Hello!
I see you've stumbled upon my mod thread - in that case, welcome!
As a person who strongly values a more diverse (yet not excessive) but consistent-with-vanilla experience, I strive to make my mods as vanilla-friendly as possible. This means that art direction's generally close to vanilla, and I generally try to balance my mods with care.
All of my mods also support Fluffy's Mod Manager (https://ludeon.com/forums/index.php?topic=16120.0) which makes it easier than ever to keep up-to-date even if you're a non-Steam user, or just dislike Steam's auto-updating.
Steam
If you've stumbled across this thread but prefer using Steam, then check out my various steam collections:
- Main Steam Collection (https://steamcommunity.com/sharedfiles/filedetails/?id=843029014)
- Content Collection (https://steamcommunity.com/sharedfiles/filedetails/?id=1229376013)
- Tweak Collection (https://steamcommunity.com/sharedfiles/filedetails/?id=1229373117)
All of my mods below are mods that I'm currently officially maintaining; other mods of mine that aren't here are mods that I no longer officially maintain. Legacy versions of some of my mods can be found on their respective GitHub pages, but not all mods will have said legacy versions.
To view more information about each mod, either click on its name in the table below or visit its respective Steam page.
Mod Name | Last Updated | Download | Brief Description |
Adjustable Predator Count (https://ludeon.com/forums/index.php?topic=29503.msg412130#msg412130) | 2018-10-17 | GitHub (https://github.com/XeoNovaDan/AdjustablePredatorCount/releases)/ Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1496078416) | Globally adjust wild predator spawn rates to your heart's content. Fully compatible. |
Adrenaline! (https://ludeon.com/forums/index.php?topic=29503.msg462493#msg462493) | 2019-09-06 | GitHub (https://github.com/XeoNovaDan/Adrenaline/releases)/ Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1823138604) | Makes combat more immersive. Adrenaline and adrenaline junkies! |
Carpenter Tables (https://ludeon.com/forums/index.php?topic=29503.msg461429#msg461429) | 2019-07-18 | GitHub (https://github.com/XeoNovaDan/CarpenterTables/releases)/ Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1801858878) | Make furniture at carpenter tables for easier bulk production and control over quality. |
Forbiddable Debris (https://ludeon.com/forums/index.php?topic=29503.msg397730#msg397730) | 2018-10-17 | GitHub (https://github.com/XeoNovaDan/ForbiddableDebris/releases) / Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1273624741) | Allows stone chunks and steel slag chunks to be forbidden by the player. |
Genetically Engineered Plants (https://ludeon.com/forums/index.php?topic=29503.msg397841#msg397841) | 2018-10-17 | GitHub (https://github.com/XeoNovaDan/GeneticallyEngineeredPlants/releases)/ Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1204258045) | Adds four lore-friendly plants, all focused around the theme of genetic engineering. |
Memorable Auroras (https://ludeon.com/forums/index.php?topic=29503.msg417519#msg417519) | 2019-06-20 | GitHub (https://github.com/XeoNovaDan/MemorableAuroras/releases) / Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1437612522) | Colonists (and raiders) will get a lasting moodlet from observing auroras. |
Profitable Weapons (https://ludeon.com/forums/index.php?topic=29503.msg409020#msg409020) | 2019-07-05 | GitHub (https://github.com/XeoNovaDan/ProfitableWeapons/releases)/ Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1386385125) | Makes weapon-based economies viable while not breaking the balance of the game. |
Proper Shotguns (https://ludeon.com/forums/index.php?topic=29503.msg430191#msg430191) | 2018-10-20 | GitHub (https://github.com/XeoNovaDan/ProperShotguns/releases)/ Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1438488634) | Pump and chain shotguns fire sprays of pellets rather than slugs. |
Ranged Stagger Rebalanced (https://ludeon.com/forums/index.php?topic=29503.msg418130#msg418130) | 2018-10-17 | GitHub (https://github.com/XeoNovaDan/RangedStaggerRebalanced/releases) / Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1496097305) | Makes ranged stagger duration dynamic, and refactors stopping power. |
Simple Plastic (https://ludeon.com/forums/index.php?topic=29503.msg397739#msg397739) | 2018-10-17 | GitHub (https://github.com/XeoNovaDan/SimplePlastic/releases)/ Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1102480398) | Adds plastic and a balanced form of synthread production. |
Stuffed Flaks (https://ludeon.com/forums/index.php?topic=29503.msg397727#msg397727) | 2018-10-17 | GitHub (https://github.com/XeoNovaDan/StuffedFlaks/releases)/ Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1133818670) | Allows flak vests and flak pants to be made from any metal. |
Survival Tools (https://ludeon.com/forums/index.php?topic=29503.msg445544#msg445544) | 2019-07-06 | GitHub (https://github.com/XeoNovaDan/SurvivalTools/releases) / Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1566269698) | Work speed for certain tasks is now governed by the use of tools. |
Targeting Modes (https://ludeon.com/forums/index.php?topic=29503.msg432716#msg432716) | 2018-11-27 | GitHub (https://github.com/XeoNovaDan/TargetingModes/releases)/ Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1508165821) | Have colonists and animals prioritize targeting certain body part groups: "Aim for the legs!" |
TE Turret Expansion (https://ludeon.com/forums/index.php?topic=29503.msg411756#msg411756) | 2018-10-17 | GitHub (https://github.com/XeoNovaDan/TETurretExpansion/releases)/ Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1496140597) | Adds three turrets which use Turret Extensions' extended framework, and more. |
Turret Extensions (https://ludeon.com/forums/index.php?topic=29503.msg411686#msg411686) | 2018-11-27 | GitHub (https://github.com/XeoNovaDan/TurretExtensions/releases) / Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1496122245) | Extends the turret framework and turrets give more information when inspected. |
Use That Sniper's Scope! (https://ludeon.com/forums/index.php?topic=29503.msg439619#msg439619) | 2018-10-17 | GitHub (https://github.com/XeoNovaDan/UseThatSniperScope/releases)/ Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1541521411) | Sniper rifles will give equipping colonists a moderate accuracy bonus. |
Visible Pants (https://ludeon.com/forums/index.php?topic=29503.msg397840#msg397840) | 2019-10-06 | GitHub (https://github.com/XeoNovaDan/VisiblePants/releases)/ Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=926698084) | Allows you to see peoples' pants in their full glory! |
Watermill Tweaks (https://ludeon.com/forums/index.php?topic=29503.msg418739#msg418739) | 2018-12-05 | GitHub (https://github.com/XeoNovaDan/WatermillTweaks/releases)/ Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1496115783) | Rebalances watermill generators and adds a new incident that affects them. |
Deprecated Mod Repository
Alpha 17 (https://www.dropbox.com/s/djk38ycnefckjn8/XND%27s%20Deprecated%20A17%20Mods.zip?dl=0)
Beta 18 (https://www.dropbox.com/s/zstdeur1hf3n1ol/XND%27s%20Deprecated%20B18%20Mods.zip?dl=0)
The above mods are mods that I'll no longer be maintaining, but they are free for the picking for unofficial maintenance - no permission required.
All of my mods have unofficially been updated to A17; you can now download A17 version of all of my supported mods from Dropbox! Pages and Steam Workshop versions won't be updated until A17 officially releases though.
Didn't A17 overhaul shooting accuracy? How does it compare to Shooting Skill Rebalanced now?
Traits have much less weight on lower level shooters in A17 than SSR - but SSR still has less weight than A16 did. SSR also re-defines careful shooter and trigger-happy to be +50 and -50 again, as it was built around those figures. Extremely low level shooters are less accurate with SSR than A17 - level 0 for instance being 86% per tile (same as A16) instead of 89% in A17.
It also makes mechanoids 98% accurate again, as they're now 97% instead in A17 - I don't know about you or others, but I preferred mechanoids (scythers for non-FMR weapons) at 98%. My main issue was that higher level shooters couldn't compete against them unless they were bionic or careful, in A16 and below.
I won't actually update the forum posts of any of my A16-made mods until A17 officially hits.
Hmm, any chance you can try to rejigger your mod so it uses the new careful shoots and trigger happy values? Making those traits less major is a good thing in my eyes.
I may, I may not - I'll strawpoll it when A17 officially hits. With the way that I've set up the pre-curve values (which affect how traits and augmentations have an effect on the overall accuracy), I think their overall impact is OK as they stand. This is how current Shooting Skill Rebalanced values look using A17's new Shooting Skill Debug Tool - don't forget that skill also affects aiming time significantly when below level 6 and slightly when above level 8 with SSR, so values within those areas won't be 100% indicative of actual performance:
(https://i.gyazo.com/37f2da0992ab02b7c8704ef20640e029.png)
However, I can't throw in vanilla A17 values for comparison because an exception will be thrown:
(https://i.gyazo.com/004baa79796621057629524c49683a1b.png)
EDIT 1: Some clarification
EDIT 2: Disclaimer
Given there seems to be a lot of complaints with accuracy on A17 (where people would rather hunt with uzis than sniper rifles) I think I'll go with your solution..
There seems to be an error with Visible Pants, relating to the patch file...
XML RimWorld.ApparelProperties defines the same field twice: worngraphicPath.
Field contents: Pants/Pants.
Whole XML:
<apparel><worngraphicPath>Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Pants/Pants</worngraphicPath><bodyPartGroups><li>Legs</li></bodyPartGroups><layers><li>OnSkin</li></layers><tags><li>Outlander</li><li>Spacer</li></tags><defaultOutfitTags><li>Worker</li><li>Soldier</li></defaultOutfitTags><worngraphicPath>Pants/Pants</worngraphicPath></apparel>
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__853()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__851()
Luckily I still had the version from the 17th so I reverted to that.
Fixed. The ZIP file still had the Defs directory even though the mod now only has patches; it appears to overwrite only necessary aspects when dragging the file in as opposed to replacing the entire thing. I reckon the same sort of issue has happened to a few mods.
Thanks for informing.
All A17 versions of my mods are now available on the Steam Workshop! Some posts will be re-worded for A17, but I've pushed out the Steam Workshop versions now.
News: All of my mods that use XML patches now use the more performance-friendly structure recommended by NoImageAvailable, see here (https://ludeon.com/forums/index.php?topic=32874.0).
Other news: Quality Cooldown and Plant Cutting is for Growers both now completely use XML patching to do as they do, improving compatibility with other mods - but considering they touch on rarely-considered concepts anyway, this may or may not make a big difference. But hey, it's futureproofing.
Added a new mod: CornPlus. As it's such a small mod (I should've technically done this for mods such as visible pants and PCIFG too) - it lacks a dedicated forum post. Exclusive to A17.
Updated my Accuracy Calculator to v1.2.17_r2: Values are up to date, added the new items of cover, support for Shooting Skill Rebalanced v2.0.2, and Vanilla Friendly Weapon Expansion v1.2.1.
Compendium also updated to include CornPlus.
Just wanted to say I love your mods. I dug up my forum account details almost specifically to say so. You get balance. I haven't played Rimworld for several versions and when I came back to setup a modlist I reflexively went for EPOE and A Dog Said, until I saw your alternatives to what those mods have... grown into, and thought them more in keeping with the spirit of the original game.
If I could make a small suggestion? For you to make your animal implants craftable? Your EPOE patch still has the implants as craftable, so you don't disagree with that option in practice, I was wondering why you omitted to make animal implants craftable... and whether you could be persuaded to change your mind?
Also I know you said you wouldn't make animal compatibility patches except for CE (which I am immensely grateful for, I stopped playing Rimworld when CE's precursor became defunct, I see it as an essential addition to the game), but would you happen to have a guide that covers what needs to be done for your animal mod to support new animals? I'd love to see it compatible with Megafauna.
I'm very appreciative of the feedback; thank you!
As far as questions with the animal prosthetics mod go, I probably could make an addition that adds crafting recipes for the animal parts, but I'd consider myself done with mod making for A17, so this most likely won't be worked on until A18 comes out.
I'll write up a quick guide for compatibility patches though, thanks for the suggestion. :)
Woo, necro!Alpha 18 versions of the following mods have already been made, but aren't being pushed until A18 hits the stable release state:
- Armor Stuff Expanded
- Improved Anesthetic
- Plant Cutting is for Growers
- Quality Cooldown
- Shooting Skill Enhanced (formerly Shooting Skill Rebalanced)
- Temperature Tolerant
- Vanilla-Friendly Animal Surgery (formerly Vanilla-Friendly Animal Prosthetics)
Also, I'll release a few new mods that are exclusive to Alpha 18, and the TL;DR for what they do:
- Fewer Inferno Cannons - reduces mechanoid inferno cannon spam
- Skill Overhead - no more tiny injuries making high level workers constantly fail
- Xeo's Genetically Engineered Plants - adds a bunch of interesting plants
Expect to see all of these get pushed out within the first week of Alpha 18 officially releasing. Enjoy!
However, the following is a set of mods which probably won't be updated, and why:
Unlikely to update these mods for A18:
- EPOE: Rebalanced - actually depends if Ykara updates EPOE for A18 or not.
- Hand 'n' Footwear Mod - the items caused stockpile bloat, especially late-game.
- Vanilla-Friendly Weapon Expansion - blurs the lines of well-distinguished niches in the base game.
- Visible Pants - while the cosmetic was there, it wasn't consistent; the pawn renderer would probably need to be modified for this to work properly.
- Simple Plastic - economy balance is going to be tough with A18's changes.
Definitely won't update these mods for A18:
- Animal Armour - hacky execution.
- CornPlus - while it'll still work with A18, I won't officially maintain it. Imbalances corn.
- XeoNovaDan's Surgery Tweaks - dead. simple as.
News with VFAS: I won't officially be making a patch to make it more EPOE-like. The main reason being essentially because of the infamous wooden foot drop with EPOE being a much bigger thing with VFAS, if it added really low-tier prostheses. Also, crafting ingredient balance.
However, if somebody was to make a patch for VFAS, I will link it in VFAS's description.
Okay people, I've updated the mods that I've wanted to update, and thrown in 4 new mods.
Four new mods have also been added to the list:
- Fewer Inferno Cannons
- Randomisable Sea Ice
- Skill Overhead
- Xeo's Genetically Engineered Plants
Enjoy! :)
I've gone through and updated all XML patches in all of my mods that use XML patches (except EPOE: Rebalanced) to be inside PatchOperationSequences since this speeds up loading times.
Namsan's also provided an updated Japanese translation for Vanilla-Friendly Weapon Expansion, as well as a translation for Simple Plastic!
Shooting Skill Enhanced has also seen some minor red shifting since 'Master' is now level 14 instead of 13.
You should maybe updates the titles on the individual posts. :) For example, I wouldn't have known you updated your animal surgery mod workout checking here first, which I think will happen to others.
Thanks for all of your hard work. It is much appreciated! ;D
Good shout, and thank you too! It's not often that somebody voices their thoughts in my experience. :P
You have so many great little QoL additions, so I think a lot more people use them, than there people that post. It would be cool if you could have someone with C# knowledge combine them all into one, that could be toggled with mod options, like ED-Enhanced Options did with good. But I am not versed in C# myself, so I can understand if that is beyond your scope :)
I'd second this, with so many QoL mods I have it's really hard now to remember which of them are from you to update :D
@wwWraith With the newest versions of my mods, they've got '[XND]' before the mod name when looking at them in the mod menu, so they'll be easier to tell apart. ;)
Okay since I am stubborn even though I read that you will not update it, I'm still going to ask if you will never really update hand n footwear mod. :'(
Quote from: Mufflamingo on January 24, 2018, 10:41:03 AM
Okay since I am stubborn even though I read that you will not update it, I'm still going to ask if you will never really update hand n footwear mod. :'(
Aren't they all just xml mods? If so, you could update it yourself if you are willing to dedicate some time to figure out the xml. It really isn't too hard once you've played around with it.
Between Notepad++, ModSwitch, and quick starts, it makes it very easy to keep going in and fixing any errors you might run into with the godly ability of "Find in Files" function from Notepad++. I'm sure other programs have it, but that along with the replace tool that you can use to replace things within an entire batch of files, is super convenient and saved me an unknowingly huge amount of time.
I've now updated my layout from a list to a table in a bid to make things slightly cleaner and more compact since the amount of mods I'm maintaining at this point's getting pretty ridiculous!
That's one sharp looking table.
(http://i.imgur.com/6YToyEF.png)
(https://i.imgur.com/mHxOb28.png)
Compatibility
Not necessary if using Combat Extended since CE also patches the incendiary launcher. No other known incompatibilities.
Download
GitHub (https://github.com/XeoNovaDan/AimIncendiaryAnywhere/releases/latest)
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1261225182)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503).
Overview
Ever got tired of having to micromanage with crafting spots, animal sleeping spots or the like just to cremate a pile of corpses, cause a wildfire or roast those nasty sleeping insects? This mod's for you!
All that Aim Incendiary Anywhere does is allow you to manually aim the incendiary launcher, just like what can be done with molotov cocktails.
Enjoy this little quality of life improvement!
Credits
Marnador for their RimWorld-style font.
License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so either through Steam or Ludeon Forums, and give credit where credit's due.
(https://i.imgur.com/mLalzNB.png)
Compatibility
This mod will be redundant if you have Combat Extended active since this mod does basically the same thing to materials and armor vests as that does, albeit with a different spin on balance.
Not save-friendly; a new game has to be started for this to function properly, or alternatively save editing if adding this to an existing save.
If you find any bugs, please link me to a full output log and give some basic information on how you triggered the bug; this is vital information for me to be able to fix said bugs.
Download
GitHub (https://github.com/XeoNovaDan/StuffedFlaks/releases) (source (https://github.com/XeoNovaDan/StuffedFlaks))
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1133818670)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503).
Overview
Stuffed Flaks is a very simple mod that allows you to make Flak Vests, Flak Pants and Flak Jackets out of any 'Metallic' material in the game, whether it be vanilla or modded. Flak equipment will retain their old insulation ratings, but their base armor ratings have been replaced with the 'Material Effectiveness Multiplier' system.
Stuffed Flaks are currently balanced as follows:
- Flak Vest - 1x material effectiveness multiplier
- Flak Pants - 0.4x material effectiveness multiplier
- Flak Jacket - 0.6x material effectiveness multiplier
As for how these changes are reflected in actual gameplay, this is how the resistance stats (Sharp / Blunt / Heat) for each piece of flak equipment equipment compares to vanilla per material:
Material | Vest | Pants | Jacket |
Vanilla | 100 / 36 / 27 | 40 / 8 / 10 | 40 / 8 / 10 |
Steel | 90 / 45 / 72 | 36 / 18 / 29 | 54 / 27 / 43 |
Plasteel | 126 / 63 / 108 | 50 / 25 / 43 | 76 / 38 / 65 |
Uranium | 108 / 54 / 90 | 43 / 22 / 36 | 65 / 32 / 54 |
Silver | 72 / 36 / 36 | 29 / 14 / 14 | 43 / 22 / 22 |
Gold | 72 / 36 / 36 | 29 / 14 / 14 | 43 / 22 / 22 |
Credits
Marnador for the RimWorld-style font.
License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so through Ludeon Forums (preferably) or the Steam Comments Section, and give credit where credit's due.
(https://i.imgur.com/87qRpds.png)
Compatibility
This mod will naturally be made redundant by Combat Extended by NoImageAvailable since that overhauls the combat system entirely. This will also conflict with the RWWB project by Kinjry does a thing, although that seems unlikely to be updated to B18.
Should work fine with other mods though.
Download
GitHub (https://github.com/XeoNovaDan/BetterChainShotgun/releases/latest)
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1229350638)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503).
Overview
Exact Changes:
Accuracy (touch): 40% -> 58%
Accuracy (short): 43% -> 63%
Accuracy (medium): 38% -> 56%
Accuracy (long): 32% -> 46%
Range: 9 -> 12.9
Note: Only 'touch' and 'short' accuracy ratings are relevant to the chain shotgun since its range is so short.
Full Description:
We all know how terrible the chain shotgun is in vanilla, barely being a step up from the pump shotgun in terms of damage output, all while having a heavily cut-down maximum range; more research investment and being more difficult to produce. The chain shotgun's range is so short that melee units can easily close in once they even get within chain shotgun range, and the chain shotgun wielder will be beaten to a pulp or chopped into pieces in hilarious fashion since they can't hit the broad side of a barn.
Chances are that by the time you have crafters capable of producing chain shotguns of quality levels high enough to make it remotely acceptable in terms of accuracy, chances are that everybody in your colony will have superior weapon types such as... I dunno; assault rifles and charge rifles perhaps?
To add to that: even if a pawn does get within shooting distance of their target with the chain shotgun, testing shows that the machine pistol will consistently beat the chain shotgun in head-on fights. Bear in mind that the machine pistol can be scavenged very early on, has a much longer range and is also much easier to produce.
With all of that considered, the chain shotgun is all but redundant, right? After all, it can't even compete with the bargain basement machine pistol, let alone weapons in its own price bracket such as the heavy SMG - arguably even the pistols are better owing to their superior range!
This mod makes the chain shotgun a more feasible option by making it considerably more accurate and increasing its range to match that of hand grenades. Now it offers generally superior or at least comparable damage output to the heavy SMG while still being balanced with inferior range, but not to the point where melee can easily close after one burst. Besides, the shooters might finally be able to hit something!
Credits
Marnador for their RimWorld-style font.
License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so either through here or Ludeon Forums, and give credit where credit's due.
(https://i.imgur.com/F3G75PH.png)
Compatibility
Should work fine with any other mod that doesn't change the commonality of the inferno cannon. I'm not aware of any other mod that does this.
Download
GitHub (https://github.com/XeoNovaDan/FewerInfernoCannons/releases/latest)
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1204337988)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503).
Overview
Fewer Inferno Cannons is a simple mod that halves the commonality weighting for the inferno cannon used by centipedes, while not actually making the weapon itself any less dangerous.
If you've had any significant mechanoid raids, you'd probably also be thinking that the amount of inferno cannons compared to heavy charge blasters or miniguns is indeed a tad high, considering that inferno cannons are also arguably the most dangerous weapons that centipedes have, essentially making the tank unit arguably more of a direct threat than the glass cannon Scythers.
The reason why I ultimately went ahead with this mod though is because incendiary launchers have their commonality turned down, so I didn't really see why inferno cannons shouldn't be treated the same, since the latter is the mechanoid equivalent of the former.
Credits
Marnador for their great RimWorld-style font.
License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so either through here or Ludeon Forums, and give credit where credit's due.
(https://i.imgur.com/kS8CEwG.png)
Compatibility
Should be safely addable to existing savegames. There may be issues removing this from existing savegames if there are forbidden debris chunks around, but this has been untested.
There shouldn't be any mod conflicts.
If you find any bugs, please link me to a full output log and give some basic information on how you triggered the bug; this is vital information for me to be able to fix said bugs.
Download
GitHub (https://github.com/XeoNovaDan/ForbiddableDebris/releases) (source (https://github.com/XeoNovaDan/ForbiddableDebris))
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1273624741)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503).
Overview
Forbiddable Debris is a relatively simple mod that allows you to forbid stone chunks and steel slag chunks.
This'll be useful for if you have a defense setup that happens to use either slag chunks or stone chunks, but your smelters/stonecutters keep converting the debris into raw resources. While the mentioned case is circumventable via stockpile and bill ingredient radius micromanagement, that can get painful in certain cases, so that's where this mod steps in as a Quality of Life improvement.
Disclaimer: With this mod active, debris chunks will look different. This is because with the default draw mode that debris chunks use, the forbidden cross won't be shown which'd make it tedious to distinguish forbidden chunks from unforbidden chunks; this mod makes it so that debris chunks are drawn like your standard items.
Credits
Marnador for the RimWorld-style font.
License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so through Ludeon Forums (preferably) or the Steam Comments Section, and give credit where credit's due.
(https://i.imgur.com/AsNYAiM.png)
Compatibility
I'm not aware of any mods that this mod currently conflicts with.
Downloads
GitHub (https://github.com/XeoNovaDan/ImprovedAnesthetic/releases/latest)
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=935690596)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503).
Overview
Improved Anesthetic gives anesthetic a recovery process after the patient wakes up from their anesthesia, making anesthetic more realistic. Anesthetic has now been split into the following stages:
Sedated: The patient is unconscious during this stage, and they also won't feel any pain. Lasts 6 hours like vanilla.
Woozy: Limits consciousness to 70% and significantly reduces physical capacity but the patient is also high during this period, giving them a positive thought. Vomiting is quite frequent, and the patient may also be forgetful and break down in confusion. Lasts another 6 hours.
Recovering: Limits consciousness to 90% and slightly reduces physical capacity, and the high is over. The patient may still vomit, have some memory lapses, and go on random walkabouts, but this is significantly less likely to happen than during the 'Woozy' stage. Lasts anywhere from 6 to 42 hours.
Credits
Marnador for their great RimWorld font.
License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so either through here or Ludeon Forums, and give credit where credit's due.
(https://i.imgur.com/EGdRKY8.png)
Compatibility
I haven't patched any animal mods to be rebalanced yet, but they'll still work fine. Dinosauria's animals have already been calculated on the spreadsheet used to calculate the combat power ratings though so expect an update for that in the future.
This mod should work fine with other mods such as Hardworking Animals and Animal Logic.
In theory, this can also be added to and removed from existing savegames without issue since it only patches Combat Power values for animal PawnKindDefs.
Download
GitHub (https://github.com/XeoNovaDan/ManhunterPacksRebalanced/releases/latest)
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1229436168)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503).
Overview
This little project is one I undertook because some of the 'combat power' ratings for animals seemed way off for how effective those animals are in combat. Examples include wild boars and insects having a lower combat power rating than what they're worth, and boomalopes having a combat power rating that's higher than what they're worth. The changes here affect both manhunter packs and infestations.
As a result, boars are now worth 80 points rather than 55; megascarabs are 55 rather than 40; spelopedes are 165 rather than 75; megaspiders are 270 rather than 150. Boomalopes are 65 rather than 95 since they're slow, large, fragile and have a tendency to chain react. Many other animals were changed too though.
What's factored into the new formula for 'Combat Power' ratings:
- Movement speed relative to a baseline human
- Total coverage of parts that directly and indirectly affect movement
- Body size's impact on ranged accuracy
- Health scale (multiplier of body part HP and pain to incapacitate)
- Total coverage of parts that may cause death when destroyed
- Effective damage reduction for sharp and blunt damage
- Damage per second (DPS)
Here's just the spreadsheet (https://www.dropbox.com/s/zxbsyr0lc8l8x09/MPR_BalanceSheet.xlsx?dl=0) for those that want to perhaps patch or amend to their animal mods or something like that - maybe even experiment with or come up with a better formula. Do note that for animals like boomrats, their explosion wasn't factored in; I added a value on myself.
For those that don't know what 'combat power' ratings do: the size of a manhunter pack, like raids, is determined by using 'points' which is influenced by colony wealth; population and how long the colony's been around for. Think of the points as a budget, which the game uses to 'buy' hostiles to attack your colony. The higher a pawn's 'combat power' rating, the more they cost when using this analogy.
While one can argue that the new combat power ratings that this mod introduces are purely from a theoretical standpoint whereas vanilla's combat power ratings are based on results from practise, the 'battle royale' mode used to test the latter is completely random in terms of pawn pairings and therefore results will be skewed to varying degrees. I tried my best to ensure a mostly accurate replication of in-game conditions in the new formula though.
Credits
Marnador for their wild RimWorld-style font.
License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so either through here or Ludeon Forums, and give credit where credit's due.
(https://i.imgur.com/WXZfdHx.png)
Compatibility
This mod will mess up work priorities on existing savegames as it does still make a change in the work tab, regardless of how small it is. Advised to screenshot your colony work priorities before applying this mod. It won't break existing saves though.
This mod will work fine with Fluffy's Work Tab.
This mod shouldn't conflict with any other mod ever, as it uses XML patching.
Download
GitHub (https://github.com/XeoNovaDan/PlantCuttingIsForGrowers/releases/latest)
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=832245101)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503).
Overview
This mod is no more than a couple of XML patches that makes it so that 'Growing' shows as the relevant skill for the job 'Plant Cutting' in the work tab.
What does this mean? No more designating your every-withdrawal-under-the-sun, bad back, frail, level 0 growers who will take 10 years to cut down a Poplar tree, unless you really want them to die of Malnutrition when they're 50% done. It also generally makes the Work tab feel more complete as Growing does technically bear relevance to plant cutting in terms of speed, and success chance in the case of harvesting things like berries, or designated crops.
Credits
Marnador for their neat RimWorld-style font.
Shotgunfrenzy for kindly making the artwork for the thumbnail!
License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so either through here or Ludeon Forums, and give credit where credit's due.
(https://i.imgur.com/bKnmjoy.png)
Compatibility
This mod may conflict with other mods that alter MeleeWeapon_Cooldown and RangedWeapon_Cooldown in Stats_Weapons_Melee.xml and Stats_Weapons_Ranged.xml respectively, but I don't know of any mods that modify these two StatDefs.
Works with modded weapons too since this modifies both cooldown StatDefs.
Downloads
GitHub (https://github.com/XeoNovaDan/QualityCooldown/releases/latest)
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=926675929)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503).
Overview
A gun's build quality and condition should affect how well their mechanical parts work and the build quality of a melee weapon should affect how well-balanced or streamlined it is, right?
Well, this relatively small mod does exactly that: a weapon's build quality, whether it be melee or ranged, now has a subtle effect on their cooldown (the time to recover between attacks), and the latter is also affected by the condition of the weapon; a gun or bow in poor condition is going to have worse-performing mechanical parts than if they were in pristine condition.
Another effect that this mod has is that quality bears some relevance to weapons with forced miss radius: you'll now notice a group killing efficiency increase with a higher quality minigun over a lower quality minigun, for example.
Melee weapons benefit less from quality than ranged weapons as melee weapons get a direct damage increase anyway, but ranged weapons get penalized by condition whereas melee weapons stay consistent cooldown-wise regardless of condition.
Credits
Marnador for their quality RimWorld-style font.
License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so either through here or Ludeon Forums, and give credit where credit's due.
(https://i.imgur.com/EPhrXI3.png)
Compatibility
Will work with any other mod that doesn't remove the 'canAutoChoose=false' tag from Sea Ice. There's not a single mod that does this, so this mod is therefore compatible with all other mods.
Download
GitHub (https://github.com/XeoNovaDan/RandomisableSeaIce/releases/latest)
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1204414332)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503).
Overview
Tired of not being able to pick a random sea ice tile when randomising tiles for your freezing cold planet for your challenging sea ice run? This mod's for you!
OK, as the above pretty much stated, this is a niche mod aimed at experienced players and challenge seekers who'd like the ability to be able to randomly select Sea Ice tiles. Yes, in vanilla, there's an XML tag which prevents you from being able to roll a Sea Ice tile when randomly selecting; this mod simply removes that tag through the power of one xpatch.
Do note that, possibly due to faction base selection weight, your chances of rolling sea ice will still be fairly low compared to ice sheet and tundra - or other biomes if on warmer planets - so it will take a fair few rolls. However, this mod at least makes it possible.
Credits
Marnador for their ice-cool RimWorld-style font.
Cliparting for the free dice clipart used in the thumbnail - shame on me, I know.
License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so either through here or Ludeon Forums, and give credit where credit's due.
(https://i.imgur.com/sgZGRB9.png)
Compatibility
Should work fine with every other mod out there.
Download
GitHub (https://github.com/XeoNovaDan/RelevantMechanoidSurgery/releases/latest)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1208968491)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503).
Overview
Relevant Mechanoid Surgery does pretty much what is said on the tin: make the 'mechanoid surgery success chance' stat relevant again!
In Beta 18, there's a multiplier on the operation bill for scyther blade removal that makes it impossible to fail. This means that it doesn't matter if Urist Mc. SuperBionicLevel20Crafting performed the blade removal, or if the guy in the thumbnail did the removal; it'd always be a success.
That completely trivialises the acquisition of scyther blades and therefore gain of silver, maybe other than the RNG element of whether the blades get damaged or not. That's not fun at all and imbalances the game.
This mod makes it so that scyther blade removal has a standard success rate multiplier, so failure of removing scyther blades is possible again and what you see with the 'mechanoid surgery success chance' stat is what you get!
Enjoy!
Credits
Marnador for their great RimWorld-style font!
License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so either through here or Ludeon Forums, and give credit where credit's due.
(https://i.imgur.com/B9sT68W.png)
Compatibility
In theory, this should work with the 'Save Our Ship' mod. This hasn't been tested though.
Other mods should work fine.
Download
GitHub (https://github.com/XeoNovaDan/ShipPartsRefactored/releases/latest)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1209617592)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503).
Overview
Ship Parts Refactored (SPR) changes the vanilla escape ship parts in three ways.
First Off: SPR reverts the Ship Reactor, Structural Beam, Ship Engine and Computer Core back to their pre-B18 sizes, since their resizing makes their existing textures look stretched out and generally quite ugly. The Sensor Cluster which was introduced with B18 has also been shrunk to 1x1 to match the Computer Core.
Secondly: Ship part flammability has been reduced from 100% to 10%. Seriously, this ship is meant to be able to survive re-entering a planet's atmosphere; if it were completely flammable, it'd disintegrate into dust from the moment that it enters the atmosphere and starts burning up. Also, something that's mostly made of steel and plasteel shouldn't have the flammability of wood in general.
Finally: Costs for the ship parts have generally been significantly cut down. As it stands in vanilla Beta 18, there's generally quite a lengthy and therefore tedious resource grind to get the required materials for the spaceship parts; this is neither necessary or engaging in the slightest and unnecessarily stretches out the end-game. This mod significantly cuts down that need to grind.
Ship parts will still generally be expensive compared to other structures of their size, meaning that they're still by no means ridiculously cheap. The table below is a comparison between vanilla ship part costs and the refactored costs:
(https://i.imgur.com/7M8zj80.png)
Credits
Granitecosmos for feedback with some of the balancing.
Marnador for their great work with the RImWorld-style font.
License
You may use this mod in your mod packs, and you may also derive from the mod. All that I ask is that you please let me know, and give me credit and provide a link to this forum post.
(https://i.imgur.com/gR0XEAb.png)
Compatibility
This mod will conflict with Draw A Bead.
Shooting Skill Enhanced can safely be added to an existing savegame, but there will be issues with removing it from an existing savegame if there are any pawns with the 'Proficient Fighter' trait.
Shooting Skill Enhanced will be fully compatible with any other mod however, including Combat Extended.
Downloads
GitHub (https://github.com/XeoNovaDan/ShootingSkillEnhanced/releases/latest)
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=831068902)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503).
Overview
Shooting Skill Enhanced makes a person's shooting skill and well-being have a direct effect on their aiming time with ranged weapons, and adds a new trait called 'Proficient Fighter'.
In the past, this used to be an extensive refactoring of the post-processing curve, but that aspect has now been made fully redundant in Beta 18, hence that aspect now being cut from the mod - this is now effectively just a more subtle version of 'Draw A Bead' with a trait on top.
People that are less than level 6 in shooting will gradually take longer to aim since they've had far less experience with a ranged weapon (0 barely knows which end of a gun to hold), and vice-versa for those higher than level 9 since they've had more experience. Manipulation has a significant weight on aiming time too until 120%, and sight has a smaller weight until 150%.
Proficient Fighter is an uncommon trait which increases a person's shooting and melee skill by 3 levels each. It also isn't mutually exclusive with trigger-happy, careful shooter or brawler.
Credits
Love and Skullywag for helping with technical issues.
Marnador for their awesome RimWorld font.
The Community for suggestions on how to improve this! :)
License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so either through here or Ludeon Forums, and give credit where credit's due.
(https://i.imgur.com/2cXTlgf.png)
Multilingual Support
サポート日本語 (by Namsan)
Compatibility
This mod can safely be added to existing savegames, but issues may arise if you remove this from an existing savegame if there are any plastic items, plastic, or plastic flooring present.
Will conflict with Titanium+. If you prefer this mod's version of plastic, place this below Titanium+ in the load order.
I'm not aware of any other mods that this may conflict with.
If you find any bugs, please link me to a full output log and give some basic information on how you triggered the bug; this is vital information for me to be able to fix said bugs.
Download
GitHub (https://github.com/XeoNovaDan/SimplePlastic/releases) (source (https://github.com/XeoNovaDan/SimplePlastic))
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1102480398)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503).
Overview
Simple Plastic is a mod that adds plastic to RimWorld as a standalone item, along with the ability to produce synthread.
Barky's Showcase! (https://www.youtube.com/watch?v=Bx2KzKKRfTY)
Plastic can acquired through the following ways:
- Production: Using a refinery to directly convert 70 logs/food items to 63 plastic. Somewhat quicker than converting said organics to chemfuel, then chemfuel to plastic.
- Production: Using a refinery to convert 35 chemfuel to 70 plastic.
- Trade: Purchased from bulk goods traders.
- Scavenging: Found in cargo pods.
Both production methods require 'plastic' - a 900 point, industrial level research project - to be researched.
In terms of how good plastic is as a material, it serves as an intermediary between wood and steel. It fulfills the niche of being an easily producible material in the industrial era of the game which is also fairly lightweight and therefore good for building temporary structures or the first iteration of an outpost. Plastic counts as a 'metallic' material, meaning that it can be used in the production of helmets, turrets and so on, but it's naturally going to be worse in these roles than steel.
Plastic can also be used along with cloth to produce synthread at a tailoring bench. This in turn requires a spacer-level research project to be completed, along with at least a level 8 crafter. Much like component production from steel; synthread production from cloth and plastic isn't economically ideal. 40 cloth and 20 plastic makes 16 synthread.
Finally, there's plastic flooring which requires 2 pieces of plastic and is quicker to lay than concrete, but is also ugly like concrete and slightly flammable.
Credits
Mehni - for saving me from a massive headache over getting synthread production working
Marnador - for their amazing RimWorld style font
License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so through Ludeon Forums (preferably) or the Steam Comments Section, and give credit where credit's due.
(https://i.imgur.com/UoPtH7W.png)
Compatibility
This mod should work with any other mod, since this mod is the first of its kind.
Download
GitHub (https://github.com/XeoNovaDan/SkillOverhead/releases/latest)
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1204378444)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503).
Overview
Tired of inconsequential injuries like tiny eye scars making your legendary constructors fail three constructions in a row, or tiny digit loss crippling your growers and animal handlers? This mod's for you, folks!
In vanilla RimWorld, the following success chance stats stop developing past level 8:
- Animal Product Yield
- Construction
- Harvest Yield
As a result, a level 15 with an eye injury will still only have the same success rate as a level 8 with the same injury. This doesn't make sense since the level 15 has had significantly more experience, so the tiny injury shouldn't really affect their chances at all, or only minimally.
This mod addresses that.
Now past level 8, the above stats will actually continue to develop, albeit very slowly. This means that minor injuries will no longer effectively cripple the well-functioning of your master constructors, and so on!
Credits
Marnador for their great RimWorld font.
License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so either through here or Ludeon Forums, and give credit where credit's due.
(https://i.imgur.com/Amg1zrn.png)
Compatibility
Conflicts with Tribal Essentials - if you prefer this mod's approach to the stove unlocking process, load this after Tribal Essentials, otherwise don't include this in your load order.
If you're using this on an existing save game. you will probably need to research 'Stoves' if you want to expand your kitchen.
Download
GitHub (https://github.com/XeoNovaDan/StoveTech/releases/latest)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1213734112)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503).
Overview
Always found it strange that your tribe could look ahead of its time and freely build fueled stoves right from the get-go? It never particularly bothered me, but to some that could be quite an immersion breaker. Well take a look at this!
StoveTech makes it so that if you're playing a tribal start colony, you're going to have to live with producing your food on a campfire for a while. However, if you're making a new Crashlanded, Rich Explorer or any other 'modern' colony, then they'll already have this technology researched.
In terms of impact on the game's difficulty, this does make the game slightly harder if you're playing as a tribe since you won't be able to build stoves right off the bat.
Credits
Marnador for their delicious RimWorld font.
License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so either through here or Ludeon Forums, and give credit where credit's due.
(https://i.imgur.com/DiHtTYT.png)
Multilingual Support
サポート日本語 (by Proxyer)
Compatibility
Compatible with any other mod out there. Can be safely added to savegames, but will cause issues if removed from a savegame where generated pawns have temperature tolerance traits.
Downloads
GitHub (https://github.com/XeoNovaDan/TemperatureTolerant/releases/latest)
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=917415498)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503).
Overview
Remember the Heat/Cold Tolerant/Lover traits which existed up until Alpha 16?
This mod re-introduces the 'Heat Tolerant' and 'Cold Tolerant' traits from that spectrum, but in a slightly more distinct way. While ordinary people would be getting uncomfortable in harsh temperatures; people that tolerate those sorts of temperatures will still be comfortable. However, those who tolerate one end of the temperature spectrum more also fare worse on the other end.
Here's how I've re-introduced the traits:
Cold Tolerant
- -11°C (-19.8°F) minimum comfortable temperature
- -5°C (-9°F) maximum comfortable temperature
Heat Tolerant
- +11°C (+19.8°F) maximum comfortable temperature
- +5°C (+9°F) minimum comfortable temperature
Credits
Marnador for their amazing RimWorld font.
License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so either through here or Ludeon Forums, and give credit where credit's due.
(https://i.imgur.com/c2AMoqg.png)
Compatibility
For Modders: To make a patch for this mod, simply plug the defNames of your mod's animals into the appropriate XML patches. Vanilla animal patches can be found in Patches/Core for reference.
I wouldn't recommend using this and 'A Dog Said' together due to the overlap of parts and balance inconsistencies that will be introduced.
Recommended to use with Animal Armor (https://ludeon.com/forums/index.php?topic=29503.msg398875#msg398875) to maximize the customization of your animals.
No animal mods have been made compatible with this yet. I'm not going to be responsible for creating compatibility patches with other mods either.
Download
GitHub (https://github.com/XeoNovaDan/VanillaFriendlyAnimalSurgery/releases/latest)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1130112804)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503).
Overview
For those that still want animal surgery in the game but don't like the 'one size fits all' philosophy of A Dog Said (e.g. the same bionic part fitting on a squirrel that also fits on an elephant).
Vanilla-Friendly Animal Surgery adds the following body parts for animals: dentures; peg legs; hearts; kidneys; lungs; livers; simple prosthetic arms; simple prosthetic legs; bionic arms; bionic eyes; bionic legs and painstoppers. Dentures and peg legs are installed on animals in the same way that you'd install them on a colonist in vanilla RimWorld.
Similarly, larger parts are going to be more powerful than their smaller brethren: a small bionic leg might do 8 damage if installed frontally, but a large one will do 15.
These are the five size categories:
Tiny - Fits on animals with a mature body size of less than 0.3, such as chickens and squirrels.
Small - Fits on animals with a mature body size between 0.3 and 0.7, such as monkeys and alphabeavers.
Medium - Fits on animals with a mature body size between 0.7 and 1.3, such as boars and ostriches.
Large - Fits on animals with a mature body size between 1.3 and 2.4, such as muffalo and bears.
Huge - Fits on animals with a mature body size equal to or greater than 2.4, such as rhinoceroses and thrumbos.
Animal organs and prostheses, similar to human prostheses in the base game, can only be obtained via trade; you can't produce them or expect them to come falling from the sky. For balance reasons and due to XML limitations, you can't harvest animals for their organs either; they also can only be obtained via trade.
Animal body parts also have their own trade categories, so these won't interfere with the commonality of human body parts on the market. Additionally, adding parts to and removing parts from animals only yields 5/16ths as much experience as an operation on a human, to reduce the feasibility of experience grinding.
Credits
Marnador for their excellent RimWorld-style font.
Shotgunfrenzy for the 'Combat Extended Compatible' text on the thumbnail.
License
You may use this mod in your mod packs, and you may also derive from the mod. All that I ask is that you please let me know, and give me credit and provide a link to this forum post.
(https://i.imgur.com/eaRsXBs.png)
Compatibility
I'm not aware of any other mods that this'll conflict with.
This can safely be added to a savegame, but there will be issues if you try to remove this mod while your save has batteries from this mod; deconstruct those batteries before removing this.
Download
GitHub (https://github.com/XeoNovaDan/VanillaFriendlyBatteryExpansion/releases/latest)
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1213894880)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503).
Overview
Adds two new battery types to the game which are more specialized, but they also have their downsides to remain balanced. These batteries are therefore by no means straight upgrades; they serve more as sidesteps since they also fall off the capacity:efficiency curve when compared to the vanilla battery.
These new batteries must be unlocked by researching Advanced Batteries, which in turn requires Batteries and Microelectronics Basics to be researched.
Let's get into the basics for each battery type this mod adds, along with the vanilla battery:
Battery (Vanilla):
(https://i.imgur.com/JdyQara.png)
Material Cost: 50x Steel; 2x Component
Work to Build: 13s
Capacity: 1000 Wd
Efficiency: 50%
Footprint: 1x2
Max HP: 100
Mass: 20 KG
High-Capacity Battery:
(https://i.imgur.com/k0vClt5.png)
Material Cost: 100x Steel; 3x Component
Work to Build: 20s
Capacity: 3000 Wd
Efficiency: 35%
Footprint: 2x2
Max HP: 200
Mass: 50 KG
High-Efficiency Battery:
(https://i.imgur.com/e0GFnxK.png)
Material Cost: 50x Steel; 5x Gold; 2x Component
Work to Build: 20s
Capacity: 600 Wd
Efficiency: 90%
Footprint: 1x2
Max HP: 100
Mass: 20 KG
Credits
Marnador for their shockingly good RimWorld font.
License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so either through here or Ludeon Forums, and give credit where credit's due.
(https://i.imgur.com/eVIm3UY.png)
Multilingual Support
日本語に翻訳された (by Namsan)
Compatibility
VFWE is fully compatible with Combat Extended. The patch is integrated within CE itself; no additional external patch is needed.
This mod can safely be added to existing savegames, but there may be issues removing it from existing savegames.
Download
GitHub (https://github.com/XeoNovaDan/VanillaFriendlyWeaponExpansion/releases/latest)
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=898543416)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503).
Overview
The Vanilla-Friendly Weapon Expansion (or simply VFWE) aims to increase the variety of weapons in RimWorld while maintaining an overall consistent balance and aesthetic, as well as having as little functional redundancy as possible. Most weapons that this pack introduces are mid-tier, but there are a few outliers both above and below.
To be slightly more precise, VFWE adds one new melee weapon; two neolithic ranged weapons; four conventional firearms; one high-tech weapon and two mechanoid-only weapons.
Weapon Document (https://docs.google.com/document/d/1xFXuPYfICOgr5sZof7dEFT2PhJMNHN1KSZfgAnXBIZc/edit?usp=sharing)
Weapon Stats (https://docs.google.com/spreadsheets/d/1jysPBNJI2VUi0nYcJQ5RWyJvPpLNarpe617jit9R7R4/edit?usp=sharing)
Regarding weapon suggestions, I'm unlikely to accept any since pretty much every niche that the vanilla combat system can possibly accommodate has been filled - suggestions must be distinct but also balanced, and nothing that requires C# since I can't program in said language.
Credits
Marnador for the RimWorld-style font.
Namsan for the Japanese Translation.
Shotgunfrenzy for the 'Combat Extended Compatible' text on the thumbnail.
License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so either through here or Ludeon Forums, and give credit where credit's due.
(https://i.imgur.com/EddNVpc.png)
Translations
日本語 - Proxyer
Overview
A very small mod that makes it so that pants are finally visible on your colonists, that pesky group of visitors which eat all of your food supplies, and that horde of angry pirates who want nothing more than to kill off your ludeonicrous chicken farm and steal all of your eggs! Yes, you can finally see the beautiful combination that is yorkieskin pants contrasted against a beaverskin t-shirt, and a pink cloth jacket!
Purely cosmetic - this post serves more as a discussion board than anything... I guess to post screenshots of your colonists' amazing clothing!
Powered by the Harmony Patch Library.
Compatibility
Mods:
Natively supports Vanilla Apparel Expanded: Jeans, Shorts, Skirts and Trousers will also be visible when worn.
Destructively prefixes the SortWornApparelIntoDrawOrder method in Pawn_ApparelTracker (I tried transpiling but with no success), but there are no known conflicts as a result of this yet. If using with Apparello, whichever mod is lowest in the load order is the one that gets its pants textures used.
Saves:
This can safely be added to and removed from ongoing savegames.
Credits
Brrainz - for their fantastic work with Harmony
Strakarix - for kindly providing artwork for relevant apparel from Vanilla Apparel Expanded, as well as the updated pants textures
Vindar - for kindly providing permission to use the original pants graphics from Medieval Times
Marnador - for their RimWorld-style font
Download
GitHub (https://github.com/XeoNovaDan/VisiblePants/releases) (source (https://github.com/XeoNovaDan/VisiblePants))
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=926698084)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503)
License
You may use this mod in your mod packs, and you may also derive from the mod. All that I ask is that you please let me know, and give me credit and provide a link to this page.
(https://i.imgur.com/IKRuByX.png)
Multilingual Support
サポート日本語 (by Namsan)
Compatibility
Should work with any other mod since this mod is entirely new content, and no other mod has added plants that are like these.
This can also safely be added to existing savegames, but there may be issues removing this from a savegame if you've started any of this mod's research, have any artiveg or have sown any plants.
If you find any bugs, please link me to a full output log and give some basic information on how you triggered the bug; this is vital information for me to be able to fix said bugs.
Download
GitHub (https://github.com/XeoNovaDan/GeneticallyEngineeredPlants/releases) (source (https://github.com/XeoNovaDan/GeneticallyEngineeredPlants))
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1204258045)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503).
Overview
Xeo's Genetically Engineered Plants adds four new plants to RimWorld, opening up new possibilities for both food production and resource production. As is the theme with all of my mods, I've put a lot of care into balancing this mod to fit with Vanilla. Now let's get into the details for each plant added!
Artiveg
(https://i.imgur.com/XyWzSo7.png)
Description: An extremely fragile, genetically engineered plant that grows poorly in any ground that's less than rich in nutrients, but grows exceptionally well in highly fertile environments. Widely used by urbworlds to feed their staggering population counts, in a bid to tackle their frequent food shortages.
Growing Skill to Sow: 12
Research Requirement: Artiveg (800 points, Spacer tech)
Fertility Sensitivity: 170%
Minimum Soil Fertility: 65%
Base Grow Days: 4.24
Mature Harvest Yield: 9x Artiveg
Health Points: 45
Other Notes: Has a 10% better nutrition output than rice in rich soil, and 30% in hydroponics. Falls behind the pack everywhere else.
Duraveg
(https://i.imgur.com/CLabdLj.png)
Description: A completely different strain of artiveg; duraveg was selectively bred and modified on glitterworlds, for the purpose of being distributed as a new means for a food supply on caveworlds, and even toxic worlds. This extremely hardy plant can survive many hostile conditions, is immune to blight, and can even grow in complete darkness, but has a very low food output compared to conventional crops when grown in reasonable bodies of earth.
Growing Skill to Sow: 8
Research Requirement: Artiveg (800 points, Spacer tech)
Fertility Sensitivity: 20%
Minimum Soil Fertility: 1%
Base Grow Days: 5.3
Mature Harvest Yield: 6x Artiveg
Health Points: 270
Other Notes: Doesn't die in the cold, grows fine in complete darkness, immune to blight and has an extremely long lifespan. Has a very low nutrition output though, even in gravel when compared to rice.
Branchvine
(https://i.imgur.com/hoNnAsD.png)
Description: Genetically engineered creeper plant that grows to become wood-like, and quickly at that. Unlike trees however, branchvines will die in the cold.
Growing Skill to Sow: 10
Research Requirement: Branchvine (600 points, Medieval tech)
Fertility Sensitivity: 50%
Minimum Soil Fertility: 30%
Base Grow Days: 6.95
Mature Harvest Yield: 15x Wood
Health Points: 150
Other Notes: 20% better wood output than poplar trees (the best tree in vanilla RimWorld to farm for wood). Less health than any other tree, and dies in the cold rather than shedding leaves.
Rocketree
(https://i.imgur.com/02pIutC.png)
Description: A genetically engineered tree that yields no usable wood, but a lot of chemfuel. Will combust violently when ignited, and also fragile.
Growing Skill to Sow: 8
Research Requirement: Rocketrees (700 points, Industrial tech)
Fertility Sensitivity: 50%
Minimum Soil Fertility: 30%
Base Grow Days: 30
Mature Harvest Yield: 50x Chemfuel
Health Points: 150
Other Notes: Will explode in a large fireball (3.5 radius) at 84% health or less, launching fuel everywhere. Lifted this from the cryptosleep revival briefing.
Credits
Draegon1993 - new Artiveg (plant), Branchvine and Duraveg textures.
Marnador for their great work with the RimWorld-style font.
Mehni - being 'The Real MVP' with assistance for the original art set.
Shotgunfrenzy - new Artiveg (yield) and Rocketree textures.
License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so through Ludeon Forums (preferably) or the Steam Comments Section, and give credit where credit's due.
All of my mods have now been merged into this one thread, with the original post essentially acting as a hub of sorts. Sooner or later, I'll update all of my mods' About.xml files to point to this thread's original post rather than their old individual pages which have now been deprecated.
Mister Dan this is definitely a lot nicer, and way easier to keep up with. You just have too many things to remember!
Just curious, but would it be difficult for you to just ever have an "all in one" pack to download? The reason I ask is, because sometimes when I am going through and updating all of my mods at once, I might get to your page and I need a good handful. So instead of having to get a bunch of different GitHub downloads, could I just have one big pack, download it, and then just replace all of your mods with the new ones? For me at least, that would make things a lot easier, but it's not biggie if that's something you don't want to keep up with, just a suggestion. Thanks for all of your hard work! :)
@Harry - Yeah, it'll also be easier to maintain everything on one thread. Regarding the mod compilation: I did do something like that once, but it became too much of an issue to maintain so I eventually abandoned it.
All of my mods have now been updated to link back to the original post of this thread rather than their own individual threads which will cease to be updated from this point onwards; only their posts on this thread will be updated.
Keep at it Dan, great work! I really do love all of your small mods. Some of my favorites include your pants mod, the genetic plants, Skill Overhead, Shooting Skill Enhanced, and Quality Cooldown.
I was curious about Skill Overhead and this, "Work success rates continue developing past level 8; less of trivial injuries ruining success rates!"
Do you think this will have any interaction with Crafting Quality Rebalanced? I'm wondering since your pawns will continue to gain success rates, would that mean a level 17+ skill pawn would always make something higher than good, according to CQR's chart?
No biggie if you don't know, but was curious if you did! :)
https://ludeon.com/forums/index.php?topic=39047.0
Harry - It won't have any effect on CQR, nope. All that Skill Overhead does is lessen the impact on stats like construction success chance from smaller injuries when that person has a high skill level. :P
Also thanks for the support! It means a lot. :)
Thumbnail update for Plant Cutting is for Growers. Credit goes to Shotgunfrenzy for this one!
(https://i.imgur.com/aJusDI0.png)
Compatibility
Compatible with Vanilla-Friendly Animal Surgery and A Dog Said and will work with either mod without any issues.
This can be used with other animal mods active, but you can't actually install armor onto them since they won't have the RecipeDefs XML patched onto them. As a result, compatibility patches will be needed to be able to armor up your penguins, thrumuffalo or whatever other modded animals you have. It'll be up to other modders to either make external compatibility patches or submit them to me so that I can integrate them into the mod Combat Extended-style.
I'd recommend using the following mods alongside this for an optimal experience:
- Vanilla-Friendly Animal Surgery (https://ludeon.com/forums/index.php?topic=29503.msg397743#msg397743) so that you can give your animals painstoppers and bionics to make them into true mobile meat/mechanoid grinders.
- Simple Plastic (http://steamcommunity.com/sharedfiles/filedetails/?id=1102480398) so that you can produce synthread to establish a heavy armor production chain.
The following mods are compatible with Animal Armor:
- GeneticRim (https://ludeon.com/forums/index.php?topic=35158.0) by SargBjornson
- FFGermanShepherd (https://steamcommunity.com/sharedfiles/filedetails/?id=1205488606) by forestfey (Steam Exclusive)
Download
GitHub (https://github.com/XeoNovaDan/AnimalArmor/releases/latest)
Steam (https://www.steamcommunity.com/sharedfiles/filedetails/?id=1308599543)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503).
Overview
Animal army enthusiasts, did it ever bother you that in RimWorld that you can't armor up your animals? Well, this mod allows you to do exactly so!
Animal Armor adds three variations of armor, all with differing characteristics (they all offer full-body coverage though), all three types being producible with varying levels of research - it's generally cheaper to buy them from settlements or combat suppliers than to produce them though, so bear that in mind. On top of that, you need to make sure that you get the right size of armor for your animals; 'tiny' armor for squirrels isn't going to fit on 'huge' elephants for example, and vice-versa, and this applies to other size categories too.
However, not all RimWorld animals might like being handled! As a result, when installing or removing armor, some medicine is also required to anesthetize the animal to ensure no resistance. From then on, it's impossible to fail installing armor onto an animal, regardless of how bad the doctor and medicine is.
A brief overview of all armor types:
- Makeshift - The cheapest, lowest-tech solution of the three. 30% sharp resistance and 10% blunt resistance, but also reduces movement speed by 10%. Producible from steel, or purchasable from tribals and outlanders.
- Standard - Modern armor, the most well-rounded of the three. 30% sharp resistance and 10% blunt resistance, but no movement speed penalty. Producible from cloth, steel and a small amount of plasteel, or purchasable from outlanders and orbital traders.
- Heavy - Modern armor, ultimately the best of the three. 60% sharp resistance and 20% blunt resistance, but also reduces movement speed by 20%. Producible from synthread, as well as a lot of steel and plasteel, or purchasable from outlanders and orbital traders.
Size categories:
- Tiny - This consists of animals with a full-grown body size of less than 0.3: squirrels, boomrats etc.
- Small - This consists of animals with a full-grown body size of at least 0.3, but less than 0.7: monkeys, foxes etc.
- Medium - This consists of animals with a full-grown body size of at least 0.7, but less than 1.3: dogs, boars, alpacas etc.
- Large - This consists of animals with a full-grown body size of at least 1.3, but less than 2.4: cougars, bears, muffalo etc.
- Huge - This consists of animals with a full-grown body size of 2.4 and greater: thrumbos, elephants etc.
Powered by Harmony Patch Library.
Credits
Mehni, the real star of the show here - for tirelessly working on providing the code to get this mod to work elegantly at all! This mod wouldn't work as smoothly as it does without his efforts. The real MVP! I'd also recommend checking out his mods (https://ludeon.com/forums/index.php?topic=35832.0) if you haven't done so already.
Compatibility Patches: Faeldray (FFGermanShepherd), Koolaidius (GeneticRim)
Marnador for their RimWorld-style font.
Shotgunfrenzy for kindly providing the 'Combat Extended Compatible' text.
License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so either through Steam or Ludeon Forums, and give credit where credit's due.
Animal Armor has been welcomed back to the mod family after being left in Alpha 17 land for months! The XML's been re-written mostly from scratch and follows the same size convention as Vanilla-Friendly Animal Surgery. Various improvements have been made.
More Info: https://ludeon.com/forums/index.php?topic=29503.msg398875#msg398875
Steam Page: https://www.steamcommunity.com/sharedfiles/filedetails/?id=1308599543
On that note,
Vanilla-Friendly Animal Surgery has been updated too, with some additions and tweaks including:
- Bionics and Simple Prostheses are now 20% cheaper. For medium size, bionics now have a market value of 600 (from 750) and simple prostheses are now 160 (from 200), for example.
- 'Small' size category is now 0.3 to 0.7 and 'Medium' is 0.7 to 1.3.
- Market value gap between sizes has been refactored.
- Painstoppers can now be added to animals!
- Shiny new thumbnail!
More info here (needs to be updated :P ): https://ludeon.com/forums/index.php?topic=29503.msg397743#msg397743
Steam page: https://steamcommunity.com/sharedfiles/filedetails/?id=1130112804
If you're interested in Animal Armor, I'd also recommend picking up Vanilla-Friendly Animal Surgery if you haven't already, and also
Simple Plastic so that you can produce Synthread which is required for the high-end Heavy Armor in Animal Armor.
Simple Plastic Info: https://ludeon.com/forums/index.php?topic=29503.msg397739#msg397739
Steam Page: https://steamcommunity.com/sharedfiles/filedetails/?id=1102480398
Quote from: XeoNovaDan on February 21, 2018, 05:39:12 AM
Do note that installing animal armor onto an animal will remove all 'child' parts due to the way that bodies work in RimWorld, so be sure to put armor on first before any augmentations.
Does it mean that armor can't be combined with bionics? Or "armor after bionics = no, bionics after armor = ok"?
wwWraith - The latter.
Ironic, I posted some similar suggestion a few weeks ago in the animal thread. I said how I wish we could upgrade the durability of animals, because they'll be so easy to down in later game combat. So this is perfect, yet again! Thanks, Dan :)
Also, this works with any animals, even crazy mutations with non-traditional anatomies added in from mods, correct?
Harry_D - You're very welcome! Unfortunately, other mods will need to have compatibility patches to be able to install armour onto them since they won't have the RecipeDefs patched on by default.
Alright, well I suppose I'm going to see how you've done it to sort of gauge how much work I would have to do to get all of my critters in.
Also, I really, really love when modders put into the notes not only any significant changes number wise, but also what this new number is coming from. Anyway I'm gonna stop kissing your ass now, but just know these little details are appreciated :P
For example, how you have this in GitHub:
A couple of size category changes
'Small' is now 0.3 to less than 0.7 rather than 0.8
'Medium' is now 0.7 rather than 0.8 to less than 1.3.
Quote from: XeoNovaDan on February 21, 2018, 06:57:19 AM
Harry_D - You're very welcome! Unfortunately, other mods will need to have compatibility patches to be able to install armour onto them since they won't have the RecipeDefs patched on by default.
Dang, that mean's no heavy armored War Minions without patch. :-(
Yep, Walking Problem or somebody else would need to make a patch because I sure as hell am not bothering with patches because there are so many mods out there to patch. I doubt anybody would patch for VFAS to be fair since hardly anybody's heard of it.
VFAS what's that?
Following this as I need that animal armour.
I am also thinking about skill overhead as it makes more sense to me than how things work now. I know a lot of top level craftsmen with missing fingers.
Vlad0mi3r - There's a lot to choose from! I'm sure the list will gradually keep on expanding as i get more ideas to mod in, and shrinking as the updates pass on by...
I'd suggest to add <unfinishedThingDef> to the animal armors' crafting recipes. It takes a decently long time to complete so it would be better made interruptable.
And maybe show "Remove armor" surgery recipe only when it was installed.
wwWraith - Thanks for the feedback regarding recipes, that's very helpful and I'm working on it now! As for the 'remove armor' recipe, there's nothing I can really do about that unfortunately: using the alternative 'Recipe_RemoveHediff' method won't return the armor, so this is the best I can do without any real C# knowhow.
Animal Armor has been updated to Version 1.1!
Changes:
- All animal armor variations now have an unfinishedThingDef so that one piece of armor can be made over multiple crafting work sessions.
- Officially touting Combat Extended compatibility.
Quote from: XeoNovaDan on February 22, 2018, 02:25:47 AM
wwWraith - Thanks for the feedback regarding recipes, that's very helpful and I'm working on it now! As for the 'remove armor' recipe, there's nothing I can really do about that unfortunately: using the alternative 'Recipe_RemoveHediff' method won't return the armor, so this is the best I can do without any real C# knowhow.
Wouldn't install a special "no armor" hediff remove the old one ?
Canute - It would, yes, but removing the old hediff would also return the body part through that method. However, through the more elegant method that wwWraith and I mentioned, it wouldn't return the body part likely because there's no code included in that worker to try and return the correct item - it's probably down to that code being intended for the 'excise carcinoma' recipe rather than removing 'armor'.
I'd need somebody with very basic C# knowhow to somehow make a new worker by merging aspects of both vanilla workers.
Quote from: Harry_Dicks on February 21, 2018, 11:01:55 AM
VFAS what's that?
Vanilla Friendly Animal Surgery is my guess.
Quote from: XeoNovaDan on February 21, 2018, 10:48:07 AM
I doubt anybody would patch for VFAS to be fair since hardly anybody's heard of it.
Quote from: Harry_Dicks on February 21, 2018, 11:01:55 AM
VFAS what's that?
The joke
----------
Vlad's head
;D
Quote from: Harry_Dicks on February 22, 2018, 07:39:34 AM
Quote from: XeoNovaDan on February 21, 2018, 10:48:07 AM
I doubt anybody would patch for VFAS to be fair since hardly anybody's heard of it.
Quote from: Harry_Dicks on February 21, 2018, 11:01:55 AM
VFAS what's that?
The joke
----------
Vlad's head
;D
Ok I get it I must be one of the lucky ones with my ear to the ground and had heard of it. You'll keep Harry. :P
Quote from: Vlad0mi3r on February 22, 2018, 08:35:24 AM
Ok I get it I must be one of the lucky ones with my ear to the ground and had heard of it. You'll keep Harry. :P
It's okay, I just wanted to give Dan a hard time. He needs it; can't let all this praise go to his head ;)
Quote from: XeoNovaDan on February 22, 2018, 03:12:03 AM
I'd need somebody with very basic C# knowhow to somehow make a new worker by merging aspects of both vanilla workers.
(https://i.imgur.com/LfCG6fz.png)
>_>
Screw you Dan.
Animal Armor has been updated to v1.2 already!
Changes:
- 'Remove Armor' recipe doesn't constantly show now on animals. Credit goes to Mehni for kindly making a Harmony patch to Recipe_RemoveHediff to make this possible!
Do you see that rifle at Xen's avatar ? I think he used proper arguments not to get screwed :-)
Animal Armor has been updated to v1.3
Changes:
- Will now work with animal bionics without any issue. Credit goes to Mehni again!
Shouldn't you honor Mehni and call it Mehni Armor for Animals ? :-)
(https://i.imgur.com/eevY0lI.png)
Compatibility
Will conflict with any mods that modify Gut Worms or Muscle Parasites. Conflicting should be minimal since this mod uses C# and XML patching.
There are no other known incompatibilities.
Download
GitHub (https://github.com/XeoNovaDan/ParasiteTendsMatter/releases/latest)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1316893151)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503).
Overview
Don't you just dislike how regardless of if you use a crippled level 0 doctor without any medicine, or a fully bionic level 20 doctor with glitterworld medicine, it always takes 5 tends to get rid of Gut Worms and Muscle Parasites? I certainly do!
This mod makes it so that tend quality for muscle parasites and gut worms matters: use a bad doctor with poor quality medicine and it'll take more tends to remove parasitical diseases, and it'll take fewer tends if you use a good doctor with good quality medicine.
Average tend quality guide:
- 0% to 8% - 7 tends
- 9% to 19% - 6 tends
- 20% to 37% - 5 tends
- 38% to 66% - 4 tends
- 67% to 100% - 3 tends
If these values seem daunting, bear in mind that even a healthy level 8 doctor that doesn't use any medicine will average a tend quality of 30%, which fits in right with vanilla on the above guide.
Info For Modders
This mod adds a new Hediff comp called HediffComp_MultipleTendsQuality which is a child comp of HediffComp_TendDuration, the properties of which are defined through HediffCompProperties_MultipleTendsQuality.
This comp opens up two new values to XML:
- disappearsAtTendedCountQuality - this comp's equivalent of disappearsAtTendedCount. Once the tend counter's value reaches or surpasses this, the hediff is removed. This value is 7 for GutWorms and MuscleParasites.
- tendQualityCounterOffsetFactor - The tend counter's value is increased by 1 per tend, plus the tend quality multiplied by this value. This value is 2 for GutWorms and MuscleParasites, but defaults to 1.
So if you have any mods that add diseases which require a fixed number of tends to remove and you want tend quality to matter for them too, then it should be pretty easy to make a patch for them to be affected by tend quality.
Credits
Fyarn for helping out with the C# stuff. Big thanks!
Marnador for their RimWorld-style font.
License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so either through here or Ludeon Forums, and give credit where credit's due.
Damn it another mod I will now need. Good work this scaling due to expertise is sorely missing in the core game.
What about Fibrous mechanites any chance for them to be included?
Vlad0mi3r - I probably won't cover mechanite diseases mainly because tend quality does in fact affect their pain and impact on tiredness rate, but also partially because my skills are still very limited.
Quote from: XeoNovaDan on March 01, 2018, 08:21:04 AM
Vlad0mi3r - I probably won't cover mechanite diseases mainly because tend quality does in fact affect their pain and impact on tiredness rate, but also partially because my skills are still very limited.
Cool no worries just keep doing what your doing. :)
Thanks Dan! Of course my mod list keeps growing... this is so terrible! ::)
Harry_D - You're welcome!
Animal Armor has now been updated to v1.3.1, meaning that a compatibility patch with GeneticRim has now been integrated into the mod. You can now armour up your army of thrumbochickens, or whatever it is that's cool with GeneticRim!
Ohhhhh, nifty! Thanks for that!
Animal Armor has now been updated to v1.3.2, and with that means more compatibility. Animal Armor is now compatible with FFGermanShepherd, so you can now gear up your faithful companion through the raider-ridden wastelands!
please make animal armor mod be compatible with combat extended.
@Temple_Wing - it already is
So, just a quick update that I've been working on a very significant project. Release times are uncertain for now, but things can change. The original post gives more info on it.
*Rub hands in anticipation*
By sheer luck of the draw, and with terrible timing, I'm proud to announce Ranged Combat: Enhanced as a new addition to my mod family! More can be found out on the OP of this thread or on this mod's Steam Workshop page :P
It's a comprehensive rebalance of ranged combat in Vanilla RimWorld, but other mod weapons will work too... just in less spectacular fashion.
Download from...
GitHub: https://github.com/XeoNovaDan/RangedCombatEnhanced/releases/latest
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1348888996
Does it work with your own Shooting Skill Enhance? A replacement or compliment each other?
@DiamondBorne - They should work together
Allow me to be the first one to say that this is the single greatest range combat mod ever made. Combat Extended wishes it could do half what this mod did. ;D
Ha :D
When using the Ranged Combat: Enhanced mod weapons give a -1000% accuracy penalty! Is that intended or it is supposed to be a -10% penalty?
Edit: I have a small nitpick with the accuracy on vanilla weapons and it is the touch accuracy.
I get that sniper rifles can't be shot from point blank range with great accuracy, but an autopistol or a revolver or even hell a shotgun can be used for close quarter engagements and be effective in regards to accuracy.
I know that you are all about balancing so what do you think about this issue?
@CyanSam - Ranged Combat: Enhanced was my contribution to April Fool's day for the year. -1000% is a strange formatting error with RimWorld; it's meant to be -10, which equates to -10 levels' worth of accuracy.
Well, April Fool's day is over. Ranged Combat: Enhanced will remain up for grabs for the time being, but I wouldn't recommend using it for proper runs unless you really want to.
Maybe rename it to "Ranged Combat: Enhanced April Edition" :-)
(https://i.imgur.com/iaaXL7x.png)
Compatibility
This can be added to existing savegames, but existing tiles won't have bushes added to them; you'll need to generate new tropical tiles to benefit from this mod. This mod can also be safely removed from existing savegames, but future tropical biome tiles without this mod won't have any raspberry bushes.
There are no known conflicts with other mods.
Download
GitHub (https://github.com/XeoNovaDan/TropicalForaging/releases/latest)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1357179822)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503).
Overview
Ever thought that it was strange that Tropical Rainforests and Tropical Swamps are completely devoid of any forageable plants - in stark contrast, even completely barren Extreme Deserts have the elusive agave plants that your colonists can harvest and eat. This seems like an oversight and a half, so this mod's probably better described as a bug fix, especially since Tropical Rainforests used to have raspberry bushes in older versions of RimWorld.
If your awareness of this shocking fact bugs you, this mod fixes Tropical Rainforests and Tropical Swamps by making raspberry bushes naturaly occur in both of these biomes.
Sticking to XND standards: you can expect a quality, well-balanced experience just like with all of my other mods. Balancing was done with a spreadsheet.
Credits
Marnador for their RimWorld-style font.
License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so either through Steam or Ludeon Forums, and give credit where credit's due.
(https://i.imgur.com/lb919Ea.png)
Compatibility
Can be added to existing savegames, but only newly-generated weapons will be flagged as 'looted' upon being dropped; existing weapons won't be marked. Flickering may occur if removed from ongoing saves though.
Compatible with Combat Extended. Also works with MendAndRecycle and Nano Repair Tech where mending a looted weapon will remove the looted tag just like how mending tainted apparel removes the tainted tag, but this can be disabled in mod settings.
This should work with most, if not all weapon mods out there. If there's one that doesn't work, please let me know.
There are no known mod conflicts or bugs.
If you find any bugs, please link me to a full output log and give some basic information on how you triggered the bug; this is vital information for me to be able to fix said bugs.
Download
GitHub (https://github.com/XeoNovaDan/ProfitableWeapons/releases) (source (https://github.com/XeoNovaDan/ProfitableWeapons))
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1386385125)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503).
Overview
In vanilla RimWorld, it's impossible to profit from producing weapons due to their pitiful 20% sell price multiplier; you're always better off selling their raw materials. The reason why such a multiplier exists in the first place is so that it wasn't ridiculously easy to profit from raids, but as mentioned previously, this approach had its side-effects.
With Profitable Weapons, the weapon sell price multiplier gets increased to 100% (configurable through mod settings) which puts it in line with apparel, but also introduces a tainted-esque system for weapons to maintain original balance, albeit with a few notable differences:
- Looted weapons will be marked with an (L) to help distinguish them from non-looted weapons.
- Looted weapons will have their sell price multiplier multiplied by 20% by default (configurable through mod settings), the same as the vanilla multiplier.
- There isn't a mood penalty associated with equipping a looted weapon, unlike tainted apparel which is anywhere from -3 to -8.
- Looted weapons can still be sold to traders unlike tainted apparel.
Weapons gain the (L) tag if dropped by raiders or friendlies, if used 20 times, or if dropped from trader inventories - the latter two are configurable through mod settings. Remember that the aforementioned pawns don't have to die for their weapons to be marked as 'looted'; them simply being downed is enough. Weapons that are dropped by colonists, colony caravans or prisoners (i.e. prison breaks) won't get marked.
Two new stockpile filters have also been added so that you can keep looted weapons out of your main selling stockpiles, or if you want to configure workbench bills (e.g. electric smelters) so that your colonists don't smelt non-looted weapons which are perfectly good for selling.
Powered by Harmony Patch Libary.
Credits
Mehni - for tolerating my endless questions, offering tons of advice and guidance, and generally being awesome. I probably couldn't have done this without him; huge thanks! He also makes some great mods (https://ludeon.com/forums/index.php?topic=35832.0); I'd highly recommend checking them out.
NoImageAvailable - For helping me with getting this mod to work properly with MendAndRecycle while keeping things simple. Another huge thanks!
ChJees and erdelf - offering more advice and guidance. Big thanks!
Pardeike (AKA Brainz) - for making Harmony. This was so much easier to do thanks his work!
Why_Is_That (AKA The Saladspinner of Woe) - for making the SettingsHelper, and Uuugggg for improving it
Other Contributors - Aidolii
License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so either through here or Steam, and give credit where credit's due.
New mod: Viable Weapon Trading
Ludeon: https://ludeon.com/forums/index.php?topic=29503.msg409020#new
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1386385125
Overview:
* Increases the sell price multiplier of weapons from 20% to 70%
* Weapons dropped by colonists and prisoners won't be marked as 'looted', but also won't unmark marked weapons
* Weapons dropped by raiders and friendlies will be marked as 'looted'
* Weapons dropped by AI caravans and visitors will be marked as 'looted' (configurable)
* 'Looted' weapons will have their sell price multiplier multiplied by 25% (configurable from 0% to 100%)
* Stockpile and Bill filters to easily allow/disallow 'looted' weapons
Finally it's here! I've been suggesting a Deadman's-esque debuff for looted weapons since several months in the RSG discord to revert the horrible nerf to colony weapon industry. 70% is still kinda low for the amount of work a weapon needs but this is definitely a step in the right direction.
Now I'll have to come up with a new mod idea to annoy Xeo with.
In my opinion, prices should NOT be fixed ever. The player SHOULD adjust the rates himself. Why?
We are playing a game whose main goal is to generate "Stories" that are different in each play.
I could say that "Weapons" would naturally sell high as survival combat is essential and look at the real world profiting with false accusations on the lives of others...
Now, back to topic, when a caravan arrives, the game only notifies the player of which Faction they are from only... which is very poor data. Why? Because the "WHERE" did they came from is very important too.
Say for example, my own colony is on the very equator and the visiting caravan (with exaggeration) came from a pole. I know that food and clothing is what they want more, so I should be able to sell them items for a higher price, in comparison with another caravan that also comes from an equatorial position.
The price I choose, shall also be considered based on the Faction "relationship", if the friendliness is near 100 points, I could choose to offer them a discount. Look at Trump raising the price of steel and global market fluctuations. Oil...
If I am already a technologically advanced colony... every time a tribal caravan arrives, I would make gunpowder weapons very expensive for them, unless of course they are Israeli for example.
Now on the other hand, if I am at a pole and the arriving caravan comes from the tropic, of course Clothing will have no benefit for me.
Drugs, I would sell high if they come from a very disease like biome.
Sculptures should probably be high if the arriving caravan are outlanders, sophisticated Factions. But tribals probably won't care much.
Besides my opinion that prices should be "player-adjustable", I do favor the raise in prices because 20% is ridiculously low. Truth is Tynan wants us to stay longer, but players mostly want to launch the spaceship and start another game. So the long near eternal last third of the game is very painful at the moment, that I simply choose to avoid.
Viable Weapon Trading has been updated to v1.0.1.
Changes:
* New non-functional setting for the Mending mod
* Functionality will be implemented in 1.1 when I know how to transpile with Harmony
* New stockpile filter for non-scavenged weapons
I found simple plastic surprisingly nice. It can be created 1:1 from wood, but so far, I have mostly used it as a mid game chemfuel sink, when a single deep drill deposit is usually more than you can bother to use for the whole game. Compared to wood, it is better for structures, and worse for beauty. This is different to real life, where plastic is used for small items with complicated shapes, and is too expensive in large volumes for structures. But that niche doesn't really exist in game, so changing it makes sense. Adding a chemfuel -> wood substitute path helps to balance out the mid game economy, when wood is one of the few renewable resources for trade goods. The only suggestion I have is to decrease the commonality for generated items, since it's one of the worst materials in the game for almost all of them. There's enough wooden swords in the game as it is.
@Zizard - I really appreciate the feedback on SP, thanks! I'll get to updating it at some point later.
Viable Weapon Trading has been updated to Version 1.1
Changes:
* Synergises with Mending: mending a looted weapon will remove its looted flag
* This can be disabled in mod settings
Is the skill shooting enhanced compatible with Combat extended?
Quote from: WolfgangPolska on May 23, 2018, 06:21:45 AM
Is the skill shooting enhanced compatible with Combat extended?
Yes it is.
I have created a compatibility patch for the AnimalCollabProj mod, do you want to include it into the main mod?
(https://i.imgur.com/g2qs7z7.png)
Multilingual Support
Deutsch - Energistics
Compatibility
Should be safely addable to existing savegames. There shouldn't be any problems removing this from existing savegames if you're not running any mods that depend on this.
'Show me them Turret Stats' should work with most, if not all turret mods out there, but patches may be required for modded turrets to use colonists' stats and be upgradable. TE naturally won't be compatible with Combat Extended, and also won't work with Beta 18.
There are no other known incompatibilities.
If you find any bugs, please link me to a full output log and give some basic information on how you triggered the bug; this is vital information for me to be able to fix said bugs.
Download
GitHub (https://github.com/XeoNovaDan/TurretExtensions/releases) (source (https://github.com/XeoNovaDan/TurretExtensions))
Steam (https://steamcommunity.com/workshop/filedetails/?id=1496122245)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503)
Overview
Turret Extensions is a multi-purpose mod that does the following:
- Allows you to view the combat stats (damage, accuracy etc.) of turrets, since you can't do so in vanilla for whatever reason
- Allows you to view the damage amount and damage type of turret ammuniton (e.g. shells)
- Adds various, well-documented turret framework extensions that allow modders to easily do what was previously impossible without C#, purely via XML
- Fixes a vanilla bug where turret guns always face north regardless of orientation when built
Here's what modders have managed to do with Turret Extensions so far:
- TE Turret Expansion (https://ludeon.com/forums/index.php?topic=29503.msg411756#msg411756) by XeoNovaDan
Show me them Turret Stats - Vanilla vs. Turret Extensions
(https://i.imgur.com/OgFsRKq.png)
A Better Framework
Turret Extensions' various framework extensions allows for turret mods that fill niches that could simply never be filled before without the extra capabilities that Turret Extensions brings to the table. Here's what Turret Extensions allows for as of v1.2:
- Manned turrets that actually factor in their operator's accuracy and/or aiming time stats
- Automatic turrets that can be force-targeted by the player, just like with pawns
- Turret force-targeting to auto-cancel when the target is downed, just like with pawns
- Upgradable turrets with a large variety of parameters that can be adjusted
All of the above can now be done purely in XML; not a single line of C# is required!
View the documentation on GitHub here (https://github.com/RimWorld-CCL-Reborn/TurretExtensions/wiki).
For those who are interested, I have also made a Discord server which you can join here (https://discord.gg/gyM44bb).
If you want to spice up your mod's thumbnail a bit, you can download a 'Powered by Turret Extensions' overlay image from Dropbox here (https://www.dropbox.com/s/s57fw90729uf0iz/TurretExtensionsPreviewOverlays.zip?dl=0) - with and without drop shadows.
Preview:
(https://i.imgur.com/aG1rVWZ.png)
Turret Extensions Roadmap for TE v2.0:
- Split the single-upgrade system into a flexible, modular system (UpgradeDefs, UI work)
- Allow the AI to use turrets other than vanilla ones (this'll be hard to do!)
Dynamic combat stat readouts - implemented in v1.2General code and documentation cleanup - kind of done with v1.2
If you have any suggestions or other constructive feedback, feel free to let me know!
Powered by the Harmony Patch Library.
Credits
Big thanks to Mehni, erdelf, Lanilor, ChJees, Spdskatr, Telefonmast and FuriouslyEloquent for helping me with the C#!
Pardeike (AKA Brrainz) - for making the Harmony Patch Library - this probably wouldn't have been possible without his work
Diana Winters - for proofreading the documentation
Marnador - for the RimWorld-style font
License
You may include this mod in a mod pack, and you may make your own contributions to this open-source project (for which you'll be credited), but please inform me if you're doing so through Ludeon Forums (preferably) or the Steam Comments Section, and give credit where credit's due.
(https://i.imgur.com/AFxccKI.png)
Compatibility
Requires Turret Extensions (https://ludeon.com/forums/index.php?topic=29503.msg411686#msg411686) in order to work properly. Should be safely addable to ongoing savegames. There will be one-off errors when removing this from ongoing savegames though, and you will lose TE Turret Expansion-added turrets and all upgrades to vanilla turrets.
Incompatible with Combat Extended and won't work with Beta 18.
There are no other known incompatibilities.
If you find any bugs, please link me to a full output log and give some basic information on how you triggered the bug; this is vital information for me to be able to fix said bugs.
Download
GitHub (https://github.com/XeoNovaDan/TETurretExpansion/releases) (source (https://github.com/XeoNovaDan/TETurretExpansion))
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1496140597)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503)
Overview
TE Turret Expansion is a vanilla-friendly turret mod that uses the extended turret framework from Turret Extensions, which gives each added turret various unique characteristics compared to other turret mods (e.g. manned turrets that actually factor in the manning person, upgrades). This mod currently adds three turrets across two tech levels:
Medieval:
Ballista | Pros | Cons |
(https://i.imgur.com/82qGHTr.png) | + Does a significant amount of damage + High AP for a pre-industrial weapon + Has a stopping power of 2.5 + Very good range | - Slightly inferior DPS to a greatbow - Limited upgradability - Flammable |
Industrial:
Mini-Sniper Turret | Pros | Cons |
(https://i.imgur.com/EOYHapH.png) | + Very accurate with 98% shooting accuracy + Does a considerable amount of damage + Same range as a bolt-action rifle + Portable like mini-turrets | - Low DPS due to a slow fire rate - Poor close-quarters performance - Somewhat component-intensive to build |
Machine Gun Emplacement | Pros | Cons |
(https://i.imgur.com/RsM9L1D.png) | + Same range as an assault rifle + Doesn't require electricity + Has a stopping power of 1 + Very powerful | - Fairly expensive and takes a while to build - Offers inferior cover to sandbags - Easily hit with ranged attacks - Somewhat inaccurate |
Both turrets use vanilla research projects and are also upgradable. TE Turret Expansion also makes the following minor changes to vanilla turrets...
Mini-Turret:
Can now be upgraded to be made...
- Somewhat more accurate
- More reliable with a slightly stronger barrel
- Manually aimable
Autocannon Turret:
Can now be upgraded to be made...
- Significantly more durable (both HP and barrel)
- Somewhat less flammable
- Somewhatmore accurate
Uranium Slug Turret:
Can now be upgraded to be made...
- Significantly more durable (both HP and barrel)
- Somewhat less flammable
- More accurate up close
- Quicker to fire
Mortar:
Can now be upgraded to be made...
- Considerably more accurate
- Somewhat quicker to fire
Credits
Shotgunfrenzy - for providing some great artwork!
Marnador - for the RimWorld-style font
License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so through Ludeon Forums (preferably) or the Steam Comments Section, and give credit where credit's due.
(https://i.imgur.com/kyzOhGb.png)
Compatibility
Can be safely added to and removed from existing savegames. No known mod incompatibilities.
Download
GitHub (https://github.com/XeoNovaDan/LessBrutalFoodPoisoning/releases/latest)
Steam - when 1.0 officially releases
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503)
Overview
Less Brutal Food Poisoning is a tiny mod that makes it so that food poisoning doesn't knock out any pawn that's unfortunate enough to fall into its evil clutches. As a counterbalance, food poisoning is also more common, being as common as it used to be in the early-access versions of the game.
Exact changes to Food Poisoning's stages:
- Initial - x50% consciousness -> x80%
- Major - x10% consciousness -> x50%
- Recovering - x50% consciousness -> x80%
Credits
Marnador - for their RimWorld style font
License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so through Ludeon Forums or the Steam Comments Section, and give credit where credit's due.
I've now updated a selection of my mods to v1.0 unstable. Do note that there won't be any v1.0 Steam releases until v1.0 actually leaves unstable.
The following mods have been updated from Beta 18 to v1.0 unstable:
- Aim Incendiary Anywhere
- Forbiddable Debris
- Profitable Weapons (formerly Viable Weapon Trading)
- Simple Plastic
- Stuffed Flaks (formerly Armor Stuff Expanded)
- Temperature Tolerant
- Visible Pants
- Xeo's Genetically Engineered Plants
There are also a few new mods which are exclusive to v1.0:
- Less Brutal Food Poisoning - self-explanatory
- TE Turret Expansion (requires Turret Extensions) - balanced but currently small turret mod
- Turret Extensions - QoL mod for turret inspection and also a framework extension
The following mods are now effectively vanilla and will therefore no longer be maintained:
- Better Chain Shotgun
- Parasite Tends Matter
- Plant Cutting is for Growers!
- Skill Overhead
- Tropical Foraging
The following mods are now deprecated and won't be officially maintained:
- Animal Armor - it died once, now it dies again. Not worth the maintenance
- Fewer Inferno Cannons - wasn't really necessary to exist
- Improved Anesthetic - generally no longer willing to maintain
- Manhunter Animals Rebalanced - didn't really need to exist
- Quality Cooldown - no longer willing to maintain
- Randomisable Sea Ice - didn't really need to exist
- Ranged Combat Enhanced - April Fool's is long gone
- Relevant Mechanoid Surgery - mechanoid surgery is no longer a thing
- Ship Parts Refactored - partially no longer willing to maintain, partially made redundant
- Shooting Skill Enhanced - no longer willing to maintain
- StoveTech - no longer willing to maintain
- Vanilla-Friendly content mods - no longer willing to maintain
The above list of deprecated mods are now in a ZIP file linked in the original post, for those who happen to want to unofficially maintain them.
Deprecated mod repository: https://www.dropbox.com/s/zstdeur1hf3n1ol/XND%27s%20Deprecated%20B18%20Mods.zip?dl=0
Visible pants are back baby! So may good mods here, but pants are incredibly important ;)
(https://i.imgur.com/PYH9QXY.png)
Compatibility
Should be safely addable to and removable from existing savegames.
There are no known incompatibilities.
If you find any bugs, please link me to a full output log and give some basic information on how you triggered the bug; this is vital information for me to be able to fix said bugs.
Download
GitHub (https://github.com/XeoNovaDan/AdjustablePredatorCount/releases) (source (https://github.com/XeoNovaDan/AdjustablePredatorCount))
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1496078416)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503)
Overview
Are you sick of predators that maul your colonists and pets to death, or a masochist that feels like every single animal in your game should be a predator of some shape of form? If you fall onto either end of this spectrum, this is the mod for you.
Adjustable Predator Count is, as the name suggests, a mod that allows you to adjust the likelihood of predators spawning naturally in biomes. This is done entirely through the mod settings menu, where you can simply type in a number to multiply predator spawn rates by - there's no slider though; that was only for illustrative purposes. A couple of examples:
No Predators - set the value to 0 and predators won't ever spawn until you either remove this mod or reconfigure it in the same menu.
Nothing but Predators* - simply set the value to something absurd like 10000000. Due to how animal spawning mechanics work though, there may be the elusive non-predator once in a blue moon.
Do note that this value globally affects all predators in the game, across all biomes - vanilla and modded alike. For now, this value also only affects wild spawn rates, which means that you can still get manhunter packs, traders or migratory herds which have predators.
Powered by the Harmony Patch Library.
Credits
Big thanks to erdelf, Mehni and Spdskatr for helping me with transpiler trouble and mod settings!
Pardeike (AKA Brrainz) - for making the Harmony Patch Library, and for Camera+ which was used for the squirrel in the thumbnail
Marnador - for the RimWorld-style font
License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so through Ludeon Forums (preferably) or the Steam Comments Section, and give credit where credit's due.
Thanks Xeo,
i bet many people would love this mod since they hate predators ! :-)
Judging by the patch notes, it looks like Aim incendiary Anywhere is now redundant since its functionality is part of the vanilla game. Regarding progress with other mods:
* Turret Extensions now adds the ability to make manned turret affect the ShootingAccuracy of the manning pawn.
I'm also working on a very basic upgrading system, but currently having technical issues. The initial version of the upgrading system will only have a single upgrade which the modder can define the effects of (currently limited to the turret's shootingAccuracy), and the only costs will be labour. However, I hope to add resource costs at some point, and maybe even split the single upgrade into UpgradeDefs.
All of this will be available in the next release of Turret Extensions, which'll be when 1.0 finishes unstable. There will also be Steam releases for my 1.0 mods, so stay tuned!
Simple Plastic seems to need an update. It stopped working for me today. Last time I used it was version 1.0.1946.
Anni - I'll probably focus on that closer to release. Sorry that I've been slow with responding; I've been busy testing 1.0 and also working on Turret Extensions v1.1
Updated the following two mods: Turret Extensions and TE Turret Expansion. Brief change logs for each are as follows...
Turret Extensions (https://ludeon.com/forums/index.php?topic=29503.msg411686#msg411686) (v1.1):
* Added functionality to make upgradable turrets purely through XML
* Manned turrets can now modify the operator's accuracy
TE Turret Expansion (https://ludeon.com/forums/index.php?topic=29503.msg411756#msg411756) (v1.1):
* Buffed the vanilla autocannon turret's accuracy (96% -> 97%)
* All vanilla turrets are now upgradable
* All TE Turret Expansion-added turrets are now upgradable
I'm looking forward to Quality Cooldown being updated. Always loved that mod, even though the impact wasn't huge, maybe especially because of that.
Syrchalis - Chances are pretty slim that I'll update Quality Cooldown since I've officially abandoned it, but it's open to unofficial maintenance for whoever wants to maintain it. It was a fairly simple mod anyway and should be easy to update to 1.0.
Updated the following two mods for 1.0.1959: Turret Extensions and TE Turret Expansion. Brief change logs for each are as follows...
Turret Extensions (https://ludeon.com/forums/index.php?topic=29503.msg411686#msg411686) (v1.1.1):
* The shootingAccuracy variable has been deprecated since it's now customizable in vanilla
* Renamed shootingAccuracyOffset to ShootingAccuracyTurretOffset
* Minor display stats changes
TE Turret Expansion (https://ludeon.com/forums/index.php?topic=29503.msg411756#msg411756) (v1.1.1):
* Sniper turret is now upgradable
* Reverted the autocannon turret accuracy buff
* Machine gun emplacement buffed and made cheaper
Quote from: XeoNovaDan on July 05, 2018, 08:50:20 AM
Syrchalis - Chances are pretty slim that I'll update Quality Cooldown since I've officially abandoned it, but it's open to unofficial maintenance for whoever wants to maintain it. It was a fairly simple mod anyway and should be easy to update to 1.0.
It's fine, I added the patch to my huge patch. I started changing so many defs of core that whenever a new version comes or I have to reinstall (happens a lot during unstable) it's a lot of work, so I just made a mod myself and included the quality CD modifier patch.
Updating it is really easy, because all one has to do is remove the qualities that don't exist anymore.
(https://i.imgur.com/bnx86JF.png)
Multilingual Support
Deutsch - Energistics
русский - Ninja Kitten
Compatibility
Should be safely addable to existing savegames. There may be issues removing this from an existing savegame if an aurora is happening or if somebody has the 'Observed aurora' thought.
Should work fine with all mods out there.
If you find any bugs, please link me to a full output log and give some basic information on how you triggered the bug; this is vital information for me to be able to fix said bugs.
Download
GitHub (https://github.com/XeoNovaDan/MemorableAuroras/releases) (source (https://github.com/XeoNovaDan/MemorableAuroras))
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1437612522)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503)
Overview
Ever thought that it was strange that the +14 moodlet from seeing a beautiful aurora just instantly vanishes as soon as a colonist steps indoors; that the spectacular image of this phenomenon just leaves their minds in a puff of smoke as if it were nothing?
This is a simple mod that makes auroras lift your colonists' spirits for an entire day after witnessing an aurora, in the form of a lasting +5 moodlet - just as if they had dined in a very impressive dining room. Auroras actually mean something for colonists that don't spend 24 hours of the day outdoors!
Credits
Marnador - for the RimWorld-style font
License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so through Ludeon Forums (preferably) or the Steam Comments Section, and give credit where credit's due.
I really like your new shotgun mod, instantly subscribed.
(https://i.imgur.com/os73tdX.png)
Compatibility
Naturally won't work with Beta 18.
Stopping power patching is done dynamically through C# for weapons which have the default stopping power of 0.5. For those with their own defined stopping power, they will need patching to be consistent balance-wise.
For details on which weapons have been dynamically patched and which weapons haven't been patched, this mod will leave lists detailing each of those in the output console and log upon startup.
Mods that have been patched for this mod:
- Rimsenal (https://ludeon.com/forums/index.php?topic=11160.0)
- Rimsenal - Enhanced Vanilla Pack (https://ludeon.com/forums/index.php?topic=11160.0)
- TE Turret Expansion (https://ludeon.com/forums/index.php?topic=29503.msg411756#msg411756)
The above patches have been integrated into Ranged Stagger Rebalanced itself; no additional downloads are required.
If you find any bugs, please link me to a full output log and give some basic information on how you triggered the bug; this is vital information for me to be able to fix said bugs.
Download
GitHub (https://github.com/XeoNovaDan/RangedStaggerRebalanced/releases) (source (https://github.com/XeoNovaDan/RangedStaggerRebalanced))
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1496097305)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503)
Overview
In vanilla RimWorld, ranged stagger lasts 95 ticks (just under 1.6 seconds). This 95 ticks is constant, meaning that a staggered pawn will move at 1/6th of their normal movement speed for that duration regardless of if their body size is considerably lower than the projectile's stopping power, or if their body size is equal to that stopping power.
Ranged Stagger Rebalanced somewhat changes the way that this duration works by making it dynamic. It changes ranged stagger and stopping power in the following ways:
- The base ranged stagger duration is now 120 ticks (2 seconds)
- A pawn with a body size that's less than or equal to 20% of the stopping power gets staggered for the full duration
- A pawn with a body size that's equal to the stopping power gets staggered for 20% of the base duration
- This duration transitions smoothly (e.g. body size that's 80% of the stopping power gets staggered for 40% duration)
- Most projectiles now have a stopping power that's equivalent to their base damage x 0.1
- This is multiplied by a further 1.5x for the LMG, shotguns and doomsday launcher
Note: With v1.1, there's an opt-in experimental formula which can be toggled in the mod settings menu. It changes the ranged stagger duration formula to the following:
- The base ranged stagger duration is still 120 ticks (2 seconds)
- If stopping power is equal to the pawn's body size, the pawn gets staggered for 20% of the base duration
- If stopping power is 1.5x the pawn's body size, the pawn gets staggered for 50% of the base duration
- If stopping power is 3x the pawn's body size, the pawn gets staggered for the full duration
To put this new formula into perspective, this table shows the baseline stagger duration for each conventional weapon against a human, in seconds:
Weapon | Damage | Vanilla | Rebalanced | Experimental |
Revolver | 12 | 1.58 | 0.73 | 0.63 |
Autopistol | 10 | - | 0.4 | 0.4 |
Machine Pistol | 6 | - | - | - |
Bolt-Action Rifle | 18 | 1.58 | 1.28 | 1.2 |
Pump Shotgun | 18 | 1.58 | 1.67 | 1.8 |
Chain Shotgun | 18 | 1.58 | 1.67 | 1.8 |
Heavy SMG | 12 | - | 0.73 | 0.63 |
LMG | 11 | 1.58 | 1.18 | 1.1 |
Assault Rifle | 11 | - | 0.58 | 0.52 |
Sniper Rifle | 25 | 1.58 | 1.6 | 1.67 |
Minigun | 10 | - | 0.4 | 0.4 |
Short bow | 11 | - | 0.58 | 0.52 |
Pila | 25 | 1.58 | 1.6 | 1.67 |
Recurve bow | 14 | 1.58 | 0.97 | 0.88 |
Greatbow | 17 | 1.58 | 1.22 | 1.13 |
Charge Rifle | 15 | - | 1.07 | 1 |
Charge Lance | 30 | 1.58 | 1.73 | 2 |
If you have any feedback, feel free to let me know!
Powered by the Harmony Patch Library.
Credits
Brrainz - for their fantastic Harmony Patch Library!
Marnador - for the RimWorld-style font
Mehni - for rubberducking. Quack quack!
License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so through Ludeon Forums (preferably) or the Steam Comments Section, and give credit where credit's due.
Quote from: XeoNovaDan on July 12, 2018, 07:35:17 PM
(https://i.imgur.com/o9CImQi.png)
Questions regarding this and Proper Shotguns:
* Does the stagger apply to each pellet or the whole salvo? If each pellet induces the stagger, can a shotgun single-handedly stagger a group of tightly-packed pawns?
If not, then:
* Each individual pellet calculates the stagger being calculated, meaning you can multiply the stagger if multiple pellets hit one single target, inducing a much higher stopping power calculation than previously meant.
I'd rather have each pellet from one single shot have a function of the stopping power of the projectile, meaning a shotgun that has 1.6 stopping power and shoots 8 pellets have each individual pellet have 0.2 stopping power that can incrementally stagger a pawn if multiple of those hit the target, up to 1.6 if all pellets hit one single target.
Quote from: Razzoriel on July 12, 2018, 09:46:19 PM
...
Each pellet would still be treated as 2.7 stopping power. However, stagger duration won't stack for each pellet that hits; it simply resets said duration. Since all pellets will hit at pretty much the same time too, it should make very little-to-no difference balance-wise. Good question though!
FYI for the 0.2 stopping power thing, that also won't stack; if each pellet has 0.2 stopping power (in the case you mentioned), it won't be able to stagger anything except really small animals like rats or chickens.
Updated Turret Extensions (https://ludeon.com/forums/index.php?topic=29503.msg411686#msg411686) to v1.1.2
Changes:
* Barrel durability text when inspecting upgradability now depends on the fuelGizmoLabel for the turret
(https://i.imgur.com/SA9eJb2.png)
Compatibility
Should be safely addable to existing savegames. There may be issues removing this from ongoing saves if there's ongoing turbulent waters though.
Should work fine with all mods out there.
If you find any bugs, please link me to a full output log and give some basic information on how you triggered the bug; this is vital information for me to be able to fix said bugs.
Download
GitHub (https://github.com/XeoNovaDan/WatermillTweaks/releases) (source (https://github.com/XeoNovaDan/WatermillTweaks))
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1496115783)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503)
Overview
Watermill Tweaks is a mod that makes several changes that are specific to the watermill generator to make it somewhat of a more nuanced power source compared to other power sources. It does so by doing the following:
- Changing the Power Output - Watermill generators now have a base generation of 1400W rather than 1100W in vanilla.
- Temperature Variation - If outdoor temperatures are below 0°C (32°F) or above 50°C (122°F), watermill generators will produce less power. This is to simulate a gradual increase of viscosity from freezing and lower levels from increased evaporation respectively. On the hot end, power production halves at 60°C (140°F), and stops entirely at and beyond 90°C (194°F). However, it varies by river type for the cool end: -5°C and -8°C for creeks; -10°C and -15°C for rivers; -15°C and -23°C for large rivers; -20°C and -30°C for huge rivers.
- Seasonal Variation - Power output also changes depending on the season. 30% more power is produced during the spring, but 10% less power is produced during the fall, and 20% less power is produced during the winter.
Adding a new Incident - Watermill Tweaks also adds a new but somewhat uncommon incident called 'Turbulent Waters'. When this incident happens, all watermill generators on the affected map produce 50% more electricity, but they also get damaged over time because of debris and stress. Turbulent waters will only ever affect maps with standard rivers, large rivers and huge rivers though, with the incident being 2x more common with large rivers and 4x more common with huge rivers. Maps with greater than 2000mm of rainfall are also more likely to affected, and maps with less than 1000mm are less likely to be affected.
Powered by the Harmony Patch Library.
Credits
Brrainz - for their excellent Harmony Patch Library!
Mehni - The Seasonal MVP
Marnador - for the RimWorld-style font
AileTheAlien - for the idea
License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so through Ludeon Forums (preferably) or the Steam Comments Section, and give credit where credit's due.
Hi xeo,
nice tweak's special the events ! :-)
But a water mill don't got turbine blades, they got wheel blades/shovels. :-)
But with the turbine's i got the idea about some real water turbine's.
It add's back dam wall, side dam wall, water turbine's.
At first you need to build a back dam wall.
It is like a floor, so it can act as bridge and pawn's can move over to cross it.
At one side of the dam wall the water will turn into deep water.
Maybe a special deconstruct command so these deep water turn into shallow moving water.
On these dam wall you can build water turbines. One side need deep water, the other side shallow water.
To increase the turbine output, you can build side dam walls.
Between the side dam walls all water will turn into deep water.
Each side dam wall increase the power production of the water turbine by x% since they increase the water level before the dam wall and the pressure for the turbines.
Maybe a check for natural mountain, that can act as dam side wall, and they should give higher bonus.
The dam wall tile, need a very high build and work cost, so they arn't easyly build, like 100 stone blocks.
I suggest floor tiles for the dam walls, so they don't become target of raids too. It would be hard to simulate a broken dam.
But the turbines still be attackable.
Quote from: Canute on July 15, 2018, 03:45:43 AM
...
Ah, details! A dam probably wouldn't be a bad idea, but I wouldn't know how to implement that at least yet; my C# is still only somewhat basic. Besides, I don't feel that'd really fill any new niches.
Got some other mods that I'm making some progress on though: one that allows for quality improvement of equipment, and another that adds a bunch of traits.
It's ok,
keep the idea or throw it at someones head if you think he needed it.
Updated Watermill Tweaks (https://ludeon.com/forums/index.php?topic=29503.msg418739#msg418739) to v1.1
Update Summary:
* Seasonal power output has been implemented
* Rebalanced temperature-based power output
* Turbulent waters' commonality is now affected by the tile's rainfall amount
* No longer has mod settings
Minor update to Watermill Tweaks (v1.1.1):
* 'Hydroelectricity' research removed since vanilla now has its own research project
Any plans on updating stuffed flak to include the flak jacket?
Quote from: Syrchalis on July 17, 2018, 08:10:34 AM
Any plans on updating stuffed flak to include the flak jacket?
I actually forgot about that. I'll definitely do it at some point between now and 1.0's full release, but no guarantees in the near-future. Currently busy with other mods.
Hi there, is there any chance for a Non-Steam release of your shotgun mod ?
==== EDIT ====
The current patch and bad aim has made my shotgunners into claymores shooting pellets all around them.
Using Simple Plastic and Xeo's Genetically Engineered Plants in current 1.0 build will generate some errors at launch.
Do you need debug logs?
SpaceDorf - I could do a quick Dropbox release, sure.
Edit: Done - https://www.dropbox.com/s/na5ebs3blspa4js/ProperShotguns.zip?dl=0
Namsan - Yes, that'd be pretty useful!
Thank you Dan. ;D
Hey! I am looking for the B18 version of the Turret Extensions mod, but I can't seem to find it.. I can only find the 1.0 version on Github.
Yeah, Turret Extensions is exclusive to 1.0 I'm afraid. I did start working on it just before 1.0 unstable dropped, but decided to just fully commit to 1.0 once it did drop.
Heya, Watermill Tweaks is throwing an error with XML regarding the Turbulent Waters incident:
Here's pastebin of the log (https://pastebin.com/vLdan6xS)
@KittenRaee - Thanks, will look into it. I assume that Tynan changed the XML structure.
Alright, fixed! Thanks for reporting.
Edit: Also fixed and updated Simple Plastic and Genetically Engineered Plants
I've updated a few mods:
Profitable Weapons v1.1.2: (https://ludeon.com/forums/index.php?topic=29503.msg409020#msg409020)
* Major code cleanup
* Updated to use Harmony 1.2
Turret Extensions v1.1.3: (https://ludeon.com/forums/index.php?topic=29503.msg411686#msg411686)
* Updated to use Harmony 1.2
* Various bugfixes
TE Turret Expansion v1.2: (https://ludeon.com/forums/index.php?topic=29503.msg411756#msg411756)
* New turret: Ballista
* New artwork by Shotgunfrenzy
* Minor balance tweaks to MG emplacement and mini-sniper turret
* Rebalanced upgrades
Minor bugfix for Proper Shotguns: .5s and such will now round correctly with the Standard rounding mode
Updated all of my maintained mods to B19. Also got ModSync support for all of my mods except Proper Shotguns, and all of my mods now have Steam releases.
Speaking of proper shotguns did you know it dont seem to affect the oransan shotgun?
@rawrfisher - Yeah, that's because no mods have actually been patched with Proper Shotguns yet; only vanilla shotguns have been affected for now
Oh ok
Ranged Stagger Rebalanced (https://ludeon.com/forums/index.php?topic=29503.msg418130#msg418130) has been updated to v1.1
Rough changelog:
* New opt-in experimental formula:
* Can be toggled in the mod settings menu
* If stopping power is equal to body size, stagger for 20% duration (24 ticks)
* If stopping power is 1.5x body size, stagger for 50% duration (60 ticks)
* If stopping power is 3x body size, stagger for full duration (120 ticks)
* Stagger duration logging in the output console
* Dev mode has to be enabled for this
Also updated Profitable Weapons (https://ludeon.com/forums/index.php?topic=29503.msg409020#msg409020) to v1.2
Changelog:
* Added a new system where weapons can be flagged after a certain amount of uses
* Flagging happens after a combined total of 20 full bursts and melee attacks
* Enabled by default but can be disabled in mod settings
I have a question about Profitable weapons mod.
Can I use weapons with "looted" tag for trade quest?
@Namsan - Yes you can. This is probably fine though.
Updated Ranged Stagger Rebalanced (https://ludeon.com/forums/index.php?topic=29503.msg418130#msg418130) to v1.1.1
Changelog:
There's now an output console and log entry upon startup which details which ranged weapons have been dynamically patched and which ones haven't. Mainly a QoL improvement for modders that are hoping for full compatibility
(https://i.imgur.com/am44Vw9.png)
Compatibility
Redundant if Combat Extended is active.
The following mods have been patched to work with Proper Shotguns:
- Merp's Shotgun Pack
- Orassans
- Rimsenal (All modules)
The above patches have been integrated into the mod itself; no additional downloads are required. Any other mods that add shotguns will still work, but they won't fire proper buckshots.
If you find any bugs, please link me to a full output log and give some basic information on how you triggered the bug; this is vital information for me to be able to fix said bugs.
Download
GitHub (https://github.com/XeoNovaDan/ProperShotguns/releases) (source (https://github.com/XeoNovaDan/ProperShotguns))
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1438488634)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503)
Overview
Pump shotguns and chain shotguns will fire 6 pellets simultaneously, rather than one single shot.
This also isn't like other 'real shotgun' mods in the sense that shotguns with this will actually fire buckshots properly, rather than technically fire one pellet after the other very quickly.
Demonstration:
(https://i.imgur.com/ifg513i.gif)
Damage rounding can be configured in Mod Settings:
- Standard - damage rounding is normal (e.g. 22 damage w/ 6 pellets does 4 damage per pellet)
- Random - damage rounding is random (e.g. 22 damage w/ 6 pellets does 3-4 damage per pellet)
Powered by Harmony Patch Library.
Credits
Brrainz - for their fantastic Harmony Patch Library!
Marnador - for the RimWorld-style font
Spdskatr - for helping with RoundRandom
dninemfive - for the patch with WeaponTech
License Agreement
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so through Ludeon Forums (preferably) or the Steam Comments Section, and give credit where credit's due.
Quote from: XeoNovaDan on September 04, 2018, 05:26:28 AM
Mod throw me two red errors after enable it:
1st https://pastebin.com/aKbhqJ8n
2nd https://pastebin.com/31Q6feEP
Ty!
Thanks - will fix
Alright, fixed.
Updated
Ranged Stagger Rebalanced (https://ludeon.com/forums/index.php?topic=29503.msg418130#msg418130) to v1.1.2
Changes:Patched for the following mods:
- Rimsenal
- Rimsenal - Enhanced Vanilla Pack
Updated Profitable Weapons (https://ludeon.com/forums/index.php?topic=29503.msg409020#msg409020) to v1.2.2
Changes:
Fixed compatibility with MendAndRecycle (formerly Mending)
More updates have been brought to the -- oh crap, raiders have smashed the table again... Anyway, here goes!
Updated Turret Extensions (https://ludeon.com/forums/index.php?topic=29503.msg411686#msg411686) to v1.2
Changes:
Quality of Life improvements:
* Stat readouts in the 'Turret' section of info cards now update when upgraded
* Clarity for the 'Upgradable' stat readout
Several improvements to CompUpgradable:
* Can now add descriptions for upgrades
* Now has statOffsets and statFactors; replaces the following properties:
* MaxHitPointsFactor
* FlammabilityFactor
* ShootingAccuracyTurretOffset
* Now has upgradeFailMajorDmgPctRng; replaces the following properties:
* upgradeFailMajorDmgPctMin
* upgradeFailMajorDmgPctMin
* Can now add new graphics for upgraded turrets
* Barrel durability upgrades now represented properly
* mannerShootingAccuracyOffsetOffset -> mannerShootingAccuracyOffsetBonus
* effectiveBarrelDurabilityFactor -> barrelDurabilityFactor
The old variables will still work, but are no longer documented and will be axed entirely in v2.0
New CompSmartForcedTarget:
* Turrets with this can autoswitch targets after their forced target gets downed, just like colonists do
* Can synergise with CompUpgradable and TurretFrameworkExtension
Bugfixes:
* Cooldowns and warmups wouldn't be rounded when viewing turret upgradability info
* Upgrades that modified power consumption wouldn't actually have an effect on it
* Turrets won't gain hit points when an upgrade that modifies max hit points is applied
* Vanilla Bug - Turret gun always faces north when rotatable turret is spawned
New property for TurretFrameworkExtension:
* gunFaceDirectionOnSpawn
* Determines which direction a turret's gun faces when it's spawned
* Defaults to same direction as turret, but can be changed
For more information, please view the documentation: https://github.com/RimWorld-CCL-Reborn/TurretExtensions/wiki
Updated TE Turret Expansion (https://ludeon.com/forums/index.php?topic=29503.msg411756#msg411756) to v1.3
Changes:
Updated to use Turret Extensions v1.2
Various minor changes to upgrades:
* Uranium Slug Turret
* Now also increases shooting accuracy to 99.5%
* Plasteel: 40 -> 70
* Adv. Components: 2 -> 3
* Machine Gun Emplacement
* Now also increases barrel durability by 50%
Just fixed a very long-standing issue with Visible Pants: Pants will now consistently render correctly thanks to the power of the Harmony Patch Library by Brrainz.
And thanks to my nagging about the issue =p
(https://i.imgur.com/7GfQhN4.png)
Compatibility
Works with What The Hack by Roolo. Should also work with most alien races and animal mods. Can safely be added to ongoing savegames but there may be issues removing this from ongoing savegames.
Confirmed to be incompatible with Combat Extended. I will work on a patch at some point, though this could prove to be very difficult due to how differently CE works from vanilla regarding determination of hit parts. This is therefore a very low priority.
If you find any bugs, please link me to a full output log and give some basic information on how you triggered the bug; this is vital information for me to be able to fix said bugs.
Download
GitHub (https://github.com/XeoNovaDan/TargetingModes/releases) (source (https://github.com/XeoNovaDan/TargetingModes))
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1508165821)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503)
Overview
Showcase by BaRKy (https://www.youtube.com/watch?v=qpGxbPat__E) - thanks!
Targeting Modes sort of brings V.A.T.S from the Fallout universe to RimWorld, so you can now have your colonists and obedience-trained animals lay waste to those who dare oppose you by having them prioritize which body part groups they target, whether it be in ranged or melee combat. If you're using What The Hack by Roolo, you can even have your mechanoids join in on the head-slicing/blasting fun when they're being controlled.
There are five possible targeting modes:
- General - This is the same as vanilla, and the default targeting mode for all pawns. There are no accuracy penalties.
- Head - Pawns will prioritize getting hits off on the target's head, with head hits being ~4x more likely (~8x against humans since their base chance is so low). There's a significant accuracy penalty of 30% though.
- Body - Pawns will prioritize outright mangling their target's body, with body hits being ~2x more likely. There's a minor accuracy penalty of 10%.
- Arms - Pawns will prioritize hindering their target's manipulation, with arm hits and so on being ~3x more likely. There's a moderate accuracy penalty of 20%.
- Legs - Pawns will prioritize inhibiting their target's movement, with leg hits and so on being ~3x more likely. There's a moderate accuracy penalty of 20%.
Though if you're using The Birds and the Bees, there's a sixth targeting mode for the groin which has a significant accuracy penalty of 30% and makes hits on those parts ~24x more likely.
With the differing characteristics of each mode, an extra layer of strategy has been added to the game. To change a pawn's targeting mode, click the 'Targeting' button at the bottom of the screen, and then select which targeting mode you want your pawn to use:
(https://i.imgur.com/jXsWAzn.png)
You can also change multiple pawns' targeting modes simultaneously just by selecting them all at once, then change the mode just like you would with a single pawn. After a certain amount of time out of combat, targeting modes will automatically reset to the general mode to cover you if you forgot to reset everybody's modes.
Beware though, because raiders can also use targeting modes! With smart raids, any raider with a skill level of 8 or above with the weapon they have equipped could also deviate from the general targeting mode. Some mechanoid raiders have also been programmed to favor a body part group over others, and some animals in manhunter packs may prefer tearing off certain body parts provided they've got at least intermediate trainable intelligence.
If your foes are downed in battle, you can easily dismember body part groups of choice by moving your colonist within 3 cells from your victim of choice, assigning your colonist to your targeting mode of choice and having them attack said downed foe. Spare expense on peg legs and prosthetic arms when it comes to crippling raiders for later!
Don't like some of the above? Fret not for you can configure this mod through mod settings! Changeable aspects of this mod include whether certain targeting modes even affect accuracy, how often the game will try to reset targeting modes (or if it even tries to), whether hostiles can use targeting modes and how likely they are to use targeting modes.
Powered by the Harmony Patch Library.
Credits
Shotgunfrenzy - for his fantastic work with the preview image and the UI icons for each targeting mode!
Brrainz - for his fantastic work with the Harmony Patch Library. This wouldn't have been possible without it!
Why_is_that - for their Settings Helper which allowed for labeled sliders.
AUTOMATIC - for helping get the raider target mode functionality working
Fluffy - for letting me use part of TBATB's logo
Marnador - for their RimWorld-style font
Sentient_Worm - for their countless bug reports
License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so through Ludeon Forums (preferably) or the Steam Comments Section, and give credit where credit's due.
Updated Turret Extensions to v1.2.2
Changes:
Fixed NullRef exception caused by loading ongoing savegames with any mods that add CompUpgradable to turrets present in that save
This'll have a profound positive effect on TE Turret Expansion's save compatibility
Just a couple of mod updates
TE Turret Expansion v1.3.2:
Adjustments to mini-sniper turret:
* components to build: 3 -> 4
* components to upgrade: 1 advanced -> 2 standard
Other adjustments:
* mini-turret upgrade barrel durability factor: 1.25 -> 1.5
Profitable Weapons v1.2.3:
Patched for Sparkling Worlds (Core + Full)
Targeting Modes (https://ludeon.com/forums/index.php?topic=29503.msg432716#msg432716) has been updated to v1.1
Changes:
Manhunter pack animals can now use random targeting modes
- Requires at least Intermediate trainable intelligence
- Animals with higher intelligence are more likely to use random modes
QoL improvement: Targeting modes can now automatically reset after a certain amount of time when not in combat
Now configurable through mod settings
All of my mods now support Mod Manager (https://ludeon.com/forums/index.php?topic=16120.0) by Fluffy, and they also no longer include their Preview XCFs in their release ZIP files either which should significantly cut down file size and perhaps speed up download time for some. The XCFs are still obtainable through their GitHub source versions though.
Also made a couple of minor updates while in the process of adding Mod Manager support:
Profitable Weapons (https://ludeon.com/forums/index.php?topic=29503.msg409020#msg409020) v1.2.4 - Xpath patches on weapons have now been replaced by a few lines of C# which should solve all compatibility problems with weapon mods that use their own abstract bases instead of vanilla ones or ones that inherit from vanilla.
Visible Pants (https://ludeon.com/forums/index.php?topic=29503.msg397840#msg397840) v2.1 - Pants and flak pants should properly render for 100% of the time now with some minor code changes. Still uses the destructive detour though; had issues with getting a transpiler working because of some exceptions (IL wasn't the issue).
Your latest update to Targeting Modes seems to be a duplicate of TE Turret Extensions.
@bigheadzach - Haha, oops! Fixed. Thanks!
I've just pushed a beta test release for Survival Tools, a mod that's currently WIP but close to complete. Tested to be bug-free and should work with existing saves, but I'd highly recommend this with a new save. Thread with more info + download link: https://ludeon.com/forums/index.php?topic=45968.0
Summary - thread goes into more detail:
* Adds 5 tools to the game
* Pawns can use tools from their inventory as well as what they're holding (highly recommend using Mehni's Pick Up And Haul (https://ludeon.com/forums/index.php?topic=35832.0) with this)
* Different materials affect a tool's effectiveness in different ways
* Colonists get significant work speed penalties in jobs that they lack the proper tools for
* Tools will wear out over use
Alright, considering 1.0 unstable's out, I might as well post my plans for mod updating:
Definitely Updating:
- Forbiddable Debris
- Genetically Engineered Plants
- Memorable Auroras
- Profitable Weapons
- Proper Shotguns
- Ranged Stagger Rebalanced
- Targeting Modes
- TE Turret Expansion
- Turret Extensions
- Visible Pants
Most Likely Updating:
- Adjustable Predator Count
- Simple Plastic
- Watermill Tweaks
I will also only be updating when 1.0 officially releases, with Steam versions being updated over the release day and GitHub versions the day after. Plans for my listed WIP mods also haven't changed and both will be released exclusively for 1.0.
@XeoNovaDan
Hello,
I think there is a small bug in TE Turret Expansion.
Given:
- not having researched the techs needed to be able to upgrade a turret
- finish building a turret and clicking on the button to upgrade it
- finish researching the techs needed to be able to do the upgrade
Expected result:
- when the research is done, a pawn should work on the turret to upgrade it (suppose the required materials are already there)
Actual result:
- the turret doesn't get upgraded but just sits there with the green "+" on its icon
Workaround:
- reinstall the turret to any other spot, wait for it to get worked on, then move it back
Thanks!
@crusader2010 - I assume this is relating to doing something such as somehow acquiring a turret from a world event? Because IIRC the research requirements for upgrading are the same as the requirements to even build. Either way, I will look into it and should be fixed for the 1.0 release if I can reproduce this.
Quote from: XeoNovaDan on October 07, 2018, 03:53:40 AM
@crusader2010 - I assume this is relating to doing something such as somehow acquiring a turret from a world event? Because IIRC the research requirements for upgrading are the same as the requirements to even build. Either way, I will look into it and should be fixed for the 1.0 release if I can reproduce this.
Actually no. I could build for example the automated gun (can't remember the name but it looks like a small battleship cannon, that cannot be uninstalled). I could build it, the materials for the upgrade were there, but pawns didn't do anything with them. At first I didn't realize it was about the research so I built a new one - which got upgraded! (Probably researched something in the mean time). My old one still doesn't get upgraded. Same happened with a sniper turret. I built it but couldn't upgrade it before installing it somewhere else (this one i looked and it requires 2 researches that i had done). I'm using lots of mods but none that alter research.
Odd. IIRC the autocannon turret required its own research project and the mini-sniper turret also needs 2 research projects (gun turrets and precision rifling). IIRC this issue was also reported on Steam but I couldn't reproduce it.
Even with the rich explorer scenario, only the standard mini-turret is buildable.
When i get home i could provide a saved game if it's of any use (and mod config). Let me know how i can help track this down.
Yep, if you can do exactly that, that'd be great! It'd be a nice one to be able to hunt down and bash :)
Quote from: XeoNovaDan on October 07, 2018, 04:46:31 AM
Yep, if you can do exactly that, that'd be great! It'd be a nice one to be able to hunt down and bash :)
Here are the saved games: SAVED GAMES (https://mega.nz/#!8EcFXSLD!jbe8C4jguXi8nW7ChxkV0Ki98g1CxRy20kB0xHQ2NiA)
Here is the list of mods (except CORE) if you want to try more stuff with my customized version of Rimworld: My mods (https://mega.nz/#!kdcnnaRL!kulm65Cskr3i2fK3OT77vDn6g082ebXTnrVvwxOtz8w)
Notes:
- The archives are done with WinRar and RAR5 format. You might need that to open them.
- The autocannon that didn't get upgraded was the one on the right (from the more recent saved game), yet, for whatever reason, when loading that game it appears as being upgraded already. I went back to the oldest save I had, in the hopes of seeing the bug occur - see the second saved game in the archive.
- The mannable turret should be upgradable but nothing happens. Right clicking also doesn't show up the option.
- The unupgraded autocannon is missing one advanced component. I remember that I bought some from traders, yet no pawn could actually go to upgrade the turret.
- If you spawn advanced components via the developers' menu, you can suddenly upgrade both the autocannon and the mannable turret (right clicking also shows up what it should).
PS: if you plan on using all the mods, choose "load anyway" on the saved games since I added 3 of them while still playing (that don't impact anything related to turrets).
Edit: wrong links - fixed :)
Alright, thanks! Will look into it soon-ish :D
Hi! Very nice mods :)
I was wondering if these mods are compatible with 1.0 version.
Will probably test them later today.
Regards,
I did check with an initial 1.0 port and yes, all mods work fine with 1.0. though targeting modes may not play nicely since it needs jecstools which i'm unsure of regarding 1.0. I have been able to remove the dependency since though.
I may be slow with updating since I'm a bit burnt out on modding and life is also happening, but I'll try my best to stick to my original plan.
that new vats mode sounds sick. i will give it a go
Updated all Steam releases of my mods for 1.0, with the exception of Watermill Tweaks which is getting somewhat of a rewrite. GitHub releases will follow over the next couple or so days.
(https://i.imgur.com/FJlXnEK.png)
Compatibility
Not recommended to use this with Combat Extended. Can safely be added to and removed from ongoing savegames.
Though there won't be any issues using this with sniper rifles from mods, the aforementioned sniper rifles will need to be patched in order to give accuracy bonuses.
If you find any bugs, please link me to a full output log and give some basic information on how you triggered the bug; this is vital information for me to be able to fix said bugs.
Download
GitHub (https://github.com/XeoNovaDan/UseThatSniperScope/releases) (source (https://github.com/XeoNovaDan/UseThatSniperScope))
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1541521411)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503)
Overview
Ever thought that it was silly that whoever uses a sniper rifle never actually took advantage of its scope and ended up having the same sort of accuracy as if they used a weapon with iron sights, despite scopes having this fabled ability to zoom in on targets to enhance accuracy?
Now colonists and raders alike can use their sniper's scope to hit their shots more often at longer distances! In gameplay terms, a sniper rifle now gives the equipping character a shooting accuracy bonus equivalent to having the Careful shooter trait.
Happy hunting!
Credits
Marnador - for their RimWorld-style font
License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so through Ludeon Forums (preferably) or the Steam Comments Section, and give credit where credit's due.
All GitHub releases for my mods have now been updated for 1.0
Watermill Tweaks has been updated to v1.2
Changes:
* Tweaked seasonal power output values
* Spring: 1.3x -> 1.2x
* Fall: 0.9x -> 1.1x
* Winter: 0.8x -> 0.7x
* Power production thresholds from low temperatures now vary per river type
* Creek: -5°C half and -8°C zero
* River: -10°C half and -15°C zero
* Large River: -15°C half and -23°C zero
* Huge River: -20°C half and -30°C zero
@crusader2010 - Haven't gotten around to fixing yet since burnout set in and life picked up a little, but my motivation has picked up with 1.0. If this is still reproducible with 1.0, please let me know!
Sorry for being slow with the fix so far.
@XeoNovaDan: no worries, life should always come first :) Thing is I won't be playing 1.0 for a while now since a lot of the mods I use are not compatible with it yet. For now I haven't built more of the cannons yet, but I will after the steel stockpile gets refreshed lol. Also I did change some mods around, to try and solve small issues. If you ever have the mood and time to check it out for B19, the links from above will always be valid :) if it happens again when i eventually get to play 1.0, i'm going to write here for sure.
Thanks!
Genetic Plants. Artiveg, the best food plants. Duraveg is also excellent for its intended purpose. Branchvine spacing is just like a tree, although the texture is just one tile, a denser spacing like the artivegs would be nice. Rocket tree grows a very long time, and for relatively low yield. Anyway, great mod XND, saved my last two colonies from starvation. :)
@ptx - Glad that Genetically Engineered Plants helped :)
Yeah, Branchvine would kinda grow outwards after growing downwards, which would write-off sowing anything directly adjacently. IIRC Rocketree's output was balanced around being slightly better than if oak trees were to be grown, chopped and refined, though it may indeed be worth tweaking upwards given the alternative means of acquisition.
(https://i.imgur.com/qj6e016.png)
Note: This is now part of Animals Logic as per my own Pull Request. Therefore, this mod has now been deprecated.
Compatibility
Shouldn't conflict with any other mods. Can be safely added to and removed from ongoing savegames.
If you find any bugs, please link me to a full output log and give some basic information on how you triggered the bug; this is vital information for me to be able to fix said bugs.
Download
GitHub (https://github.com/XeoNovaDan/MedicalAlertsForAnimals/releases) (source (https://github.com/XeoNovaDan/MedicalAlertsForAnimals))
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1546254842)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503)
Overview
Medical Alerts For Animals is a very simple quality-of-life (or QoL) mod that shows alerts on the right-hand side of the screen whenever animals need treatment (whether from injuries or diseases), rescuing, or whether they're on the brink of death either from critical blood loss or severe illnesses - just like with colonists in vanilla.
Why does this exist? - There have been several occasions where valuable or bonded animals died from conditions such as blood loss, without any notification or therefore knowledge of that problem happening in the first place, and since there surprisingly aren't any mods which add any such notifications, this now exists!
Credits
Marnador - for their RimWorld-style font
License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so through Ludeon Forums (preferably) or the Steam Comments Section, and give credit where credit's due.
I am using Survival Tools with a new game. I edited Tribal start to only include a steel axe and sickle. However, once I loaded the world the other tools were still scattered across the map. I did save the custom scenario but did not test to see if it removed tools would spawn again without editing a scenario.
@onerous1 - Yeah, the scattered tools is currently hardcoded into the GenStep that creates those ruined buildings, rather than being a ScenPart. I could probably change that, but it may take quite a bit of work and would also affect some compatibility with other mods since they wouldn't have the scattered tools.
Watermill Tweaks has a bug / error for 1.0; Log:
Command line arguments: -logfile /tmp/rimworld_log
Verse.Log:Message(String, Boolean)
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()
RimWorld 1.0.2059 rev1008
Verse.Log:Message(String, Boolean)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()
XML error: <targetTypes><li>Map_PlayerHome</li></targetTypes> doesn't correspond to any field in type IncidentDef. Context: <IncidentDef><defName>TurbulentWaters</defName><label>turbulent waters</label><category>Misc</category><targetTypes><li>Map_PlayerHome</li></targetTypes><workerClass>WatermillTweaks.IncidentWorker_TurbulentWaters</workerClass><gameCondition>TurbulentWaters</gameCondition><letterDef>NegativeEvent</letterDef><letterLabel>Turbulent waters</letterLabel><letterText>Due to some heavy rainfall upstream or some other disturbances, the river is flowing more quickly than normal. Watermill generators will produce more power but will also get damaged over time.</letterText><baseChance>0.5</baseChance><minRefireDays>15</minRefireDays><durationDays><min>1</min><max>3</max></durationDays></IncidentDef>
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
@AileTheAlien - That was an issue that should've been fixed in v1.1.2 (current is v1.2) of Watermill tweaks since targetTypes was changed to targetTags. I assume you're using quite a heavily outdated version of the mod?
Thanks anyway!
Updated Profitable Weapons to v1.2.6. This solely fixes the issue with MendAndRecycle where mending weapons wouldn't remove L tag.
Also decided to change date formatting for this thread to ISO 8601 :P
(https://i.imgur.com/hyR0nFL.png)
Multilingual Support
中文 - fatestartnight
Compatibility
Should be safely addable to existing savegames, though do note that you will need to make tools for all of your colonists if this is the case since they won't work at full speed otherwise. There may be some errors thrown when removing this from an ongoing save, though these should be harmless other than all tools being removed from that game.
Survival Tools is fully functional with the following mods:
- Alpha Animals
- Atlas' Materials
- Combat Extended
- Crystalloid (Rewritten)
- Dubs Bad Hygiene
- Expanded Woodworking (+ VGP patch)*
- Fluffy Breakdowns
- Glitter Tech
- Kura's Extra Gems
- Kura's Extra Stone
- Mechalit Core
- MendAndRecycle
- Metals+
- Quarry
- RimBees
- Rimefeller
- Rim of Madness - Bones
- Rimsenal: Federation
- Turret Extensions
- Vegetable Garden
* - Make sure that Survival Tools is below in the load order
Do note that if using this with Turret Extensions, make sure that this is below Turret Extensions in the load order otherwise errors will be thrown on startup. I am not sure how to fix this.
There have been reported oddities with Simple Sidearms (not on my end though) and Pawns are Capable; I will look into these in the near-future (as of 2018-12-13). That being said, there are probably many mods out there which this could benefit from functionality patching with! If you have any suggestions, feel free to let me know.
If you find any bugs, please link me to a full output log and give some basic information on how you triggered the bug; this is vital information for me to be able to fix said bugs.
Download
GitHub (https://github.com/XeoNovaDan/SurvivalTools/releases) (source (https://github.com/XeoNovaDan/SurvivalTools))
Steam (https://steamcommunity.com/workshop/filedetails/?id=1566269698)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503)
Overview
Survival Tools adds several essential tools to RimWorld as well as an actual need to manage those tools. To make management easier, an alert will display on the right-hand side of the screen when colonists don't have the tools they need to perform tasks that they're assigned to do. I'd also highly recommend using Cut Plants Before Building (https://steamcommunity.com/sharedfiles/filedetails/?id=1539025677) with this.
(https://i.imgur.com/0I4DXYn.png)
(https://i.imgur.com/z2whyjH.png)
The following is a list of tools that are added, and what stats they affect:
- Axe - Tree felling speed
- Pickaxe - Digging speed; Mining yield (digging)
- Hammer - Construction speed
- Sickle - Plant harvest speed
- Glitterworld Multitool - All of the above
If a colonist doesn't have any tools required for a certain stat, they receive a significant work speed penalty in that stat - though colonists with good tools will actually be more efficient compared to vanilla. Colonists can use tools either equipped in their main hand or from their inventory - the functionality to pick up items being added allowing for the latter, and in turn allowing non-violents to use tools. Colonists can only hold up to two tools at once in their inventory, though tool belts increase that to four.
(https://i.imgur.com/hKcp7xY.png)
Most tools can be produced at crafting spots or smithies, but can also be found in structures upon generation of a new map or purchased from traders and settlements. Tool belts are only producible at tailoring benches though, as well as purchaseable.
The overall effectiveness of a tool is determined by what it's made out of, as well as its quality. For example: a plasteel axe will be great at cutting down trees, and a uranium pickaxe will be the most effective at digging through rocks and otherwise extracting resources from veins.
(https://i.imgur.com/a1Q6lOM.png)
Beware though, since tools do actually degrade over use! The useful lifespan of a tool depends on its maximum HP and its quality. If colonists are using tools that will degrade soon, an alert will show on the right-hand side of the screen prompting you to replace those tools.
Several features can be toggled, including the inventory limitation for tools and the degradation rate of tools as they get used. There is also a toggle for a hardcore mode which makes certain tasks completely impossible without tools (e.g. mining), as well as increasing the rate at which tools degrade.
Powered by the Harmony Patch Library - included with this mod; no additional downloads required.
To-Do List [expected ease of implementation]
- Tools for Extra Survival Tools expansion mod: Industrial tier, production-based tools (?), wheelbarrows [Easy-Medium]
- Have the AI use tools too since they currently bypass this due to design difficulties [Hard]
- Tools show (similar fashion to equipped) when doing tasks that use them [Medium-Hard]
- Proper functionality with Prison Labour mod [Hard]
- Proper functionality with Better Pawn Control mod [Uncertain]
Note: Work on the above list won't start for a good couple of weeks since I am taking a bit of a break to avoid burning out.
Credits
Brrainz - For his amazing work on the Harmony Patch Library
Mehni - Allowing me to use code from Pick Up and Haul and Numbers
Shotgunfrenzy - For kindly providing all of the artwork featured in this mod
erdelf - erdelf
Why_is_that - For his Settings Helper which allowed for the degradation rate slider
Marnador - For the RimWorld-style font
License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so through Ludeon Forums (preferably) or the Steam Comments Section, and give credit where credit's due.
congrats on the release, will we see auto-equip functions on them again in the future ?
@zmadz - Thanks! If I can implement some sort of outfit-esque policy system, then sure thing. I'm taking a bit of a break from modding for now ^^
Just on quick request, Survival Tools has received a very minor update (v1.0.1).
Changes:
- Patched for the upcoming 1.0 version of Combat Extended
- Tool generation in ruined buildings upon map generation can now be toggled
Any chance of putting in an option to disable the Side Alert 'Colonists lack tools'.
I usually play on extreme ice or extreme desert worlds, so there isn't a single tree to cut for the next thousand miles. (I assume it's complaining my pawns don't have axes in their inventory?). Also would help if I don't have to craft unnecessary tools just to make the bloody message go away.
Regardless, consider it to be a essential mod in any playthrough. Always found it odd that a 'survival' game doesn't include basic tools.
i really like this new mod. congrats on finally getting it out in full xeo
I appreciate the support!
Anyway, there's a new test version of Survival Tools on GitHub which offers many improvements over the current release version of it (e.g. balance, usability, functionality with some other mods).
It's not complete enough to be an official release, but there's enough there to be playable and is already quite a big update.
Link: https://github.com/XeoNovaDan/SurvivalTools/releases/tag/v1.1-pre1
I have a suggestion for your Targeting Mode mod.
I think colonists should be able to hit the targeted part of an incapacitated enemy in 100% chance, like Dwarf Fortress's adventure mode.
I sometimes order my colonists to destroy legs of downed enemies because installing peglegs costs some medicines...
But colonists can't hit their legs often, despite they can't move at all.
So I made this suggestion.
Your survival tools is the first that recognize a tree is different from a shrub, and gives appropriate solution.
Just one thing, it would be cool to give survival tools' abilities to ordinary weapons, like dwarven axes from LoTR dwarves, hobbit's anklebitter or numerous Medieval Times weapons. Chopping down a tree using a dwarven axe should be faster, and since it's dwarven made, should also last longer. Although, that cannot be done right now, I've tried. Maybe for future releases.
And I do hope Targeting Modes works on the next CE release. That can actually make longer range rifles more relevant, instead of just carrying MGs.
Great job, XND!
I love your mod ! especially since you added a modifier for items degradation, was regretting putting them to unlimited use, but now at least I can control how much they degrade !
One thing; could it be possible to add compatibility with Dubs Bad Hygiene mod ? since pawns remove all their clothes (belts) when taking a shower, making them drop tools, they don't take them back, instead they haul them to a stockpile zone, so either make the belt stays somehow, or perhaps force them to find tools before doing anything else ? this way they would equip their tool after they drop it (I correctly assigned them their tools).
Last thing, perhaps by default they should have "Nothing" assigned, instead of anything, this way tools stay in stockpiles until a real "specialist" take them.
@Namsan - Yep, sounds like a good idea! Will look into it at some point.
@ptx - I think anything beyond patching materials and job drivers from other mods is a tad out of my scope for Survival Tools; I'll leave it to anybody else for that. That being said, glad you're enjoying and thanks for the support :)
@HSneak - Sure thing with the hygiene compatibility! Might be tricky designing it in a way that isn't exploitable, but I'll give it a shot.
Regarding default, I'll see if I can squeeze in compatibility with Better Pawn Control for that, which I'll ask the author about. IMO setting default tool assignment to nothing would be like the game's default outfit being nudist, but I guess that's kinda apples to pears.
I have a question about the survival tool, is it possible to hide those "Colonists lack tools" message? I assign a colonist work on the farm or chop tree, but she is set to be no violence, so she cannot use weapons. Because of this, those message are keep showing.
@rrexau - Non-violents can still pick up tools and therefore use them. Survival Tools isn't like other tool mods where colonists *have* to equip the tools.
Still, the problem for me is that you have to craft/equip redundant tools for almost every pawn (even if they don't use it)
just to make the 'Colonists lack tools' message finally go away.
Hi, sorry for being stupid, but I can't find anywhere where to craft tools? I built a stonecutter's table and electric tailoring bench, but did not find there the tools to craft them. In addition to them, there is nothing relevant in the Production tab. Is it necessary to investigate something in the research tab? I tried to search there, but I installed many mods and there are a lot of technologies and I can't find something similar for crafting tools. Help me please.
Hjkma,
from the first posting
QuoteMost tools can be produced at crafting spots or smithies,
And the HelpTab mod is a nice information source ingame, just search for a tool and show you the recipe, the workbench and nessesary researches.
Survival Tools has been updated to v1.1
Shortened changelog (full viewable on GitHub and Steam):
* New tool optimization system (configurable like outfits); no more tedious micromanagement!
* Added tool belts which allows for 2 more tools to be carried in the inventory
* Tool degradation rate has been reduced by 25% overall
* Chinese translation by fatestartnight
* Proper support for many mods (Fluffy Breakdowns, Quarry, Glitter Tech and many more!)
Main Thread: https://ludeon.com/forums/index.php?topic=29503.msg445544#msg445544
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1566269698
Quote from: XeoNovaDan on November 26, 2018, 09:01:41 PM
Survival Tools has been updated to v1.1
New errors since the update:
*You can ignore the extra "+", only showing the missing column*(https://i.imgur.com/B6vrJd0.png)
Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for SurvivalTools.HarmonyPatches ---> System.Exception: Exception from HarmonyInstance "XeoNovaDan.SurvivalTools" ---> System.InvalidCastException: Cannot cast from source type to destination type.
at SurvivalTools.HarmonyPatches+<Transpile_DrawThingRow>d__19.MoveNext () [0x00000] in <filename unknown>:0
at System.Linq.Enumerable+<CreateCastIterator>c__Iterator0`1[System.Object].MoveNext () [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[System.Object].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[System.Object]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.ToList[Object] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
at Harmony.CodeTranspiler+<ConvertToOurInstructions>d__7.MoveNext () [0x00000] in <filename unknown>:0
at System.Linq.Enumerable+<CreateCastIterator>c__Iterator0`1[Harmony.CodeInstruction].MoveNext () [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[Harmony.CodeInstruction].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[Harmony.CodeInstruction]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.ToList[CodeInstruction] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
at Harmony.CodeTranspiler.GetResult (System.Reflection.Emit.ILGenerator generator, System.Reflection.MethodBase method) [0x00000] in <filename unknown>:0
at Harmony.ILCopying.MethodBodyReader.FinalizeILCodes (System.Collections.Generic.List`1 transpilers, System.Collections.Generic.List`1 endLabels, System.Collections.Generic.List`1 endBlocks) [0x00000] in <filename unknown>:0
at Harmony.ILCopying.MethodCopier.Finalize (System.Collections.Generic.List`1 endLabels, System.Collections.Generic.List`1 endBlocks) [0x00000] in <filename unknown>:0
at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.String harmonyInstanceID, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.String harmonyInstanceID, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
at Harmony.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, Harmony.PatchInfo patchInfo, System.String instanceID) [0x00000] in <filename unknown>:0
at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
at Harmony.HarmonyInstance.Patch (System.Reflection.MethodBase original, Harmony.HarmonyMethod prefix, Harmony.HarmonyMethod postfix, Harmony.HarmonyMethod transpiler) [0x00000] in <filename unknown>:0
at SurvivalTools.HarmonyPatches..cctor () [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (intptr)
at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (RuntimeTypeHandle type) [0x00000] in <filename unknown>:0
at Verse.StaticConstructorOnStartupUtility.CallAll () [0x00000] in <filename unknown>:0
at Verse.PlayDataLoader.<DoPlayLoad>m__2 () [0x00000] in <filename unknown>:0
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
[HugsLib][ERR] Failed to apply Harmony patches for HugsLib.SimpleSidearms. Exception was: System.Exception: Exception from HarmonyInstance "HugsLib.SimpleSidearms" ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.TypeInitializationException: An exception was thrown by the type initializer for SurvivalTools.HarmonyPatches ---> System.Exception: Exception from HarmonyInstance "XeoNovaDan.SurvivalTools" ---> System.InvalidCastException: Cannot cast from source type to destination type.
at SurvivalTools.HarmonyPatches+<Transpile_DrawThingRow>d__19.MoveNext () [0x00000] in <filename unknown>:0
at System.Linq.Enumerable+<CreateCastIterator>c__Iterator0`1[System.Object].MoveNext () [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[System.Object].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[System.Object]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.ToList[Object] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
at Harmony.CodeTranspiler+<ConvertToOurInstructions>d__7.MoveNext () [0x00000] in <filename unknown>:0
at System.Linq.Enumerable+<CreateCastIterator>c__Iterator0`1[Harmony.CodeInstruction].MoveNext () [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[Harmony.CodeInstruction].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[Harmony.CodeInstruction]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.ToList[CodeInstruction] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
at Harmony.CodeTranspiler.GetResult (System.Reflection.Emit.ILGenerator generator, System.Reflection.MethodBase method) [0x00000] in <filename unknown>:0
at Harmony.ILCopying.MethodBodyReader.FinalizeILCodes (System.Collections.Generic.List`1 transpilers, System.Collections.Generic.List`1 endLabels, System.Collections.Generic.List`1 endBlocks) [0x00000] in <filename unknown>:0
at Harmony.ILCopying.MethodCopier.Finalize (System.Collections.Generic.List`1 endLabels, System.Collections.Generic.List`1 endBlocks) [0x00000] in <filename unknown>:0
at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.String harmonyInstanceID, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.String harmonyInstanceID, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
at Harmony.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, Harmony.PatchInfo patchInfo, System.String instanceID) [0x00000] in <filename unknown>:0
at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
at Harmony.HarmonyInstance.Patch (System.Reflection.MethodBase original, Harmony.HarmonyMethod prefix, Harmony.HarmonyMethod postfix, Harmony.HarmonyMethod transpiler) [0x00000] in <filename unknown>:0
at SurvivalTools.HarmonyPatches..cctor () [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (intptr)
at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (RuntimeTypeHandle type) [0x00000] in <filename unknown>:0
at Verse.StaticConstructorOnStartupUtility.CallAll () [0x00000] in <filename unknown>:0
at Verse.PlayDataLoader.<DoPlayLoad>m__2 () [0x00000] in <filename unknown>:0
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
at Harmony.CodeTranspiler+<>c__DisplayClass10_0.<GetResult>b__0 (System.Reflection.MethodInfo transpiler) [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[System.Reflection.MethodInfo].ForEach (System.Action`1 action) [0x00000] in <filename unknown>:0
at Harmony.CodeTranspiler.GetResult (System.Reflection.Emit.ILGenerator generator, System.Reflection.MethodBase method) [0x00000] in <filename unknown>:0
at Harmony.ILCopying.MethodBodyReader.FinalizeILCodes (System.Collections.Generic.List`1 transpilers, System.Collections.Generic.List`1 endLabels, System.Collections.Generic.List`1 endBlocks) [0x00000] in <filename unknown>:0
at Harmony.ILCopying.MethodCopier.Finalize (System.Collections.Generic.List`1 endLabels, System.Collections.Generic.List`1 endBlocks) [0x00000] in <filename unknown>:0
at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.String harmonyInstanceID, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.String harmonyInstanceID, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
at Harmony.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, Harmony.PatchInfo patchInfo, System.String instanceID) [0x00000] in <filename unknown>:0
at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
at Harmony.HarmonyInstance.<PatchAll>b__9_0 (System.Type type) [0x00000] in <filename unknown>:0
at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0
at HugsLib.ModBase.ApplyHarmonyPatches () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
HugsLib.Utils.ModLogger:Error(String, Object[])
HugsLib.ModBase:ApplyHarmonyPatches()
HugsLib.HugsLibController:EnumerateChildMods(Boolean)
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Share Logs Link (https://gist.github.com/HugsLibRecordKeeper/4515ccc968ca9e33e0a8a90771c17a7d)
Looking into fixing this now. Could be difficult though since it's a transpiler, but it could also be really easy.
Alright, I believe it's been fixed now after some quick reproduction testing and thankfully it was an easy fix.
Fix is now up. Thanks for the report and very helpful HugsLib log!
Hi, I installed a new update (1.1.1) and I still get red errors in the log. Here they are:
XML error: Could not find parent node named "MendBase" for node "RecipeDef". Full node: <RecipeDef ParentName="MendBase"><defName>MendIndustrialSurvivalTool</defName><label>repair modern tool</label><description>Repair tool.</description><jobString>Repairing.</jobString><workAmount>100</workAmount><effectWorking>Smith</effectWorking><soundWorking>Recipe_Smith</soundWorking><ingredients><li><filter><categories><li>SurvivalToolsIndustrial</li></categories></filter><count>1</count></li></ingredients><fixedIngredientFilter><allowedHitPointsPercents><min>0</min><max>0.99</max></allowedHitPointsPercents><categories><li>SurvivalToolsIndustrial</li></categories></fixedIngredientFilter><skillRequirements><Crafting>6</Crafting></skillRequirements></RecipeDef>
Verse.Log:Error(String, Boolean)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
LoadOnDemand.PatchOperationLoadOnDemand:LoadDefs(ModContentPack, String)
LoadOnDemand.PatchOperationLoadOnDemand:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
XML error: Could not find parent node named "MendBase" for node "RecipeDef". Full node: <RecipeDef ParentName="MendBase"><defName>MendSpacerSurvivalTool</defName><label>repair advanced tool</label><description>Repair tool.</description><jobString>Repairing.</jobString><workAmount>200</workAmount><effectWorking>Smith</effectWorking><soundWorking>Recipe_Smith</soundWorking><ingredients><li><filter><categories><li>SurvivalToolsSpacer</li></categories></filter><count>1</count></li></ingredients><fixedIngredientFilter><allowedHitPointsPercents><min>0</min><max>0.99</max></allowedHitPointsPercents><categories><li>SurvivalToolsSpacer</li></categories></fixedIngredientFilter><skillRequirements><Crafting>8</Crafting></skillRequirements></RecipeDef>
Verse.Log:Error(String, Boolean)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
LoadOnDemand.PatchOperationLoadOnDemand:LoadDefs(ModContentPack, String)
LoadOnDemand.PatchOperationLoadOnDemand:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
SeedsPlease :: LoadingOnDemand CrustyPeanutsRimCuisine
Verse.Log:Message(String, Boolean)
LoadOnDemand.PatchOperationLoadOnDemand:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
XML error: Could not find parent node named "MendBase" for node "RecipeDef". Full node: <RecipeDef ParentName="MendBase"><defName>MendNeolithicSurvivalTool</defName><label>repair basic tool</label><description>Repair tool.</description><jobString>Repairing.</jobString><workAmount>50</workAmount><effectWorking>Smith</effectWorking><soundWorking>Recipe_Smith</soundWorking><ingredients><li><filter><categories><li>SurvivalToolsNeolithic</li></categories></filter><count>1</count></li></ingredients><fixedIngredientFilter><allowedHitPointsPercents><min>0</min><max>0.99</max></allowedHitPointsPercents><categories><li>SurvivalToolsNeolithic</li></categories></fixedIngredientFilter><skillRequirements><Crafting>4</Crafting></skillRequirements></RecipeDef>
Verse.Log:Error(String, Boolean)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
LoadOnDemand.PatchOperationLoadOnDemand:LoadDefs(ModContentPack, String)
LoadOnDemand.PatchOperationLoadOnDemand:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
XML error: Could not find parent node named "MendBase" for node "RecipeDef". Full node: <RecipeDef ParentName="MendBase"><defName>MendIndustrialSurvivalTool</defName><label>repair modern tool</label><description>Repair tool.</description><jobString>Repairing.</jobString><workAmount>100</workAmount><effectWorking>Smith</effectWorking><soundWorking>Recipe_Smith</soundWorking><ingredients><li><filter><categories><li>SurvivalToolsIndustrial</li></categories></filter><count>1</count></li></ingredients><fixedIngredientFilter><allowedHitPointsPercents><min>0</min><max>0.99</max></allowedHitPointsPercents><categories><li>SurvivalToolsIndustrial</li></categories></fixedIngredientFilter><skillRequirements><Crafting>6</Crafting></skillRequirements></RecipeDef>
Verse.Log:Error(String, Boolean)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
LoadOnDemand.PatchOperationLoadOnDemand:LoadDefs(ModContentPack, String)
LoadOnDemand.PatchOperationLoadOnDemand:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
XML error: Could not find parent node named "MendBase" for node "RecipeDef". Full node: <RecipeDef ParentName="MendBase"><defName>MendSpacerSurvivalTool</defName><label>repair advanced tool</label><description>Repair tool.</description><jobString>Repairing.</jobString><workAmount>200</workAmount><effectWorking>Smith</effectWorking><soundWorking>Recipe_Smith</soundWorking><ingredients><li><filter><categories><li>SurvivalToolsSpacer</li></categories></filter><count>1</count></li></ingredients><fixedIngredientFilter><allowedHitPointsPercents><min>0</min><max>0.99</max></allowedHitPointsPercents><categories><li>SurvivalToolsSpacer</li></categories></fixedIngredientFilter><skillRequirements><Crafting>8</Crafting></skillRequirements></RecipeDef>
Verse.Log:Error(String, Boolean)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
LoadOnDemand.PatchOperationLoadOnDemand:LoadDefs(ModContentPack, String)
LoadOnDemand.PatchOperationLoadOnDemand:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
My mod list:
<li>ModCheck</li>
<li>Core</li>
<li>HugsLib</li>
<li>JecsTools-1.1.0.13</li>
<li>ModManager</li>
<li>Miscellaneous_Core</li>
<li>Miscellaneous_Robots</li>
<li>Robots_PlusPlus_Misc_Robots_Xtension</li>
<li>RimFridge</li>
<li>TechAdvancing</li>
<li>Wall Light</li>
<li>AdjustablePredatorCount</li>
<li>AnimalTab</li>
<li>Blueprints</li>
<li>Children</li>
<li>MarvsClearTheStockpiles</li>
<li>MarvsCombatReadinessCheck</li>
<li>Death Rattle</li>
<li>DefensivePositions</li>
<li>DoorsExpanded</li>
<li>Dubs Bad Hygiene</li>
<li>ED-Embrasures</li>
<li>ExpandedProsthetics&OrganEngineering</li>
<li>GeneticallyEngineeredPlants</li>
<li>MedicalTab</li>
<li>SYR_MetallicBatteries</li>
<li>Miscellaneous_Incidents</li>
<li>Miscellaneous_MAI</li>
<li>Miscellaneous_TrainingFacility</li>
<li>Miscellaneous_TurretBase</li>
<li>Moody</li>
<li>MoreTraitSlots</li>
<li>Pharmacist</li>
<li>Plant Growth Sync</li>
<li>MarvsPleaseHaulPerishables</li>
<li>PrisonLabor</li>
<li>QualityBuilder</li>
<li>RunandHide</li>
<li>SYR_SetUpCamp</li>
<li>SimpleSidearms</li>
<li>SmartMedicine - Release</li>
<li>MarvsSnowClearanceSanity</li>
<li>MarvsSometimesRaidsGoWrong</li>
<li>BirdsAndBees</li>
<li>MarvsUghYouGotMe</li>
<li>WorkTab</li>
<li>GiddyUpCore-1.1.1</li>
<li>battlemounts-1.1.2</li>
<li>GiddyUpCaravan-1.1.1</li>
<li>WhatTheHack-1.1.2</li>
<li>GiddyUpMechanoids-1.1.1</li>
<li>GiddyUpRideAndRoll-1.1.0</li>
<li>RF - Pawns are Capable!</li>
<li>AllowTool</li>
<li>RF - Rational Romance</li>
<li>RF - Rim Disorders</li>
<li>RF - Rumor Has It</li>
<li>Replace Stuff - Release</li>
<li>Room Food - Release</li>
<li>Share The Load - Release</li>
<li>DeepRim</li>
<li>TD Enhancement Pack - Release</li>
<li>RimHUD</li>
<li>MoreMechanoids-release-Steam</li>
<li>TurretExtensions</li>
<li>TETurretExpansion</li>
<li>Definitely More Cannons</li>
<li>Definitely More Cannons - Turret Extension Patch</li>
<li>CentralizedClimateControl</li>
<li>Chemicals_Neutroamine</li>
<li>RW_ColonistBarKF-A18</li>
<li>Complex Jobs</li>
<li>Crash_Landing</li>
<li>DeCore</li>
<li>LT-DoorMat</li>
<li>Dubs_Rimkit</li>
<li>Expanded_Incidents</li>
<li>Faction_Control</li>
<li>Farmable_Neutroamine</li>
<li>FuckFriendlyFire</li>
<li>Genetic_Rim</li>
<li>GlitterTech</li>
<li>Craftable Glitterworld Medicine</li>
<li>Incident_Person_Stat</li>
<li>Mechalit Core 1.0</li>
<li>Mechalit Equipment + Faction 1.0</li>
<li>Mechanite_Augmentation</li>
<li>MechanoidsExtraordinaire_v.1.3_RW1.0</li>
<li>More_Faction_Interaction</li>
<li>Narco-Drug</li>
<li>No_Water_No_Life</li>
<li>Quarry</li>
<li>RedistHeat</li>
<li>Rimatomics</li>
<li>Rimefeller</li>
<li>RimQuest</li>
<li>Achtung</li>
<li>advanced_powergeneration</li>
<li>AlphaAnimals-1.08</li>
<li>AnimalCollabProj</li>
<li>Avoid_Friendly_Fire</li>
<li>Barbe_Wire</li>
<li>Better_Workbench_Management</li>
<li>BetterMiniMap-1.0.1</li>
<li>Camping_Stuff</li>
<li>Careful_Raids</li>
<li>Colony_Leadership</li>
<li>Concrete_Walls</li>
<li>Craftable Drugs +Glit Med</li>
<li>Damage_Indicators</li>
<li>DE_Surgeries</li>
<li>Deadly_Vanilla_Weapon_Tweaks</li>
<li>DeadMansClothing</li>
<li>Dire_Raids</li>
<li>MarvsDisasters</li>
<li>Fast regen 1.0</li>
<li>Fences_And_Floors</li>
<li>HeatMap</li>
<li>Horses</li>
<li>Industrial_Rollers</li>
<li>Industrialisation</li>
<li>Just Ignore Me Passing</li>
<li>Locks</li>
<li>Mass_Cooking</li>
<li>MedicalAlertsForAnimals</li>
<li>MendAndRecycle-master</li>
<li>More_Linkables</li>
<li>More_Trade_Ships</li>
<li>More_Vanilla_Turrets</li>
<li>No_Death_Cooties_On_Armour</li>
<li>Packed_Lunches</li>
<li>Predator_Hunt_Alert</li>
<li>Prisoner_Outfit</li>
<li>ProperShotguns</li>
<li>Rain_Washes_Away_Filth</li>
<li>RelationsTab</li>
<li>Reverse_commands</li>
<li>RunAndGun-1.1.0</li>
<li>SameSpot</li>
<li>SeasonalWeather</li>
<li>Selectable_Turret_Target</li>
<li>Shear_Those_Corpses_ACP</li>
<li>Shear_Those_Corpses</li>
<li>Shoo</li>
<li>Simple Stockpile Presets</li>
<li>Smokeleaf_Industry</li>
<li>Snowy_Trees</li>
<li>Batteries</li>
<li>Lightning_Rod</li>
<li>SS No Rogue Robots</li>
<li>Researchable_Stat_Upgrades</li>
<li>Supply_and_Demand</li>
<li>SurvivalTools</li>
<li>tables_plus</li>
<li>Tech_Raiding</li>
<li>Thanks For All The Fish</li>
<li>Trading_Spot</li>
<li>Turn It On and Off v1.3 [1.0]</li>
<li>UseThatSniperScope</li>
<li>Vanilla Bionics Expansion</li>
<li>Various_Space_Ship_Chunk</li>
<li>Wandering_Caravans</li>
<li>Wild_Animal_Sex</li>
<li>Animals_Logic</li>
<li>Equipment-Deterioration-master</li>
<li>Gas_Traps</li>
<li>Hardworking animals 1.0</li>
<li>LessArbitrarySurgery</li>
<li>More_Pack_Animals</li>
<li>Weapon Stats</li>
<li>AreaUnlocker</li>
<li>Dubs Mint Menus</li>
<li>Frontline_Bunkers</li>
<li>Frontline_Trenches</li>
<li>Furnace</li>
<li>Grenade_Fix</li>
<li>MoreHarvestDesignators-1.0</li>
<li>Meals On Wheels - Release</li>
<li>MapReroll</li>
<li>RimCuisine</li>
<li>RT_Fuse-1.0-1.2.1</li>
<li>Realistic Rooms</li>
<li>Realistic Darkness</li>
<li>Mining Priority - Release</li>
<li>RimWorld_WhileYoureUp-master</li>
<li>Hospitality</li>
<li>PickUpAndHaul</li>
<li>ColonyManager</li>
<li>Psychology</li>
<li>ResearchPal</li>
<li>EdB Prepare Carefully</li>
<li>TraderDismissal</li>
<li>Rimfire 2.5</li>
<li>[1.0] RPG Style Inventory [V2.2]</li>
<li>WM_Hydroponics_with_lamps</li>
<li>RF - Wild Cultivation</li>
<li>RimWorld-SeedsPlease-master</li>
<li>DeepOreIdentifier</li>
<li>Spotted.2.0</li>
<li>HelpTab</li>
<li>Jelly_Farm</li>
<li>MemorableAuroras</li>
<li>WatermillTweaks</li>
@Hjkma - Seems like you're not using the latest version of MendAndRecycle which is what adds MendBase, since the updated patch for this with MendAndRecycle is specifically for that version. Thanks anyway :)
In other news, Targeting Modes has now been updated to v1.1.5, with the most notable change being that there's now a significant bonus on hitting targeted body parts against downed opponents, as per Namsan's suggestion. Guaranteeing hits is unfortunately basically impossible with the current way that Targeting Modes works, but a 7.5x likelihood increase seems to hold up just as well in practice.
XeoNovaDan, yes, the problem was solved by updating the mod MendAndRecycle, thank you for help!
Also very many thanks for your wonderful mods!
Survival Tools has been updated to v1.1.2
Changelog:
Added support for the following mods:
* Vegetable Garden
* Expanded Woodworking (+ VGP patch)
Hey there. Me again ::)
The bug with the non-upgrading turrets is happening again, on version 1.0.
Got 2 turrets - one got upgraded, the other is unable to (even though it has the required materials delivered; right clicking on it with a pawn does nothing).
There are no errors in the log related to this. Use WinRar to open the archives.
Saved game: click here (https://mega.nz/#!JYUHgYba!H15xTQ7PSWZgBtSkhZSwcVuZpEusEczpEad3nlO_AOQ)
My mods: click here (https://mega.nz/#!tQEVQYJB!duhJFLaKXAUaPyOZziXiat7I-Y8kH6hMKYEVREjp5Yk)
Second bug: if you try to reinstall a turret with the required materials for upgrading delivered, after reinstalling, it doesn't show up with the upgrading icon over it. But the materials are there and they get counted properly after clicking the upgrade button. I think it would be better if, before/after reinstalling the turret, those materials actually drop on the ground.
Thanks!
EDIT: I think I found something. The turret that doesn't get upgraded actually had the last Component. After I built another Component, the pawns upgraded it. So there must be something wrong with the counting of required materials.
I believe there is a mod conflict between Survival Tools and Seeds Please. Normally with Seeds Please, seeds will drop from cut trees even when they are not in a growing zone. With Survival Tools installed the only way to receive seeds from pine, oak, etc trees is to first create a growing zone and then cut the trees down. That way I receive both wood and seeds for replanting.
Is there a way to have both mods be compatible? It's not the biggest deal. It would be nice to not have to make a growing zone every time I cut trees in order to receive the seeds. Thank you for taking the time.
@onerous1 - Ah, this could theoretically be because SeedsPlease may modify the plant harvesting JobDriver and Survival Tools effectively makes its own JobDriver (a copypaste of the vanilla one though tweaked to use Tree Felling Speed instead of Plant Harvesting Speed). This may not actually be that difficult to fix.
Survival tools:
I suggest different ingredient for handle part and header part. I like "Ore processing" mod, by installing that mod, steel becomes expensive. So if you can make "iron hammer" to use steel on header only, it will be nice.
I seem to have this issue of pawns entering a never-ending cycle of mending Glitterworld Multitools. No red errors pop up, but after completely mending the tool 100%, they drop it and pick it back up again, wash, rinse, repeat. I've looked in the error logs, but the only thing that keeps coming up is this white text when the pawn begins the mending job:
> workCycleProgress=200 costHitPointsPerCycle10
Verse.Log:Message(String, Boolean)
MendAndRecycle.JobDriver_Mend:<DoBill>b__5_0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.<GotoThing>c__AnonStorey0:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch2(Object)
Verse.TickList:Tick_Patch2(Object)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Otherwise, mending works fine with all the other types of tools. It's just I noticed one of my pawns had been missing for a while, and sure enough, they were still caught at that table in that loop. I have both recent versions of Mending & Survival Tools, by the way.
Hi! Ecstatic to see that this got a release. Have you considered adding kitchen and cleaning tools? (for meidos, haha) Maybe ahead of the current scope of the mod, but needing some basic tools to cook at all (like pans/pots to make more advanced meals (say, for example, roasting food straight on the stove could only make a Simple Meal), maybe a knifeblock that speeds up cooking by a minor rate). Maybe also a broom and mop required for cleaning filth and puddles respectively. What do you think?
Also, the functions of "wood axe" and "axe" are reversed for me... Is this a mistake or is it a bug on my side?
A couple of small suggestions for adjusting for Survival Tools materials:
Silver is very soft irl, so it seems weird for it to have the same diggingSpeed as plasteel. I would suggest making silver no better than marble. So something like:
digging speed: 1.00 -> 0.70
mining yield: 1.00 -> 0.85
construction speed: 1.00 -> 0.70
Similarly, gold is also soft, yet currently outperforms plasteel. I would making it no better than slate, e.g.:
digging speed: 1.10 -> 0.70
mining yield: 1.10 -> 0.90
construction speed: 1.10 -> 0.70
And while Jade is fairly hard, it is still just a stone, so it outperforming plasteel feels weird. I would suggest making it only slightly better than granite, with something like:
digging speed: 1.10 -> 0.80
construction speed: 1.00 -> 0.80
wearfactor: 1.00 -> 1.30
I really like the mod "Visible Pants", but there seems to be an issue: when a pawn wears a shirt with no pants, it looks like vanilla (shirt covers the whole body like a dress). I tried editing some shirt textures to make them shorter, and it works well when combined with your mod and Detailed Body Textures. It would also be nice if the pants were rendered beneath the shirt.
I found an incompatibility with another mod. When using this with Misc. TurretBase (https://ludeon.com/forums/index.php?topic=3612.0), that mod's turrets miss every shot and throw the below red error into the log most times they shoot at a pawn:
Exception ticking Bullet_BoltActionRifle121403: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1<Verse.VerbProperties>.get_Item (int) <0x00083>
at TargetingModes.TargetingModesUtility.CanUseTargetingModes (Verse.ThingDef,Verse.Thing) <0x001aa>
at TargetingModes.TargetingModesUtility.ResolvePrioritizedPart (Verse.BodyPartRecord,Verse.DamageInfo,Verse.Pawn) <0x00093>
at TargetingModes.HarmonyPatches.Postfix_ChooseHitPart (Verse.BodyPartRecord&,Verse.DamageInfo,Verse.Pawn) <0x00046>
This happens regardless of which of the two mods is on top of the other. Uninstalling Targeting Modes removed the issue.
(https://i.imgur.com/UByggiz.png)
Multilingual Support
中文 - HawnHan
日本語 - Proxyer
Compatibility
Should be safely addable to ongoing savegames. If removed from ongoing savegames, errors will be thrown if carpenter tables were present, though there should be no lasting effects.
Appropriate buildings (buildable and minifiable) from other mods will automatically be made producible at carpenter tables without any additional patching required. Haven't been able to test with Zetrith's Multiplayer but should theoretically work. If using MinifyEverything, place this mod below that one in the load order.
If you find any bugs, please link me to a full output log and give some basic information on how you triggered the bug; this is vital information for me to be able to fix said bugs.
Download
GitHub (https://github.com/XeoNovaDan/CarpenterTables/releases) (source (https://github.com/XeoNovaDan/CarpenterTables))
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1801858878)
Back to my other mods (https://ludeon.com/forums/index.php?topic=29503)
Overview
This mod, as its name suggests, adds a carpenter's table to the game. Carpenter tables are where your constructors can produce buildings that are 'minifiable'; buildings such as turrets and beds can be created at a carpenter's table for instance, but not other buildings such as walls or doors - unless you use MinifyEverything (https://steamcommunity.com/sharedfiles/filedetails/?id=872762753) of course!
It is also worth noting that carpenter tables do not replace the traditional way of creating furniture in RimWorld; it is still possible to build furniture the good old-fashioned way - though there is an option in the mod's settings to change this (though disabled by default).
The benefits of being able to produce furniture at a carpenter's table as opposed to traditionally placing blueprints include:
- Having better control over who can make certain furniture without having to micromanage your builders, thus allowing for better quality control (much like QualityBuilder (https://steamcommunity.com/sharedfiles/filedetails/?id=754637870))
- Carpenter tables benefit from tool cabinets like many other workbenches, thus working at carpenter tables can be quicker than building normally
- Much less clicking when making lots of furniture at once, as well as not having to look for a big area to place the blueprints
A demonstration of the better quality control offered by using a carpenter's table:
(https://i.imgur.com/ebDiqAg.png)
(https://i.imgur.com/AhrUZHS.gif)
I highly recommend using Dubs Mint Menus (https://steamcommunity.com/sharedfiles/filedetails/?id=1446523594) with this mod since the carpenter's table will naturally have a lot of bills (especially with loads of furniture mods) and Mint Menus makes that a lot more manageable, and you can also search for furniture by their categories as shown in the thumbnail. If not using Dubs Mint Menus, the bill list is still ordered alphabetically in a bid to make everything easier to find.
Of course, just like when traditionally building furniture, producing furniture at a carpenter's table uses the 'work to build' stats of furniture and its materials. It is also still possible for colonists to fail construction projects at carpenter tables.
Powered by the Harmony Patch Library.
Credits
Mods featured in the thumbnail:
- Dubs Mint Menus (https://steamcommunity.com/sharedfiles/filedetails/?id=1446523594) by Dubwise
- LWM's Deep Storage (https://steamcommunity.com/sharedfiles/filedetails/?id=1617282896) by lilwhitemouse
- RimThemes (https://steamcommunity.com/sharedfiles/filedetails/?id=1668983184) by aRandomKiwi
Brrainz for his fantastic Harmony Patch Library.
Marnador for their great work with their RimWorld-styled font.
License
You may use this mod in your mod packs, and you may also derive from the mod. All that I ask is that you please let me know, and give me credit and provide a link to this page.
These Carpenter bench is a nice addition.
QuoteHaving better control over who can make certain furniture without having to micromanage your builders, thus allowing for better quality control (much like QualityBuilder)
I just did a quick test and didn't played with a colony so far.
Yes you can made a bill to craft furniture until you have x with y quality.
But what's about the one you crafted with lower quality, does they get marked for deconstruction ?
At last you should add a bill to deconstruct furniture/recreation, similar to the appareal ones from mending/VGP.
I think it wouldn't be easy to implement, that the bills get a skill requirement when you increase the lower quality of a bill.
But i think that is more a part for Better workbench managment.
@Canute - Not at the moment but automatic deconstructing of lower quality furniture would definitely be an interesting challenge to take on, going to have a crack at it now. Regarding skill requirements when targeting certain quality levels, yeah, that wouldn't be practical to design as you touched on since quality in RimWorld is random in nature - even low levels can make good furniture, and vice-versa. Bills allow you to set minimum skill requirements anyway, so I'd personally still leave that to user discretion.
Wow, the carpenter's bench looks great! It's hilarious in hindsight that no one thought to do this before, since building furniture before placing it has been a staple of Dwarf Fortress since forever.
It wouldn't be too tough to make a custom disassemble bill that takes any minified furniture item with a thingFilter. You'd still need a custom RecipeWorkerCounter class to handle the job, but most of it could still be handled in vanilla. With the thing filter, the player could specify the quality ranges of furniture to deconstruct -- so if she doesn't want Poor or worse, she would just set the quality range of her "disassemble" bill to Awful~Poor, etc. The only tricky-dicky part is pulling the ThingOwner from the minified thing, but thankfully even that's already stored in the innerContainer field.
[edit] Couple minor tweaks, took forever to re-find "RecipeWorkerCounter" in ILSpy. =P
@JT - Thanks for the insight! I wish I saw this one before I pushed v1.1... oh well, there's always the next update soon™
Speaking of v1.1, that's now out which implements QualityBuilder-like deconstruction of low-quality furniture depending on how the furniture assembling bill was configured. Also adds a Japanese translation by Proxyer.
I have a quick question for the carpenter's table.
I wanted to make some marble beds with it but noticed I couldnt choose the material to make it from? I dont want my pawns to make them out of wood for example, i only want marble but there doesnt seem to be a way to specify that ...
Am I missing something?
Prolly yes.
Normaly when you click on Detail from that bill, at the new window you got at the right side a material selection.
If you don't see these i think another intefere with it and you should try to move this mod at the end of the modlist, or near the begining.
@code99xx - As Canute said, you can change it via bill details. Do note that if you're using an older version of the Common Sense mod, that used to interfere with the interface and make it so you couldn't change the materials.
(https://i.imgur.com/i68yO2l.png)
(https://i.imgur.com/5XDUXYi.png)
This simple mod aims to make combat more interesting and more immersive by making biological pawns produce adrenaline whenever they are put into fight-or-flight situations. Yes, all biological pawns, from Joe Colonist, to that manhunting squirrel on day 5, and everybody else in between!
Adrenaline primarily boosts a pawn's consciousness, movement and melee damage while also reducing the amount of pain that they can feel - so they're really giving the fight 110%! However, after a prolonged adrenaline rush, pawns may then experience the opposite: adrenaline crashes that make them feel lethargic for a short period of time.
Some pawns may also be adrenaline junkies who get mood boosts from simply being in the heat of the action! However, other pawns may instead be cool-headed and never get worked up from the intense situations that adrenaline junkies practically live for.
Adrenaline also has another cool effect: If a pawn is downed and was carrying an adrenaline syringe in their inventory, you can make them inject that syringe and they can potentially get back into the fight! Beware though, because raiders can also do this!
Adrenaline can be synthesised at drug labs once you research penoxycyline production.
Any aspects of this mod that you don't like? You can disable natural adrenaline gains, animal adrenaline gains, adrenaline crashes and raiders using adrenaline when downed entirely in this mod's settings.
I recommend using Smart Medicine (https://steamcommunity.com/sharedfiles/filedetails/?id=1309994319) with this so that you can make your pawns stock up on adrenaline syringes without the limitations of vanilla drug policies. This also works well with Combat Extended (https://ludeon.com/forums/index.php?topic=33461.0)!
Powered by the Harmony Patch Library.
(https://i.imgur.com/CwkjKT1.png)
Mods:
Should work fine with alien races and modded animals. There are currently no known mod conflicts.
If you are a modder and wish to make animals or alien races have different adrenaline characteristics, you might be interested in checking out this mod's GitHub wiki: https://github.com/XeoNovaDan/Adrenaline/wiki
Saves:
Can safely be added to ongoing saves. There may be errors when removing this from an ongoing save, but they should be harmless.
(https://i.imgur.com/BLVYTvM.png)
Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1823138604
GitHub releases: https://github.com/XeoNovaDan/Adrenaline/releases
Source code: https://github.com/XeoNovaDan/Adrenaline
Want to chat? I have a discord server here: https://discord.gg/gyM44bb
(https://i.imgur.com/an44PjV.png)
Brrainz for his fantastic work with the Harmony Patch Library.
Ryflamer for kindly providing the adrenaline syringe sprite.
Trunken for kindly providing the fancier headings on this page and proofreading the GitHub wiki.
Mehni for rubberducking :rubberduck:
Various members of the discord and forums for playtesting and contributing their ideas!
How do you craft adrenaline? Loving it in my gameplay so far
@rimmer21 - You can craft syringes at a drug lab once you researched penoxycyline. You're very welcome!
Edit: penoxycyline, not neutroamine
System.NullReferenceException: Object reference not set to an instance of an object
at Verse.GenCollection.Any<RimWorld.IngestionOutcomeDoer> (System.Collections.Generic.List`1<RimWorld.IngestionOutcomeDoer>,System.Predicate`1<RimWorld.IngestionOutcomeDoer>) <0x00050>
at Adrenaline.ExtendedRaceProperties.<get_RelevantConsumables>b__11_0 (Verse.ThingDef) <0x000bb>
at System.Linq.Enumerable/<CreateWhereIterator>c__Iterator1D`1<Verse.ThingDef>.MoveNext () <0x0016b>
at System.Collections.Generic.List`1<Verse.ThingDef>.AddEnumerable (System.Collections.Generic.IEnumerable`1<Verse.ThingDef>) <0x000d7>
at System.Collections.Generic.List`1<Verse.ThingDef>..ctor (System.Collections.Generic.IEnumerable`1<Verse.ThingDef>) <0x000e5>
at System.Linq.Enumerable.ToList<Verse.ThingDef> (System.Collections.Generic.IEnumerable`1<Verse.ThingDef>) <0x00070>
at Adrenaline.ExtendedRaceProperties.get_RelevantConsumables () <0x000b5>
at Adrenaline.ExtendedRaceProperties.get_RelevantConsumablesDowned () <0x00039>
at Adrenaline.Patch_Pawn/Patch_GetGizmos.Postfix (Verse.Pawn,System.Collections.Generic.IEnumerable`1<Verse.Gizmo>&) <0x0017d>
at (wrapper dynamic-method) Verse.Pawn.GetGizmos_Patch14 (object) <0x0010a>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>,Verse.Gizmo&) <0x0024f>
Encountered this during my gameplay.
any issues with simple sidearms and pawns are capable still? Also have you made any progress on the to do list Xeo? im thinking specially about integration with prison labor and pawn control
@Tocato - Are you talking about Survival Tools? If so, they're not really issues as such. I haven't made any more progress on the to-do list since I've been busy with other mods.
yeah. ok thanks i appreciate the reply anyway
Phew i thought my game was totally bugged but it was just me forgetting i had changed survival tools to hardcore mode so nobody could construct anything because it showed 'pawn is incapable.' Any chance we could get a different notification when hardcore mode is activated and you have no tools?
Also ive been noticing qualitybuilder isnt working and all pawns with a hammer equipped are building things without any respect to the fact that I have it checked. Could it be related to this mod?
EDIT: so when building a well from dubs it also wasnt raising my skill, until i actually equipped the hammer. So maybe its a problem with the pick up and haul mod that adds internal storage slots to each pawn? Or maybe the rpg inventory mod?
2ND EDIT: Actually....the pawns even bypass the construction skill requirements, but only when its automated, i cant force construction on higher skill requirement furniture, but if they do it on their own they can make progress on it (albeit without gaining exp) Only after i right click and forced the pawn to construct did the skill level up, but not if they did it of their own accord. I do have Madskills equipped but it never proved a problem in previous colony starts
LAST ONE LIONS BARRAGE: Also it doesnt appear I can reinstall furniture without a hammer equipped in hardcore mode? WAD?
Profitable weapons doesnt work for me, weapons after being dropped dont get tagged.
Just take it to the inventory of pawn, do not equip as a weapon.
Another thing i wanna mention is with hardcore mode on which should mean i cant do jobs without the proper tools, I am able to bypass the requirement and can not only sow without seeds (despite using the seeds please mod), but harvest without the tool equipped. This doesnt happen with pickaxes, axes or hammers, so It seems likely to be a conflict with that mod? Because as ive mentioned Ive also had crafting quality rebalanced and quality builder mods be ignored by my colonists
getting an alert that im missing hauling tools. Do those exist? Maybe I can disable this specific alert?
Just noticed that this mod has some weird compatibility issues with Dual Wield (https://ludeon.com/forums/index.php?topic=47809.msg451431#msg451431) and Simple Side Arms (https://ludeon.com/forums/index.php?topic=32497.msg332244#msg332244). Tools do not register on either of these mods as weapons and pawns just constantly drop them when carrying more than two in their inventory. I mean wouldn't it be grand to wield two sickles, have a pawn that simply had one of each tool in their inventory? cant happen. they just drop them. :-\
Weird question, but does Survival Tools have any sort of check for tools being on fire?
I'm trying to discover the source of a super weird mod conflict with Hugslib, LWM's Deep Storage, MendAndRecycle (Need Materials Build), and XND Survival Tools... mods that don't seem to be related to fire errors. But when trying to mend tools, I get a fire error as it tries to grab a tool.
Any chance to update to Rimworld 1.1?
Any 1.1 update for Targeting Modes?
updete Turret Extensions pls
Quote from: alexo on April 29, 2020, 01:22:33 AM
updete Turret Extensions pls
Please stop spamming this on every 1.0 thread
are these mods good to use for 1.1?
In case anyone is checking over here, [XND] Survival Tools is currently being maintained by me and JellyPowered as [LC] Survival Tools Reborn. You can find it on Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=2057841936) and Github (https://github.com/LecrisUT/SurvivalTools). If there are any problems with that version contact me on the Discords or Github.
what does it mean when the alert tells me my colonists are missing hauling tools. what are those?
Hi so whenever I add adrenaline to my game it breaks the save. I tried adding it to my game and whenever I load up the map/globe clicking does nothing and the colonist bar disappears. I had previously tried adding it to a brand new save and instead the map generation failed. I couldn't even start the game as it reverted me to the map seed screen. Loading a save before I added it doesn't affect map generation. Has anyone encountered anything similar? Im using the 1.1 fork
Could not find class Adrenaline.MapComponent_AdrenalineTracker while resolving node li. Trying to use Verse.MapComponent instead. Full node: <li Class="Adrenaline.MapComponent_AdrenalineTracker" />
Verse.Log:Error(String, Boolean)
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List1&, String, LookMode, Object[])
Verse.Map:DMD<DMD<ExposeComponents_Patch1>?2130310272::ExposeComponents_Patch1>(Map)
Verse.Map:DMD<DMD<ExposeData_Patch1>?-1004719488::ExposeData_Patch1>(Map)
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List1&, String, LookMode, Object[])
Verse.Game:DMD<DMD<LoadGame_Patch3>?1864954112::LoadGame_Patch3>(Game)
Verse.SavedGameLoaderNow:DMD<DMD<LoadGameFromSaveFileNow_Patch2>?1168868224::LoadGameFromSaveFileNow_Patch2>(String)
Verse.<>c:<Start>b1_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
With concerns to Visible Pants 1.1, it was working on my end up until the most recent game version (1.1.2654). Tested with and without other mods that affect pawn rendering enabled. No errors, just no more drawing of pants above bottom layer apparel.
I'm not sure if XND is still active, but wondering if it were possible this could be looked into for a quick fix by someone better versed/equipped for modding in C#?
Hello everyone. I need help with the L tag not getting "mended" in Profitable Weapons. I'm still using RW 1.0, mainly because not all my favourite mods are yet updated to 1.1.
I've seen the fixes everyone posted in the Steam Workshop, that is, to update both Mend&Recycle and Profitable Weapons to its latest versions, but that desn't works for me. So I thought, what are exactly the latest versions of each mod for 1.0? I found 1.0.1.1 for M&R and 1.2.6/1.2.7 for PW. Neither works for me. Are these versions compatible? Changing load order doesn't helps either.
I'd appreciate any help you could provide. Thanks a lot.