Just a few extra mods that don't fit anywhere else.
Alpha 15Nothing yet. Solar Apocalypse and Rogue Planet will update soon, with other small mods updating after a CCL release for Alpha 15.
Alpha 14Scenario: Cannibals on a Rogue Planet (http://marvinkosh.omniloth.net/mod/scenario-cannibals-on-a-rogue-world/) -Dropbox (https://www.dropbox.com/s/79rdbz3bq07kgkj/Cannibals%20on%20a%20Rogue%20Planet.zip?dl=0) -Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=747034266)QuoteA season ago the ground shook, split apart and swallowed up your village. Since then you have been travelling and surviving the only way you know how - by eating the flesh of your vanquished foes.
Something strange is going on though. It seems a bit colder, and if you squint at the sun it doesn't seem as bright or as large in the sky as it used to be.
Scenario: The Burning World (http://marvinkosh.omniloth.net/mod/scenario-the-burning-world/) -Dropbox (https://www.dropbox.com/s/4pelvferui0ytgd/The%20Burning%20World.zip?dl=0) -Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=732092403)QuoteCan you escape before you burn up?
You and your fellow passengers are forced to land on an unknown rimworld. Sometime later, you realise that the local star is undergoing a phase of increased solar activity. The temperature will reach levels lethal to life in a less than ten years, and that's assuming you take refuge in an underground shelter.
All of your efforts must be dedicated to building a spaceship and escaping before it is too late.
Good luck.
These scenarios require the following mod:
Solar Apocalypse and Rogue Planet (1.0.2) (http://marvinkosh.omniloth.net/mod/marvs-disasters/) -Dropbox (https://www.dropbox.com/s/qnczccjhwl4mv9b/MarvsDisasters102.zip?dl=0) -Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=740508230)- Adds the Solar Apocalypse map condition.
- Plant and animal density will decrease as things get hotter.
- Outdoor plants will die when the temperature gets hot enough.
- Build a spaceship or get roasted alive!
- Adds the Rogue Planet map condition.
- Plant and animal density will decrease as the temperature plummets.
- Less light will be present at the surface - less solar power.
- Build a spaceship or become popsicles!
Apparel Insulation Nerf (1.0.2) (http://marvinkosh.omniloth.net/mod/apparel-insulation-nerf/) -Dropbox (https://www.dropbox.com/s/7h9rs7vitwx91da/InsulationNerf102.zip?dl=0) -Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=731349425)- Reduces the amount of insulation provided by apparel across the board.
- Reduces wool and camelhair insulation
- Modifies a StatDef so should be compatible with apparel-adding mods.
- Raiders and visitors arrive in a narrower range of temperatures, meaning less pawnsicles.
- Requires Community Core Library! Remember to restart!
More Planning (1.0.4) (http://marvinkosh.omniloth.net/mod/more-planning/) -Dropbox (https://www.dropbox.com/s/au6bawqyuvdz903/MorePlanning104.zip?dl=0) -Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=748634892)- Adds an extra planning designation
- Requires Community Core Library! Remember to restart!
Alpha 12Metal 'Burns' Slower (http://marvinkosh.omniloth.net/mod/metal-burns-slower/) -Dropbox (https://www.dropbox.com/s/x3awkdv9zwj4191/MetalBurnsSlower.zip?dl=0) - Very simple mod which means that walls and doors built from metals burn much slower. This is intended to simulate the metal absorbing heat from burning fires and eventually losing structural strength due to expansion warping, rather than actually melting.
HLCAH (http://marvinkosh.omniloth.net/mod/hlcah/) -Dropbox (https://www.dropbox.com/s/myewa6mvh7d57f4/HumansLowChanceAgeHediffs.zip?dl=0) - Humans have a lower chance of getting age-related health problems. Does not apply to existing pawns, just newly-generated. N.B. This modifies the human race def and will not be compatible with other mods which do the same.
Compatibility patch (http://marvinkosh.omniloth.net/mod/epoe-hlcah-compatibility-patch/) -Dropbox (https://www.dropbox.com/s/fdl9av23xw9y1lp/EPOE%20HLCAH%20Compatibility101.zip?dl=0) for Expanded Prosthetics and Organ Engineering.
N.B. To use the compatibility patch you must already have Expanded Prosthetics and Organ Engineering and HLCAH in your load order. Add the compatibility patch after those two mods in the load order.
Manti (http://marvinkosh.omniloth.net/mod/manti/) -Dropbox (https://www.dropbox.com/s/q4c24bf8i1osis6/MiniAMReactor.zip?dl=0) - A miniature anti-matter reactor, available after researching the ship anti-matter reactor.
More Planning (http://marvinkosh.omniloth.net/mod/more-planning-a12/) -Dropbox (https://www.dropbox.com/s/3j1mcadu45u6vk5/MorePlanning.zip?dl=0) - An extra planning tool with a different colour, same as previous versions.
Compatibility patch for VeinMiner (https://www.dropbox.com/s/vw2iikwzv9ogy0p/MorePlanning_VM_Compatibility.zip?dl=0) - add this to the end of your load order, or after More Planning and VeinMiner, to make both work together.
Quote from: MarvinKosh on March 06, 2015, 02:02:12 PM
Bloodstain deterioration - Arguably a great use for the new deterioration system introduced in A9. Bloodstains in outdoor areas will deterioriate and slowly disappear over time.
This will be nice. Plus it's compatible with existing saves.
Now I won't have to worry about the mess my hunters leave outside the homezone. :D
Bloodstain deterioration! Huzzah! I'd think it should have been an obvious one, glad you made it.
I am all about that blood stain removal over time, I am going to give that a try right now :D
Added Plan - Dark Outline today. If you can't see your planning tiles against the whiteness of snow, this mod is for you. XCF included in case you want to modify it yourself or for Tynan to make into a game texture.
Added an Ice Sheet biome mod for A9. It has no wolfsies, sadly, but I worked up a new ice texture that you may like.
FYI blood will already wash away in vanilla when it rains. Or, at least, it should.
It does..also when it snows...vomit however...not sure it does.
Hmm. Guess I must not get a lot of precipation in my biomes of choice then! :)
Edit: Indeed, tested out some rain from the debug menu, it clears away the blood pretty quickly.
Thanks for Ice Sheet!
Quote from: Tynan on March 13, 2015, 02:45:59 AM
FYI blood will already wash away in vanilla when it rains. Or, at least, it should.
christ I need to start opening the roof to clean my house and killbox more often... getting colonists around to cleaning such a pain...
So your icesheet biome has muffalo? Haven't play the icesheets since the fertilizer pump was removed so it's good to know there's some sort of food source, even if it's scarce.
The original IceSheet mod had muffalo too.
To be honest I see them as a useful bonus but getting some hydroponics going ASAP is going to be the main source of food. Unless the colonists are cannibals, in which case sausages are probably on the menu.
Clear ice!
How to remove this (http://i.imgur.com/uMt2yqo.png?1) crap:
Go for IceSheet folder, Defs/TerrainDefs/Terrain_IceSheet.xml and delete the hell out of here the line "<ScatterType>SoftDry</ScatterType>".
Now you can enjoy your clear ice (http://i.imgur.com/pZUuFD4.png?1)
Thanks! I'll add that into the next update. :)
e: Or, I could texture some more appropriate scatterables for the ice sheet. Maybe later tonight!
Awesome MarvinKosh, more storytellers. I appreciate your efforts. This, storytelling , is the backbone of what separates RW from the rest. These just strengthen an already great game.
(http://i.imgur.com/Ycoj496.jpg)
I'm planning to release a combined Ice Sheet and Harsher Tundra mod. Unfortunately, this has the side effect of turning all ice into sand in saved games which previously used the mods separately. So bear that in mind.
It won't be right away. I had a go at working on scatterables for the ice terrain tonight but wasn't satisfied with how they look.
As much as you keep the ocean biome as well, go man, go :p
Quote from: MarvinKosh on March 06, 2015, 02:02:12 PM
Just a few things that I've made but not actually released here until now. Enjoy!
Clara Citybuilder (https://www.dropbox.com/s/8os8rom5rvnv5hy/A9_Basebuilder_NoRaids.zip?dl=0) - A storyteller which will never send raids or psychotic animals, but still generates random events.
Just wanted to say that I used the Clara Citybuilder mod and I was attacked by a boar withing the first 5 minute of playing. Is this something that needs to be fixed? If so I'm not sure if you are the creator beacuse i searched up Clara on the forum and this your thread was the only one. Also I'm apparently incompetent at quoting on forums....
Quote fixed.
Depends on whether you started out with Clara or switched mid-game. Switching means that any previously queued events will still play out.
If you started with Clara, then I'll need to check that out. Never had it happen in testing, though.
err think you stickied....lol
Yeah. I was posting from my tablet. Fixed now.
So yeah you should consider making ice the default terrain for the Ice Sheet biome. Yes this would make it super hard to build anything and survive if you embark on a flat map. Ice should be icy!
Just got all 5 of these mods. They all look super useful, especially Clara.
And yeah, after playing for about 10 minutes, I did get a mad squirrel with Clara, starting from scratch.
Well, I guess that it's possible to get a single animal attack at the start, after that though you should be good for a hundred years.
Hey guys. Don't want to get you too excited but here's a screenshot from a new addition to Plan - Dark Outline which I'm currently evaluating:
(http://marvinkosh.omniloth.net/wp-content/uploads/2015/04/th_screenshot29_reduced.jpg) (http://marvinkosh.omniloth.net/wp-content/uploads/2015/04/screenshot29_reduced.jpg)
e: Okay, evaluation over, I've added it to the top post for downloading.
thanks
New mod added: Modded Charge Lance (https://www.dropbox.com/s/40c1uf9783cpfex/ModdedChargeLance.zip?dl=0).
New mod (old mod really) added: Quieter Weather.
any eta on bringing this stuff up to date with a11? or at least getting all of the a9 stuff up to a10?
Hot and Cold Biomes is already in testing for A11. More Planning, Modded Charge Lance and Quieter Weather need minor updates. Shouldn't take too long.
As for the A9 stuff, it really depends whether there's a demand for Clara Citybuilder, More Raids, or Bloodstain Deterioration, the other two having been already updated to A10 just with different names.
Bloodstain deterioration saved me a lot of needless work cleaning up after battles, so i for would love seeing it back.
I haven't played A11 yet, still waiting on a few mods.
Quote from: InfiniteRemnant on June 28, 2015, 12:54:36 PM
Bloodstain deterioration saved me a lot of needless work cleaning up after battles, so i for would love seeing it back.
Well I tried, but deterioration only seems to apply to items now, not blood. :/
FYI : It seems that Quiter Weather work correctly in A11. (Source (https://www.reddit.com/r/RimWorld/comments/3btimk/sounds_mod_wind_is_too_loud/))
Cool, thanks. :)
Added Death Furnace (https://www.dropbox.com/s/221auphsqe5cruf/DeathFurnace.zip?dl=0) today. See the top post for details, or download and view the description. :)
Added SOARHP (https://www.dropbox.com/s/rbtywxv3kaoijia/SlowerAgeRelatedHediffs.zip?dl=0) today (Slower onset of age-related health problems). Inspired by this post (https://ludeon.com/forums/index.php?topic=14949.msg157778#msg157778), by b0rsuk. :)
Added Manti (https://www.dropbox.com/s/q4c24bf8i1osis6/MiniAMReactor.zip?dl=0). This small mod allows you to build a tiny 1x1 anti-matter reactor after researching the ship anti-matter reactor. It constantly generates 350W.
Doesn't sound like a lot, but if you were to put them down in a 6x6 grid (same size as the Geothermal generator) your power output would be 12600W. Of course, the plasteel needed for such a setup is ridiculous, but that's your problem, not mine. ;)
More planning doesn't get along with vein miner. Only one of them will work at a time :(
Okay! I'll see what I can do about that! :)
Edit: Compatibility patch (https://www.dropbox.com/s/vw2iikwzv9ogy0p/MorePlanning_VM_Compatibility.zip?dl=0). See top post for details.
Quote from: MarvinKosh on September 13, 2015, 05:19:29 PM
Okay! I'll see what I can do about that! :)
Edit: Compatibility patch (https://www.dropbox.com/s/vw2iikwzv9ogy0p/MorePlanning_VM_Compatibility.zip?dl=0). See top post for details.
Thank you :) I will give it a go
Added HLCAH (https://www.dropbox.com/s/myewa6mvh7d57f4/HumansLowChanceAgeHediffs.zip?dl=0) today. It results in fewer age-related health problems for humans as they age. They will probably not evade all of the possible health problems in their advanced years, but there will be a reduced chance to have a colonist with multiple health problems.
Added a compatibility patch (http://marvinkosh.omniloth.net?mod=epoe-hlcah-compatibility-patch) to use HLCAH with Expanded Prosthetics and Organ Engineering (https://ludeon.com/forums/index.php?topic=10571.0). As always, make sure the compatibility patch loads after both of these mods.
Marvin could you update the original post to indicate the loading order and the need for both the original HLCAH + the compatibility if you need the EPOE patch?
Okay done. -MK
Added a new mod today: Metal 'Burns' Slower (http://marvinkosh.omniloth.net?mod=metal-burns-slower). Metal structures such as doors or walls will lose structural integrity at a slower rate. in real life, this would be a loss of integrity due to expansion warping, for example.
This is naturally, not compatible with any mods which change these base resources: steel, gold, silver, plasteel.
It isn't the most elegant solution I could come up with, but it will work for now until someone can mod something better. :)
Hey I really love the mod list, but I was wondering if the More Planning tool could be expanded to be able to choose from like 5 or 6 colors to really get into some nitty-gritty planning.
Quote from: MarvinKosh on March 06, 2015, 02:02:12 PM
HLCAH (http://marvinkosh.omniloth.net/?mod=hlcah) -Dropbox (https://www.dropbox.com/s/myewa6mvh7d57f4/HumansLowChanceAgeHediffs.zip?dl=0) - Humans have a lower chance of getting age-related health problems. Does not apply to existing pawns, just newly-generated. N.B. This modifies the human race def and will not be compatible with other mods which do the same.
You might consider doing another mod of this type for animals, it's annoying to start with tamed animals that are demented/blind etc.
Duly noted. :)
The HLCAH/EPOE compat patch seems to be outdated.
All righty then, I'll look into it, thanks.
Also, welcome to the forums if nobody has said so already. :)
e: Edited the OP, new compatibility patch for EPOE. Tis just one line that needs changing.
New mod! Sort of.
Apparel Insulation Nerf (http://marvinkosh.omniloth.net/mod/apparel-insulation-nerf/) -Dropbox (https://www.dropbox.com/s/8tojfabpxqjp5ih/InsulationNerf.zip?dl=0) -Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=731349425)- Reduces the amount of insulation provided by apparel across the board.
- Only modifies a StatDef so should be compatible with apparel-adding mods.
- Warning! Not recommended for general use, may cause visitors and raiders to die frequently from hypothermia/heaststroke.
It's basically like the animal hide and wool nerfs that I did before.
Something that you should note is that even in vanilla, textiles and leathers will appear to cap at 1.00 on insulation. The actual value is calculated correctly for the colonist's comfort temperatures, but is otherwise not displayed correctly. My bad, I didn't look closely enough. It seems there's been some rebalancing of leather insulation in A14. :)
any chances to have More Planning for Alpha 14 too?
thank you!
It shouldn't be too much of a problem to update More Planning for A14. I kind of want to do something with the new textures that Vas kindly made for it though.
General announcement: Check the top post, I have a little surprise!
If someone where to make a room connected to like 50 coolers could the pawns theoretically survive the increasing temperatures for atleast another 10 years by staying in said room lol
Not using vanilla coolers, as far as I know.
K lol
Here's the source for the bit in Apparel Insulation Nerf which nerfs wool and camelhair without needing to override the entire def in XML:
using RimWorld;
using Verse;
using CommunityCoreLibrary;
using System.Collections.Generic;
namespace ApparelInsulationNerf
{
public class NerfInjector : SpecialInjector
{
public override bool Inject()
{
bool Success;
ThingDef awool = ThingDef.Named("AlpacaWool");
ThingDef mufwool = ThingDef.Named("MuffaloWool");
ThingDef camelhair = ThingDef.Named("CamelHair");
ThingDef megawool = ThingDef.Named("MegatheriumWool");
Success = NerfInsulation(awool, 1.7f, 1.45f);
Success &= NerfInsulation(mufwool, 1.5f, 1.5f);
Success &= NerfInsulation(camelhair, 1.8f, 1.4f);
Success &= NerfInsulation(megawool, 1.55f, 1.55f);
return Success;
}
private bool NerfInsulation(ThingDef thing, float nerfHeatTo, float nerfColdTo)
{
List<StatModifier> factorsList = thing.stuffProps.statFactors;
for (int i = 0; i < factorsList.Count; i++)
{
if (factorsList[i].stat == StatDef.Named("Insulation_Cold"))
{
factorsList[i].value = nerfColdTo;
}
else if (factorsList[i].stat == StatDef.Named("Insulation_Heat"))
{
factorsList[i].value = nerfHeatTo;
}
}
return true;
}
}
}
Not all stats in defs can be modified this way.
Also, yes, I know, the code is a bit crap. There's not much point returning a bool if I'm not checking that the operation is successful, for example.
Hi guys!
I had a slight mishap today and deleted Solar Apocalypse from Workshop. :P
I've updated the link to it in the top post.
I added a new map condition Rogue Planet. Check the top post! :)
Edit: You might have got a download with no assembly file. If so, please re-download.
Any word on updating More Planning for A14/A15? I took a break with A12 and am just getting back into it through Steam and omg I can hardly imagine playing without more planning. :D
With regards to the Rogue Planet mod, how long does the player have before the temperature reaches an average of, say, -100°F? And how long until the planet becomes completely uninhabitable, where no amount of heaters will keep colonists alive?
@Tekuromoto I'll look into it later tonight. Thanks for reminding me! :)
Edit: See top post for links!
@deadpixels Obviously it depends on your starting location and time of year, but about ten to eleven years would be my estimate to reach -100F. After about fifteen years it will have plummeted further still. I don't know if it would be survivable at that point but there would be quite a heat gradient between outside and inside, you would probably need some heavy duty heating.