lacks balance, please feel free to comment so that I can consider a revision.


Version 1.4: 11/21/2013 for Version 254b
Bug Fixes:
- Fixed issue with turret accuracy.

Building Changes:
- Auto-Turret Accuracy Reset to Default Value.
- Grave Build Time Set to 80 (from 800).

-----------------------------------------------------------------------------------------------------
Map Generation Changes:
- Removed Debris From Map Spawn.

Building Changes:
- Auto-Turret Range Increased from 24.9 to 50.
- Auto-Turret Accuracy Increased from 3 to 9.

-----------------------------------------------------------------------------------------------------

Version 1.3: 11/21/2013 for Version 254b
Food Changes:
- Nutrient Paste Gives +4 Happiness.

-----------------------------------------------------------------------------------------------------
Version 1.2: 11/20/2013 for Version 254b
Trade Changes:
- Decreased Sell Price by 75%.

-----------------------------------------------------------------------------------------------------

Version 1.1: 11/19/2013 for Version 254b
Building Changes:
- Decreased SunLamp Energy Consumption to 110.
- Decreased SunLamp Cost to 90.
- Increased HydronicsTable Energy Consumption to 250.
- Increased Wall Flammability to 25%.

-----------------------------------------------------------------------------------------------------

Version 1.0: 11/18/2013 for Version 254b
Map Generation Changes:
- Removed the 'Side Cliff' from map generation.

Building/Furniture Changes:
- All Buildings are, at least, 4x more expensive.
- All Buildings take, at minimum, 4x longer to build.
- All Buildings use, at least, 2x more power.
- Geothermal Generators take 8x longer to build.
- Geothermal Generators are 6x more expensive.
- Stockpile Area cost unchanged.
- Auto-Turret HP increased by 3x.
- Blasting Charges are 6x more expensive.
- Wall HP increased by 1.5x.
- Wall Cost increased to 8.
- Walls are no longer flammable.
- Door HP increased by 1.5x.
- Doors are no longer flammable.
- Power Conduit remains unchanged.
- Sandbags are 6x more expensive.
- Sandbags no longer slow AI.
- Hydroponics Tables are 16x more expensive.
- Research Tables are 16x more expensive.
- Drop Beacons no longer slow AI.
- Chairs no longer slow AI.
- Short Tables no longer slow AI.
- Long Tables no longer slow AI
- Standing Lamps are 10x more expensive.
- Standing Lamps use 60% less power.
- Sun Lamps are 8x more expensive.
- Sun Lamps take 8x longer to build.
- Sun Lamps use 1.5x more power.

Environment Changes:
- FilthDirt Beauty increased to Ugly
- FilthSand Beauty increased to Ugly
- Debris no longer slows AI.
- Debris Cover Percent decreased by 25%.

Plant Changes:
- Accele-Potato Plant produces 33% less food.
- Accele-Potato Plant grows 50% slower.

Mining Changes:
- Rocks take 3x longer to mine.

Story_Teller Changes:
- Population limits increased by 3x.

Skill Changes:
- XP Required to Level Up increased by 50%.
- Maximum Level increased to 30.

Research Changes:
- Research slowed by 4x.

Weapon Changes:
- Frag Grenades no longer destroy buildings.

Trade Changes:
- Food base price decreased by 80%.
- Metal base price increased by 300%.
- Medicine base price increased by 100%.
- Uranium base price increased by 600%.
- Missle base price increased by 150%.



Downloads:
Rhodes Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Rhodes%20Mod/Assembly-CSharp.Rhodes254b.dll) (Version#0.0.254b)

===============================================================
Title: Re: Rhodes Mod List
Post by: Rhodes on November 13, 2013, 04:57:33 PM
*Reserved for future future use*
Title: Re: Rhodes Mod List
Post by: Wopian on November 13, 2013, 06:46:46 PM
Going to make heavy use of the status level mod a lot it seems...
Title: Re: Rhodes Mod List
Post by: Rhodes on November 13, 2013, 06:49:55 PM
We won't judge. 

Using that mod, you'll finally be able to make that massive underground fortress you always wanted without having to worry about your colonists freaking out because of the filthy surroundings.

At least, that's the reason I wanted to make the mod.
Title: Re: Rhodes Mod List
Post by: FlyingTurtles on November 13, 2013, 06:54:14 PM
Can I make a request?
Can you make a mod that will get rid of the large mountain on every map, and make it so that it becomes just a combination of "regular" land and smaller mountains. It would be a good challenge to build a base without the large mountain.
Title: Re: Rhodes Mod List
Post by: Tynan on November 13, 2013, 07:02:01 PM
Quote from: FlyingTurtles on November 13, 2013, 06:54:14 PM
Can I make a request?
Can you make a mod that will get rid of the large mountain on every map, and make it so that it becomes just a combination of "regular" land and smaller mountains. It would be a good challenge to build a base without the large mountain.

I should start doing this randomly on mapgen.
Title: Re: Rhodes Mod List
Post by: Rhodes on November 13, 2013, 07:42:02 PM
Haha.. While trying to figure this one out, I made the map spawn ONLY mountain.  So, you start off in a cave. :P

(http://i.imgur.com/4OTxSDGl.png) (http://i.imgur.com/4OTxSDG.png)

Im guessing that side portion isn't in the same spot as the rest of the map generation PerlinNoise stuff.  Having trouble finding the right part.
I can make deserts and valleys and whatnot with a single cliffside (no scattered mountains).. But not the opposite.
Title: Re: Rhodes Mod List
Post by: Galileus on November 13, 2013, 07:46:08 PM
Rhodes, could you supply me with full mountain / no mountain saves? Possibly right off at the start. Would help me greatly! :)
Title: Re: Rhodes Mod List
Post by: Rhodes on November 13, 2013, 07:55:49 PM
Added to the top, Galileus.  Enjoy.

FlyingTurtles, I am still working on getting rid of that side mountain.  Though, you may like the valley/desert map mods as well.
Title: Re: Rhodes Mod List
Post by: FlyingTurtles on November 13, 2013, 07:58:30 PM
Thank you!  ;D
Title: Re: Rhodes Mod List
Post by: Rhodes on November 13, 2013, 08:38:35 PM
Good news Turtle.  I was able to get rid of the wall!
See the downloads in the first post (bottom of the post).

I also updated the valley and desert maps to have/not have the cliff wall for those interested.
(Excluding the cave map, for obvious reasons. :P)
Title: Re: Rhodes Mod List
Post by: bigwolf2101 on November 14, 2013, 02:49:00 AM
could u add a mod to make more weapons for the turrets like missal napalmed grenade and stuff
Title: Re: Rhodes Mod List
Post by: Rhodes on November 14, 2013, 02:52:13 PM
While yes, I can change turrets to use whatever weapon you want - I can't make the bullets explode or start fires.
In other news.  I think I'm going to make a Phalanx turret mod.  High speed, high cost turrets!
Title: Re: Rhodes Mod List
Post by: Rhodes on November 14, 2013, 03:41:36 PM
Bang bang!

Phalanx Mod Preview:
http://www.youtube.com/watch?v=FwJb6h0LvrI

Couldn't help myself.
Not really suitable for standard gameplay since the AI get stunned and can't take any actions.  Still fun to play around with though.
Title: Re: Rhodes Mod List
Post by: bigwolf2101 on November 15, 2013, 01:49:52 AM
ok but can u add more damage /range to them?/more health but make it so u have to research them as my think tank is just a cleaner now
Title: Re: Rhodes Mod List
Post by: Rhodes on November 15, 2013, 09:33:30 AM
I can't add research topics, unfortunately.  That will have to wait until mod support is added. The only thing I could do at the moment for your thinktank, is make research topics take longer to research.

For turrets, if I change the gun to an incendiary launcher (closest I can get to your request), then it will do the same damage as an incendiary launcher (without the explosion/fire effect).  I can't change the damage without modifying EVERY incendiary launcher that the game spawns in since it is a shared value.

I can modify the range. By default:
The range is 13.4 blocks.
The gun is a L-15 LMG.
The fire speed is 300.

Here are the gun IDs I can use for the turret:
Gun_Pistol
Gun_Pump Shotgun
Gun_Lee-Enfield
Gun_M-16Rifle
Gun_M-24Rifle
Gun_Uzi
Gun_Minigun
Gun_L-15 LMG
Gun_T-9 Incendiary Launcher
Gun_R-4 charge rifle

Based on the code, those are all the guns in the game at the moment.  Let me know which Gun, how much Range, and how Fast you want your turret to shoot and I'll make the mod for you.

In the meantime, this mod may work for you:

It uses:
- T-9 Incendiary Launcher with a range of 40 blocks (Lee-Enfield is like 38).  However, EVERY Incendiary Launcher is going to have that range now, since the turret range is inherited from the gun it's equipped with.
- Fire speed of 50 (normally 300)
- Health increased to 500 (normally 140)
- Fog sight radius increased to 40

Download:  bigwolf2101's Requested Turret Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Building%20Mods/Assembly-CSharp.P3.dll) (Untested - let me know if this works for you)
Title: Re: Rhodes Mod List
Post by: bigwolf2101 on November 15, 2013, 11:09:50 AM
how do iinstall it ?
Title: Re: Rhodes Mod List
Post by: bigwolf2101 on November 15, 2013, 11:18:40 AM
Quote from: bigwolf2101 on November 15, 2013, 11:09:50 AM
how do iinstall it ?

I am a ideat I figerd it out that and how to change configs to give more metal and stuff
Title: Re: Rhodes Mod List
Post by: bigwolf2101 on November 15, 2013, 11:20:05 AM
it works but was it supposed to be all 1 type of weapon or all
Title: Re: Rhodes Mod List
Post by: bigwolf2101 on November 15, 2013, 11:32:59 AM
o and it makes 1 hella fire mess
Title: Re: Rhodes Mod List
Post by: Rhodes on November 15, 2013, 11:40:49 AM
Does it?  lol.. I guess I fixed the bullet issue with that one then.  I must have missed a reference to the gun in my original test mod.

And yes, it will all be a single turret. I can't add additional turrets of different types.


Title: Re: Rhodes Mod List
Post by: SleepyFox on November 15, 2013, 06:07:13 PM
...that cave start is magnificent. How do raiders spawn? If at all?
Title: Re: Rhodes Mod List
Post by: Rhodes on November 15, 2013, 06:26:33 PM
Quote from: SleepyFox on November 15, 2013, 06:07:13 PM
...that cave start is magnificent. How do raiders spawn? If at all?

I haven't actually tested it.  Maybe someone else can answer that question.
Title: Re: Rhodes Mod List
Post by: HexCube on November 16, 2013, 01:17:19 AM
Is there any chance of a peaceful mod with integrated Easy mod. Also if anyone could tell me how to edit the DLL file types?
Title: Re: Rhodes Mod List
Post by: Rhodes on November 16, 2013, 01:48:13 AM
Quote from: Espresso on November 16, 2013, 01:17:19 AM
Is there any chance of a peaceful mod with integrated Easy mod. Also if anyone could tell me how to edit the DLL file types?

Ask and ye shall receive!~
Peaceful + Easy Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Everything%20Mod/Assembly-CSharp.R2G4M2L20.peaceful.dll)

As for editing the DLL's - I use .Net Reflector with the Reflexil plugin.  The editing itself is done in assembly, so the more you know about coding, the easier it will be to understand.
Title: Re: Rhodes Mod List
Post by: bigwolf2101 on November 16, 2013, 03:38:48 AM
is there a program that can convert lua to c+ if so I could ealys mod a few things I just font know c+ that whell all my programing know how is form a old texes Ti interment 2000 way back win u had to save on cassette  tapes
Title: Re: Rhodes Mod List
Post by: Rhodes on November 16, 2013, 03:54:13 AM
Unfortunately, modding for this game doesn't work like that.  If it did, I would have much better mods than I do now.

You don't actually 'code' anything to mod this game (not without rebuilding all the compiler generated code - which would be way infringing on Tynan's work).  All you can do is modify the un-obfuscated assembly code to get the results you want.

Hence, converting Lua to C+ wouldn't accomplish anything because there is no way to put your code into the game.
Title: Re: Rhodes Mod List
Post by: bigwolf2101 on November 16, 2013, 04:47:40 AM
ok ty
Title: Re: Rhodes Mod List
Post by: HexCube on November 16, 2013, 05:01:38 PM
Quote from: bigwolf2101 on November 16, 2013, 03:38:48 AM
is there a program that can convert lua to c+ if so I could ealys mod a few things I just font know c+ that whell all my programing know how is form a old texes Ti interment 2000 way back win u had to save on cassette  tapes
Thanks, I really appreciate it, not because I like to cheat, but I like to be able to build cool bases quickly and without worry. You have enabled me to do that.
Title: Re: Rhodes Mod List
Post by: Skulley on November 16, 2013, 05:12:29 PM
Is it possible to have the "Too Many Geysers & Resources" and the "Phalanx Turret Mod" combined?

*Edit*
Aaaand if you could make a different file with the status level mod... Absolutely not for my cheaty needs...
Title: Re: Rhodes Mod List
Post by: Galileus on November 16, 2013, 05:23:36 PM
Quote from: Skulley on November 16, 2013, 05:12:29 PMAaaand if you could make a different file with the status level mod... Absolutely not for my cheaty needs...

Try this (http://www.cheatengine.org/) ;)
Title: Re: Rhodes Mod List
Post by: Rhodes on November 16, 2013, 05:26:47 PM
Quote from: Skulley on November 16, 2013, 05:12:29 PM
Is it possible to have the "Too Many Geysers & Resources" and the "Phalanx Turret Mod" combined?

*Edit*
Aaaand if you could make a different file with the status level mod... Absolutely not for my cheaty needs...

Too Many Geysers & Resources & Phalanx Turret Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Misc/Assembly-CSharp.R2G4P2.dll)

For the status level mod, what do you mean? You want a Geysers + Resources + Phalanx + Status Levels?

[EDIT]

Too Many Geysers & Resources & Phalanx & Status Level Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Misc/Assembly-CSharp.R2G4P2M2.dll)
Title: Re: Rhodes Mod List
Post by: Rhodes on November 17, 2013, 12:34:38 AM
New Mod:

Version 1.2: 11/16/2013 for Version 254b
- Added "Large Size Maps".
- Changes the map sizes to 300, 550, and 700.
- Increases the max population of each AI Storyteller by 5x (between 50-75).
- Removed the 'Cliff Side' because it caused the game to crash for some odd reason.

Large Size Maps (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Map%20Mods/Assembly-CSharp.large.dll) (Currently has a bug - raiders do not raid. They just stand around.)

Note: When using Large Size Maps, make sure your PC can handle it. If you have a lot of RAM (6GB+), download the Large Address Aware (http://www.techpowerup.com/forums/showthread.php?t=112556) tool and use it on your RimWorld.exe.
Also, be sure to select the map size in your advanced options. Otherwise, the map will default to 200x200.
Title: Re: Rhodes Mod List
Post by: Yolopanther on November 17, 2013, 04:37:30 AM
Quote from: Rhodes on November 17, 2013, 12:34:38 AM
New Mod:
- Added "Large Size Maps".

I'd like to add that while play testing this, the raider AI appears to have problems. Raiders will spawn in, but they just stand there and don't move at all. Ever.
Title: Re: Rhodes Mod List
Post by: why1do on November 17, 2013, 05:01:04 AM
Can I request a .net reflector tutorial on how to do this?
Title: Re: Rhodes Mod List
Post by: BostonTBagParty on November 17, 2013, 08:21:49 AM
So anyone know how to install these on OS X?
Title: Re: Rhodes Mod List
Post by: Rhodes on November 17, 2013, 09:47:00 AM
Quote from: Yolopanther on November 17, 2013, 04:37:30 AM
I'd like to add that while play testing this, the raider AI appears to have problems. Raiders will spawn in, but they just stand there and don't move at all. Ever.

Ah, thanks for the report.  I'll play around with this a bit and see if I can make it work.
Title: Re: Rhodes Mod List
Post by: killerx243 on November 17, 2013, 10:11:36 AM
Would it be possible to have more geysers and increase the max population?
Title: Re: Rhodes Mod List
Post by: Rhodes on November 17, 2013, 10:26:56 AM
Quote from: killerx243 on November 17, 2013, 10:11:36 AM
Would it be possible to have more geysers and increase the max population?

Here you go: A Lot More Geysers & 5x Max Population Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Misc/Assembly-CSharp.G3.Mp5.dll)

Honestly, I haven't even checked to see if those max population values even affect anything.  Someone let me know if they notice a difference.
Title: Re: Rhodes Mod List
Post by: killerx243 on November 17, 2013, 10:29:52 AM
Wow thanks, I'll play around with it today. Hypothetically the game should keep having events that allow for more settlers without taking raiders hostage right?
Title: Re: Rhodes Mod List
Post by: Rhodes on November 17, 2013, 10:32:39 AM
Quote from: killerx243 on November 17, 2013, 10:29:52 AM
Wow thanks, I'll play around with it today. Hypothetically the game should keep having events that allow for more settlers without taking raiders hostage right?

That's what I'm thinking as well - I guess we'll see.
Title: Re: Rhodes Mod List
Post by: RevolutionVX on November 17, 2013, 11:00:11 AM
Hi guys i would like to make a extreme request, i would like when the people who know how to make this mod´s can make one with
Minimum level 20 in all stats
Too many geysers!
Phalanx Turret
and Status Level Mod
i know that is a big request and i dont know if is possible but i would like so much if somoene have time to do this, thanks very much and sorry for my terrible english
Title: Re: Rhodes Mod List
Post by: Rhodes on November 17, 2013, 11:07:22 AM
Quote from: RevolutionVX on November 17, 2013, 11:00:11 AM
Hi guys i would like to make a extreme request, i would like when the people who know how to make this mod´s can make one with
Minimum level 20 in all stats
Too many geysers!
Phalanx Turret
and Status Level Mod
i know that is a big request and i dont know if is possible but i would like so much if somoene have time to do this, thanks very much and sorry for my terrible english

Here you go: Level 20 & Too Many Geysers & Phalanx Turret & Status Level Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Misc/Assembly-CSharp.G3G3M2P2lvl20.dll)
Title: Re: Rhodes Mod List
Post by: RevolutionVX on November 17, 2013, 11:10:39 AM
owww So fast? thank you. Obriado graciasss ::)
Title: Re: Rhodes Mod List
Post by: Skulley on November 17, 2013, 11:33:57 AM
Quote from: Rhodes on November 16, 2013, 05:26:47 PM
Quote from: Skulley on November 16, 2013, 05:12:29 PM
Is it possible to have the "Too Many Geysers & Resources" and the "Phalanx Turret Mod" combined?

*Edit*
Aaaand if you could make a different file with the status level mod... Absolutely not for my cheaty needs...

Too Many Geysers & Resources & Phalanx Turret Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Misc/Assembly-CSharp.R2G4P2.dll)

For the status level mod, what do you mean? You want a Geysers + Resources + Phalanx + Status Levels?

[EDIT]

Too Many Geysers & Resources & Phalanx & Status Level Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Misc/Assembly-CSharp.R2G4P2M2.dll)
Yes! Thank you so much. At last I have a chance against the tyrant Randy Random!
Title: Re: Rhodes Mod List
Post by: RevolutionVX on November 17, 2013, 11:40:26 AM
Quote from: Rhodes on November 17, 2013, 11:07:22 AM
Quote from: RevolutionVX on November 17, 2013, 11:00:11 AM
Hi guys i would like to make a extreme request, i would like when the people who know how to make this mod´s can make one with
Minimum level 20 in all stats
Too many geysers!
Phalanx Turret
and Status Level Mod
i know that is a big request and i dont know if is possible but i would like so much if somoene have time to do this, thanks very much and sorry for my terrible english

Here you go: Level 20 & Too Many Geysers & Phalanx Turret & Status Level Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Misc/Assembly-CSharp.G3G3M2P2lvl20.dll)

Is possible also add the population mod sir?
Title: Re: Rhodes Mod List
Post by: Skulley on November 17, 2013, 11:58:41 AM
Sorry to bother even more, but could it be possible to have the Too Many Geysers & Resources & Phalanx & Status Level Mod with the turret health pumped to some ridiculous heights? Like 5000? And to expand the range?
Title: Re: Rhodes Mod List
Post by: Rhodes on November 17, 2013, 12:15:41 PM
Quote from: Skulley on November 17, 2013, 11:58:41 AM
Sorry to bother even more, but could it be possible to have the Too Many Geysers & Resources & Phalanx & Status Level Mod with the turret health pumped to some ridiculous heights? Like 5000? And to expand the range?

Here you go:  Level 20 & Too Many Geysers & Phalanx Turret & Status Level Mod w/ Beefed up Phalanx Turrets  (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Misc/Assembly-CSharp.G3G3M2P4lvl20.dll)
Title: Re: Rhodes Mod List
Post by: Rhodes on November 17, 2013, 12:18:57 PM
Quote from: RevolutionVX on November 17, 2013, 11:40:26 AM
Is possible also add the population mod sir?

Here you go:  Level 20 & Too Many Geysers & Phalanx Turret & Status Level & 5x Population Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Misc/Assembly-CSharp.G3G3M2P2lvl20Mp5.dll)

[EDIT]

Just to add, I'm not using the 'Too Many Geysers' mod in those, but the 'A Lot More Geysers' mod.  Too Many Geysers mod adds too many, anyway; slows down the game significantly.
Title: Re: Rhodes Mod List
Post by: Skulley on November 17, 2013, 12:23:31 PM
Quote from: Rhodes on November 17, 2013, 12:15:41 PM
Quote from: Skulley on November 17, 2013, 11:58:41 AM
Sorry to bother even more, but could it be possible to have the Too Many Geysers & Resources & Phalanx & Status Level Mod with the turret health pumped to some ridiculous heights? Like 5000? And to expand the range?

Here you go:  Level 20 & Too Many Geysers & Phalanx Turret & Status Level Mod w/ Beefed up Phalanx Turrets  (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Misc/Assembly-CSharp.G3G3M2P4lvl20.dll)
You are really friggin awesome.
Title: Re: Rhodes Mod List
Post by: killerx243 on November 17, 2013, 01:14:05 PM
I've got 9 people and 3 prisoners, haven't seen a slave ship yet but a scientist just happened to be walking by. I'll update this later when I find out more.

UPDATE: 12 people and a slave ship has arrived, looks like its working  :)

UPDATE 2: 20 people now, raiders are getting less of a hassle since they keep leaving me nice weapons and I'm not losing people as often.
Title: Re: Rhodes Mod List
Post by: todofwar on November 18, 2013, 09:38:18 AM
Super strong walls would be nice, if you could somehow make them fire immune and double their HP I'd be in your debt. Not eternally, but close.
Title: Re: Rhodes Mod List
Post by: Rhodes on November 18, 2013, 10:12:13 AM
Quote from: todofwar on November 18, 2013, 09:38:18 AM
Super strong walls would be nice, if you could somehow make them fire immune and double their HP I'd be in your debt. Not eternally, but close.

I haven't tested the flammability thing - but there was a value for it.. So I set it to 0.  Health will definitely work.

Improved Wall Mod:
===============================================================
Enhances walls to make them a bit more effective.

Version 1.0: 11/18/2013 for Version 254b
- Doubles wall health.
- Sets flammability to 0% (from 100%)

Downloads:
Improved Wall Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Building%20Mods/Assembly-CSharp.W2.dll)


===============================================================
Title: Re: Rhodes Mod List
Post by: todofwar on November 18, 2013, 10:25:51 AM
You sir are a gentleman and a scholar. I will test this the second I get a chance.
Title: Re: Rhodes Mod List
Post by: TheEisbaer on November 18, 2013, 12:05:24 PM
@Rhodes
Is there a way to get the "a few extra geysers" and "improved wall" mods in one?
Title: Re: Rhodes Mod List
Post by: Rhodes on November 18, 2013, 12:14:43 PM
Quote from: TheEisbaer on November 18, 2013, 12:05:24 PM
@Rhodes
Is there a way to get the "a few extra geysers" and "improved wall" mods in one?

Here you go: A Few More Geysers & Improved Wall Mod (254b) (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Misc/Assembly-CSharp.G2W2.dll)
Title: Re: Rhodes Mod List
Post by: deadwillrise on November 18, 2013, 12:29:00 PM
@Rhodes
It's really awesome what you're doing here dude.
But is it possible to tell me how you did all those editing within the data?
And what methode/program/magic you used?
Then you don't have to change stuff for everyone and we can change it ourselfs.
If that is too much of a hassle, can you make an improved wall mod with Level 20 & Too Many Geysers & Phalanx Turret & Status Level Mod w/ Beefed up Phalanx Turrets
Thanks in advance

[EDIT]: Forget to include the 5x or 10x (whatever suits you) population mod
Title: Re: Rhodes Mod List
Post by: Rhodes on November 18, 2013, 01:04:07 PM
Quote from: deadwillrise on November 18, 2013, 12:29:00 PM
If that is too much of a hassle, can you make an improved wall mod with Level 20 & Too Many Geysers & Phalanx Turret & Status Level Mod w/ Beefed up Phalanx Turrets
Thanks in advance

[EDIT]: Forget to include the 5x or 10x (whatever suits you) population mod

Here you go: Too Many Geysers & Level 20 & Status Level & Beefy Phalanx Turrets & Improved Walls & 5x Population Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Misc/Assembly-CSharp.G4L20M2P3W2Mp5.dll) >_>

As for making the mods, I use .Net Reflector with the Reflexil plugin.  The modifications are done via assembly, so don't expect expansive mods.
Title: Re: Rhodes Mod List
Post by: kidak on November 18, 2013, 02:23:25 PM
okay so i played with the wall mod on and it works so i was  wondering if i could have a mod set with just x5 pop, walls, and higher health turrets but not phalanx just normal turrets with more health.

Edit:
Also if the turret range can be boosted that would be awesome
edit edit:
Can you also do the geyser one right below the too many one because it is too much for my computer
Title: Re: Rhodes Mod List
Post by: Rhodes on November 18, 2013, 03:04:38 PM
Quote from: kidak on November 18, 2013, 02:23:25 PM
okay so i played with the wall mod on and it works so i was  wondering if i could have a mod set with just x5 pop, walls, and higher health turrets but not phalanx just normal turrets with more health.

Edit:
Also if the turret range can be boosted that would be awesome
edit edit:
Can you also do the geyser one right below the too many one because it is too much for my computer

Here you go:  Kidak's Requested Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Misc/Assembly-CSharp.W2G3P4Mp5.dll)

Just a note to people - I will not be upgrading all these mods to a new version if one releases anytime soon.
You're just going to have to enjoy 254b until modding support gets added in officially.
Title: Re: Rhodes Mod List
Post by: kidak on November 18, 2013, 03:19:07 PM
Quote from: Rhodes on November 18, 2013, 03:04:38 PM
Quote from: kidak on November 18, 2013, 02:23:25 PM
okay so i played with the wall mod on and it works so i was  wondering if i could have a mod set with just x5 pop, walls, and higher health turrets but not phalanx just normal turrets with more health.

Edit:
Also if the turret range can be boosted that would be awesome
edit edit:
Can you also do the geyser one right below the too many one because it is too much for my computer

Here you go:  Kidak's Requested Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Misc/Assembly-CSharp.W2G3P4Mp5.dll)

Just a note to people - I will not be upgrading all these mods to a new version if one releases anytime soon.
You're just going to have to enjoy 254b until modding support gets added in officially.
awesome thanks :D
Title: Re: Rhodes Mod List
Post by: Rhodes on November 18, 2013, 03:19:54 PM
I just noticed I didn't have the base game with the 5x population mod integrated so..

Increased Population Mod:
===============================================================
Increases the various population variables within the game.

Version 1.0: 11/18/2013 for Version 254b
- Increases the suggested and maximum population amounts by 500%

Downloads:
5x Population Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Population%20Mods/Assembly-CSharp.Mp5.dll)

===============================================================
Title: Re: Rhodes Mod List
Post by: shadowtail00 on November 18, 2013, 04:55:01 PM
Rhode can I have both improved wall mod and the turret mod? :P
Title: Re: Rhodes Mod List
Post by: Rhodes on November 18, 2013, 05:24:44 PM
Quote from: shadowtail00 on November 18, 2013, 04:55:01 PM
Rhode can I have both improved wall mod and the turret mod? :P

The original Phalanx turret mod, I assume?
Seriously, you don't need walls with the Phalanx mod. lol

Here you go:  Phalanx Turrets and Improved Walls Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Misc/Assembly-CSharp.P2W2.dll)
Title: Re: Rhodes Mod List
Post by: shadowtail00 on November 18, 2013, 05:34:53 PM
Thanks and what did you mean when you said original is there a nerfed one?
Title: Re: Rhodes Mod List
Post by: Rhodes on November 18, 2013, 05:45:29 PM
Quote from: shadowtail00 on November 18, 2013, 05:34:53 PM
Thanks and what did you mean when you said original is there a nerfed one?

There can be.. I can make it as nerfed or as powerful as you want.
Title: Re: Rhodes Mod List
Post by: shadowtail00 on November 18, 2013, 05:48:23 PM
Cool, I will think about it... ;)
Title: Re: Rhodes Mod List
Post by: CmdrQuartz on November 19, 2013, 04:00:13 AM
Is it possible to lock in just happiness? I keep them happy just fine usually but sometimes it seems they just end up seeing too many dead bodies after a harsh wave and the fear doesn't counter act the lose of happiness enough. And while I suppose it's reasonable that a miner wouldn't want to go into a dark hole just after fighting a bunch of raiders but I just want to tell him to suck it up :P
Title: Re: Rhodes Mod List
Post by: Rhodes on November 19, 2013, 09:39:25 AM
Quote from: CmdrQuartz on November 19, 2013, 04:00:13 AM
Is it possible to lock in just happiness? I keep them happy just fine usually but sometimes it seems they just end up seeing too many dead bodies after a harsh wave and the fear doesn't counter act the lose of happiness enough. And while I suppose it's reasonable that a miner wouldn't want to go into a dark hole just after fighting a bunch of raiders but I just want to tell him to suck it up :P

I'll have to play around with this.  Most of the StatusLevels all use the same method, so when you modify one, they all receive the change (where I was modifying it from originally).  Though, I suspect it might be possible to modify just Happiness by adjusting the rate of change or something.
Title: Re: Rhodes Mod List
Post by: shadowtail00 on November 19, 2013, 09:51:43 AM
Sorry but if possible could i have a turret that is not useless but not too op & the wall mod?? Sorry if this is a pain your rump...
Title: Re: Rhodes Mod List
Post by: Rhodes on November 19, 2013, 10:06:24 AM
Quote from: shadowtail00 on November 19, 2013, 09:51:43 AM
Sorry but if possible could i have a turret that is not useless but not too op & the wall mod?? Sorry if this is a pain your rump...

You should find this much more balanced:  https://dl.dropboxusercontent.com/u/34054600/Rimworld/Misc/Assembly-CSharp.P5W2.dll

The turret doesn't shoot any faster, but it does have 3x HP. I also increased power usage by 150 and build time by 1000.
Title: Re: Rhodes Mod List
Post by: shadowtail00 on November 19, 2013, 10:08:42 AM
Thank you! you sir are the best! :D :D
Title: Re: Rhodes Mod List
Post by: shadowtail00 on November 19, 2013, 10:49:38 AM
May i ask how you mod? if its to complex don't worry.
Title: Re: Rhodes Mod List
Post by: Rhodes on November 19, 2013, 11:29:02 AM
Quote from: shadowtail00 on November 19, 2013, 10:49:38 AM
May i ask how you mod? if its to complex don't worry.

I use .Net Reflector with the Reflexil plugin.  If you know a bit about programming, you should be able to pick up the process relatively quickly.

[EDIT]

Rhodes Mod Compilation:  Version#0.0.0.254b
===============================================================
This compilation is my own personal rendition of how I feel the game should be played (Not completely balanced yet).
It is likely much harder than a lot of people might enjoy - but might also be much more fun!
If you feel a change I made lacks balance, please feel free to comment so that I can consider a revision.


[b]Version 1.0:[/b] 11/18/2013 for Version 254b
Map Generation Changes:
- Removed the 'Side Cliff' from map generation.

Building/Furniture Changes:
- All Buildings are, at least, 4x more expensive.
- All Buildings take, at minimum, 4x longer to build.
- All Buildings use, at least, 2x more power.
- Geothermal Generators take 8x longer to build.
- Geothermal Generators are 6x more expensive.
- Stockpile Area cost unchanged.
- Auto-Turret HP increased by 3x.
- Blasting Charges are 6x more expensive.
- Wall HP increased by 1.5x.
- Wall Cost increased to 8.
- Walls are no longer flammable.
- Door HP increased by 1.5x.
- Doors are no longer flammable.
- Power Conduit remains unchanged.
- Sandbags are 6x more expensive.
- Sandbags no longer slow AI.
- Hydroponics Tables are 16x more expensive.
- Research Tables are 16x more expensive.
- Drop Beacons no longer slow AI.
- Chairs no longer slow AI.
- Short Tables no longer slow AI.
- Long Tables no longer slow AI
- Standing Lamps are 10x more expensive.
- Standing Lamps use 60% less power.
- Sun Lamps are 8x more expensive.
- Sun Lamps take 8x longer to build.
- Sun Lamps use 1.5x more power.

Environment Changes:
- FilthDirt Beauty increased to Ugly
- FilthSand Beauty increased to Ugly
- Debris no longer slows AI.
- Debris Cover Percent decreased by 25%.

Plant Changes:
- Accele-Potato Plant produces 33% less food.
- Accele-Potato Plant grows 50% slower.

Mining Changes:
- Rocks take 3x longer to mine.

Story_Teller Changes:
- Population limits increased by 3x.

Skill Changes:
- XP Required to Level Up increased by 50%.
- Maximum Level increased to 30.

Research Changes:
- Research slowed by 4x.

Weapon Changes:
- Frag Grenades no longer destroy buildings.

Trade Changes:
- Food base price decreased by 80%.
- Metal base price increased by 300%.
- Medicine base price increased by 100%.
- Uranium base price increased by 600%.
- Missle base price increased by 150%.



Downloads:
Rhodes Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Rhodes%20Mod/Assembly-CSharp.Rhodes254b.dll) (Version#0.0.254b)

===============================================================


If someone decides to do a let's play with this Mod, please let me know.  I would love to watch it.
Title: Re: Rhodes Mod List
Post by: Zues on November 19, 2013, 11:50:42 AM
made an account just to say it is really cool how you reply so fast and all that to requests. but i think making them all compatible with eachother would slow down alot of the requests (as in most of them would already be done), i dont program but just a thought.
Title: Re: Rhodes Mod List
Post by: Galileus on November 19, 2013, 11:56:18 AM
Quote from: Zues on November 19, 2013, 11:50:42 AM
made an account just to say it is really cool how you reply so fast and all that to requests. but i think making them all compatible with eachother would slow down alot of the requests (as in most of them would already be done), i dont program but just a thought.

He can't do that - this point in the development all these mods come out as a single file replacement, so they need to be merged manually. And problem is - if you can merge them, you can create them yourself even easier ;)
Title: Re: Rhodes Mod List
Post by: Rhodes on November 19, 2013, 11:57:15 AM
Quote from: Zues on November 19, 2013, 11:50:42 AM
made an account just to say it is really cool how you reply so fast and all that to requests. but i think making them all compatible with eachother would slow down alot of the requests (as in most of them would already be done), i dont program but just a thought.

Thanks for the comment!

As for them each being compatible, it's not really possible with the current modding process.  I have to make the changes on a case by case basis.  When Tynan adds in official modding support, it will be much easier to make a mod loader where people can pick and choose their changes.
Title: Re: Rhodes Mod List
Post by: shadowtail00 on November 19, 2013, 12:01:46 PM
Quote from: Rhodes on November 19, 2013, 11:29:02 AM
If someone decides to do a let's play with this Mod, please let me know.  I would love to watch it.
I will see if its possible first :) But i might do one. I'll say if i am.
Title: Re: Rhodes Mod List
Post by: zylosan on November 19, 2013, 12:54:01 PM
Thanks for all the hard work so far.  My request is to reduce the blast raidius when a turret is destroyed.  Currently its a major pain in the butt.
Title: Re: Rhodes Mod List
Post by: Rhodes on November 19, 2013, 01:03:44 PM
Quote from: zylosan on November 19, 2013, 12:54:01 PM
Thanks for all the hard work so far.  My request is to reduce the blast raidius when a turret is destroyed.  Currently its a major pain in the butt.

Been looking through the code and can't find where the blast radius is.  I'll let you know if I come across it, but it could be a while.
Title: Re: Rhodes Mod List
Post by: bluestrike15 on November 19, 2013, 05:38:50 PM
Question. How would you include more than one mod? I would like to use the Wall mod and the x5 mod , But i assume that i can only use one
Title: Re: Rhodes Mod List
Post by: Rhodes on November 19, 2013, 05:45:45 PM
Quote from: bluestrike15 on November 19, 2013, 05:38:50 PM
Question. How would you include more than one mod? I would like to use the Wall mod and the x5 mod , But i assume that i can only use one

You just gotta let me know.

Here you go: Improved Walls and 5x Population Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Misc/Assembly-CSharp.W2Mp5.dll)
Title: Re: Rhodes Mod List
Post by: silveen on November 19, 2013, 06:21:34 PM
Amazing mods. Absolutely loved all of them, but the 5x population mod seems to make the Raiders invincible and useless. They walk into my base and stand there like empty units. Turrets nor colonists register them as targets and just walk through them.
Title: Re: Rhodes Mod List
Post by: Rhodes on November 19, 2013, 06:30:46 PM
Quote from: silveen on November 19, 2013, 06:21:34 PM
Amazing mods. Absolutely loved all of them, but the 5x population mod seems to make the Raiders invincible and useless. They walk into my base and stand there like empty units. Turrets nor colonists register them as targets and just walk through them.

Hmm, you sure that's related to the 5x population mod? 
Anyone else having that problem?

[EDIT]
What was the filename of the mod you downloaded?  Was it just the 5x population mod?

[EDIT EDIT]
I just tested it with the default 5x population mod and the raiders attacked like normal (on a new game).
Title: Re: Rhodes Mod List
Post by: silveen on November 19, 2013, 06:45:20 PM
Quote from: Rhodes on November 19, 2013, 06:30:46 PM
Quote from: silveen on November 19, 2013, 06:21:34 PM
Amazing mods. Absolutely loved all of them, but the 5x population mod seems to make the Raiders invincible and useless. They walk into my base and stand there like empty units. Turrets nor colonists register them as targets and just walk through them.

Hmm, you sure that's related to the 5x population mod? 
Anyone else having that problem?

[EDIT]
What was the filename of the mod you downloaded?  Was it just the 5x population mod?

[EDIT EDIT]
I just tested it with the default 5x population mod and the raiders attacked like normal (on a new game).

Just 5x population. Might just be a bad computer on my end.
Title: Re: Rhodes Mod List
Post by: Wopian on November 19, 2013, 06:47:47 PM
Regarding your compilation, you basically made sun lamps completly pointless by increasing their power usage and decreasing standing lamps' power usage by over half...

2 standing lamps next to eachother = sun lamp brightness + bigger coverage.
Title: Re: Rhodes Mod List
Post by: Rhodes on November 19, 2013, 06:51:41 PM
Quote from: Wopian on November 19, 2013, 06:47:47 PM
Regarding your compilation, you basically made sun lamps completly pointless by increasing their power usage and decreasing standing lamps' power usage by over half...

2 standing lamps next to eachother = sun lamp brightness + bigger coverage.

I forgot that regular standing lamps still grow plants.. My idea was to try and balance hydroponics.
Thanks for the info though, you're absolutely right.  I'm going to go ahead and reduce the power consumption of the sun lamps.
Title: Re: Rhodes Mod List
Post by: DeltaV on November 19, 2013, 07:04:17 PM
Could you do a few more geysers + a level 5 minimum level plus 50% wall flammability plus 1.5x higher population instead of 5x?
Title: Re: Rhodes Mod List
Post by: Rhodes on November 19, 2013, 07:12:47 PM
Quote from: DeltaV on November 19, 2013, 07:04:17 PM
Could you do a few more geysers + a level 5 minimum level plus 50% wall flammability plus 1.5x higher population instead of 5x?

Here you go:  DeltaV Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Misc/Assembly-CSharp.G2W4Mp15.dll)



Rhodes Mod Compilation:
-----------------------------------------------------------------------------------------------------
Version 1.1: 11/19/2013 for Version 254b
Building Changes:
- Decreased SunLamp Energy Consumption to 110.
- Decreased SunLamp Cost to 90.
- Increased HydronicsTable Energy Consumption to 250.  (Not tested)
- Increased Wall Flammability to 25%. (Thanks DeltaV)

Download: Rhodes Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Rhodes%20Mod/Assembly-CSharp.Rhodes254b.dll)
-----------------------------------------------------------------------------------------------------
Title: Re: Rhodes Mod List
Post by: Rhodes on November 19, 2013, 07:19:48 PM
I figured if I can't force people to use sunlamps for energy, I can still force them to use energy for their hydroponics tables.
Take that, system!
Title: Re: Rhodes Mod List
Post by: NephilimNexus on November 19, 2013, 08:30:32 PM
Wait, sunlamps for energy ... hmmm, can I power my solar panels with sunlamps, or would that cause the laws of physics to divide by zero?

Title: Re: Rhodes Mod List
Post by: Rhodes on November 19, 2013, 08:32:49 PM
Quote from: NephilimNexus on November 19, 2013, 08:30:32 PM
Wait, sunlamps for energy ... hmmm, can I power my solar panels with sunlamps, or would that cause the laws of physics to divide by zero?

Well, technically the plants use the light emitted by sun lamps for energy, right?  So, I wasn't "technically" wrong. :P
But yea, sunlamps for light - not energy.
Title: Re: Rhodes Mod List
Post by: why1do on November 19, 2013, 08:41:38 PM
could you find a way to let us use tower_laser... or at least what it does?
Title: Re: Rhodes Mod List
Post by: Rhodes on November 19, 2013, 08:49:32 PM
Quote from: why1do on November 19, 2013, 08:41:38 PM
could you find a way to let us use tower_laser... or at least what it does?

Looks like what the auto-turret replaced.  It doesn't have a definition in the Buildings_Security list, so there is essentially no way for me to 'activate' it (ie, replace the Auto-Turret with it).

From the code, it looked pretty interesting though.  It was like a defense tower that marked enemies with a red laser and shot twice as fast as the auto-turret.  Looks like the range was 12 blocks (Auto-Turret is 25). But there is also a variable for MaxRangeSquared which is 144.  Not sure what that was for.  Damage was 25 per shot.
Title: Re: Rhodes Mod List
Post by: CmdrQuartz on November 19, 2013, 09:24:46 PM
Is it possible to remove/change certain happiness/fear factors? Like the colonists still take a hit for eating nutrient paste but we don't have anything else to feed them at the moment, seems kind of unfair lol
Title: Re: Rhodes Mod List
Post by: Rhodes on November 19, 2013, 09:37:44 PM
Quote from: CmdrQuartz on November 19, 2013, 09:24:46 PM
Is it possible to remove/change certain happiness/fear factors? Like the colonists still take a hit for eating nutrient paste but we don't have anything else to feed them at the moment, seems kind of unfair lol

Here you go:  No Happiness Loss from Nutrient Paste Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Resource%20Mods/Assembly-CSharp.N2.dll)

[EDIT]
I know you asked to lock in happiness earlier - I do know a method now. I can just turn off all factors that give negative happiness.
If you're still interested, I can create it tomorrow.

[EDIT EDIT]
Or just modify corpses to give +50 happiness.. Because your colonists are weird...
Title: Re: Rhodes Mod List
Post by: CmdrQuartz on November 19, 2013, 11:29:22 PM
Or just make eating food give +50 happiness, I know eating makes me happy. though nutrient paste doesn't sound delicious, like I said we have no other option! And thank you in advanced as well. You can do it whatever way is easier, one massive bonus or working away all the negatives (I imagine it would be the first one)
Title: Re: Rhodes Mod List
Post by: ItchyFlea on November 20, 2013, 12:13:33 AM
Is it possible to prevent the animals from phasing through the rock in the cave mod, or at least prevent them from being replaced when killed?

Loving the cave generation. Nice and difficult to start in.  ;D
Title: Re: Rhodes Mod List
Post by: Rhodes on November 20, 2013, 12:15:58 AM
Quote from: ItchyFlea on November 20, 2013, 12:13:33 AM
Is it possible to prevent the animals from phasing through the rock in the cave mod, or at least prevent them from being replaced when killed?

Loving the cave generation. Nice and difficult to start in.  ;D

I could disable animal spawns all-together.  Would that work for you?
Also, I'm done for the night.  Will check back tomorrow and update any mod requests.
Title: Re: Rhodes Mod List
Post by: ItchyFlea on November 20, 2013, 04:53:06 AM
Quote from: Rhodes on November 20, 2013, 12:15:58 AM
Quote from: ItchyFlea on November 20, 2013, 12:13:33 AM
Is it possible to prevent the animals from phasing through the rock in the cave mod, or at least prevent them from being replaced when killed?

Loving the cave generation. Nice and difficult to start in.  ;D

I could disable animal spawns all-together.  Would that work for you?
Also, I'm done for the night.  Will check back tomorrow and update any mod requests.
Yes that would work. Thank-you.  :D
Title: Re: Rhodes Mod List
Post by: Rhodes on November 20, 2013, 09:58:37 AM


No Animals Mod:
===============================================================
Removes all animals from the game.

Version 1.0: 11/20/2013 for Version 254b
- Makes the game think there are way too many animals already - so it doesn't spawn more.

Downloads:
No Animals Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Animal%20Mods/Assembly-CSharp.A2.dll)


===============================================================
Title: Re: Rhodes Mod List
Post by: Rhodes on November 20, 2013, 10:02:46 AM
Quote from: CmdrQuartz on November 19, 2013, 11:29:22 PM
Or just make eating food give +50 happiness, I know eating makes me happy. though nutrient paste doesn't sound delicious, like I said we have no other option! And thank you in advanced as well. You can do it whatever way is easier, one massive bonus or working away all the negatives (I imagine it would be the first one)

Here you go:  Nutrient Paste gives +50 Happiness Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Resource%20Mods/Assembly-CSharp.N3.dll)
Title: Re: Rhodes Mod List
Post by: Rhodes on November 20, 2013, 04:46:04 PM
Quote from: zylosan on November 19, 2013, 12:54:01 PM
Thanks for all the hard work so far.  My request is to reduce the blast raidius when a turret is destroyed.  Currently its a major pain in the butt.

Was actually right in my face. 

Here you go:  Turrets Don't Explode Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Building%20Mods/Assembly-CSharp.P5.dll)
Title: Re: Rhodes Mod List
Post by: Rhodes on November 20, 2013, 05:05:44 PM



No Human Corpses Mod:
===============================================================
Humans no longer leave behind corpses when they die.

Version 1.0: 11/20/2013 for Version 254b
- Basic Mod.
- Works with existing games.

Downloads:
No Human Corpses Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Misc/Assembly-CSharp.C2.dll)


===============================================================
Title: Re: Rhodes Mod List
Post by: CmdrQuartz on November 20, 2013, 05:21:39 PM
Quote from: Rhodes on November 20, 2013, 10:02:46 AM

Here you go:  Nutrient Paste gives +50 Happiness Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Resource%20Mods/Assembly-CSharp.N3.dll)

Thank you! And now might I request this+turrets don't explode? I don't know why I didn't think of that sooner haha
Title: Re: Rhodes Mod List
Post by: Rhodes on November 20, 2013, 05:32:13 PM
Quote from: CmdrQuartz on November 20, 2013, 05:21:39 PM
Thank you! And now might I request this+turrets don't explode? I don't know why I didn't think of that sooner haha

Here you go: Nutrient Paste Gives +50 Happiness & Turrets Don't Explode Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Misc/Assembly-CSharp.N3P5.dll)
Title: Re: Rhodes Mod List
Post by: CmdrQuartz on November 20, 2013, 05:42:34 PM
Thanks again! I was also sifting through the code, I can't modify it, but I also don't know how much I can actually say. There's something under happiness that's "base" happiness, I wonder if you could change that and achieve a similar effect to adding +50 to nutrient paste.
Title: Re: Rhodes Mod List
Post by: card176 on November 20, 2013, 06:54:59 PM
Can I request the improved walls, resources mod, and minimum 12 skills mod combined? Please and thank you!
Title: Re: Rhodes Mod List
Post by: Rhodes on November 20, 2013, 07:10:08 PM
Quote from: card176 on November 20, 2013, 06:54:59 PM
Can I request the improved walls, resources mod, and minimum 12 skills mod combined? Please and thank you!

Here you go: card176's mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Misc/Assembly-CSharp.R2W2Lvl12.dll)
Title: Re: Rhodes Mod List
Post by: card176 on November 20, 2013, 08:08:53 PM
Thanks!
Title: Re: Rhodes Mod List
Post by: david8029 on November 20, 2013, 09:18:49 PM
Can I get the; no corpses, Phalanx, improved wall, and the Pop mod please? Also is there a way I can do this myself so I don't have to bother you again?
Title: Re: Rhodes Mod List
Post by: Rhodes on November 20, 2013, 09:53:55 PM
Quote from: david8029 on November 20, 2013, 09:18:49 PM
Can I get the; no corpses, Phalanx, improved wall, and the Pop mod please? Also is there a way I can do this myself so I don't have to bother you again?

Here you go:  david8029's mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Misc/Assembly-CSharp.P2C2W2Mp5.dll)

I use .Net Reflector with the Reflexil plugin to mod. If you're familiar with basic programming structure, you should be able to pick up the modding process in around 10 minutes.
Title: Re: Rhodes Mod List
Post by: david8029 on November 20, 2013, 10:16:19 PM
Quote from: Rhodes on November 20, 2013, 09:53:55 PM
Quote from: david8029 on November 20, 2013, 09:18:49 PM
Can I get the; no corpses, Phalanx, improved wall, and the Pop mod please? Also is there a way I can do this myself so I don't have to bother you again?

Here you go:  david8029's mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Misc/Assembly-CSharp.P2C2W2Mp5.dll)

I use .Net Reflector with the Reflexil plugin to mod. If you're familiar with basic programming structure, you should be able to pick up the modding process in around 10 minutes.

Awesome Thanks.
Title: Re: Rhodes Mod List
Post by: ItchyFlea on November 20, 2013, 10:19:57 PM
Could I get the cave mod, no animals, 5x pop mod and the geyser mod (6 geysers total on the map)?
Also, do you have a mod that stops the game from trying to add a metal roof over the starting spot in the cave mod? If you do, can I get that as well please?
Title: Re: Rhodes Mod List
Post by: Delta_Com on November 20, 2013, 10:52:40 PM
could I have phalanx, Pop mod, improved walls, and geyser mods?
Thanks!
Title: Re: Rhodes Mod List
Post by: RevolutionVX on November 21, 2013, 03:01:57 AM
Hi rhodes i would like to make a request if you have time.
Minimum level 20 in all stats
Too many geysers!
500 Resources on Pickup
Status Level Mod
Improved Wall Mod
Phalanx Turret
No Human Corpses Mod
Beefed up Phalanx Turrets
Turrets Don't Explode Mod
XD
If you can do this i will thank you so much rhodes
Title: Re: Rhodes Mod List
Post by: deadbeat88 on November 21, 2013, 05:46:06 AM
Can I request for a mod:
- blast proof wall. wall that doesnt get blown up, only gets mined
- longer range for power connectors. you know, the thing that connects the item to the power conduits. maybe 2x longer?
-if possible, +2(or minus, whatever) fog of war range when you mine a rock. I want to see 2-3 tiles, instead of 1 before I mine it.
-Nutrient dispenser immune to solar flare, maybe? (not important)

you can put this separately, also make combined mod. maybe others would want some it.
Title: Re: Rhodes Mod List
Post by: Rhodes on November 21, 2013, 10:14:47 AM
Quote from: ItchyFlea on November 20, 2013, 10:19:57 PM
Could I get the cave mod, no animals, 5x pop mod and the geyser mod (6 geysers total on the map)?
Also, do you have a mod that stops the game from trying to add a metal roof over the starting spot in the cave mod? If you do, can I get that as well please?

Here you go:  Itchy Fleas Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Misc/Assembly-CSharp.A2G3Mp5.cave.dll)

I don't know what you meant by 6 geysers on the map - the standard 250x250 map size already comes with 6 geysers.  So, I just put on the G3 mod, which I felt was appropriate for the cave map.

There is no way for me to remove the roof issue without completely removing roofs altogether - which I'm not going to do.
Title: Re: Rhodes Mod List
Post by: Rhodes on November 21, 2013, 10:15:17 AM
Quote from: Delta_Com on November 20, 2013, 10:52:40 PM
could I have phalanx, Pop mod, improved walls, and geyser mods?
Thanks!

Which Geyser mod

Quote from: RevolutionVX on November 21, 2013, 03:01:57 AM
Hi rhodes i would like to make a request if you have time.
Minimum level 20 in all stats
Too many geysers!
500 Resources on Pickup
Status Level Mod
Improved Wall Mod
Phalanx Turret
No Human Corpses Mod
Beefed up Phalanx Turrets
Turrets Don't Explode Mod
XD
If you can do this i will thank you so much rhodes

Here you go:  Revolutions Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Misc/Assembly-CSharp.G4L20M2P3W2P5R2Mp5.dll)

Quote from: deadbeat88 on November 21, 2013, 05:46:06 AM
Can I request for a mod:
- blast proof wall. wall that doesnt get blown up, only gets mined
- longer range for power connectors. you know, the thing that connects the item to the power conduits. maybe 2x longer?
-if possible, +2(or minus, whatever) fog of war range when you mine a rock. I want to see 2-3 tiles, instead of 1 before I mine it.
-Nutrient dispenser immune to solar flare, maybe? (not important)

you can put this separately, also make combined mod. maybe others would want some it.

- Walls don't work that way.  I would have to remove the ability to destroy terrain from grenades or something.
- Probably can't do that.  The connector may be represented by a graphic, which I likely can't modify the length of.  I'll have to look into this.
- Changing the fog of war would likely affect more than just your mining.  The best I could do would be to maybe disable it completely.
- Can't make single buildings immune to solar flare.  Can only turn off solar flares all-together.


But..
I'm taking a break now.  No more requests for a while.
Title: Re: Rhodes Mod List
Post by: Delta_Com on November 21, 2013, 11:02:34 AM
Quote from: Rhodes on November 21, 2013, 10:15:17 AM
Quote from: Delta_Com on November 20, 2013, 10:52:40 PM
could I have phalanx, Pop mod, improved walls, and geyser mods?
Thanks!

Which Geyser mod

the " a few extra geysers" mod.
Title: Re: Rhodes Mod List
Post by: teph117 on November 21, 2013, 04:22:49 PM
does the population mod work with existing games? I still can't seem to get past 17 colonists it seems
Title: Re: Rhodes Mod List
Post by: Rhodes on November 21, 2013, 04:44:12 PM
Quote from: teph117 on November 21, 2013, 04:22:49 PM
does the population mod work with existing games? I still can't seem to get past 17 colonists it seems

Yes, it should work on existing games.
I've never verified that it actually does anything - I assume it's been working since people haven't said otherwise.
Title: Re: Rhodes Mod List
Post by: teph117 on November 21, 2013, 04:47:42 PM
maybe i'll just try re downloading and doing it again, or perhaps i'm just really unlucky
Title: Re: Rhodes Mod List
Post by: Tynan on November 22, 2013, 03:24:12 AM
I promise everyone... this'll be a lot easier soon enough :).
Title: Re: Rhodes Mod List
Post by: ItchyFlea on November 22, 2013, 04:47:31 AM
Quote from: Rhodes on November 21, 2013, 10:14:47 AM
Here you go:  Itchy Fleas Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Misc/Assembly-CSharp.A2G3Mp5.cave.dll)
I don't know what you meant by 6 geysers on the map - the standard 250x250 map size already comes with 6 geysers.  So, I just put on the G3 mod, which I felt was appropriate for the cave map.
There is no way for me to remove the roof issue without completely removing roofs altogether - which I'm not going to do.
I play with the 200x200 maps and only 3 geysers are generated in those. I'm assuming the G3 mod adds more than that, but I'll find out soon enough.
Fair enough about the roof system. I understand that you are limited with what you are able to change through the method you are using.

Thank-you very much for making the custom mod for me.
Title: Re: Rhodes Mod List
Post by: RevolutionVX on November 22, 2013, 05:46:55 AM
Quote from: Tynan on November 22, 2013, 03:24:12 AM
I promise everyone... this'll be a lot easier soon enough :).

We'll be waiting, thank you for this wonderful game
Title: Re: Rhodes Mod List
Post by: Plasmatic on November 22, 2013, 04:39:52 PM
If you have time I'd like to make a request.

Existing mods
-Improved walls mod (more hp, non-flammable)
-Nutrient Paste gives +50 Happiness
-Resource mod, sort of.. (I'd like to get an extra 50-100 metal when I get metal, but keep food the same.. This is not important, as I know the basics of tweaking saves)
-Higher population cap (5x)
-A few more geysers (8-12 on a map)
-A better but non-OP turret, more HP, more accurate (if possible) no explosion.
-Frag grenades that don't destroy sandbags/walls/buildings
-If possible, very high chance to incapacitate vs kill (40-60% chance to incapacitate)
-Non or fewer animals (keep them psycho, just fewer)
-Disable solar flares

Mods that I can't find in this thread, but still want if they are possible at the moment:
-Improved batteries (if possible.. I'd like to see 2500 storage on batteries if possible)

I think that's it :P

I have the .net reflector and the add-in you suggested, but I've only found the values for steam and solar power output (though I don't know how to edit them)
I would love to know how to do this myself, but I have a feeling it's gonna be a long way till I can mod this type of thing myself, at least reliably :P
Title: Re: Rhodes Mod List
Post by: Percy on November 23, 2013, 05:40:04 AM
If you ever have time again Rhodes, pray think of this little request of mine as well ^^.

No Animals Mod
Increased Population Mod
Improved Wall Mod
Phalanx Turret Mod
Status Level Mod (I still however wanna worry about food, so they need to eat though :P)
A lot more geysers
Minimum level 20 in all stats

Thank you in advance when you decide to return to being a godsend to those of us who are not as skilled at surviving after the fateful crash :).
Title: Re: Rhodes Mod List
Post by: Plasmatic on November 25, 2013, 03:57:42 AM
Quote from: Percy on November 23, 2013, 05:40:04 AM
If you ever have time again Rhodes, pray think of this little request of mine as well ^^.

No Animals Mod
Increased Population Mod
Improved Wall Mod
Phalanx Turret Mod
Status Level Mod (I still however wanna worry about food, so they need to eat though :P)
A lot more geysers
Minimum level 20 in all stats

Thank you in advance when you decide to return to being a godsend to those of us who are not as skilled at surviving after the fateful crash :).

Till Rhodes is back, you could use this mod:

Quote from: Rhodes on November 20, 2013, 05:32:13 PM
Quote from: CmdrQuartz on November 20, 2013, 05:21:39 PM
Thank you! And now might I request this+turrets don't explode? I don't know why I didn't think of that sooner haha

Here you go: Nutrient Paste Gives +50 Happiness & Turrets Don't Explode Mod (https://dl.dropboxusercontent.com/u/34054600/Rimworld/Misc/Assembly-CSharp.N3P5.dll)
While it doesn't do everything you asked for, the nutrient paste +50 is as close as I can find to not having to worry about loyalty.. (it skyrockets soon as they eat)
Title: Re: Rhodes Mod List
Post by: m0n4rch911 on November 27, 2013, 02:09:19 PM
Request  :)

Lvl 20 Stats
Improved Walls - I was wondering if you can turn off the maintenance for Walls. Fireproof.
Improved Phalanx Turret - Doesn't explode, +Health and Low Energy Requirements
Status Mod
Lots of Geysers
No Animals - If you can, just muffalo's
x5 Population
No Corpse

You rock man, very nice work your doing here. ^.^ Like a boss. ^.^
If you can make a software to easily tweak stats like these mods you made, that would be super. Thanks in advance for your Mods. Cheers  8)
Title: Re: Rhodes Mod List
Post by: why1do on December 02, 2013, 09:37:49 PM
Quote from: m0n4rch911 on November 27, 2013, 02:09:19 PM
Request  :)

Lvl 20 Stats
Improved Walls - I was wondering if you can turn off the maintenance for Walls. Fireproof.
Improved Phalanx Turret - Doesn't explode, +Health and Low Energy Requirements
Status Mod
Lots of Geysers
No Animals - If you can, just muffalo's
x5 Population
No Corpse

You rock man, very nice work your doing here. ^.^ Like a boss. ^.^
If you can make a software to easily tweak stats like these mods you made, that would be super. Thanks in advance for your Mods. Cheers  8)

I could give you the mod i use "Assembly-CSharp.G3G3M2P4lvl20.dll" plus some maddness
+125 health for tough
+runner twice as fast
+op turret (50000 hp minigun 500power)
+fire proof doors(5 power)/hydroponics tables
+m24 range 100 accuracy 20 (snipe happy... or hell)
+wall health 1000
+door health 500
+hydroponics table health 1000
+sandbags health 1500
+minigun boosted for those that "spawn" them in
+others I did in the past few weeks but cant remember

Do we have spoilers?

Edit Hard storyteller 250% rampup!!
Edit Edit https://www.dropbox.com/s/ch252eokj05hx48/Assembly-CSharp.why1do.dll
Title: Re: Rhodes Mod List
Post by: killerx243 on December 03, 2013, 11:53:00 AM
Quote from: Rhodes on November 21, 2013, 04:44:12 PM
Quote from: teph117 on November 21, 2013, 04:22:49 PM
does the population mod work with existing games? I still can't seem to get past 17 colonists it seems

Yes, it should work on existing games.
I've never verified that it actually does anything - I assume it's been working since people haven't said otherwise.

Its working I got well over 60 people, its at the point where I don't actually know anymore :O
Title: Re: Rhodes Mod List
Post by: m0n4rch911 on December 03, 2013, 12:12:46 PM
Quote from: why1do on December 02, 2013, 09:37:49 PM
Quote from: m0n4rch911 on November 27, 2013, 02:09:19 PM
Request  :)

Lvl 20 Stats
Improved Walls - I was wondering if you can turn off the maintenance for Walls. Fireproof.
Improved Phalanx Turret - Doesn't explode, +Health and Low Energy Requirements
Status Mod
Lots of Geysers
No Animals - If you can, just muffalo's
x5 Population
No Corpse

You rock man, very nice work your doing here. ^.^ Like a boss. ^.^
If you can make a software to easily tweak stats like these mods you made, that would be super. Thanks in advance for your Mods. Cheers  8)

I could give you the mod i use "Assembly-CSharp.G3G3M2P4lvl20.dll" plus some maddness
+125 health for tough
+runner twice as fast
+op turret (50000 hp minigun 500power)
+fire proof doors(5 power)/hydroponics tables
+m24 range 100 accuracy 20 (snipe happy... or hell)
+wall health 1000
+door health 500
+hydroponics table health 1000
+sandbags health 1500
+minigun boosted for those that "spawn" them in
+others I did in the past few weeks but cant remember

Do we have spoilers?

Edit Hard storyteller 250% rampup!!
Edit Edit https://www.dropbox.com/s/ch252eokj05hx48/Assembly-CSharp.why1do.dll
I Love Madness. Thank you
Title: Re: Rhodes Mod List
Post by: why1do on December 03, 2013, 04:15:01 PM
Quote from: m0n4rch911 on December 03, 2013, 12:12:46 PM

I Love Madness. Thank you

if you want to see the minigun put this in your save... you may need to change position
      <Thing Class="Equipment">
         <Def>Gun_Minigun</Def>
         <ID>Gun_Minigun688648</ID>
         <Pos>(37, 0, 108)</Pos>
         <Health>100</Health>
      </Thing>
Title: Re: Rhodes Mod List
Post by: Plasmatic on December 03, 2013, 04:56:24 PM
Quote from: why1do on December 03, 2013, 04:15:01 PM
Quote from: m0n4rch911 on December 03, 2013, 12:12:46 PM

I Love Madness. Thank you

if you want to see the minigun put this in your save... you may need to change position
      <Thing Class="Equipment">
         <Def>Gun_Minigun</Def>
         <ID>Gun_Minigun688648</ID>
         <Pos>(37, 0, 108)</Pos>
         <Health>100</Health>
      </Thing>

Wouldn't one just be able to take a pawn with a weapon, and change the weapon ID to match that of the minigun?
I dunno, I'm just guessing here, but I remember seeing entries for the pawns weapons :)
Title: Re: Rhodes Mod List
Post by: why1do on December 03, 2013, 05:43:19 PM
Either way works ;D
Title: Re: Rhodes Mod List
Post by: ItchyFlea on December 03, 2013, 10:11:06 PM
Quote from: Plasmatic on December 03, 2013, 04:56:24 PM
Wouldn't one just be able to take a pawn with a weapon, and change the weapon ID to match that of the minigun?
Yes.

A pawn (colonist, raider or traveller) that's carrying a pistol will have this in their code in the save file:

<Equipment>
<Primary>
<Def>Gun_Pistol</Def>
<ID>Gun_Pistol24190</ID>
<Pos>(100, 0, 95)</Pos>
<Health>100</Health>
</Primary>
<Secondaries />
</Equipment>

Just change the <Def> and<ID> lines to read whatever weapon you want them to have. (The <ID> number isn't too important, but the name must match the gun.) If you want to remove their weapon entirely so they aren't holding anything, this is what you'll need:

<Equipment>
<Primary IsNull="True" />
<Secondaries />
</Equipment>
Title: Re: Rhodes Mod List
Post by: Frenchy on December 14, 2013, 11:24:47 AM
Okay, so here's this I've learned, I don't know if anyone else has yet. I changed my starting spawn metal to 20000 (Cheating) and the weapon to the minigun. You don't have to touch your save file for that. Pretty awesome ^^. Also I was wondering in which values did you modify the maxpopulation amount? I'm familiar with modding the game thus far while reading through your other dll's, but I cannot find where you changed the value for population. I've modified the maxpopulation through the storyintender_population. However I haven't noticed any changes in the game, or any new wanderers/travelers, or slavers even though I changed their values to be come more frequently. So I'm assuming the population change didn't work.
Title: Re: Rhodes Mod List
Post by: Cain on December 23, 2013, 08:37:16 PM
First off, happy frakking holidays to all, so i understand if this will be missed for a bit.

Here's my situation, and I don't know how much of this you can or can't do (well, some i have seen, so you can) but here we go. I am at cycle 28 in the game, and i pretty much own the map. i finally had to turn to modding my save file so i had the resources to fix turrets, walls, doors, generators, etc from damage by bandit, lightning, fires, and general mishaps (one of my batteries exploded again? good thing it was in the isolated cell in the deepest part of the mountain...... what do you mean the fire is spreading and no one wants to put it out?!?!?!?!?) and also to add on to my rapidly and continually expanding armory (plan on invading a planet? i have a rifle and sidearm for your whole army) not to mention the genocidal-sized mass grave in the corner of the map, because although i get a bandit raid of 6-12 people every three days, i haven't seen a trader since cycle 9 (and yes, i check my com station every day, NO ONE is out there). now, don't get me wrong, i like a good turret defense, which is basically what the game has turned into (i even built a maze of walls for the bandits to get lost in trying to find my front door, which was amusing, until Zeus himself deemed it cruel and unusual and burned it to the ground..... twice), but i have a few hangups.

So here is the requested mod:
-Traders. lots of rich traders with the money to buy aaaaaaallllllllll my freaking guns. and a dedicated industrial trader once every few cycles who i can trade my abundant food stockpile for metals
-Increased wall, sandbag, and door health, and less flammability for buildings in general
-Increased power output from steam generators and solar panels (mainly a large boost from the steam generators, my base is large and my solar array is to massive) with increased battery capacity to get me through long nights and eclipses.
-decreased power consumption from sun lamps/standing lights
-severely decreased instances of battery explosion/short circuits/power overloads. my engineers have dealt with enough of them by now to be veterans in making sure they don't happen
-replace pistol bandits with LMG/minigun bandits, and remove "non-violent" bandits entirely
-increased turret health, no explosion upon destruction, increased accuracy, and if possible, replace the lmg with a shotgun with a slightly increased fire rate (think going from pump action to semi auto, but i don't know if you can do this without tweaking the shotgun base stats, which would be fine for RoF, but keep the range the same). increase the power drain so i am reminded to power them down when bandits aren't at my door
-make eating nutrient paste give a positive happiness boost instead of a negative one, but increase negative happiness affect for eating raw food
-decreased corpse, grave, and slag health, and increased flammability, i want that shyt to burn in the rain, dammit, think magnesium/sodium molotovs :D
-decreased animal spawns
-increased population cap
-Reduced grenade damage so it takes 2-4 grenades to destroy static objects instead of just one (although if the wall/door/turret HP is increased enough this shouldn't be as important)

that's all i can think of for now. let me know what you think
Title: Re: Rhodes Mod List
Post by: Coenmcj on December 30, 2013, 08:40:46 AM
This is exactly what I was searching for, I've got the page bookmarked and I'll be mentioning it to some mates.

Cheers!

EDIT : Sorry to be a bugger, but it would seem that the cave, G2L20 mods and the 5x Population cap force me into a black screen upon running. I've replaced the original file and seems to run fine. Not sure what I've done here.
Title: Re: Rhodes Mod List
Post by: TheBird956 on December 30, 2013, 02:39:08 PM
How can I increase even more the max population?? I tried looking at the code but I couldnt find anything. I dont want to have to go in my save file and duplicate existing characters

Thanks!!
Title: Re: Rhodes Mod List
Post by: TwoBeer on January 02, 2014, 02:31:14 PM
Hey I simple request for someone :)

Please can you slightly edit this mod https://dl.dropboxusercontent.com/u/34054600/Rimworld/Misc/Assembly-CSharp.G4L20M2P3W2Mp5.dll

To bring back Food and Rest.

I have found without needing food, you cannot recruit prisoners as the warden never enters the prison area.

Many Thanks!!!
Title: Re: Rhodes Mod List
Post by: shmooe on January 07, 2014, 11:34:05 PM
So, I really like Rhodes Mod Compilation, I find it much easier if you rush hydro(takes longer) and use every penny for hydro tables for currency(TAKES VERY VERY LONG) The power changes allow much more power usage if used right. I like random the best for this mod. normal gets crazy a bit fast for me. The Only problem is the HUD disappears because of a glitch with your colonist. after a couple hundred days one will randomly lose half of its traits. I tried modding the glitched ones but couldnt fix them. it would just pick another. tried killing them, arresting them, execution...It just picks a new guy. when the HUD disappears you cant open any menus, save, exit. you have to crash it out. I know how to work around the glitch by just not using the "infected" colonist for arresting, force repairs, forced hauling.....basically only force walking works. if the "infected" is already fixing a wall or hauling and you highlight them it will also crash. So here is a pic of the glitch thats causing the crash. this menu freezes the game as soon as opened as well. Oh and my base that i cant play anymore after 365 days :(   

This is the "infected" Colonist bug                                        http://i305.photobucket.com/albums/nn213/Shm00e/33333.png

My Base when Wolfe was infected (my 1st and best Marine :-[)        http://i305.photobucket.com/albums/nn213/Shm00e/screenshot12.png




Title: Re: Rhodes Mod List
Post by: ItchyFlea on January 08, 2014, 03:41:17 AM
Quote from: shmooe on January 07, 2014, 11:34:05 PM
So, I really like Rhodes Mod Compilation, I find it much easier if you rush hydro(takes longer) and use every penny for hydro tables for currency(TAKES VERY VERY LONG) The power changes allow much more power usage if used right. I like random the best for this mod. normal gets crazy a bit fast for me. The Only problem is the HUD disappears because of a glitch with your colonist. after a couple hundred days one will randomly lose half of its traits. I tried modding the glitched ones but couldnt fix them. it would just pick another. tried killing them, arresting them, execution...It just picks a new guy. when the HUD disappears you cant open any menus, save, exit. you have to crash it out. I know how to work around the glitch by just not using the "infected" colonist for arresting, force repairs, forced hauling.....basically only force walking works. if the "infected" is already fixing a wall or hauling and you highlight them it will also crash. So here is a pic of the glitch thats causing the crash. this menu freezes the game as soon as opened as well. Oh and my base that i cant play anymore after 365 days :(   

This is the "infected" Colonist bug                                        http://i305.photobucket.com/albums/nn213/Shm00e/33333.png

My Base when Wolfe was infected (my 1st and best Marine :-[)        http://i305.photobucket.com/albums/nn213/Shm00e/screenshot12.png

Could you zip up the save file and post it here? On Windows XP save files are located in the following location. Just copy and paste this into the Run dialog box. (Windows Key + R)
"%userprofile%/Local Settings/Application Data/Ludeon Studios/RimWorld"
Title: Re: Rhodes Mod List
Post by: damianbuli on January 08, 2014, 01:36:19 PM
Greetings From Poland :)  i have request to mix mods below.

Rhodes Mod Compilation ( Version 1.4: 11/21/2013 for Version 254b )
and
pop
auto-turret (hpx7,dmgx0.5)
no corps    (humans animals)
beter walls (more hp and expensive)
slag debris gone after 10 days
the geyser mod (6-8 geysers total on the map)
increasing incapicating (knocking out) a colonist and raider
Title: Re: Rhodes Mod List
Post by: Coenmcj on January 09, 2014, 11:58:25 PM
Quote
I'm taking a break now.  No more requests for a while.
Title: Re: Rhodes Mod List
Post by: rwenmax on January 17, 2014, 03:14:07 PM
if it's not a problem  :) can i have:
5x population
a few extra geysers
500 researces on pickup
20 minimum stats
all maps apart from (large size maps)
and no human corpes mod
Title: Re: Rhodes Mod List
Post by: RimLover on January 28, 2014, 08:26:55 AM
Hey, can we use the "old mods" for the new Alpha ?!

Cheers

edit: Hmm, game don´t works with the "old dll´s" !

I just want to set the population to x5. Any Idea´s ?! Thanks a lot...

P.S.: Some more Geysers would be awesome too xD
Title: Re: Rhodes Mod List
Post by: Plasmatic on January 28, 2014, 02:02:47 PM
Quote from: RimLover on January 28, 2014, 08:26:55 AM
Hey, can we use the "old mods" for the new Alpha ?!

Cheers

edit: Hmm, game don´t works with the "old dll´s" !

I just want to set the population to x5. Any Idea´s ?! Thanks a lot...

P.S.: Some more Geysers would be awesome too xD

Randy random doesn't have a pop cap, and usually supplies ample amounts of colonists. as far as geysers go, use devmode (from options) to set unlimited power..
Title: Re: Rhodes Mod List
Post by: RimLover on January 30, 2014, 11:59:08 AM
Hey,
randy random with no pop cap works for me :) . But unlimited power doesn´t make me happy ;).

Ty anyway dude

Title: Re: Rhodes Mod List
Post by: Plasmatic on January 30, 2014, 01:24:52 PM
Quote from: RimLover on January 30, 2014, 11:59:08 AM
Hey,
randy random with no pop cap works for me :) . But unlimited power doesn´t make me happy ;).

Ty anyway dude

You could do Unlimited power with "no mental breaks" your colonists will still complain about being unhappy, and the game will say mental break imminent and all that, they just wont ever actually break :)
Title: Re: Rhodes Mod List
Post by: Bodog999 on February 04, 2014, 12:57:07 PM
Rhode can you make a mod for the pre-alpha?
Things I would like:
A few extra geysers
No slag/rock debris
walls with higher Hp and unflammable
better auto turrets just damage up by 1.5X and health 500-600 and accuracy 1.5x better

Tnx
Title: Re: Rhodes Mod List
Post by: keensta on February 04, 2014, 02:03:46 PM
Quote from: Bodog999 on February 04, 2014, 12:57:07 PM
Rhode can you make a mod for the pre-alpha?
Things I would like:
A few extra geysers
No slag/rock debris
walls with higher Hp and unflammable
better auto turrets just damage up by 1.5X and health 500-600 and accuray 1.5x bigger

Tnx

I don't think he makes mods anymore I may be incorrect tho. If he doesn't my SaveEditor (link in signature) can spawn a steam geyser at any location you want also can remove rock/slag debris.


Scratch that didn't see the pre-alpha part unfortunately I only have a Alpha working one.
Title: Re: Rhodes Mod List
Post by: pascaldulieu on May 22, 2014, 09:32:41 AM
How would i install 2 of the mods. I'm trying to add the resources and level 8 mod, they are both Assembly-CSharp.dll files, so the main question is how do i add them both?
Title: Re: Rhodes Mod List
Post by: pascaldulieu on May 22, 2014, 04:28:02 PM
if you just tell me the location of the edited code i can just change it in one of them and then add it
Title: Re: Rhodes Mod List
Post by: IIMII on July 02, 2014, 10:32:47 PM
Is this work in alpha4 ?

I try to do this but after doing every thing the game don't start up -give me a black screen-
Title: Re: Rhodes Mod List
Post by: JKTD1919 on July 06, 2014, 07:07:08 PM
This was made for like 150 builds ago. No. It doesn't work for Alpha 4, nor Alpha 5.
Title: Re: Rhodes Mod List
Post by: Lance on June 27, 2015, 12:59:49 PM
When ever I change them, when I launch Rim World the screen goes black
Title: Re: Rhodes Mod List
Post by: Coenmcj on June 27, 2015, 09:42:36 PM
That would be because these mods are for version 254b, While we are on Version 834.