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RimWorld => Releases => Mods => Outdated => Topic started by: ilawz on January 05, 2017, 09:57:08 AM

Title: [A16] Mo'Events v1.1 | More events and incidents!
Post by: ilawz on January 05, 2017, 09:57:08 AM
(http://i.imgur.com/mhdyI1u.jpg)
More events and incidents for RimWorld




What's this mod about?
Hello! As you may have seen from the title, this mod adds a few more events and incidents to the game.
11 as of now, although I have a few more ideas lying around. If you have more ideas, be sure to tell me!


What kind of events?

What do they do?
I think this mod is played best 'blind', but if you want to know what each event does, then here's a summary:

- Abomination,
just like a normal rescue pod, but after a while the person that you rescued turns into an Abomination!
Watch out for corpses lying around, cause they will go after them and transform them into abominations too. They also have
extreme regenerative purposes, so killing them will be really hard.

- Amnesia
A random pawn forgot what they were doing! They'll start a new job after, but if it happens to a pawn who was in the middle of
crafting, doctoring etc. they will have to start over.

- Animal Migration
A pack of animals is migrating through your area! You can hunt, tame or leave them be.

- Calm Weather
The weather got remarkably calm, wind turbines will be useless but shooting will be easier.

- Hungry Insects
A group of manhunting starving insects have wandered into your area, searching for flesh!

- Luxury Cargo Pods
A chunk of your spaceship has fallen down, the chunk came from a rather rich part of the ship.
Watch out for wounded people and luxury items!

- Nausea
A random pawn suddenly felt really sick! He/she needs rest immediatly.

- Stroke
A random pawn suddenly felt down to the ground and lost control over his body! He/she needs medical care immediatly!

Events added in V1.1 5/1/2017

- Survival Pods
A few survival pods are landing nearby, they must've come from our ship. There's a few essenstial survival items inside such as high quality clothing, a firearm and some food.

- Tribal Aid
One of the tribes has contacted you, although you dont understand them well you know what their intention is:
They want us to heal one of their members that got hurt in a hunting trip, because they dont have the medical potency to do so.
You can rescue the tribal to improve relations with the corresponding faction or capture them for slavery/recruitment purposes.

- Thanksgiving (requires a friendly tribe faction)
One of the tribes are grateful having you as friend, so they sent some spare food.
They hope this will further help your friendship with them.

Download

- Steam Workshop (Attachment at bottom of post if you dont have the steam version)

http://steamcommunity.com/sharedfiles/filedetails/?id=835151481 (http://steamcommunity.com/sharedfiles/filedetails/?id=835151481)

Credits

- Skyarkhangel
For lending me some parts of his code, his abomination, nausea and migration code to be exact. Thanks a lot :)

- minami26
For some of the original events, also many thanks :)


[attachment deleted by admin due to age]
Title: Re: Mo'Events [A16] More events and incidents!
Post by: alsoandanswer on January 05, 2017, 10:19:49 AM
Nice, we always needed more events!
Title: Re: Mo'Events [A16] More events and incidents!
Post by: Kizitk on January 05, 2017, 11:16:23 AM
Is it Save-Friendly ?
Title: Re: Mo'Events [A16] More events and incidents!
Post by: ilawz on January 05, 2017, 11:50:01 AM
Quote from: Kizitk on January 05, 2017, 11:16:23 AM
Is it Save-Friendly ?

As far as I tested, yes, you can load it with an existing save. However you might get complications if you remove the mod and try to play a save you've loaded the mod in before.
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: ilawz on January 05, 2017, 02:25:24 PM
Updated!

Events added in V1.1 5/1/2017

- Survival Pods
A few survival pods are landing nearby, they must've come from our ship. There's a few essenstial survival items inside such as high quality clothing, a firearm and some food.

- Tribal Aid
One of the tribes has contacted you, although you dont understand them well you know what their intention is:
They want us to heal one of their members that got hurt in a hunting trip, because they dont have the medical potency to do so.
You can rescue the tribal to improve relations with the corresponding faction or capture them for slavery/recruitment purposes.

- Thanksgiving (requires a friendly tribe faction)
One of the tribes are grateful having you as friend, so they sent some spare food.
They hope this will further help your friendship with them.
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: Screech on January 05, 2017, 03:26:02 PM
There's already a heart attack event that can happen on older colonist. Why add a stroke one? That's redundant don't you think?
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: Adalah217 on January 05, 2017, 03:31:44 PM
Hey this is really cool! Some awesome ideas here!
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: joaonunes on January 05, 2017, 03:36:41 PM
Another one for the collection :D nice mod!
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: ilawz on January 05, 2017, 04:19:17 PM
Quote from: Screech on January 05, 2017, 03:26:02 PM
There's already a heart attack event that can happen on older colonist. Why add a stroke one? That's redundant don't you think?

The stroke event downs the pawn and gives the pawn a few injuries, they are non-lethal.
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: System.Linq on January 05, 2017, 06:33:59 PM
Hoo boy, good luck OP. If there's anything I've learned it's that people hate events.
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: jere8184 on January 05, 2017, 07:23:11 PM
cool mod. the more events the better
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: joaonunes on January 05, 2017, 08:27:39 PM
Quote from: Psychology on January 05, 2017, 06:33:59 PM
Hoo boy, good luck OP. If there's anything I've learned it's that people hate events.

It depends on the events... Some are just plain annoying and no way to make the player enjoy them. Mad Animal attacks for once are annoying because they are not that strong of a threat (sometimes), but they appear every few days, which is annoying... Forces me to stop and look at the closest armed colonist(s) to take it out.
"Amnesia" sounds annoying though... It will depend on the chance to appear in the game... If it's too often that this event triggers it will definitely be annoying and lots of people will hate it, but the "Animal Migration" on the other hand sounds great. It adds a "new" mechanic and can actually help the player instead of annoying him. Free food and tamable animals, plus if they are muffalos it will be easier to get pack animals for the colony assaults :P
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: Treason5240 on January 05, 2017, 10:14:33 PM
Tested this out.

Love the events, but I've found something of an extreme downside.  Once "Calm Weather" hits, say good-bye to your wind turbines...permanently.

Calm weather never ends.  Going on year 3 with my current colony.
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: System.Linq on January 05, 2017, 10:21:10 PM
Quote from: joaonunes on January 05, 2017, 08:27:39 PM
Quote from: Psychology on January 05, 2017, 06:33:59 PM
Hoo boy, good luck OP. If there's anything I've learned it's that people hate events.

It depends on the events... Some are just plain annoying and no way to make the player enjoy them. Mad Animal attacks for once are annoying because they are not that strong of a threat (sometimes), but they appear every few days, which is annoying... Forces me to stop and look at the closest armed colonist(s) to take it out.
"Amnesia" sounds annoying though... It will depend on the chance to appear in the game... If it's too often that this event triggers it will definitely be annoying and lots of people will hate it, but the "Animal Migration" on the other hand sounds great. It adds a "new" mechanic and can actually help the player instead of annoying him. Free food and tamable animals, plus if they are muffalos it will be easier to get pack animals for the colony assaults :P

See? Already finding reasons to dislike them and they haven't even happened yet.
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: ilawz on January 06, 2017, 02:40:32 AM
Quote from: Treason5240 on January 05, 2017, 10:14:33 PM
Tested this out.

Love the events, but I've found something of an extreme downside.  Once "Calm Weather" hits, say good-bye to your wind turbines...permanently.

Calm weather never ends.  Going on year 3 with my current colony.

What other mods are you running?

I've tested this out myself because in an early version of the mod this kept happening, but I was certain I fixed it.
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: ilawz on January 06, 2017, 03:08:16 AM
Quote from: joaonunes on January 05, 2017, 08:27:39 PM
Quote from: Psychology on January 05, 2017, 06:33:59 PM
Hoo boy, good luck OP. If there's anything I've learned it's that people hate events.

It depends on the events... Some are just plain annoying and no way to make the player enjoy them. Mad Animal attacks for once are annoying because they are not that strong of a threat (sometimes), but they appear every few days, which is annoying... Forces me to stop and look at the closest armed colonist(s) to take it out.
"Amnesia" sounds annoying though... It will depend on the chance to appear in the game... If it's too often that this event triggers it will definitely be annoying and lots of people will hate it, but the "Animal Migration" on the other hand sounds great. It adds a "new" mechanic and can actually help the player instead of annoying him. Free food and tamable animals, plus if they are muffalos it will be easier to get pack animals for the colony assaults :P

Some events are more annoying than other events yes, but I wanted to make a sort of 50/50 between good and bad events.
Most of the bad events in this mod won't set you back much though, the only ones that could get you into 'real' trouble are the Insect and the Abomination event (which has a low chance of happening, and won't refire that quick again).
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: joaonunes on January 06, 2017, 07:06:25 AM
Quote from: ilawz on January 06, 2017, 03:08:16 AM
Some events are more annoying than other events yes, but I wanted to make a sort of 50/50 between good and bad events.
Most of the bad events in this mod won't set you back much though, the only ones that could get you into 'real' trouble are the Insect and the Abomination event (which has a low chance of happening, and won't refire that quick again).

This is what I meant from not being annoying. Mad Animals are very frequent and annoying, it is good to know that those worse events are rare. It makes them interesting to see twice in one gameplay instead of every 10 days. We need some challenge too :P
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: SergeshD123 on January 06, 2017, 08:25:44 AM
What are the odds of me instantly getting the Abomination event upon installing the mod?

Let me guess, is that small hint in the backstory?
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: ilawz on January 06, 2017, 10:20:01 AM
Quote from: SergeshD123 on January 06, 2017, 08:25:44 AM
What are the odds of me instantly getting the Abomination event upon installing the mod?

Let me guess, is that small hint in the backstory?

Slim, the event can only fire after 25 in game days have passed, unless you used an existing save.
Hint has been removed by the way, I just got home so I'll update the OP. Time used to slow down before the rescue pod landed, that was the hint.
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: skullywag on January 06, 2017, 02:32:07 PM
Someone played Alpha 7 or has been rooting around in some old threads ;)
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: joaonunes on January 06, 2017, 03:10:39 PM
Quote from: ilawz on January 06, 2017, 10:20:01 AM
...
Hint has been removed...
...

*Censored*
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: ilawz on January 06, 2017, 03:19:20 PM
Quote from: skullywag on January 06, 2017, 02:32:07 PM
Someone played Alpha 7 or has been rooting around in some old threads ;)
Hahaha, these old event idea threads are a gold mine!
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: Screech on January 07, 2017, 12:08:35 PM
I got the Tribe Aid event in my game earlier today, and I sent a pawn to rescue the downed pawn, but halfway the downed pawn decided to walk and go to my medical bed by themself and I could not interact with it at all. So it died of bloodloss. Is this a vanilla issue or related to hospitality or another mod? I've seen this before but I can't recall when(prolly A15) without this mod.
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: ilawz on January 07, 2017, 01:21:07 PM
Quote from: Screech on January 07, 2017, 12:08:35 PM
I got the Tribe Aid event in my game earlier today, and I sent a pawn to rescue the downed pawn, but halfway the downed pawn decided to walk and go to my medical bed by themself and I could not interact with it at all. So it died of bloodloss. Is this a vanilla issue or related to hospitality or another mod? I've seen this before but I can't recall when(prolly A15) without this mod.
Vanilla issue, what happened was that his wounds (which are set to give him 'extreme' pain to down him) healed quick enough to change the 'extreme' pain to 'severe' pain, thus making him able to walk again.
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: Screech on January 07, 2017, 01:48:57 PM
Quote from: ilawz on January 07, 2017, 01:21:07 PM
Quote from: Screech on January 07, 2017, 12:08:35 PM
I got the Tribe Aid event in my game earlier today, and I sent a pawn to rescue the downed pawn, but halfway the downed pawn decided to walk and go to my medical bed by themself and I could not interact with it at all. So it died of bloodloss. Is this a vanilla issue or related to hospitality or another mod? I've seen this before but I can't recall when(prolly A15) without this mod.
Vanilla issue, what happened was that his wounds (which are set to give him 'extreme' pain to down him) healed quick enough to change the 'extreme' pain to 'severe' pain, thus making him able to walk again.

It should take into account the amount of bleeding also. That pawn was bleeding like 500% and had 6 hours left before dying. There's no way you can save them. Plus if you play on the biggest map, there's clearly 0% chance.
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: 123nick on January 07, 2017, 06:37:53 PM
i think theres a bug with this and pyschology, whenever a pawn has a stroke, it does not make an notification, but the pawn gets incapacitated and wounded, and it still mostly works. here: (http://i.imgur.com/acdbO8l.png)
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: pajok on January 08, 2017, 01:08:34 PM
Hi!
Please remake  Minami's  "Faction War" event.(A lot of enemy and friendly team spawned and.....Let's get ready to rumble!
(and "HyperTornado""Suspicious Crates""MeteorShower""PrisonRiot" are also FUN)
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: Rrdelr on January 08, 2017, 04:33:53 PM
Yeah, I can confirm I had calm weather happen and my turbines never came back on.
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: ilawz on January 09, 2017, 02:57:18 AM
Will try to update in the coming days, was quite busy today and yesterday. I'll fix the calm weather bug too.
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: Goldini50 on January 10, 2017, 01:08:38 PM
Is there any way to translate this mod ? Because I cant find the used Strings neither in the .xml files nor in the .dll ?
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: Zebukin on January 12, 2017, 10:31:06 PM
It looks like mod have a bug.
Calm weather stops my wind turbine, but event is not in the stack like others, and not ends (may be afrer reloading save). So wind turbine will stay stopped eternally, until I rebuild it.  Or, sometimes, until rain.
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: Hydromancerx on January 12, 2017, 10:36:25 PM
Can you tone down the frequency of Abominations? I have had a bunch in the last few days.
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: Dryerlint on January 13, 2017, 03:33:16 AM
So this adds some kind of "Moe Vent" to the game? Do I need some kind of anime pack for this to work?
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: harpadarpa on January 13, 2017, 04:04:36 AM
I've been using this for a while, and it's really good! I really love the variety and challenge these new mods bring. My only major problem with it has got to be the nausea. Nausea happens SO often, especially in bigger colonies that it feels ridiculous. I mean it's not too problematic or anything, but it can get annoying. In my eyes, only one thing could fix this:

You really gotta remove the big dramatic event cue, with the flashing yellow light.

That sound, the flashing lights, it all make my stress jump from 0 to 100 real quick. Raiders? Plauge? Eclipse? Toxic Fallout? In the base game, when something inconsequential, or even beneficial happens, it doesn't feel overbearing, because those events don't happen nearly as often as nausea does. And because they're rarer, and more impactful than nausea, it feels like they deserve the big flashing lights and colored notification. In a colony of 6 people, nausea can happen every 4 or so days, so why make it so loud and obnoxious? If you don't want to change nausea, then I suggest you make its notification similar to that of a major break risk. At least then it feels less obnoxious.
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: Paulinas on January 13, 2017, 08:17:33 AM
Hey, how to remove Abomination. I dont like it i wanna get it out of the game :/
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: deathstar on January 20, 2017, 11:20:09 AM
Quote from: Zebukin on January 12, 2017, 10:31:06 PM
It looks like mod have a bug.
Calm weather stops my wind turbine, but event is not in the stack like others, and not ends (may be afrer reloading save). So wind turbine will stay stopped eternally, until I rebuild it.  Or, sometimes, until rain.

I can confirm this bug. The turbines do not start up by themselves, there doesn't seem to be an end to the calm weather event. Reloading the save or rebuilding the turbines fixes it.
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: Techgenius on January 20, 2017, 02:11:22 PM
Can you remove the Stroke? its just a bad feature, specially if you play lone characters, it simply breaks the game.
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: Vandris on January 21, 2017, 12:04:24 AM
First of all, love your mod.

I seem to be having a bug that's caused by your mod, I could be wrong. It doesn't always happen but there is a high chance that when the abomination event happens, it infinitely drops pods and scrap metal, severely lagging the game. I resolved the issue by reloading, but my flatmate had to fiddle around with it until he managed to kill the abomination with dev mode which stopped it. Mine never actually spawned the person, it seemed to be having an issue around forcing a downed pawn from what I could see in the log.

A possibly related bug is one that causes visiting pawns to infinitely spawn, almost completely freezing the game. Going dev mode and deleting them all seems to fix it, but it's a nuisance. I've also encountered the calm weather bug with the turbines.

Thank you for your work and hopefully these issues can get resolved. :)
I can also fetch my mod list if it helps.
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: HoboAnders on January 21, 2017, 11:40:45 AM
Where is the alternate download? For those of us who do not have the Steam version of this game? I can't find it :/
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: Vandris on January 21, 2017, 01:55:41 PM
It's an attachment of the original post. Look at the bottom of it for a rar file. :)
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: HoboAnders on January 22, 2017, 12:09:28 AM
Oh hahaha I finally saw it, thanks for opening my eyes kind stranger!
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: kazuya40 on February 15, 2017, 03:03:01 AM
Hello, so I've been using this mod for a while, and just recently I got Abomination event.
But, everytime the abomination do some activity (beside moving/walking), it triggers error about losing appearel and no faction pawn.
Is that normal?

Sorry, I forgot to copy the debug log.
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: sefer on February 21, 2017, 05:59:14 AM
hey, enjoying this so far but was wondering if you wouldn't mind telling me how you got started with the assembly editing to create events and incidents? Also if you wouldn't mind sharing your source code so that I can read into it and add more events to my game while following yours as guidelines?
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: oreganor on March 15, 2017, 07:15:19 AM
As user kazuya40, I got an abomination that shown itself while on a small room I use as infirmary. Stood there wandering without doing anything dangerous as it didn't try to blow the door, and meanwhile, it was triggering a lot of errors (That ended as soon as my squad killed it). Here is the SS of the whole chain of events were ALL red warnings started to appear as soon as the Abomination shown itself:

(http://i.imgur.com/pbq1d8Z.jpg)

Hope it helps you debuging this. As soon as I opened the door, the Abomination rushed in to cause havoc... But I think the "spirit" of the event is having a "Thing-like" enemy on the loose on the base... Which this bug defeats on the typical base setup :(.

Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: AngleWyrm on March 15, 2017, 08:07:26 AM
Quote from: ilawz on January 05, 2017, 09:57:08 AM
As you may have seen from the title, this mod adds a few more events and incidents to the game.
11 as of now, although I have a few more ideas lying around. If you have more ideas, be sure to tell me!

Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: SheiFoxy on May 02, 2017, 11:08:46 PM
Tribal Aid only allows the option to capture. I can not rescue. I have tried on several instances of the incident, and it never allows the rescue option, only capture. Any help?
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: Duftmand on July 22, 2017, 11:29:44 PM
It seems that this mod is included in Hardcore SK. It's a great addition, but the drop pods with people who eventually turn into abominations do have an overwhelming frequency. I don't know how it works, but i assume when you get the little notification about the pawn having a horrified expression on his face, they turn. The few of them i have managed to save have either turned and torn my colony to shreds or been executed out of fear of them being an abomination. So far all I've gotten that didn't turn was someone's useless, luciferium addicted dad
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: KevinHann on July 24, 2017, 09:16:57 AM
Does this work with A17?
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: Duftmand on July 24, 2017, 03:30:39 PM
It does yes. At least when included in the Hardcore SK mod pack. Try it out, it's a great mod, but i suggest you get some security on newly arrived injured guests via drop pod. They can get kinda.. Hungry.
Title: Re: [A16] Mo'Events v1.1 | More events and incidents!
Post by: levi12373 on October 30, 2017, 02:02:13 PM
will this be updated to A17 and A18?