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RimWorld => Releases => Mods => Outdated => Topic started by: lost_RD on July 21, 2016, 03:59:59 PM

Title: [A13-1.0][Modlist] RD's QoL Mods & More
Post by: lost_RD on July 21, 2016, 03:59:59 PM
2019 April Latest news: I'm back! Updating my mods to 1.0.

I've been pumping them out since A14 and I still have ideas so it's time for a list post.

Shinzy, when you see this, make me a banner or something  8)

[1.0.x] SlowDown

Allows you to choose between speeding the game up (normal mechanic) and slowing the game down. Toggle slowdown by pressing 5. The normal speed options are now reversed, and very fast becomes very slow. Useful for no-pause runs or for capturing video of the game during intensive situations i.e. a hundred manhunting wargs versus fifty colonists, when framerates are normally highly variable.

I have plans for implementing a cooldown meter mechanic. Running in normal or fast speeds fills up the slowdown meter and running in slow speed empties the meter. First I'll have to learn how to draw a meter to the GUI layer.

Downloads (https://github.com/lost-RD/WildAnimalAlert/releases) - Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1077748917)

[1.0.x] WildAnimalAlert

Alerts the player whenever a wild animal enters the map. This is useful in extremely cold maps where growing is difficult and hunting is the primary source of food.

Downloads (https://github.com/lost-RD/WildAnimalAlert/releases) - Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1077725543)

[A17] OPAL: Orbital Peace Assurance Laser (https://ludeon.com/forums/index.php?topic=31671.0)

Tynan liked it so much he made his own version of it!

Got a manhunter problem that won't go away? A siege that is wrecking your shit? A psychic ship you can't get near? You need OPAL! For a modest* fee, our satellite will position itself above any target you choose and beam down pure energy until the problem is solved**. Contact OPAL to see if we service your Rim.

* 10,000 silver per use
** 10-20 seconds only

Downloads (https://github.com/lost-RD/OPAL/releases)


[A16] FireDepartment (https://ludeon.com/forums/index.php?topic=28963.0)

Adds a three tools for fighting fires: fire extinguisher (short range), firefoam grenades (medium range), doomsday firefoam capsule launcher (long range).

Downloads (https://github.com/lost-RD/FireDepartment/releases)

[A16] ReinforcedConcreteWall (https://ludeon.com/forums/index.php?topic=28044.0)

Adds a stronger wall for late-game. Intended to be balanced around the Pandora storyteller. As of 1.0, the wall has 5000 hp and is 99% resistant to fire.

Downloads (https://github.com/lost-RD/ReinforcedConcreteWall/releases)

[A16] BabyBattery

A smaller battery, 1x1, that costs the same as a large battery. It holds less charge but it is much more efficient at storing charge than a larger battery.

Downloads (https://github.com/lost-RD/BabyBattery/releases)

[A14] [CCL] DevSpeedEnabler (https://ludeon.com/forums/index.php?topic=21911.0)

If the hidden fourth speed mode "dev speed" is the only tool from dev mode that you use, this mod is for you. It enables dev speed outside of dev mode.

Downloads (https://github.com/lost-RD/DevSpeedEnabler/releases/)

[A16] FloorBeautyRebalance (https://ludeon.com/forums/index.php?topic=21779.0)

Why do wooden floors have no beauty? Why do smoothed stone floors have more beauty than stone tiles? These questions are addressed by this mod.

Downloads (https://github.com/lost-RD/FloorBeautyRebalance/releases/)

[A16] HardyDevilstrand

Devilstrand takes forever to grow but dies in a instant. I fix this by removing some ways that devilstrand dies: extreme cold and toxic fallout.

Downloads (https://github.com/lost-RD/HardyDevilstrand/releases/)

[A15] AllowDazedDrops (https://ludeon.com/forums/index.php?topic=21637.0)

Important notice: As of A16, this mod is no longer necessary. Tynan changed the mood and pawns no longer drop their stuff.

When pawns enter a dazed state they often shed their clothes and throw down their weapons. No big deal, but why aren't my other colonists cleaning these items up? They will now!

Downloads (https://github.com/lost-RD/AllowDazedDrops/releases/)

[A14] [CCL] NicknameTweaks

Increases nickname character limit for colonists from 15 to 27 - longer does not render nicely. Also implements a tag scheme at the end of each nickname:

Quote from: Spartyon7
The letters after the colonists name denote whether they are a shooter (S), brawler (B), or non-violent (NV). It also tells whether they are a hauler (H) or non-hauler (NH). These letters are just to make it easier for me to see who to grab when I need certain things done quickly.

Downloads (https://github.com/lost-RD/NicknameTweaks/releases/)

[WIP] [A13] BlackGold: There's oil in them thar hills (https://ludeon.com/forums/index.php?topic=20732.0)

BlackGold aims to be a mod that adds a new resource to the Rim: oil. I'll get to this eventually, probably.

Downloads (https://github.com/lost-RD/BlackGold/releases/)
Title: Re: [A14][Modlist] Lost's QoL Mods & More
Post by: lost_RD on July 21, 2016, 08:17:01 PM
Lost's Mod Idea Emporium

This is a list of mod ideas that I may get to in the future. If you like the idea, feel free to make the mod.

Sausage Machine

Teleporter pads

Raid Tracker

Autodoor Buttons

AI Core Mech Surgery

Massage Parlour

Raid Mode
Title: Re: [A14][Modlist] Lost's QoL Mods & More
Post by: viperwasp on July 25, 2016, 12:07:31 PM
I'm amazed no one has commented yet. Thanks for the mods I think the Nickname one might interest me. I will have to check it out sometime.
Title: Re: [A14][Modlist] Lost's QoL Mods & More
Post by: Andruvan on July 25, 2016, 05:45:03 PM
Many thanks for the floor beauty balance mod, that has been bumming me out for a while!
Title: Re: [A14][Modlist] RD's QoL Mods & More
Post by: ruzackovich on July 27, 2016, 04:37:16 AM
thanks for batteries , there's quotes about "size doesn't matter as long its functional ". ..
Title: Re: [A14][Modlist] RD's QoL Mods & More
Post by: lost_RD on July 27, 2016, 08:41:56 AM
thanks for batteries , there's quotes about "size doesn't matter as long its functional ". ..

Haha, something like that :P Mainly I just wanted to have a battery that was somewhat efficient. I'm still not sure if I balanced it well.
Title: Re: [A14][Modlist] RD's QoL Mods & More
Post by: Havan_IronOak on August 01, 2016, 02:35:16 AM
Thanks! There are some great ideas here.
Title: Re: [A14][Modlist] RD's QoL Mods & More
Post by: lost_RD on August 06, 2016, 04:59:51 AM
Even though I'm just downloading right now, I already consider some of your mods essential. Thank you.

It's nice to hear that!
Title: Re: [A14-16][Modlist] RD's QoL Mods & More
Post by: asquirrel on December 25, 2016, 07:47:12 PM
Oh man, please update the reinforced concrete wall mod for A16.  That mod was awesome against people trying to take my power generators down. :)
Title: Re: [A14-16][Modlist] RD's QoL Mods & More
Post by: lost_RD on December 31, 2016, 10:03:40 PM
Oh man, please update the reinforced concrete wall mod for A16.  That mod was awesome against people trying to take my power generators down. :)

Done!
Title: Re: [A14-16][Modlist] RD's QoL Mods & More
Post by: asquirrel on January 01, 2017, 12:55:44 AM
Oh man, please update the reinforced concrete wall mod for A16.  That mod was awesome against people trying to take my power generators down. :)

Done!

Hey dude, I think the mod I was thinking about came with a cement mixer and it didn't require rebar.  I believe it was just the combination of two sets of rocks to make the concrete.  I know the rebar is more realistic but it requires steel, which is something I'm always in shortage of. :(
Title: Re: [A14-16][Modlist] RD's QoL Mods & More
Post by: lost_RD on January 01, 2017, 10:30:37 PM
In A16 it's much easier to get more steel. Make a caravan and pillage the tile next to your base.
Title: Re: [A14-16][Modlist] RD's QoL Mods & More
Post by: lost_RD on February 04, 2017, 01:27:48 AM
Added some mods since last bump, check 'em out  8)