Ludeon Forums

RimWorld => Mods => Topic started by: milon on January 13, 2017, 11:13:01 AM

Title: Want to see YOUR mod in RimWorld?
Post by: milon on January 13, 2017, 11:13:01 AM
Attention all modders!
If you answered Yes to all these questions, this thread is for YOU!  Ludeon is looking for great mods to include in RimWorld to make it a better experience for everyone.  What makes a mod great?  I'm glad you asked!  Tynan will tell you exactly what makes a mod a great candidate to become a part of RimWorld:

(https://ludeon.com/forums/index.php?action=dlattach;attach=4931;type=avatar) (https://ludeon.com/forums/index.php?topic=13182.msg133633#msg133633)
Quote from: Tynan on May 19, 2015, 12:15:50 PM
In each case, they're content additions to fill out the game without changing its core mechanics or breaking any fiction.

-New items. We have neurotrainers and artillery shells. You could add a special one-use item that does something cool, for the player to find in ancient tunnels or buy from traders?
-New GenSteps for map generation. Can you write a GenStep that generates a complex ancient temple underground? Or a devious pirate base?
-New incidents.
-New animals. I'd love to beef up the animal diversity in the existing biomes.
-New art description content. I wish there was more diversity in the writing there!

The best mods for RimWorld are ones that add new content without a lot of new systems or mechanics.  Does your mod fit?  Post a link to your mod with a quick description of what it is and why it should be included.

Here's the rules:
That's it!  Now post!  ;D

(Yes, this is basically a repeat of the older thread.  So many people didn't actually read what it was about that the thread became useless.  We're trying again though!)
Title: Re: Want to see YOUR mod in RimWorld?
Post by: Thirite on January 13, 2017, 07:42:47 PM
Well, I guess I'll go first.

I'd submit my mod Taiga Creatures (https://ludeon.com/forums/index.php?topic=27694.0)- it's a fully functional animal mod that adds some variety primarily to the Boreal Forests of the game. I still plan to add three or four more animals before I'm done with it, though.
Title: Re: Want to see YOUR mod in RimWorld?
Post by: Tammabanana on January 14, 2017, 09:50:45 AM
Submitting Travel Rations: MREs (https://github.com/Tammabanana/Travel-Rations--MREs/releases), a result of modders' Discord chatter.

It adds recipes and items for ready-to-eat meals, both simple and fine, specially cooked and packaged to travel well and last a long time. Intended for caravans, but probably useful for panic rooms and winter, too.
Title: Re: Want to see YOUR mod in RimWorld?
Post by: XeoNovaDan on January 16, 2017, 10:55:02 AM
I feel that Revolvers on the Rim (https://ludeon.com/forums/index.php?topic=29352.0) will be perfect for this purpose, as it should fill that little gap in vanilla regarding the Western theme which RimWorld is somewhat based on. It does have stats somewhat balanced and in-line with other vanilla weapons, and has a slight effect on social chat impact (much like the cowboy hat, but to a lesser degree).

Edit: Plant Cutting is for Growers (https://ludeon.com/forums/index.php?topic=29002.0): It's the world's smallest change which makes plant cutting only count as plant work as opposed to plant work and dumb labour, but also makes it so that the relevant skill for Plant Cutting is 'Growing'; seeing as growing skill does determine plant cutting efficiency. This one was actually demand-based!

Edit 2: Better Shooting Skill (https://ludeon.com/forums/index.php?topic=28939) - changes the shooting skill per level and post-process curve, and also aiming time is somewhat affected by shooting skill and health. It also buffs the personal shield's max energy from 1.1 to 1.25, and adds a new trait called 'Proficient fighter'. The main idea was to make higher shooting levels feel less underwhelming than they are, but this mod also makes 'Careful shooter' less overpowered in the regard that it normally transforms a level 1+ shooter into a dead-on accurate marksman, but they're still decent.

All three of these mods are XML based and will be very easy to implement.
Title: Re: Want to see YOUR mod in RimWorld?
Post by: twoski on January 17, 2017, 10:10:03 AM
MORE MENTAL BREAKS - Adds more mental breaks to the game

Thread: https://ludeon.com/forums/index.php?topic=24164.0

SYNTHMEAT - Genetically engineered plant that grows a meat substitute

Thread: https://ludeon.com/forums/index.php?topic=25056.0
Title: Re: Want to see YOUR mod in RimWorld?
Post by: notfood on January 17, 2017, 07:02:21 PM
SeedsPlease! (https://ludeon.com/forums/index.php?topic=24443.0)

Vanilla doesn't make sense without seeds! How can you become a drug lord at day 1 from landing?!
Title: Re: Want to see YOUR mod in RimWorld?
Post by: Zhentar on January 17, 2017, 11:43:35 PM
One small feature from Zhentar's Vanilla Tweaks (https://ludeon.com/forums/index.php?topic=27267) that I think should be in Vanilla: the roof overlay with a distinct color for overhead mountain tiles:

(http://i.imgur.com/95a1ndOl.jpg)


edit 1/25:
And a second one, meal meat overlays:
(http://i.imgur.com/bA5zzht.png)
Title: Re: Want to see YOUR mod in RimWorld?
Post by: mrofa on January 23, 2017, 02:48:02 PM
Submiting feature from Clutter Mod (https://ludeon.com/forums/index.php?topic=17610.0), windows
(https://s28.postimg.org/dnsfh5b2l/Window_Shoot.png)
Fragile wall pice with ability to act as embrasure, they also provide a growing light during day for pants to grow in 2 tiles from them
Title: Re: Want to see YOUR mod in RimWorld?
Post by: TrueDestroyer on January 26, 2017, 04:33:43 PM
From my mods for A15 (update soon!) I recommend to put in game (or a part of these, in some other form):
"wolf and fox comfortable temperature fixes" - change to literally 5-6 numbers in one xml file.

"double sleeping spot" - adds slightly changed duplicate of literally 10-15 lines in one xml file.

There's also some fixes that actually overwrite in game content, like "cloth sandbags" (instead of steel), "vitals monitor cost fix".

When it comes to art description content I have a mod that does it "Additional art descriptions and name generator options", that basically doubles the content. It's in english only. I'm sure around 80% of it's content is ready to be copy and pasted into game xmls anytime.

For details, click True Mods in my signature.

I got a list of other people's mods there, but obviously it was removed as they weren't mine, so instead I messaged all mod owners from this list and encouraged to post there, hope they'll do it, as there's tons of vanilla friendly mods that feel like they should be in game. I'm glad stonecutting tweaks is in game now! One mod from the list that made it.

Title: Re: Want to see YOUR mod in RimWorld?
Post by: Dingo on January 27, 2017, 12:56:06 PM
Seeing as TrueDestroyer and milon both suggested I post here, I guess I should.

You can find all of my mods (including source code on GitHub) here. (https://ludeon.com/forums/index.php?topic=26077)

I would recommend:

Hand Me That Brick makes construction better because haulers will help carry materials, freeing builders to actively build and gain XP / produce better results.

Cooks Can Refuel "fixes" a vanilla behaviour that I think is wrong. Cooks can't refuel stoves, so they won't make meals unless a hauler refuels for them.

Autoclose Event Notifications closes the notification boxes (letters) after X in-game hours and users can configure the timer / which event boxes it should close.
Title: Re: Want to see YOUR mod in RimWorld?
Post by: erdelf on January 27, 2017, 10:53:58 PM
Prisoner Ransom (https://ludeon.com/forums/index.php?topic=30023)

If enemy factions can demand money to give back their prisoners of our colonies, why can't we ?
This mod basically fills that hole and adds an appropriate solution through the comm console.


Source code is available on github (https://github.com/erdelf/PrisonerRansom/)
Title: Re: Want to see YOUR mod in RimWorld?
Post by: O Negative on February 02, 2017, 09:16:30 PM
Wild Healroot (https://www.dropbox.com/s/ootj2xc6c5ml5g4/Wild%20Healroot%20A16.zip?dl=0)

Helps ease the early-game frustration associated with playing in the rainforest biome, without making the game too easy.
It also offers newer players a better introduction to healroot than the standard "You can't grow this until you have a grower at lvl 8."
Yields the same healroot that domesticated/cultivated healroot plants do.

Feedback on the Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=851078396) is available if you're interested.
Title: Re: Want to see YOUR mod in RimWorld?
Post by: liquidrogue on February 04, 2017, 04:27:35 PM
Stockpile Efficiency

Adds a new WorkGiver for hauling that tries to stack as many items as possible.
Helps remove those piles of less-than-full stuff!

Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=857055488
Github: https://github.com/llaughlin/RimworldMods/releases

@Tynan: I really think something like this should be in Rimworld. Perhaps not this mod exactly, but having a bunch of half-full piles of stuff taking up valuable storage cells and preventing colonists from hauling actually important things is a bit of a bummer.
Title: Re: Want to see YOUR mod in RimWorld?
Post by: lincore on February 07, 2017, 12:42:35 PM
I'd like to suggest my wildlife tab. Similar to the Animals tab it contains a list of all known wild creatures. Hunting and taming designations can be made and icons indicate if a creature is dangerous.

https://github.com/lincore81/RimworldMods/tree/master/OmniLocator
http://steamcommunity.com/sharedfiles/filedetails/?id=759219409

I don't think combing through the desert in search of animals does improve gameplay. I understand that hunting should not be a scalable, highly reliable way of obtaining food, my mod respects that. You should still check out the surrounds of animals you decide to hunt or you'd not be aware there's a boomalope herd lurking nearby, just waiting for a stray bullet to cause a massacre...
Title: Re: Want to see YOUR mod in RimWorld?
Post by: TheWireLord on February 07, 2017, 04:44:58 PM
I have a quality of life mod here: https://ludeon.com/forums/index.php?topic=29320.0
I created this mod because I found it very annoying to assign conduits to be deconstructed if they were inside a wall or under furniture. With this mod (Conduit Deconstruct) the player is able to assign mass amounts of conduits to be deconstructed at one time. This mod adds a simple designation tool under the 'Power' tab called "Deconstruct Conduit" It works just like the "Deconstruct" tool but only affects power conduits. It also highlights the power conduits in blue just like when selecting the "Construct Conduit" tool.

Video Link: https://www.youtube.com/watch?v=T2LjiaS3NfU&t=4s
Title: Re: Want to see YOUR mod in RimWorld?
Post by: Brrainz on February 21, 2017, 01:26:55 AM
I was asked to add "Reverse Commands" to this post. It reverses the colonist-target-action sequence.

https://github.com/pardeike/ReverseCommands
http://steamcommunity.com/sharedfiles/filedetails/?id=858744731

Cheers
Andreas Pardeike
Title: Re: Want to see YOUR mod in RimWorld?
Post by: RemingtonRyder on February 21, 2017, 03:47:39 AM
Submitting Hunting Restriction.

This mod gives hunters a bit more autonomy over their job.


http://steamcommunity.com/sharedfiles/filedetails/?id=817014269
Title: Re: Want to see YOUR mod in RimWorld?
Post by: Orion on February 21, 2017, 05:33:13 AM
Submitting "Xeva's Hair". The mod contains 14 hair styles, many of them tribal. The graphics were originally made by Xeva and posted in the "free for usage" section. I made them into a mod so they can readily be used. So technically it's my mod. Xeva hasn't been active on the forum for years.

Xeva's Hair Mod (https://ludeon.com/forums/index.php?topic=19944.msg218084#msg218084)

The mod has 48.000 subscribers on Steam.
Title: Re: Want to see YOUR mod in RimWorld?
Post by: ShadowTani on February 21, 2017, 07:57:54 AM
Can one submit parts of one's mod? x3

If so the C# portion of my mod,  Chemicals & Neutroamine (https://ludeon.com/forums/index.php?topic=26108.0), that adds chemical extraction from animals (as an addition to milking or shearing), is welcome to be used by Rimworld if Tynan find an use for it.

The purpose of the mod beyond that affects an area Tynan already have discussed and that I personally agree with him on: that the game need items that motivate purchase of goods, in addition to all the selling of goods players do. That is an area the game is lacking and enabling production of such goods essentially make the trade system less interesting. I only use my own mod when I play specific scenario's where I disable trade events entirely. Thus I don't want to suggest the XML portion of the mod.
Title: Re: Want to see YOUR mod in RimWorld?
Post by: Marnador on February 21, 2017, 11:25:24 AM
I will submit More Vanilla Turrets.
It adds more variations of carefully balanced vanilla looking turrets to the game.
Example.
(http://img.photobucket.com/albums/v166/sod.x/lineup.png~original)

Mod is straight forward and adds no new mechanics to the game itself, it mostly uses modified strings of existing things in the game.
From the get go this mod was designed to be as close as possible to vanilla experience.
I am personally a fan of turrets, along with tower defense type of game-play and so are many others! Everybody has a different play-style after all.

If not all at least some of the turrets could be freely added if deemed proper.
Balance is subject to change as with anything else in the game :)

MVT on Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=730528968&searchtext=)
MVT on Forums (https://ludeon.com/forums/index.php?topic=9521.0)
Slowly progressed to top 6 most subscribed on Steam Workshop, so there is definitely a demand.
Title: Re: Want to see YOUR mod in RimWorld?
Post by: nackblad on February 21, 2017, 11:58:34 AM
I'd like to suggest my mod, Nackblad Inc Rimhair (https://ludeon.com/forums/index.php?topic=21771.0). Its code was based on Xeva's (https://ludeon.com/forums/index.php?topic=19944), and in my experience it works well.

I worked hard to try and match the artstyle of Rimworld, and I am planning to refine the art for a future update.

It does, however, include beards. I've yet to make a beardless version, but I could make one fairly quickly.
Title: Re: Want to see YOUR mod in RimWorld?
Post by: System.Linq on February 21, 2017, 01:09:35 PM
I was requested to add Expanded Incidents to this post.

https://ludeon.com/forums/index.php?topic=29831.0
Title: Re: Want to see YOUR mod in RimWorld?
Post by: GHXX on February 21, 2017, 02:12:34 PM
People commented on my mod and said that it should be included in vanilla, thats why im commenting here:
Tech Advancing
https://ludeon.com/forums/index.php?topic=22598.0

Tynan, the source code isn't public, PM me if you are interested.
Title: Re: Want to see YOUR mod in RimWorld?
Post by: Brrainz on February 23, 2017, 08:31:56 PM
Another short mod that I made is called "Careful Raids". It makes raiders avoid observed/followup death and thus makes cheesing and killboxes way more difficult.

https://ludeon.com/forums/index.php?topic=30772.0#new
https://github.com/pardeike/CarefulRaids

(https://github.com/pardeike/CarefulRaids/blob/master/Source/animation.gif?raw=true)

/Andreas Pardeike
Title: Re: Want to see YOUR mod in RimWorld?
Post by: Telkir on February 24, 2017, 02:39:52 PM
I can't say whether any of my mods fit the kind of content Tynan wants to see - they certainly don't introduce any new systems and work more to flesh out existing ones. I'd like to submit some of them:

T-MoreFloors - A large selection of new floor styles, all with their own beauty / material / time to make costs.
T-ExpandedCrops - Three new crop types and two new meals that require them, along with a new stove that adds small-scale bulk meal preparation.
T-ExpandedCloth - Change cotton plants to drop fibre; "cotton processing" research; unlockable textile bench to turn fibre into cloth

The thread for all my mods is over here:
https://ludeon.com/forums/index.php?topic=4373.0

Obviously, you are welcome to rebalance / pick and choose from anything to your own taste. Thanks for your consideration. :)
Title: Re: Want to see YOUR mod in RimWorld?
Post by: Latta on February 26, 2017, 12:05:31 AM
LT-Doormat

Small, fitting, aesthetic, and quite helpful too.
https://ludeon.com/forums/index.php?topic=21718 (https://ludeon.com/forums/index.php?topic=21718)
Title: Re: Want to see YOUR mod in RimWorld?
Post by: RemingtonRyder on March 04, 2017, 11:03:56 AM
Submitting Sometimes... Raids Go Wrong.

This is a mod to make Randy a bit more humorous. People seem to like that, which is the reason for submission.

Features:


Mod with source (https://www.dropbox.com/s/69tpe99zmjppva8/SometimesRaidsGoWrong101wUpdatedSource.zip?dl=0)
Title: Re: Want to see YOUR mod in RimWorld?
Post by: dburgdorf on March 15, 2017, 02:12:08 PM
Several users have suggested that I post Smooth Stone Walls (https://ludeon.com/forums/index.php?topic=30749.msg314888#msg314888) here. It adds an option to the "Structure" tab of the architect menu that lets you smooth natural stone walls, just as you can smooth natural stone floors. This lets you have real stone walls in the rooms in your mountain hideaway, without needing to mine out rock and then immediately replace it with a wall built from the rock you just mined.
Title: Re: Want to see YOUR mod in RimWorld?
Post by: Maszo pok on March 25, 2017, 09:14:46 PM
Anesthetic Drug Mod, "Narcos"

Adds a Drug used to render the user helpless and unconscious

Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=884846971

Title: Re: Want to see YOUR mod in RimWorld?
Post by: Duncan on April 05, 2017, 05:01:35 PM
You can add my realistic starvation mod. It very simple.
https://ludeon.com/forums/index.php?topic=31548.0

Bear in mind when integrating the source: The if() block at line 45 is just a hack because your code doesn't recognise my class as a valid Food_Need and it never gets added to the pawn as one. The only code changes that are really need are the values in NeedInterval() and FoodFallPerTickAssumingCategory(cat) and the constants BaseFoodFallPerTick and MalnutritionSeverityPerInterval.

I also noticed in this class never uses these constants in the vanilla game. Don't you get a bunch of annoying warnings about that?
Title: Re: Want to see YOUR mod in RimWorld?
Post by: Poroh on April 07, 2017, 04:02:51 PM
Fresh stockpile filter
https://ludeon.com/forums/index.php?topic=30004
http://steamcommunity.com/sharedfiles/filedetails/?id=845898290

Adds additional stockpile filter for fresh items. Like *rotten but opposite.
Really helps for more fine-tuning stockpiles.
Title: Re: Want to see YOUR mod in RimWorld?
Post by: gariba on April 13, 2017, 09:36:13 PM
Submitting "Draw a Bead":
Scales aiming time with shooting skill, consciousness, sight and manipulation.
Steam workshop link (http://steamcommunity.com/sharedfiles/filedetails/?id=786055494&tscn=1492118108)
Title: Re: Want to see YOUR mod in RimWorld?
Post by: cuproPanda on May 30, 2017, 11:54:48 AM
Not really submitting a mod, but a feature some of my mods use: CompSunlight (https://github.com/cuproPanda/EXP/blob/master/Source/ExpandedPower/Components/CompSunlight.cs). It really bothers me how a solar panel is able to absorb full sunlight when it's pouring down rain. This component checks the weather and adds a restrictive multiplier to simulate cloud coverage, fog blockage, etc. Here (https://github.com/cuproPanda/EXP/blob/master/Source/ExpandedPower/Components/CompVariablePowerPlantSolar.cs)'s an implementation of the matching component which handles changing the power output.
Title: Re: Want to see YOUR mod in RimWorld?
Post by: O Negative on June 15, 2017, 04:15:55 AM
This is less of a suggestion, and more of a donation that you can choose to cherry pick from. Osteo+ (https://www.dropbox.com/s/za61lyuu6d5ou5y/Osteo%2B%20A17.zip?dl=0)
In this mod, I've written the xml for 110 bones that aren't currently included for the human body, as well as added them to the human body def. A majority of them are for the bones of the hands and feet, but there are only a few that I really feel should be included. The fibula is the primary bone that I feel should to be included. Especially after seeing this thread (https://ludeon.com/forums/index.php?topic=33584.msg342572#msg342572) lol


After testing a 1000 colonist genocide via mechanoid raid and observing the injuries of the deceased, I would say 95% of the bones I added didn't come up in my results even once. So, you probably shouldn't bother cluttering up the human body def with them. The bones that didn't show up include the carpals, metacarpals, tarsals, metatarsals, and phalanges (phalanx). These bones only showed a 0.02% chance of getting hit in the debugger. The idea of broken bones in the hands and feet was interesting, but the results of my test(s) were underwhelming...
Title: Re: Want to see YOUR mod in RimWorld?
Post by: XeoNovaDan on July 07, 2017, 10:14:06 AM
Second time that I've posted (IIRC), and I'm not entirely sure if this thread still applies to mods to be included for A18 at this point, but I'm going to put in an additional 10p here mainly so that it's brought to attention.

Quality Cooldown (https://ludeon.com/forums/index.php?topic=32472)

Makes quality subtly affect the cooldown of melee and ranged weapons - with the latter also being affected by weapon condition; ranged weapons below 90% health will see their cooldown times deteriorate, and more dramatically so when below 30% health.

Melee Weapons have a 10% longer cooldown (awful quality = 1.1x multiplier) to 10% relatively shorter cooldown (legendary = 0.911x multiplier). Ranged weapons have a 20% longer cooldown (awful quality = 1.2x multiplier) to 20% relatively shorter cooldown (legendary = 0.833x multiplier).

Normal quality of course is 1x for both.

I feel this will be beneficial not only for a bit of immersion (and the 'simulation' of mechanical weapon parts degrading with condition), but also quality will bear relevance to the damage output of certain forced miss radius ranged weapons such as the minigun. No more 10% HP awful quality miniguns performing identically to pristine legendary quality miniguns!
Title: Re: Want to see YOUR mod in RimWorld?
Post by: Spino on August 02, 2017, 06:58:09 AM
Now that I have fixed some bugs/tweaked some things, I'd like to submit the Megafauna (https://ludeon.com/forums/index.php?topic=34432.0) mod for this. I did my best to make it fit the vanilla Rimworld art style  :)
At the time of writing this, it adds 14 new rare animals that are all based on extinct species, just like the vanilla megasloth - which this mod was inspired by, by the way!

Title: Re: Want to see YOUR mod in RimWorld?
Post by: spincrus on September 17, 2017, 06:06:13 PM
I am not entirely sure if this would be considered suitable for the vision you guys have for the overall fauna of RimWorld, but I'd like to submit my mod Dinosauria (https://ludeon.com/forums/index.php?topic=35678.0).

I tried to keep it lore-friendly and tried to make the sprites as compatible with the vanilla RimWorld art style as possible (was quite a challenge due to the vastly different dinosaur morphology compared to mammals).

It's also constantly being updated, with additional species (currently 13+1, with the last not yet implemented into the Defs) in the works. I'm also aware that some balancing may also be required down the road.

Cheers!
Title: Re: Want to see YOUR mod in RimWorld?
Post by: Mehni on September 26, 2017, 07:56:15 PM
There are two mods I'd like to see integrated in vanilla:

Number 22 with Rice (https://github.com/Mehni/Number-22-with-rice), which simply defaults the hydroponics bay to rice. Rice is, without a doubt, the better choice to grow in hydroponics and the default potatoes are the worst possible choice. Having a building defaulting to something else might convince some people to look up soil fertility. If not, at least they're sowing a crop that's objectively better.

The second one is Sun Tzu's Raider Tactics (https://ludeon.com/forums/index.php?topic=35832.0). When A17 toted "better and improved AI" I was expected a more interesting raid type, or an AI that's more aggressive. This mod adds a new and exciting type of raid. The execution is quite simple, but its effects make for a very interesting battle.
Title: Re: Want to see YOUR mod in RimWorld?
Post by: Spidercamp on October 15, 2017, 04:55:54 PM
I'm way late on this thread, but I made a sheep that I think meets the qualifications. Man would it be cool to see it become a permanent fixture. I just uploaded it to the Steam workshop yesterday, but I've been playing with it since A15.

https://steamcommunity.com/sharedfiles/filedetails/?id=1169263268&searchtext=

[attachment deleted by admin: too old]
Title: Re: Want to see YOUR mod in RimWorld?
Post by: general2231 on November 11, 2017, 06:50:24 AM
I think Wandering Caravans (https://ludeon.com/forums/index.php?topic=36087.0) could be suitable addition to the core game. It adds the ability for pack animals carrying a balanced randomly generated inventory to spawn like regular animals, because they have been separated from their trade caravan and are just 'wandering' the map, which seems pretty vanilla friendly and a nice bonus for players that have these caravans stumble upon their colony or travelling caravan. Would love to see it added :)
Title: Re: Want to see YOUR mod in RimWorld?
Post by: Varisha on November 14, 2017, 04:18:27 AM
Hi,

i suggest to include ExtendendInspectData - Mod (https://ludeon.com/forums/index.php?topic=36614).

Currently the inspect window contains quite less information especially for zones and multiple selections of items.
I added some basic information to the inspect window to fill this gap. You can see what is covered by now in the linked thread (includes screenshots).

Note:
I inherit from a Core-Class and replaced it via Patch-Operation. I reused the Core-behaviour except for the things I provide more details for.
Drop me a message for any question to this :)

There is still room for improvements or more extensions to other selections.

Regards Vari
Title: Re: Want to see YOUR mod in RimWorld?
Post by: Derek227 on January 01, 2018, 06:05:53 PM
My Mod simply adds energy efficient lighting to the game.  Research included!
It added a CFL and LED standing lamp.  They look exactly like the normal lamps but consume less power.
CFL = 30W
LED = 12W

http://steamcommunity.com/sharedfiles/filedetails/?id=774849061
Title: Re: Want to see YOUR mod in RimWorld?
Post by: Spidercamp on January 15, 2018, 01:44:26 AM
Additional decorative plants (with a couple of bonsai versions of existing trees): https://www.dropbox.com/sh/re07u68ywt9hc48/AAAqy5ZyPdz6MOOXGfmvMCP0a?dl=0

Horses - 4 varieties with varying speeds, strength and beauty: https://www.dropbox.com/sh/2z8hjae5ne57tih/AAAvVXXbd_mx_3GkQ66TbmNfa?dl=0

9 new dog breeds with varying strength, size and beauty (Collie, Border Collie, Doberman, Mastiff, Mini Schnauzer, Caucasian Shepherd, Golden Retriever, St. Bernard, Chow Chow): https://www.dropbox.com/sh/eb11z2nnebknko5/AAB3Quyx8V11DPv_OlF4s1wTa?dl=0

Sheep updated for B18 and re-balanced: https://www.dropbox.com/sh/joea35nz7gdwb5k/AAAO2MJqo4hqSNEpIfzobjLaa?dl=0

[attachment deleted by admin: too old]
Title: Re: Want to see YOUR mod in RimWorld?
Post by: AileTheAlien on July 02, 2018, 01:27:13 PM
ET's Nutrient Paste Dispenser (https://github.com/EliaTarasoff/rimworld-nutrient-paste-dispenser)

I made a mod to fix/replace the current nutrient paste dispenser and hopper.
(See this discussion thread (https://ludeon.com/forums/index.php?topic=38138.0).)
The main thing it fixes, is that pawns were constantly hauling to hoppers, which goes against the description that it's a low-time way to make meals.
This isn't new stuff, but I figure my best hope of having the NPD reworked / not have terrible hopper-hauling, is to post my mod here, and save the effort of this particular implementation. :)
Title: Re: Want to see YOUR mod in RimWorld?
Post by: Albion on July 04, 2018, 10:51:16 AM
I would like to throw my Sparkling Worlds (https://ludeon.com/forums/index.php?topic=35373.0) mod in the ring.
Specifically the events from said mod. Those can be found in the More Events Addon.
I even patched the mod to be compatible with the current build of unstable 1.0 with some bugfixing and changes. It can be downloaded from here: Dropbox link (https://www.dropbox.com/sh/2tm4vh6ttmqnmh5/AADrTDdpiPA2DXhkYlz5Bp79a?dl=0)
I also included the source code.
Title: Re: Want to see YOUR mod in RimWorld?
Post by: twoski on September 12, 2018, 10:32:59 PM
I updated my mod (http://steamcommunity.com/sharedfiles/filedetails/?id=757053824) which changes how infestation works.

Instead of hives growing and spreading exponentially (which is really bad for multiple reasons), they will just intermittently spawn manhunter insects. If the player doesn't deal with the hives, they will have a never ending wave of bugs invading their base. When the hunter insects down a pawn, they will haul it back to their hive.

This makes the event a lot more user-friendly and also creates more interesting rescue situations where the insects abduct your pawns.