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RimWorld => Releases => Mods => Outdated => Topic started by: minami26 on June 05, 2014, 04:39:06 AM

Title: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: minami26 on June 05, 2014, 04:39:06 AM
From the main mod
(http://i59.tinypic.com/24v6t0h.png) (http://ludeon.com/forums/index.php?topic=3464.0)






(http://i61.tinypic.com/5dv0jq.png)

Adds 36+ Custom Events
HyperTornado
FlashFlood *somewhat
Wild TuskBeasts
Static Signals
Animal Genocide
Faction War
Wanted Outlander
Suspicious Crates
Tribe Migration
Muffalo Migration
Colonist Regeneration
BrokenBuildingGeothermal
BlackVoid
Earthquake
EclipseSubEventA (Eclipse animalFeral)
EclipseSubEventB (Eclipse Meteor)
EndRescue (Game Ender)
MeteorShower
PrisonBreak
PrisonerAssault
PrisonerRampage
PrisonRiot
RageVirus
RaiderSyndicate
SolarFlareSubEventA (Cosmic Radiation)
Stroke
Mechanoid Swarm
Raid Command
Resource Prescience
Colonist Kidnappers
Terminator
Buzzant Hill
Mysterious Ship Transmission
Colonist Stash
Risk/Reward Event
Nausea

+22 Text only Events

v2.3 New Feature:
Made an Initializer to provide a 55% chance to call a trader once every month.
This serves as a measure to make sure that a trader should come into your colony rather than just relying on the Incident chance of a trading ship to pass.




Please start a NEW WORLD and NEW GAME before playing with the mod.
Should be compatible with any mod. Post here if you have problems.

Recommended:
The greatest RimWorld story ever told! *Features TTM[CustomEvents]!!
Rebecca Cain
https://www.youtube.com/watch?v=He9PN-ngxsU (https://www.youtube.com/watch?v=He9PN-ngxsU)

Help:
This mod is not compatible on old Saves that do not have [CustomEvents] installed, please start a new World and a new Game before playing with this mod.

Installation:
- After downloading the .rar file, just Extract its contents to your RimWorld/Mods folder and enable TTM[CustomEvents] in the mods panel within RimWorld.

How to Update:
- Delete the old TTM[CustomEvents] folder and replace it with the new update file.

Screenshots:
(http://i58.tinypic.com/72r5w7.jpg) (http://i59.tinypic.com/2clsso.jpg)(http://i57.tinypic.com/2jd2blh.jpg) (http://i60.tinypic.com/x256r5.jpg)(http://i59.tinypic.com/2w4ll01.jpg) (http://i59.tinypic.com/wpke9.jpg)(http://i.imgur.com/uCsgpfu.jpg) (http://imgur.com/T2gO7HZ)(http://i.imgur.com/rLSsWQJ.jpg) (http://imgur.com/RJ8GuV4)

Changelog:
Changelog:
v2.3d
Changes:
Adds a condition for Animal Genocide Event to not kill MAIs when it is installed.
TuskBeast movespeed increased to 3, Meat yield Lowered.

v2.3c
+Fixed
- Removed Abomination explosion mechanic to prevent loop error.
v2.3b
+Fixed never ending faction war when loading a game when this is occurring.

v2.3a
+Fixed
- Fix Tuskbeast error when killed.

v2.3
Alpha 7 Compatibility

New Feature:
Made an Initializer to provide a 55% chance to call a trader once every month.
This serves as a measure to make sure that a trader should come into your colony rather than just relying on the Incident chance of a trading ship to pass.

New Events:
HyperTornado - A hyper destructive force of nature!
FlashFlood - Be wary of dense forests FlashFloods are a killer!
WildTuskBeast - Majestic Beasts :3
Static Signal - This is how the Atmospheric Interruption should be!
AnimalGenocide - A super mysterious RimWorld phenomena D:

Changes:
Cosmic Radiation:
affected colonists should only get tired and need rest.

Mysterious Transmission:
Changed Mutated Abomination mechanics.

Earthquake:
should now only damage some buildings!
no more mini explosions.

Fixes:
Black Void:
fixed voids dying.

-- Spawner Buildings are now forced to undo the claim button effect.

v2.2
New Events!

Scenario Events:
Faction War
- Pirates vs Outlanders! = lots of corpses.
Wanted Outlander
- It's a manhunt!
Suspicious Crates
- Not all dropped goods from orbit are items.

Normal Events:
Tribe Migration
- Tribals get raided too.
Muffalo Migration
- Muffalos on the go.
Colonist Regeneration
- Miraculous healing properties. *limited to wounds only

Changes:
Changed RaiderSyndicate to only choose prisoners.
Recalibrated ColonyWealth Requirement for hard events.
Removed PrisonerSuicide Event.
Removed AtmosphericInterruption Event.
Removed ColonistDeath Event.
Nerfed RageVirus to affect only half of the colonist population.

Fix:
Fixed Risk/Reward event scenario[1](Bomb Chest/Silver Reward) not killing/removing the colonist.
Fixed Abomination exploding over and over again.

v2.1.4
Alpha6 Compatibility and Removed Events

Removed Sickness Events
- The sickness events caused colonists to die prematurely.


Download:

Alpha 7 Custom Events v2.3d:
(http://www.mediafire-movie.com/mediafire.png) (http://www.mediafire.com/download/i0kh1xzx0vs8rw9)
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/59/)

Alpha 6:
TechTreeMinami[Custom Events] v2.2 Mediafire Link (https://www.mediafire.com/?hlmo977qta5cojl)

TechTreeMinami[Custom Events] v2.1.4 Mediafire Link (https://www.mediafire.com/?8bna5hhr2vdkjlc)

------------------------------------

Do you have a nice idea for an event? Do you think its doable in rimworld?
Here are some questions and guidelines that makes it doable:

Does it involve a falling object in space and releasing something?
Does it involve destruction?
Does it involve killing pawns?
Does it involve altering mindstates?
Does it involve spawning something?
Is it a random chance?
(Thats all I could think of for now.)
If yes! then it "might" be doable! *not totally sure

Or If you have a totally out of this world, but super awesome idea give it a try and post your Ideas!

Compatibility:

Compatible with every other mod that doesn't edit the Original Incidents in the IncidentsDef folder.
-If a particular mod edits the original incidents you must load this in the mods panel last.

License:
Please ask for permission to use for integration, dissection, and whatnot. Please do not redistribute individual parts as your own. Give credits please, thankyou!
(http://i.creativecommons.org/l/by-sa/4.0/88x31.png) (http://creativecommons.org/licenses/by-sa/4.0/)
Title: Re: [MOD] (Alpha4E) Tech Tree Minami [Custom Events] v1.1
Post by: Tuvka on June 05, 2014, 05:57:58 AM
Oh, yes! Super :) Thank you so much :)
Way at the expense of compatibility with other mods. In those modes, that any added craft walls etc. will also be used by the system of this mod?
Title: Re: [MOD] (Alpha4E) Tech Tree Minami [Custom Events] v1.1
Post by: Celthric Aysen on June 05, 2014, 06:13:57 AM
Nice mod i love it there is one issue tho..
its that your not allowed to allowed to get money out of Rimworld by the use of mods.
as stated on "Modding how-to and EULA.txt" which can be discovered on your mods folder states that.

-You're welcome to make whatever mod you like and distribute it as broadly as possible.
-You may only distribute RimWorld mods non-commercially (for free).

I could be wrong on understanding this tho... if only it was clarified more.
I have no problems with Adfly.. its just that i dont think Tynan would be happy about this.
Title: Re: [MOD] (Alpha4E) Tech Tree Minami [Custom Events] v1.1
Post by: Crimsonknight3 on June 05, 2014, 06:33:01 AM
Woooooooo Alpha4 minami :D >.<
Title: Re: [MOD] (Alpha4E) Tech Tree Minami [Custom Events] v1.1
Post by: Goatlike on June 05, 2014, 07:00:57 AM
Events! More events! It's good. Thank you.
Title: Re: [MOD] (Alpha4E) Tech Tree Minami [Custom Events] v1.1
Post by: minami26 on June 05, 2014, 07:45:59 AM
Quote from: Blackjack1000K on June 05, 2014, 06:13:57 AM
-snip-

ok thanks for the info!
Title: Re: [MOD] (Alpha4E) Tech Tree Minami [Custom Events] v1.1
Post by: a89a89 on June 05, 2014, 07:48:59 AM
So is the tech tree removed?
Title: Re: [MOD] (Alpha4E) Tech Tree Minami [Custom Events] v1.1
Post by: minami26 on June 05, 2014, 07:54:03 AM
Quote from: a89a89 on June 05, 2014, 07:48:59 AM
So is the tech tree removed?

nope, im releasing the other features of tech tree minami for compatibility. because everybody is asking for them apparently :D

Ill have the main mod (techtree) ready tomorrow.
Title: Re: [MOD] (Alpha4E) Tech Tree Minami [Custom Events] v1.1
Post by: insanevizir on June 05, 2014, 05:44:18 PM
I get these errors, in yellow letters:


Config error in Sick: Sick has duration > 1 but also has an active condition. Duration only works for memories.

(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Config error in TerribleHeadAche: TerribleHeadAche has duration > 1 but also has an active condition. Duration only works for memories.


Edit: Also, meteor strikes made my game soooooooooooo slow, until it rained and the fires stoped.
ps.  300x300 map.
(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

hope it helps ^^
Title: Re: [MOD] (Alpha4E) Tech Tree Minami [Custom Events] v1.1
Post by: spatula on June 05, 2014, 06:03:33 PM
so awesome, installing immediately. this is my fav part of the full mod, hopefully this is more compat with others... very excite. will post more suggestions- good idea offering guidelines!

UPDATE: Oh I love this mod. Works fine with all the others and adds so much flavour, tension and variety to the game!
Title: Re: [MOD] (Alpha4E) Tech Tree Minami [Custom Events] v1.1
Post by: minami26 on June 06, 2014, 10:03:52 AM
Quote from: insanevizir on June 05, 2014, 05:44:18 PM
I get these errors, in yellow letters:

Edit: Also, meteor strikes made my game soooooooooooo slow, until it rained and the fires stoped.
hope it helps ^^

Yeah, just ignore those. I wanted to have durations for a conditional thought, it says that error but its doing fine. :)

About the meteors, its the Fire. Too much fire in the map slows the game until they are extinguished. Ty addressed this lately. so it will be optimized in Alpha5. :)

Quote from: spatula on June 05, 2014, 06:03:33 PM

UPDATE: Oh I love this mod. Works fine with all the others and adds so much flavour, tension and variety to the game!

Haha, Thanks dude! will add more events soon! I just finished updating the main mod! hope you check that out! :)
Title: Re: [MOD] (Alpha4E) Tech Tree Minami [Custom Events] v1.1
Post by: minami26 on June 10, 2014, 07:25:49 AM
Heres a sneak peak for v2!

(http://i59.tinypic.com/4j1j05.jpg)
Title: Re: [MOD] (Alpha4E) Tech Tree Minami [Custom Events] v1.1
Post by: iame6162013 on June 10, 2014, 07:26:48 AM
Quote from: minami26 on June 10, 2014, 07:25:49 AM
Heres a sneak peak for v2!

http://i57.tinypic.com/1zbqryv.png (http://i57.tinypic.com/1zbqryv.png)
is that a tank o.0
Title: Re: [MOD] (Alpha4E) Tech Tree Minami [Custom Events] v1.1
Post by: minami26 on June 10, 2014, 07:28:57 AM
Quote from: iame6162013 on June 10, 2014, 07:26:48 AM
Quote from: minami26 on June 10, 2014, 07:25:49 AM
Heres a sneak peak for v2!
is that a tank o.0

not telling! :P
Title: Re: [MOD] (Alpha4E) Tech Tree Minami [Custom Events] v1.1
Post by: spatula on June 10, 2014, 08:11:57 PM
Thought up a few events:
- a trader ship is destroyed by pilots and it rains bodies, human meat, scrap metal and fire. How horrific.
- the colonists gather together for drinks. Morale Happiness Boost for 7 days, but hangover detriment for 1 day.
- a large black alien monolith has spawned- anything that goes near it will go insane.
- that's strange... it looks like a crazy muffalo... and somebody strapped it up with boomrats! Exploding muffalo! Look out!
- a local raiding party gives you a rare chance to pay 300 silver and avoid a raid
- your colony was not chosen to host the Rimworld olympics
Title: Re: [MOD] (Alpha4E) Tech Tree Minami [Custom Events] v1.1
Post by: HalfDream on June 11, 2014, 11:14:26 AM
I have the problem that i cant move squirel corpses. I cant take them to a stockpile or grave it always says that i didnt configure an empty place
Title: Re: [MOD] (Alpha4E) Tech Tree Minami [Custom Events] v1.1
Post by: minami26 on June 12, 2014, 06:46:21 AM
So i was playing with the codes today look what I made! haha.

(http://i61.tinypic.com/2r4jyvq.jpg)

Also another sneak peak.. :D

(http://i61.tinypic.com/6yefqh.gif)
Title: Re: [MOD] (Alpha4F) Tech Tree Minami [Custom Events] v2 New Events!
Post by: minami26 on June 15, 2014, 08:40:14 AM
(http://i61.tinypic.com/5dv0jq.png)

Hello guys, I have finished all my to do list on v2. I have only tested to see if it works, but it should be balanced with the some of the events having good conditions.
If you think some events are unbalanced. please post to let me know what you think! thankyou!

v2 Features:
-New Events-
Mechanoid Swarm
Raid Command
Resource Prescience
Colonist Kidnappers
Terminator
Atmospheric Interruption
Buzzant Hill
Mysterious Ship Transmission
Colonist Stash
Risk/Reward Event

Sickness:
+Flu
+Anemia
+Scurvy
+Nausea

New TextOnly Events

Changes:
BasicSickness now changed to Flu
(The colonist becomes really sick, as with all sickness)
Improved Earthquake
(Camera shakes!)
Changed Black Void
(As black as the void itself.) Best event ever.

Title: Re: [MOD] (Alpha4F) Tech Tree Minami [Custom Events] v2 New Events!
Post by: Kumai0214 on June 15, 2014, 10:45:53 AM
Someone hold me!!! AHHH! lol... By the way, can you add something to be done with abominations? I received that mysterious ship transmission and a abomination popped up. But now the body is just sitting there.

Edit: Nevermind. I found a use for them after all :)


Found out that the mysterious ship transmission keeps occurring  each time you reload the game.
Title: Re: [MOD] (Alpha4F) Tech Tree Minami [Custom Events] v2 New Events!
Post by: spatula on June 15, 2014, 01:59:44 PM
oh dude this is amazing.

i'm weighing doing a lets play for your insane tech mod, but i can't get far enough into a game yet because it's insanely hard.

This mod though- OMG, looks amazing.

From that screen grab- can you figure out Fog Of War? I think the concept of night being pitch black except for lit areas around lights/colonists would be insane.
Title: Re: [MOD] (Alpha4F) Tech Tree Minami [Custom Events] v2 New Events!
Post by: Bozzarr on June 15, 2014, 03:59:55 PM
group of hunters from nearby settlement come and kill some animals and take away their corpses , they ignore colonists unless attacked.
Title: Re: [MOD] (Alpha4F) Tech Tree Minami [Custom Events] v2 New Events!
Post by: minami26 on June 16, 2014, 04:32:42 AM
Quote from: spatula on June 15, 2014, 01:59:44 PM
oh dude this is amazing.
From that screen grab- can you figure out Fog Of War? I think the concept of night being pitch black except for lit areas around lights/colonists would be insane.

Thanks dude! I don't know about FoW, pitch dark concept is actually just a weather def with all the lights set to zero. FoW is another thing. I'll leave that to ty. haha :D

I did a risk reward event from reading your thread again. I never thought risk reward events could be very thrilling. hahaha

Quote from: Kumai0214 on June 15, 2014, 10:45:53 AM
Can you add something to be done with abominations? I received that mysterious ship transmission and a abomination popped up. But now the body is just sitting there.
Found out that the mysterious ship transmission keeps occurring  each time you reload the game.
The abomination carcass shouldn't stay unless you destroyed it with an rpg or something that does  over 100dmg.  why does it keep happening.. it shouldn't do that. hmm

Quote from: Bozzarr on June 15, 2014, 03:59:55 PM
group of hunters from nearby settlement come and kill some animals and take away their corpses , they ignore colonists unless attacked.
that's hard to do. hahaha.

I love the black void event.. do you guys like it too? hahaha
Title: Re: [MOD] (Alpha4F) Tech Tree Minami [Custom Events] v2 New Events!
Post by: Evgnonan on June 16, 2014, 06:10:48 AM
Thats really cool! Thx. Really hard to kill mutant-monster) And new text quests. And new events. This is that little things that need to be in RimWorld from beginning.))

Suggestions: New events
1) All life forms must stay inside or will be killed by monsters like in 1st Riddik film
2) Some virus, most of colonists now ill, but you can find medicine by researching (new research become aveleble as event starts)..
3) big migration of people that go through your map. (some epidemic or war or less rein and harvest food) - and after migration the same event happen with your colony.
4) Robers - they stile silver and you can catch them
5) Blood rain ))
Title: Re: [MOD] (Alpha4F) Tech Tree Minami [Custom Events] v2 New Events!
Post by: minami26 on June 16, 2014, 07:20:22 AM
Quote from: Evgnonan on June 16, 2014, 06:10:48 AM
Thats really cool! Thx. Really hard to kill mutant-monster) And new text quests. And new events. This is that little things that need to be in RimWorld from beginning.))

Suggestions: New events
1) All life forms must stay inside or will be killed by monsters like in 1st Riddik film
2) Some virus, most of colonists now ill, but you can find medicine by researching (new research become aveleble as event starts)..
3) big migration of people that go through your map. (some epidemic or war or less rein and harvest food) - and after migration the same event happen with your colony.
4) Robers - they stile silver and you can catch them
5) Blood rain ))

Thanks man!

about the suggestions!
1. Done that! its the black void event!
2. hmmm,, I could think of something like that! ;D
3. this is good!
4. ill try! :D
5. Hahaha,, this is also good!
Title: Re: [MOD] (Alpha4F) Tech Tree Minami [Custom Events] v2 New Events!
Post by: spatula on June 16, 2014, 09:42:25 PM
Two things: Actually Three things..

The Black Void: This is the best event, hands-down, secures this as my favourite mod. Absolutely amazing, terrifying and a thrill ride. Truly the best experience I've had. I'd suggest if possible making the transition-to-darkness a bit longer, giving those hauling from afar a SLIM chance of making it to the light. Also, it leaves strange void creatures littered on the landscape in varying states of dead/alive and all frozen. Best event ever though.

and

Risk/Reward: Also one of my favourite features/events from this mod. Glad for a varying percentile risk... I ended up losing two colonists by taking the gamble and didn't on another occasion (by bowing out)... but the payoff from the risks were huge, though in time, losing those colonists ended up balancing it out- so i love this. Ultimately it was nice to have some new events to read (well written BTW) and have to make a tough decision. I like the one about preventing the crops and explaining the blights- that was a nice touch.

I'd love to see more of these events... even smaller ones with smaller rewards that have a cost, like gambling...
(ie. Stomp wants wants to use 100 potatoes to make a feast. Chance the smell of food attracts a nearby wander to join the colony VS attracting a raid VS psycho animals VS nothing)

or even some comical ones with very small effects
(ie. Stomp wants to electrocute a live Boomrat for science, will you let him? Risk: Stomp Catches on fire / Reward: Stomp catches on fire / Both: Everyone learns a valuable lesson)

I felt these events gave me, the user, a bit more say in the story elements they provide and really make me feel like my little colonists have personalities and little lives... that I witness ending suddenly as the darkness envelops the world...


And thirdly, this is an amazing, amazing mod. I can't stress this enough.
Title: Re: [MOD] (Alpha4F) Tech Tree Minami [Custom Events] v2 New Events!
Post by: minami26 on June 17, 2014, 03:23:04 AM
Quote from: spatula on June 16, 2014, 09:42:25 PM
The Black Void: This is the best event, hands-down
Risk/Reward: Also one of my favourite features/events from this mod.
I felt these events gave me, the user, a bit more say in the story elements they provide and really make me feel like my little colonists have personalities and little lives.
And thirdly, this is an amazing, amazing mod. I can't stress this enough.
Wow. thankyou so much spatula!
I'm so glad you like it!

Just so you know, when I finished the black void event, I was marching in circles within my room thinking I finally made it! wooo! :))
I'll take a look on how to manage the void creatures again. because i've already put something to prevent them from still being present after the event. seems like they still keep appearing huh.

Yeah, I'll be thinking more of Risk/Reward items. It's amazing how simple text gives the game more life right? awesome suggestions as always!
Title: Re: [MOD] (Alpha4F) Tech Tree Minami [Custom Events] v2 New Events!
Post by: spatula on June 18, 2014, 04:31:48 PM
loved the "raider base" event... totally destroyed an otherwise prosperous colony in an epic way.. this will be even greater once there's manually-aimed artillery.
Title: Re: [MOD] (Alpha4F) Tech Tree Minami [Custom Events] v2 New Events!
Post by: P_anders on July 02, 2014, 02:59:19 PM
Hi there ... you did really good work with your mod. i like the new events. or let's just say most of them. the Void event is pretty annpying. every time that event comes, i lost all or the most of my colonists because they are not fast enough to go back to the lights.

anyway ...
there is a lillte problem with the flu event ... i had this problem a few times like right now:
a colonist get a flu. the only thing i can do is undraft him when his food reaches 9% ... it worked 1 time ... sometimes it worked a 2. time. but then he get a mental breakdown befor he undrafted go to the food and can eat something. my wardet arrest him, put him in a prisoner bed and droped food next to the bed ... he does not feed him. as you know ... i can not undraft a prisoner. which means i lost the prisoned colonist  because of starvation. non of my colonists with activatet doctorwork will treat the prisoner with the flu. by klick right mousebutton i haved only this: " bed is reserved by ..." nothing else


i have no chance to rescue this guy and bring him back in the crew -.- maybee there is some bug with?
Title: Re: [MOD] (Alpha4F) Tech Tree Minami [Custom Events] v2 New Events!
Post by: minami26 on July 03, 2014, 07:06:37 AM
ok thanks for the info. I'll try to tweak the other events to make them less of a hassle.

Abomination and ResourcePrescience has been fixed, i'm waiting for alpha5 to release.

Thanks for playing!
Title: Re: [MOD] (Alpha4F) Tech Tree Minami [Custom Events] v2 New Events!
Post by: P_anders on July 03, 2014, 09:18:45 AM
thanks minami

uhm speaking at abomination ... i had this event 2 times when i get the surviors in my base and both times one of them was transforming. by each next time when this event comes i decided to let them die or send a colonist to kill them  ... to much risk for my crew.
i was woundering if it's definitly that one of the 3 guys will turn in this monster every time the event comes

btw.
sorry for my bad english ... it is not my mother tongue ^^
*looking at my previous post* oh my goodness .. i knew i speak not soooo good english .. but this is horrible *shame*
Title: Re: [MOD] (Alpha4F) Tech Tree Minami [Custom Events] v2 New Events!
Post by: JKTD1919 on July 03, 2014, 11:35:16 PM
Hmm... How about an event where swarms of crickets attack. All vegetation outside of roofed areas slowly deteriorates, and vegetation inside also does if you open the doors (or walls/windows) at all while it is happening. This would make hydroponics tables even more necessary. The attacks would last for a day or two.
Also be cool if the crickets could get in through embrasures and fences.

And how about a dust bowl event! That'd be great. Everything just goes dark outside and dirt filth builds up EVERY where. When the dust settles, all that is left is a LOT of dust and a bunch of dead plants. Maybe see about burying walkways or graves in dust too.
Title: Re: [MOD] (Alpha4F) Tech Tree Minami [Custom Events] v2 New Events!
Post by: murillokb on July 04, 2014, 11:34:19 AM
First of all i've gotta say this is one of the best mods around o/
and i'm only playing with Phoebe  ;D

Quick question: I had the abomination event 3 times in a row but the abomination never spawns. I receive the alert that the abomination has spawned and the colonist explode, but the abomination is not there. Is it because i'm playing with Phoebe or is it some kind of bug?
Title: Re: [MOD] (Alpha4F) Tech Tree Minami [Custom Events] v2 New Events!
Post by: robertmanbob on July 04, 2014, 01:32:38 PM
Black void needs a timer of some sort. I just started a colony, and had all my colonists hauling, and then they all just die... At least a restriction please, so new colonies dont instantly die 10 minutes in.
Title: Re: [MOD] (Alpha4F) Tech Tree Minami [Custom Events] v2 New Events!
Post by: murillokb on July 04, 2014, 09:29:25 PM
So now something is broken and everytime I load a saved game, the abomination event happens  :P
i'm just leting the 3 colonists die everytime i load my game
Title: Re: [MOD] (Alpha4F) Tech Tree Minami [Custom Events] v2 New Events!
Post by: JKTD1919 on July 06, 2014, 12:01:23 AM
Hope this gets a swift update! I love your events, and I really hope Tynan includes some of them.
Title: Re: [MOD] (Alpha4F) Tech Tree Minami [Custom Events] v2 New Events!
Post by: minami26 on July 06, 2014, 06:29:27 AM
hey guys, my internet just got back from 2weeks of no service.
I'm gonna update it today, will post soon!
Title: Re: [MOD] (Alpha4F) Tech Tree Minami [Custom Events] v2 New Events!
Post by: murlocdummy on July 06, 2014, 06:35:06 AM
The only thing I don't like are the events that kill pawns.  I get really attached to them, and the only time that I want a pawn to be killed is during a 200 raider assault.
Title: Re: [MOD] (Alpha4F) Tech Tree Minami [Custom Events] v2 New Events!
Post by: minami26 on July 06, 2014, 07:02:51 AM
Quote from: murlocdummy on July 06, 2014, 06:35:06 AM
The only thing I don't like are the events that kill pawns.  I get really attached to them, and the only time that I want a pawn to be killed is during a 200 raider assault.

I'm so sorry for your loss man, and everything that my mod did to your colony and colonists!

I just like killing my pawns from time to time. because when I play I also take care of them like a great big mum. It's just that I don't want them to be immortals. I want them to die hehe.
Title: Re: [MOD] (Alpha4F) Tech Tree Minami [Custom Events] v2 New Events!
Post by: JKTD1919 on July 06, 2014, 06:29:33 PM
*feverishly awaits update*
Title: Re: [MOD] (Alpha4F) Tech Tree Minami [Custom Events] v2 New Events!
Post by: minami26 on July 08, 2014, 02:45:12 AM
sorry for the delay guys, i was expecting updating to be faster.
I hit a couple of snags.

but don't worry i'm almost done, I'm on the testing phase!
gonna get it released later! about 4-6 hours from now! see you then!
Title: Re: [MOD] (Alpha4F) Tech Tree Minami [Custom Events] v2 New Events!
Post by: Reysuke on July 09, 2014, 01:28:47 AM
How is it going? :)
Title: Re: [MOD] (Alpha5) TechTreeMinami[Custom Events] v2.1 Compatibility + Fixes/Changes
Post by: minami26 on July 09, 2014, 02:27:21 AM
(http://i61.tinypic.com/5dv0jq.png)

I think i'm missing something.
but for now everything works and the fixes are done.

Hope you guys enjoy this version!

Here's the changelog!
v2.1
Alpha 5 Compatibility

-Changes-
[Mysterious Transmission]
Changed the mechanics for the anomaly_mysterioustransmission event.
(Instead of waiting for days to know who among the 3 Spacers is the abomination, it will now occur 4-8in-game hours but it now has a 50% chance of carrying an abomination within the Survivors so that you can deal with it faster.)

[Resource Prescience]
Changed the mechanics for the colonist_Resourceprescience event.
(The colonists that gets affected by this will not be Psychotic anymore but will be Dazed and Confused and still damage him/her self.)

[All Sickness]
Now has condition so that a colonist will not be affected by another sickness.
(this is important because when another sickness is inflicted on the same colonist this overrides the ticker for that sickness and causes an error.)

[Flu]
A colonist will now eat by herself/himself when hungry.

[Black Void]
Added a colonyWealth condition so that it will not happen on early colonies.
There will be a 60seconds delay before the event happens.

[RaidKidnappers]
Changed Mechanics so that it will use the Base Game Raider Kidnap DutyType.
Title: Re: [MOD] (Alpha5) TechTreeMinami[Custom Events] v2.1 Compatibility + Fixes/Changes
Post by: Reysuke on July 09, 2014, 02:33:59 AM
Thanks <3
Title: Re: [MOD] (Alpha5) TechTreeMinami[Custom Events] v2.1 Compatibility + Fixes/Changes
Post by: Only Panix on July 09, 2014, 12:52:42 PM
Hey there,

have a little problem with this Mod. I activated the Mod in Game. No other Mods are activated, but the Console only gives me XML error, cant load, could not find etc.

Did i have overlooked something? Thanks for help.

Ps: Srry for my bad english^^

Title: Re: [MOD] (Alpha5) TechTreeMinami[Custom Events] v2.1 Compatibility + Fixes/Changes
Post by: spatula on July 09, 2014, 07:43:23 PM
yes, i couldn't play alpha 5 without this mod, simply the best. keep up the good work!
Title: Re: [MOD] (Alpha5) TechTreeMinami[Custom Events] v2.1 Compatibility + Fixes/Changes
Post by: minami26 on July 10, 2014, 05:15:24 AM
Quote from: Only Panix on July 09, 2014, 12:52:42 PM
Hey there,

have a little problem with this Mod. I activated the Mod in Game. No other Mods are activated, but the Console only gives me XML error, cant load, could not find etc.

Did i have overlooked something? Thanks for help.

Ps: Srry for my bad english^^

what version are you playing on?
if you are playing with a fresh start, no saves etc, have you tried deleting your Rimworld Cache folder on AppData/LocalLow/LudeonStudios folder.
It messes up mod load orders and tries to load alpha4 files, then a black screen happens. delete it for a fresh start for alpha5 and everything works fine again.

---
Is it working for everyone else? is there something wrong with it? im confused. =.=
Title: Re: [MOD] (Alpha5) TechTreeMinami[Custom Events] v2.1 Compatibility + Fixes/Changes
Post by: DrNitezz on July 11, 2014, 04:24:33 AM
BTW, how long does the black void last for. I got attacked by abominations, flying robot pods with a HE cannon blaster on a centipede and there are zero and I mean "0" traders after the first 10 minutes. It's getting pretty rough out there  :( thanks
Title: Re: [MOD] (Alpha5) TechTreeMinami[Custom Events] v2.1 Compatibility + Fixes/Changes
Post by: P_anders on July 11, 2014, 09:59:18 AM
hi minami
i'm sorry to tell it to you, but i have heavy issues witzh the void event.

well the good news are ... i'm happy that the void creatures not anymore can go through walls and mountainrock. thats really good. i'm not 100% sure, but in a old version, i'd play, it seems they could. i had only one entrancedoor. it has light but i had 20 or 50 creatures in my mountaincave. well done for that.

now the actual situation:
i allways digg my base in a huge mountain. during the void event right now ( not sure, but i think it goes now for 2 hole ingame days, that is pretty long) my colonist mostly do no work. construction and crafting seems zu work, but no ona want to cook. i have a ton of raw food in a stockpile next to the stove, the stove is energized and one colonist have priority 1 at cooking. but nothing. they dont even eat, even though they not even have to pass a door to go to the food stockpile. i don't get it. i already get a starvation warning. i drafted and undrafted my colonists a few times, but the don't do anything. i never had this kind of problems as long as i play rimworld. during the first time void event since your update ... this is the only way i can explain to why my colonists are not do anything. it must be the event o_o


again sorry for my bad english
Title: Re: [MOD] (Alpha5) TechTreeMinami[Custom Events] v2.1 Compatibility + Fixes/Changes
Post by: lughtaj on July 11, 2014, 04:56:41 PM
I love this mod. One thing though, I got a darkness void attack event, and I'm wondering, does it ever end? It's been over a week in game, and it shows no signs of stopping. I even tried to turn it off with development mode, and it comes right back.

Right after I posted this, I actually got another darkness event. While I'm still in darkness.  :'(
Title: Re: [MOD] (Alpha5) TechTreeMinami[Custom Events] v2.1 Compatibility + Fixes/Changes
Post by: minami26 on July 12, 2014, 09:37:11 AM
(http://i61.tinypic.com/5dv0jq.png)

I've decided to remove the black void event for now.
I can't fix it now, but for you guys to keep playing We'll have to remove it from the game.

also fix:

v2.1.1
Fix:
Fixed Buzzant Hill RandomStandableLOSSSquareNear Error.

Changes:
Re-Scaled Major Events due to Colony Wealth Recalculations.
Added TTM Custom ShortCircuit Condition.
(This prevents a gamebreaking bug on custom Batteries whenever this event is queued.)
Removed BlackVoid event for now.
Title: Re: [MOD] (Alpha5) TechTreeMinami[Custom Events] v2.1.1 Fix/Removed BlackVoid
Post by: edcw on July 14, 2014, 10:25:35 AM
there seem to be a bug with the event of raiders landing in the base. every time i load i got three or four mails of raiders incoming. when i defeat them always the event that somebody got captured happens.
Title: Re: [MOD] (Alpha5) TechTreeMinami[Custom Events] v2.1.2 More Fixes, BlackVoid Fixed!
Post by: minami26 on July 16, 2014, 08:55:59 AM
(http://i61.tinypic.com/5dv0jq.png)

Hello guys, I was waiting to finish the new update to TTM to release this fix for the Black Void.

Thankyou for playing with TTM CustomEvents!

v2.1.2
Fixed:
[Black Void Event]
Now ends properly.
Optimized void spawns so that they will not produce unpathable error and spawns naturally.

Changes:
[Earthquake]
Changed how earthquake works.
There will be areas that will be heavily affected by the earthquake.
does not spawn chunkRocks in random areas anymore.
(This is to prevent Compressible Things Error.)

[RaiderSyndicate]
Added a Condition so that it will not occur on very early colonies.

[Flu]
Increased restlevel so that it will not stay veryTired with a -20debuff.
reduced mood debuff from sick thought to 2.

[Raid Kidnappers]
Fixed event happening over and over again when loading a save.

Removed modified ShortCircuit class and restored the original.
Title: Re: [MOD] (Alpha5) TechTreeMinami[Custom Events] v2.1.2 More Fixes, BlackVoid Fixed!
Post by: Kais23 on July 24, 2014, 01:04:45 AM
Ok, gonna sound like a total noob with this, but I can't figure out how to get rid of a buzzant hill. I have tried right clicking while having a colonist selected, tried drafting them, tried all the various order commands, and got nothing. Only time it got damaged was when one of my colonists missed the and and hit it. What am I doing wrong?
Title: Re: [MOD] (Alpha5) TechTreeMinami[Custom Events] v2.1.2 More Fixes, BlackVoid Fixed!
Post by: Oragepoilu on July 24, 2014, 10:46:44 AM
Quote from: Kais23 on July 24, 2014, 01:04:45 AM
Ok, gonna sound like a total noob with this, but I can't figure out how to get rid of a buzzant hill. I have tried right clicking while having a colonist selected, tried drafting them, tried all the various order commands, and got nothing. Only time it got damaged was when one of my colonists missed the and and hit it. What am I doing wrong?

Draft someone with a gun, and fire (like usual) at it while there is nothing on top of the hill.
it got 14000hp so it's a bit time consuming.
Title: Re: [MOD] (Alpha5) TechTreeMinami[Custom Events] v2.1.2 More Fixes, BlackVoid Fixed!
Post by: 2rok on July 24, 2014, 10:56:59 AM
Is there any easy way to make a custom version of this without the earthquake incident? I love your mod but I don't like the earthquakes because I like digging bases in rock and it messes up the clean look of my base :(
Title: Re: [MOD] (Alpha5) TechTreeMinami[Custom Events] v2.1.2 More Fixes, BlackVoid Fixed!
Post by: Kais23 on July 24, 2014, 10:25:14 PM
Quote from: Oragepoilu on July 24, 2014, 10:46:44 AM
Quote from: Kais23 on July 24, 2014, 01:04:45 AM
Ok, gonna sound like a total noob with this, but I can't figure out how to get rid of a buzzant hill. I have tried right clicking while having a colonist selected, tried drafting them, tried all the various order commands, and got nothing. Only time it got damaged was when one of my colonists missed the and and hit it. What am I doing wrong?
Tried that using a few different colonists and it didn't work. And they weren't incapable of violent. But I'll try again and see.

Draft someone with a gun, and fire (like usual) at it while there is nothing on top of the hill.
it got 14000hp so it's a bit time consuming.
Title: Re: [MOD] (Alpha5) TechTreeMinami[Custom Events] v2.1.2 More Fixes, BlackVoid Fixed!
Post by: Poko on July 25, 2014, 11:11:33 AM
Quote from: Kais23 on July 24, 2014, 01:04:45 AM
Ok, gonna sound like a total noob with this, but I can't figure out how to get rid of a buzzant hill. I have tried right clicking while having a colonist selected, tried drafting them, tried all the various order commands, and got nothing. Only time it got damaged was when one of my colonists missed the and and hit it. What am I doing wrong?
If you have only one colonist selected at a time, you can click the "Fire" button (or F key) and then click on the hill thing to have them shoot at it repeatedly.  There
s no way to right-click fire on it like usual.
Title: Re: [MOD] (Alpha5) TechTreeMinami[Custom Events] v2.1.2 More Fixes, BlackVoid Fixed!
Post by: forsaken1111 on July 25, 2014, 11:18:39 AM
Why would you want to get rid of them?

Build walls around it and slaughter them for free meat.
Title: Re: [MOD] (Alpha5) TechTreeMinami[Custom Events] v2.1.2 More Fixes, BlackVoid Fixed!
Post by: minami26 on July 26, 2014, 10:24:14 AM
just use a grenade for the buzzant hill, takes only 3-4 throws. :)

For those who doesn't like how common Earthquakes are do this:
1.Go to your RimWorld folder
2. Go to Mods =>TTM Custom Events A5 => Defs => IncidentDefs
3. Open TTMCustomEvents_Incidents.xml with Notepad
4. look for:

<IncidentDef>
  <defName>Environment_Earthquake</defName>
  <workerClass>TTMCustomEvents.IncidentWorker_Earthquake</workerClass>
  <favorability>Neutral</favorability>
  <chance>5</chance>
  </IncidentDef>

5. change <chance>5</chance>
the number in between the <chance>
change it to whatever lower digit.
for example 1 or 0.5 to make it happen less, or 0 if you want it removed completely.
Title: Re: [MOD] (Alpha5D) TechTreeMinami[Custom Events] v2.1.3 Re-balance, Fixes again!
Post by: minami26 on July 30, 2014, 02:01:50 AM
(http://i61.tinypic.com/5dv0jq.png)

Hello guys, just another round of balance and fixes. :)

Here's a nice little changelog:
Changelog:
v2.1.3
Fix:
Fixed Sickness errors whenever loading a save that has a sick colonist. now loads properly

Balance:
Re-Calibrated wealth needed for events.
Re-Balanced chances of events happening, especially the Earthquake event.

Changes:
Removed Scurvy event it was basically Anemia Event.
PsychicDrone chance set to 0, its an ultra hard event. I cant handle it D:
Title: Re: [MOD] (Alpha6) TechTreeMinami[Custom Events] v2.1.4 Compatibility patch
Post by: minami26 on August 17, 2014, 09:25:23 AM
(http://i61.tinypic.com/5dv0jq.png)

Uploaded Alpha6 Compatibility patch!

On a side note: I might make a much needed Mufallo migration event for those places that mufallos don't normally spawn.
Title: Re: [MOD] (Alpha6) TechTreeMinami[Custom Events] v2.1.4 Compatibility patch
Post by: DaPieGuy on August 18, 2014, 08:08:23 PM
Is the abomination meant to explode millions of times upon its death and lag my game or is that a bug?
Title: Re: [MOD] (Alpha6) TechTreeMinami[Custom Events] v2.1.4 Compatibility patch
Post by: minami26 on August 19, 2014, 03:20:33 AM
Quote from: DaPieGuy on August 18, 2014, 08:08:23 PM
Is the abomination meant to explode millions of times upon its death and lag my game or is that a bug?

wow thats crazy, that shouldn't happen, it should only explode once when its health is below 100 or 200?
Title: Re: [MOD] (Alpha6) TechTreeMinami[Custom Events] v2.1.4 Compatibility patch
Post by: DaPieGuy on August 19, 2014, 09:55:35 AM
Quote from: minami26 on August 19, 2014, 03:20:33 AM
wow thats crazy, that shouldn't happen, it should only explode once when its health is below 100 or 200?

It seems to have fixed itself when I reloaded the save. It happened when I had several colonists shooting at it when it was incapacitated. It was very funny though since all of my colonists were annihilated by the explosions  ;D
Title: Re: [MOD] (Alpha6) TechTreeMinami[Custom Events] v2.1.4 Compatibility patch
Post by: Rannzou on August 23, 2014, 01:46:26 PM
hey i have an idea for a event.After a time a giant phreistoric dinosaur to spawn and try to kill the colony that would be awesome :D
Title: Re: [MOD] (Alpha6) TechTreeMinami[Custom Events] v2.1.4 Compatibility patch
Post by: GeorgeOfTheJungle on August 23, 2014, 09:18:45 PM
I just got the rage virus event, I believe. All of your colonists, except one, give up and go on a rampage. My 12 colonist fort just killed itself, because the rampaging people beat each other to near death, and the one guy I had left couldn't rescue even half of them, or heal more than half of those rescued, before they died.

The raid a short time later finished the fort off. I lost the entire thing because of this one event.

Title: Re: [MOD] (Alpha6) TechTreeMinami[Custom Events] v2.1.4 Compatibility patch
Post by: minami26 on August 24, 2014, 06:49:08 AM
Quote from: GeorgeOfTheJungle on August 23, 2014, 09:18:45 PM
I just got the rage virus event, I believe. All of your colonists, except one, give up and go on a rampage. My 12 colonist fort just killed itself, because the rampaging people beat each other to near death, and the one guy I had left couldn't rescue even half of them, or heal more than half of those rescued, before they died.

The raid a short time later finished the fort off. I lost the entire thing because of this one event.



Dude that's awesome. It really was the intention of that event it only happens once a year and has a very low chance of occuring. It hasn't even happened to me yet. :D
Title: Re: [MOD] (Alpha6) TechTreeMinami[Custom Events] v2.1.4 Compatibility patch
Post by: Conred on August 24, 2014, 09:23:48 AM
I think for that event to not be an instant lose, the virus should affect no more than 50% of colonists so you have a chance to save all of them
Title: Re: [MOD] (Alpha6) TechTreeMinami[Custom Events] v2.1.4 Compatibility patch
Post by: GeorgeOfTheJungle on August 25, 2014, 01:02:19 AM
Yeah. I think minami26 got the wrong idea from my post. I didn't think it was very awesome to have to restart my game due to something so overpowered...

I love the other events so far, but with the possibility of that one event occurring, almost guaranteed to wipe out my fort, I had to disable this mod for the rest of my games.
Title: Re: [MOD] (Alpha6) TechTreeMinami[Custom Events] v2.1.4 Compatibility patch
Post by: Conred on August 25, 2014, 04:22:27 AM
You should probably just re load to previous autosave. I do it every time some rare event appear that mess up my colony too much. Game always make random event a second before an alarm
Title: Re: [MOD] (Alpha6) TechTreeMinami[Custom Events] v2.1.4 Compatibility patch
Post by: ( Tchey ) on August 25, 2014, 01:10:55 PM
I want to try this mod, but i wonder, how the numbers work ? According to a previous message :


<IncidentDef>
  <defName>Environment_Earthquake</defName>
  <workerClass>TTMCustomEvents.IncidentWorker_Earthquake</workerClass>
  <favorability>Neutral</favorability>
  <chance>5</chance>
  </IncidentDef>


Like Earthquake event chance is 5. Is is like 5% every day ? So it's one Earthquake every 20 days on average ?

Also, can i use this mod with my already running colony, if i set chance 0 to some incompatible events ? Which ones ?

Thank you !
Title: Re: [MOD] (Alpha6) TechTreeMinami[Custom Events] v2.1.4 Compatibility patch
Post by: Ember on August 26, 2014, 12:40:56 AM
The event where one prisoner kills another is there nothing we can do about it to save the life of that one prisoner? as soon as that message pops up, the prisoner is dead. out of all the events this mod gives, the deaths of prisoners are the ones I hate the most
Title: Re: [MOD] (Alpha6) TechTreeMinami[Custom Events] v2.1.4 Compatibility patch
Post by: minami26 on August 26, 2014, 02:41:41 AM
Quote from: GeorgeOfTheJungle on August 25, 2014, 01:02:19 AM
Yeah. I think minami26 got the wrong idea from my post. I didn't think it was very awesome to have to restart my game due to something so overpowered...

err,, haha okay ill nerf that. the TTM v2.8 update is done its time to make a new update for the custom event now, ill be fixing up the existing events and add 5 new events.
Thank you for the feedback guys!
Title: Re: [MOD] (Alpha6) TechTreeMinami[Custom Events] v2.1.4 Compatibility patch
Post by: DaPieGuy on August 28, 2014, 10:28:00 AM
Any word on when this will be updated?
Title: Re: [MOD] (Alpha6) TechTreeMinami[Custom Events] v2.1.4 Compatibility patch
Post by: ( Tchey ) on August 28, 2014, 11:16:56 AM
I really like this mod, i've played it about 10 hours on my last game.

I had something like buzzants getting agressive, and according to the alert it was supposed to be a massive menace to the colony. So i gather all my toons in a safe place, and wait, and... nothing at all. Is it bugged ? I missed it ? What is it supposed to be ?

Any ETA on the next update before i start a new colony, it would be great ?
Title: Re: [MOD] (Alpha6) TechTreeMinami[Custom Events] v2.1.4 Compatibility patch
Post by: NedStar on August 28, 2014, 12:02:30 PM
Been having a constant bug pop up while using this mod. When colonists die and get buried they don't always count as buried, giving me a constant negative "unburied colonists debuff"
I've had this in multiple of my playthroughs. Also found this reddit thread (http://www.reddit.com/r/RimWorld/comments/2e0fel/colonist_left_unburied/) with people using your mod and having similar issues.

If you need any save files or more info let me know. Sadly I don't know any way to consistently reproduce it but it seems to be happening frequently enough.

edit*

Shiat, posted in the wrong TTM thread. Should be in the TTM main thread (http://ludeon.com/forums/index.php?topic=3464.390).
Title: Re: [MOD] (Alpha6) TechTreeMinami[Custom Events] v2.1.4 Compatibility patch
Post by: Redclaw on September 03, 2014, 09:20:52 AM
Maybe an event that heals permanent injuries  :) but has some kind of negative effects later  >:(
Title: Re: [MOD] (Alpha6) TechTreeMinami[Custom Events] v2.1.4 Compatibility patch
Post by: Xerberus86 on September 04, 2014, 11:37:15 AM
i have an idea:

"an unknown virus sweeps through your colony, suddenly your colonists develope a craving for human flesh."

this would either make them unable to eat normal food and only nurish them when eating human flesh (or plain out make them unable to eat other things to avoid even more starvation glitches). if that's not possible them give each colonist the cannibalism trait which boosts their mood when eating human flesh.

give me da cannibal colony, i already use the invaders for me leather production, killing two birds with one stone eh ;).
Title: Re: [MOD] (Alpha6) TechTreeMinami[Custom Events] v2.2 New Events!
Post by: minami26 on September 08, 2014, 01:50:16 AM
(http://i61.tinypic.com/5dv0jq.png)

Hello guys new update, new events and some necessary fixes and changes for those who got turned off by some of the events. Did my best to follow what you guys suggested.
add 6 new exciting events that makes you shiver. :D

Here's a changelog and a tiny description of the new events
Changelog:
v2.2
New Events!

Scenario Events:
Faction War
- Pirates vs Outlanders! = lots of corpses.
Wanted Outlander
- It's a manhunt!
Suspicious Crates
- Not all dropped goods from orbit are items.

Normal Events:
Tribe Migration
- Tribals get raided too.
Muffalo Migration
- Muffalos on the go.
Colonist Regeneration
- Miraculous healing properties. *limited to wounds only

Changes:
Changed RaiderSyndicate to only choose prisoners.
Recalibrated ColonyWealth Requirement for hard events.
Removed PrisonerSuicide Event.
Removed AtmosphericInterruption Event.
Removed ColonistDeath Event.
Nerfed RageVirus to affect only half of the colonist population.

Fix:
Fixed Risk/Reward event scenario[1](Bomb Chest/Silver Reward) not killing/removing the colonist.
Fixed Abomination exploding over and over again.
Title: Re: [MOD] (Alpha6) TTM[Custom Events] v2.2 New Events!
Post by: Visitor000 on September 11, 2014, 10:55:53 PM
is there away to take out some of the events that you may not like.
still a great mod tho

<OBLIGITORY MOVING TEXT>
Title: Re: [MOD] (Alpha6) TTM[Custom Events] v2.2 New Events!
Post by: Rikiki on September 12, 2014, 03:24:03 AM
Quoteis there away to take out some of the events that you may not like.
still a great mod tho

1) Go into the RimworldMainDir\Mods\TTMCustomEventsA6\Defs\IncidentDefs folder
2) Open the TTMCustomEvents_Incidents.xml file with a texteditor (notepad for example)
3) Set <chance>5</chance> to <chance>0</chance> in the incidents you don't want to occur.
Title: Re: [MOD] (Alpha6) TTM[Custom Events] v2.2 New Events!
Post by: Visitor000 on September 12, 2014, 05:43:24 AM
Quote from: Rikiki on September 12, 2014, 03:24:03 AM
Quote1) Go into the RimworldMainDir\Mods\TTMCustomEventsA6\Defs\IncidentDefs folder
2) Open the TTMCustomEvents_Incidents.xml file with a texteditor (notepad for example)
3) Set <chance>5</chance> to <chance>0</chance> in the incidents you don't want to occur.
thank you
Title: Re: [MOD] (Alpha6) TTM[Custom Events] v2.2 New Events!
Post by: Rannzou on September 12, 2014, 06:04:11 AM
This is an awesome mod,all of it events are fricking cool! And i have a suggestion for an event: "A phreistoric creature has been spotted close to the colony.Destroy it before he will eat all the colonists!" But the creature should be a yeti or a dinosaur i don't know is up to you :D good luck!
Title: Re: [MOD] (Alpha6) TTM[Custom Events] v2.2 New Events!
Post by: Chaplain on September 13, 2014, 08:54:54 PM
Haven't checked if it's been said before but the cosmic radiation event is bull**** when you start with 3 colonists over 50.  Not that it's bad but I just really want to vent after losing to an event message.
Title: Re: [MOD] (Alpha6) TTM[Custom Events] v2.2 New Events!
Post by: CosmicKobal on September 13, 2014, 10:25:04 PM
Quick question, Is this mod dependent on the base TTM mod? I'd like to use this mod with Superior crafting but superior crafting and TTM don't quite mesh the way Id like.
Title: Re: [MOD] (Alpha6) TTM[Custom Events] v2.2 New Events!
Post by: Chaplain on September 13, 2014, 11:44:24 PM
Quote from: CosmicKobal on September 13, 2014, 10:25:04 PM
Quick question, Is this mod dependent on the base TTM mod? I'd like to use this mod with Superior crafting but superior crafting and TTM don't quite mesh the way Id like.
Had some odd issues with some of SC's objects showing up as other stretched objects when placing blue prints but I think that was more to do with the Biomes mod.  If you need further proof the cosmic radiation incident I posted above happened with SC engaged.
Title: Re: [MOD] (Alpha6) TTM[Custom Events] v2.2 New Events!
Post by: CosmicKobal on September 14, 2014, 04:02:26 PM
Quote from: Chaplain on September 13, 2014, 11:44:24 PM
Quote from: CosmicKobal on September 13, 2014, 10:25:04 PM
Quick question, Is this mod dependent on the base TTM mod? I'd like to use this mod with Superior crafting but superior crafting and TTM don't quite mesh the way Id like.
Had some odd issues with some of SC's objects showing up as other stretched objects when placing blue prints but I think that was more to do with the Biomes mod.  If you need further proof the cosmic radiation incident I posted above happened with SC engaged.

I've gotten to day 15 now without a single non-vanilla event happening.
Title: Re: [MOD] (Alpha6) TTM[Custom Events] v2.2 New Events!
Post by: CosmicKobal on September 15, 2014, 12:26:09 AM
I re-downloaded the file and it works fine now. on a side note though, I had 2 abomination attack events at the same time and killed the first one but only incapped the second one. after he was incapped, I finished him off 3 or 4 days later and he sat around in my dump pile for a week or so before I built the smithing table (I cant remember if the Smithing table is a vanilla worktable or was introduced by Superior Crafting). either way, the Abomination was dissassembled into 30 metal and 6 AI chips.

I don't know how useful this is to you, but there ya go. :)
Title: Re: [MOD] (Alpha6) TTM[Custom Events] v2.2 New Events!
Post by: Rikiki on September 15, 2014, 03:03:13 AM
Wow, 6 AI Chips?!? :o
Imagine the nice MAI army you can get with this!!! ;D
Title: Re: [MOD] (Alpha6) TTM[Custom Events] v2.2 New Events!
Post by: Chaplain on September 15, 2014, 03:24:17 AM
So managed to lock myself in my base with all the lights on during a black void.  Figured I just lock the one front door with a light right in front of it and I could live off my stores and hydros while the voids just flutter around the door uselessly.  That was when a psychic wave struck the muffalo . . .
Title: Re: [MOD] (Alpha6) TTM[Custom Events] v2.2 New Events!
Post by: kutch on September 16, 2014, 01:46:49 AM
Excellent mod!  I like most things!!  Do have some suggestions for other events:

- Shooting star (or northern lights): increases morale for X days (or whatever)
- Caravan passing through for trade, like a ground caravan (similar to trade ship but w/out comm console requirement). Would have slave, weapons, etc like ships.
- Poisonous creatures like scorpions (unsure if possible)
- Floods (flash?) from heavy rains wipes out crops and/or damages/destroys things (such as all power generation (unless it's off) and furniture) and reduces stockpiles, with a chance of killing colonist(s)?
- Crates from space with things to improve morale (art/statues/mementos?)

Really excellent mod, worth repeating!!
Title: Re: [MOD] (Alpha6) TTM[Custom Events] v2.2 New Events!
Post by: minami26 on September 16, 2014, 03:01:14 AM
Quote from: Rannzou on September 12, 2014, 06:04:11 AM
This is an awesome mod,all of it events are fricking cool! And i have a suggestion for an event: "A phreistoric creature has been spotted close to the colony.Destroy it before he will eat all the colonists!" But the creature should be a yeti or a dinosaur i don't know is up to you :D good luck!

Thanks! riiiight! I'm missing a random summon event! How about a Rimworld Monster-Ape! I have just the texture for THAT! yeah!

Quote from: Chaplain on September 13, 2014, 08:54:54 PM
Haven't checked if it's been said before but the cosmic radiation event is bull**** when you start with 3 colonists over 50.  Not that it's bad but I just really want to vent after losing to an event message.
Sry about the cosmic radiation event, I haven't nerfed it for the new health system. will have to take a look into it!

Quote from: Chaplain on September 15, 2014, 03:24:17 AM
So managed to lock myself in my base with all the lights on during a black void.  Figured I just lock the one front door with a light right in front of it and I could live off my stores and hydros while the voids just flutter around the door uselessly.  That was when a psychic wave struck the muffalo . . .

Good lord... your storyteller is merciless. :D hahaha.

Quote from: kutch on September 16, 2014, 01:46:49 AM
Excellent mod!  I like most things!!  Do have some suggestions for other events:

- Shooting star (or northern lights): increases morale for X days (or whatever)
- Caravan passing through for trade, like a ground caravan (similar to trade ship but w/out comm console requirement). Would have slave, weapons, etc like ships.
- Poisonous creatures like scorpions (unsure if possible)
- Floods (flash?) from heavy rains wipes out crops and/or damages/destroys things (such as all power generation (unless it's off) and furniture) and reduces stockpiles, with a chance of killing colonist(s)?
- Crates from space with things to improve morale (art/statues/mementos?)

Really excellent mod, worth repeating!!

haha. thank you so much!

1. shooting star - most of the events have morale boosts.
2. Caravan passing - sadly though we can't trade with them unless we use the comms console. haha
3. Scorpions! wah. maybe on a creatures mod this is doable! :D haha
4. Floods - This is on my list! but I really don't know how to make it cool aesthetically, because I just don't want a message saying a flood happened. :)
5. Things to improve morale - the main mod has a lot of things to improve mood and stuff. :)
Title: Re: [MOD] (Alpha6) TTM[Custom Events] v2.2 New Events!
Post by: Siberianhamster on September 16, 2014, 08:55:00 AM
Loving the events. I just survived my first black void. However, it came at just after a raider command centre appeared. Attached is my current base entrance. I have no way of knowing how many dead voids there are, because the count is maxxed at 80, and that on highlights about 1/20th of the corpses.
Is that the intended result of a survived blackness? It lasted about 2 full days, and there's many more spread out over the map. Obviously, clearing them is possible with fire, but on my old system, my FPS is going to be single digits for a while...

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha6) TTM[Custom Events] v2.2 New Events!
Post by: kutch on September 16, 2014, 02:28:08 PM
Quote from: minami26 on September 16, 2014, 03:01:14 AM
4. Floods - This is on my list! but I really don't know how to make it cool aesthetically, because I just don't want a message saying a flood happened. :)

Am unsure if you can do this, or if it would look good, would a "blue plant" that looks like water, which spreads throughout the landscape, achieve the desired look? Except for trees it would wipe out all plant life.
Title: Re: [MOD] (Alpha6) TTM[Custom Events] v2.2 New Events!
Post by: minami26 on September 17, 2014, 02:04:58 AM
Quote from: Siberianhamster on September 16, 2014, 08:55:00 AM
Loving the events. I just survived my first black void. However, it came at just after a raider command centre appeared. Attached is my current base entrance. I have no way of knowing how many dead voids there are, because the count is maxxed at 80, and that on highlights about 1/20th of the corpses.
Is that the intended result of a survived blackness? It lasted about 2 full days, and there's many more spread out over the map. Obviously, clearing them is possible with fire, but on my old system, my FPS is going to be single digits for a while...

whoaaaaaaaaah,, it shouldn't dooo that!
gotta go fix it!

Quote from: kutch on September 16, 2014, 02:28:08 PM
Quote from: minami26 on September 16, 2014, 03:01:14 AM
4. Floods - This is on my list! but I really don't know how to make it cool aesthetically, because I just don't want a message saying a flood happened. :)

Am unsure if you can do this, or if it would look good, would a "blue plant" that looks like water, which spreads throughout the landscape, achieve the desired look? Except for trees it would wipe out all plant life.

I could make the flood water behave like fire. ill go try how it goes. :D
Title: Re: [MOD] (Alpha6) TTM[Custom Events] v2.2 New Events!
Post by: dotsnake on September 18, 2014, 08:27:51 PM
Hey I just got the buzzant hill event and it's been a few days and I haven't found a way to remove the hill, my entire map is filled with buzzants, how do I kill the buzzant hill?
Title: Re: [MOD] (Alpha6) TTM[Custom Events] v2.2 New Events!
Post by: Rikiki on September 19, 2014, 01:53:05 AM
"Fire in the hole!" ;D

Just use a pawn equipped with grenades and force attack it.
Title: Re: [MOD] (Alpha6) TTM[Custom Events] v2.2 New Events!
Post by: Siberianhamster on September 19, 2014, 02:29:49 AM
Or just wall it off and use it as a easy source of meat.
Title: Re: [MOD] (Alpha6) TTM[Custom Events] v2.2 New Events!
Post by: RedManMark86 on September 19, 2014, 03:29:32 AM
or just claim it using the claim thing, grab a colonist and then use the decommission button, you even get some resources from it.
Title: Re: [MOD] (Alpha6) TTM[Custom Events] v2.2 New Events!
Post by: CosmicKobal on September 20, 2014, 08:00:04 AM
Quote from: RedManMark86 on September 19, 2014, 03:29:32 AM
or just claim it using the claim thing, grab a colonist and then use the decommission button, you even get some resources from it.

I was JUUUST about to mention that. Kinda seems exploity to me. the same thing works with mechanoid cacoons  and Raider Outposts.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3 5 New Events! Alpha 7!!
Post by: minami26 on October 02, 2014, 12:55:25 AM
(http://i61.tinypic.com/5dv0jq.png)

hello guys Alpha7 update here!

Some changes and fixed things here and there and Added 5 new Cool events! hope you like them! heres a changelog:
v2.3
Alpha 7 Compatibility

New Feature:
Made an Initializer to provide a 55% chance to call a trader once every month.
This serves as a measure to make sure that a trader should come into your colony rather than just relying on the Incident chance of a trading ship to pass.

New Events:
HyperTornado - A hyper destructive force of nature!
FlashFlood - Be wary of dense forests FlashFloods are a killer!
WildTuskBeast - Majestic Beasts :3
Static Signal - This is how the Atmospheric Interruption should be!
AnimalGenocide - A super mysterious RimWorld phenomena D:

Changes:
Cosmic Radiation:
affected colonists should only get tired and need rest.

Mysterious Transmission:
Changed Mutated Abomination mechanics.

Earthquake:
should now only damage some buildings!
no more mini explosions.

Fixes:
Black Void:
fixed voids dying.

-- Spawner Buildings are now forced to undo the claim button effect.
Title: Re: [MOD] (Alpha6) TTM[Custom Events] v2.2 New Events!
Post by: Sooner535 on October 02, 2014, 01:03:02 AM
Any status on A7 support? Would be awesome >.<

Also some suggestions:
Survivors of colony flee to base to survive attack(please rename it something better lol): a group of friendly NPCs come on map and stay near your base, 3 waves of enemies hit your base one after the other if you survive you gain the colonists as yours.

Gold/silver/metal miners: NPCs come on map and try to mind 1 block of said resource at take it with them (they should be their own faction because I'm sure most will want to arrest then)

Bounty Hunter: one of your people was actually wanted sucks for you good luck fighting the guy with 10+ aim and 12+ melee

AI invades friendly settlement, they fall back to your base to increase survival chances: just like a faction ward except AI and only 1 friendly wave, when it's over they should offer 1-20 of a random item or silver for reward

Enemy diplomat meets with ally. (Text risk/reward event): you get to pick a colonist to diplomatically fix the situation. Success is calculated enemy faction relation + friendly faction relation + social skill*2 outcomes are faction makes peace with you, faction war, friendly faction declares war, or nothing.

Medical ship crash: a medical ship has crashed sending a lot of metal chunks all over the map, dropping medical kits and food everywhere, and leaving a few dead or wounded crew/patients.

Organ harvesters: a group of heavy armored thugs come armed with clubs they will try to take your colonists alive to harvest their organs, these men are desperate and won't run (they should be slow but have a high melee skill)

Organ failure: one of your colonist organs failed, hope you had extra

Golden treasure unearths: random amount of gold appears with text telling you of a lost colony or something cool like that
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3 5 New Events! Alpha 7!!
Post by: minami26 on October 02, 2014, 01:04:09 AM
Quote from: Sooner535 on October 02, 2014, 01:03:02 AM
Any status on A7 support? Would be awesome >.<

Also some suggestions:
Survivors of colony flee to base to survive attack(please rename it something better lol): a group of friendly NPCs come on map and stay near your base, 3 waves of enemies hit your base one after the other if you survive you gain the colonists as yours.

Gold/silver/metal miners: NPCs come on map and try to mind 1 block of said resource at take it with them (they should be their own faction because I'm sure most will want to arrest then)

Bounty Hunter: one of your people was actually wanted sucks for you good luck fighting the guy with 10+ aim and 12+ melee

AI invades friendly settlement, they fall back to your base to increase survival chances: just like a faction ward except AI and only 1 friendly wave, when it's over they should offer 1-20 of a random item or silver for reward

Enemy diplomat meets with ally. (Text risk/reward event): you get to pick a colonist to diplomatically fix the situation. Success is calculated enemy faction relation + friendly faction relation + social skill*2 outcomes are faction makes peace with you, faction war, friendly faction declares war, or nothing.

Medical ship crash: a medical ship has crashed sending a lot of metal chunks all over the map, dropping medical kits and food everywhere, and leaving a few dead or wounded crew/patients.

Organ harvesters: a group of heavy armored thugs come armed with clubs they will try to take your colonists alive to harvest their organs, these men are desperate and won't run (they should be slow but have a high melee skill)

Organ failure: one of your colonist organs failed, hope you had extra

Golden treasure unearths: random amount of gold appears with text telling you of a lost colony or something cool like that

Lol I just updated it. :D lucky you!
You've got nice ideas, im gonna put this in my handy dandy notebook!
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3 5 New Events! Alpha 7!!
Post by: Sooner535 on October 02, 2014, 01:05:45 AM
That was quick lol
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3 5 New Events! Alpha 7!!
Post by: Sooner535 on October 02, 2014, 01:14:55 AM
Blurs clues reference :D anyways thanks for updating, RimWorkd is that much better with this.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3 5 New Events! Alpha 7!!
Post by: Romi on October 02, 2014, 12:53:43 PM
Awesome! I love this mod! miami26 you are awesome! Thanks for a great mod :D
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3 5 New Events! Alpha 7!!
Post by: Ink. on October 02, 2014, 02:26:03 PM
Cant wait to try this out. What would be cool is a configurator where you could choose what events did spawn or not and modify the frequency of the ones that do. So like if someone wanted faction wars more common they could do so. That'd be cool.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3 5 New Events! Alpha 7!!
Post by: Sooner535 on October 02, 2014, 05:01:26 PM
^ click on your mods folder and then click on Custom events then defs then incidentdefs then open the file in notepad. You can edit the things there and also turn them off :) (this can also be done with the core game in the core mods folder)
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3 5 New Events! Alpha 7!!
Post by: MelanisticAlbino on October 03, 2014, 11:17:58 AM
Cool mod! It's really needed, rimworld is lacking events like these right now.

How do I get rid of the buzzant hill? I can't attack it and they're spreading across the map!  :-\
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3 5 New Events! Alpha 7!!
Post by: StarGrimWolf on October 03, 2014, 02:25:51 PM
Quote from: MelanisticAlbino on October 03, 2014, 11:17:58 AM
How do I get rid of the buzzant hill? I can't attack it and they're spreading across the map!  :-\

Probably not the best way, but you can remove the buzzant hill by building a turret nearby and setting the Hill as a forced target. With a Solar panel, takes a couple of days but it clears it up nicely.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3 5 New Events! Alpha 7!!
Post by: daft73 on October 03, 2014, 02:30:19 PM
Wow Minami26, this looks fantastic, and terrifying all at once ??? ;)
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3 5 New Events! Alpha 7!!
Post by: hanzie on October 04, 2014, 08:44:05 PM
This is a great mod but I stumbled upon a wierd bug with the three space refugees that... surprise you with the marshmellowman :)
The explosion was caught in a loop, going off hundreds and hundreds of times, sending just as many Alert messages and lagging the computer to a halt. There was no end to it.

I just bought the game 2 days ago and I'm still doing that thing we do when we get new games - Slam every mod you can find into it :) - so I can't say if this is a normal bug but I think it's better to let you know.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3 5 New Events! Alpha 7!!
Post by: Iwillbenicetou on October 05, 2014, 09:47:48 AM
It's happened before, though I forget how to fix it...
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3 5 New Events! Alpha 7!!
Post by: Ink. on October 05, 2014, 03:27:27 PM
Quote from: Sooner535 on October 02, 2014, 05:01:26 PM
^ click on your mods folder and then click on Custom events then defs then incidentdefs then open the file in notepad. You can edit the things there and also turn them off :) (this can also be done with the core game in the core mods folder)

Awesome. Will definitely be checking this mod/that out.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3 5 New Events! Alpha 7!!
Post by: minami26 on October 05, 2014, 09:39:32 PM
Quote from: hanzie on October 04, 2014, 08:44:05 PM
This is a great mod but I stumbled upon a wierd bug with the three space refugees that... surprise you with the marshmellowman :)
The explosion was caught in a loop, going off hundreds and hundreds of times, sending just as many Alert messages and lagging the computer to a halt. There was no end to it.

I just bought the game 2 days ago and I'm still doing that thing we do when we get new games - Slam every mod you can find into it :) - so I can't say if this is a normal bug but I think it's better to let you know.

That bug shouldnt happen anymore, i tested it again with the latest version and the marshmellow man only exploded once after a couple of in game hours.. maybe your playing with an old version? Thats an alpha6 bug, but if you are playing the latest version, what mods are you playing with? Hope its not a lot,, lol

Anyone else have this happening?
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3 5 New Events! Alpha 7!!
Post by: Clibanarius on October 06, 2014, 03:43:14 PM
I do, but I have a ton of mods and it's happening completely at random. I'm at the point where I'm ditching everything non-essential, and your mod is either not responsible or not solely responsible because it's happening to me without it installed.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3a 5 New Events! Alpha 7!!
Post by: minami26 on October 07, 2014, 12:17:19 AM
(http://i61.tinypic.com/5dv0jq.png)

fixed a minor issue, about the tuskbear giving out an error when it dies. scary beasts D:

Changelog:
v2.3a
+Fixed
- Fix Tuskbeast error when killed.


------------
Quote from: Clibanarius on October 06, 2014, 03:43:14 PM
I do, but I have a ton of mods and it's happening completely at random. I'm at the point where I'm ditching everything non-essential, and your mod is either not responsible or not solely responsible because it's happening to me without it installed.

I really hope its not CustomEvents mod ... :(
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3a 5 New Events! Alpha 7!!
Post by: Clibanarius on October 07, 2014, 12:41:07 AM
Honestly, I would think it's one of the least likely culprits, since I said 'extra random events? I'll suffer without some fluff for now to playtest the stability and to see what triggers the white boxes' and have had it come up many, many times, all without your mod being loaded or present. It's also sometimes load order, with, for instance, Extended Surgery Mod seeming to need to go before Apothecarius.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3a 5 New Events! Alpha 7!!
Post by: nerevar on October 07, 2014, 10:08:46 AM
I encountered the hyper tornado for the first time today!  While I was pleased to see it rip through structures like so much paper, the way it literally disintegrated a mountain seemed a little odd to me, no matter how hyper the tornado.  Perhaps make unmined rock, etc. immune to the tornado?

Also the tornado was crushed to death by falling rocks from said mountain, quite a relief for me, but didn't make too much sense either :D.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3a 5 New Events! Alpha 7!!
Post by: Rex705 on October 11, 2014, 07:35:25 PM
:( I have found that when the faction war for my colony happens and you load up a save to try and save a colonist from getting killed the event just keeps resetting turning into an endless war that cannot be won. :(
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3a 5 New Events! Alpha 7!!
Post by: fearthezp on October 11, 2014, 09:33:22 PM
does it matter which storyteller i pick for this mod?
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3a 5 New Events! Alpha 7!!
Post by: Exploding Cobra on October 11, 2014, 11:08:29 PM
I had a colony going for a few hours that was really close to finishing the ship, then the Black Void came and I drafted my colonists to hide in a lit bedroom, but then.....Eclipse. They pretty much starved/went insane due to starvation because the way to the kitchen wasn't protected by the light enough to stop the Void. I tried to rush it in desperation and lost two of my six, and the other four ended up starving to death and killing each other. "Losing is Fun" meets "Oh dear god please why no Cassandra why!"
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3a 5 New Events! Alpha 7!!
Post by: shadowangel101 on October 12, 2014, 12:21:57 AM
Is it just me or are the odds on the events where you risk losing a colonist way too stacked against them? I havn't had anyone survive one of those events even with a 94% chance to live.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3a 5 New Events! Alpha 7!!
Post by: Zurah on October 12, 2014, 01:15:20 AM
I was playing through with the mod today and had the event for the Raid Command Center come up where you have to either kill off the base or experience constant raids, managed to get my guys all the way there, with minimal injuries and a well defended base it wasn't too bad; however I noticed that I was unable to target fire the Command Center, no right click options, I could  however damage it with a Mortar from an earlier besiege... which was promptly destroyed by the cunning raiders.  Lucky for me it was early in the game and I hadn't been able to research mortars of my own so after a little while of trying to claim the building and deconstruct it, mine it, do anything really... I ended up just having to reload since there wasn't anything I could do...  Not sure if this is a bug or just my inability to figure out what I needed to do, I assumed I would have the ability to just target fire it once I got rid of everyone but after they started sending two and three waves of guys it just became too much for my peg-legged pirate king and his trusty sniper :c
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3a 5 New Events! Alpha 7!!
Post by: DracoGriffin on October 12, 2014, 01:27:49 PM
Yes, to the above posts;

I'd really like to use this mod but many events seem "broken"; wish there was an easier way to select the events rather than commenting them out (in addition to trying to figure out what events really do without just picking the "easy" ones).
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3a 5 New Events! Alpha 7!!
Post by: breakfastbrew on October 14, 2014, 06:34:19 PM
Quote from: shadowangel101 on October 12, 2014, 12:21:57 AM
Is it just me or are the odds on the events where you risk losing a colonist way too stacked against them? I havn't had anyone survive one of those events even with a 94% chance to live.

I agree. Losing the colonist is a bit extreme. If there is a way to have the colonist lose a limb it would be a better alternative.  The price of a colonist is far greater than a small amount of metal.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3b 5 New Events! Alpha 7!!
Post by: Vigilius on October 14, 2014, 06:48:03 PM
Had a big Problem with the abonomation it just don´t stop to explode.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3b 5 New Events! Alpha 7!!
Post by: Xentor on October 15, 2014, 10:50:39 PM
Yes this I had to once, till I killed it with the Developertools (The Abdomination) (Use Destroy at the center of the Explortion as long till it goes away)
Can it be that the most events happen only 1 time? (Black Void, Tornado, Flood.....) I had now some nice long games (till the Lag made it annoying) and the "Bigger" Events happened only once.
Oh and can it be made that the "hard" Events (like Black VOid and so) could not happen so early? It is a bit impossible to be ready for them after 1 hour :-)
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3c 5 New Events! Alpha 7!!
Post by: TheSilencedScream on October 21, 2014, 11:06:58 AM
That BlackVoid...
the ultimate troll event. lol
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3c 5 New Events! Alpha 7!!
Post by: Rikiki on October 21, 2014, 11:36:24 AM
Black void is a really challenging and interresting event. :D

It may in my opinion be tweaked so we survive it by the force solution (not only anxiously waiting and praying for the light to come back :'():
* no infinite void creatures, just a limited number based on the colony wealth
* if you kill all of these, the black void "dark energy" vanishes and the event is finished
=> you can make a last stand under some light and survive (if you have enough ammunition and power ;D)
Also, it would be more immersive with solar panels not working during this event (maybe just fix the time to midnight during this event?).

----------------------------

Another thing about the tuskbeasts: at day 3 of my new colony, 2 tuskbeasts appeared on the map side. I decided to go and hunt them with me 3 colonists (2 pistols, 1 Lee-enfield, average of 6 in shooting skill).
* It was far too easy in my opinion, the beast being sooo slow I did even not had to move 1 of my colonist to lure it.
* I drag the body back to my butcher table, and I was literally gobbled up by the amount of meat generated by a single beast! :o
=> increase the tuskbeast movespeed, it's a carnivorous predator, not a tree-eater diplodocus! ;)
=> decrease dramatically the amount of meat generated (I know it may be hard as it it related to the animal health).
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3c 5 New Events! Alpha 7!!
Post by: millenium on October 21, 2014, 07:58:19 PM
issue i ran into with custom events and animal husbandry. some of my colonists were taming squirrels at the same time as the event that kills all animals happened. the squirrels multiplied into the hundreds and killed some of my colonists but the multiplied squirrels were all domesticated so now i have them shoved into a small room in my base.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3c 5 New Events! Alpha 7!!
Post by: minami26 on October 23, 2014, 12:27:26 AM
I have been toning down the events since, on the early version of custom events everyone would just die.. haha im a sadistic overlord lol. Please do provide some suggestions as to how to not let the colonists just die. :)

I have removed the explosions on the abomination on v2.3c that is one pesky bug. It shouldnt bother u guys anymore

@Xentor,, i have put a condition for most of the hard events to not occur early, maybe i should increase the strictness of the conditions a bit :)

@Rikiki these are good points!, one thing i have to clarify though is that this black void event is so silly easy,, WARNING!! SPOILER ALERT,,
!!
if you wall off your colony or you are inside a mountain base, because the voids only spawn outside and they can be prevented by just putting a light on your entrance :-)
!!
!!
Sure i could to that solar thingy :)

Ill increase the tuskbeasts ms by a little bit, theyre ferocious once you get hit its one limb off your colonist haha. Oh and i ddnt check about the meat multiplier thanks for specifying that!

@millenium, wow thats unlucky, a swarming squirrel army is not good! Thats the problem with the psychotic animals event, its not my event!! Its tynan's!! Haha
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: Romi on October 26, 2014, 02:38:30 AM
Miami26 you should make a hallowen event.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: SasquatchM on October 26, 2014, 08:22:04 PM
Twice I have had the hyper tornado destroy my stone walls.  After the tornado passed, I queued up more walls to replace them, but my colonists will never actually build them and they have no right click menu to prioritize building them either.  I can build new walls immediately next to the location that the old walls were in, but not directly on top of them.

** After saving and restarting the game the walls were buildable
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: BinaryBlackhole on October 30, 2014, 04:16:55 PM
1. Mechanoid hive like the crashed ship but spawns mechanoids forever and has no penalty to sanity.
2.magnetic burst  damages anything made of  metal,
3. Alien worm a meteorite crashes breaks open and the alien worm comes out basically a centipede that tunnels through rock can be detected by ultrasound has a chance of leaving rocks or ore behind it.
4.Symbiote swarm if a symbiote attaches to a colonist the colonist will become stronger but need more food eventually the symbiote will make the colonist go mad then kill the colonist multiple syboites will then emerge from the corpse huntingfor anew victium.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3a 5 New Events! Alpha 7!!
Post by: Weyrling on November 03, 2014, 05:30:42 PM
Quote from: shadowangel101 on October 12, 2014, 12:21:57 AM
Is it just me or are the odds on the events where you risk losing a colonist way too stacked against them? I havn't had anyone survive one of those events even with a 94% chance to live.
I'm pretty sure that the actual chance of survival is closer to 0%, because I've always risked it and nobody ever survives, even when they have 90-98% chance to live.

Even assuming it's a typo and it should actually say "90% chance to die" I've sacrificed more than 20 colonists. Statistically at least one of them should have survived, it should definitely be looked at/fixed/rewritten or something.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: Reysuke on November 03, 2014, 06:43:20 PM
Quote from: Weyrling on November 03, 2014, 05:30:42 PM
Quote from: shadowangel101 on October 12, 2014, 12:21:57 AM
Is it just me or are the odds on the events where you risk losing a colonist way too stacked against them? I havn't had anyone survive one of those events even with a 94% chance to live.
I'm pretty sure that the actual chance of survival is closer to 0%, because I've always risked it and nobody ever survives, even when they have 90-98% chance to live.

Even assuming it's a typo and it should actually say "90% chance to die" I've sacrificed more than 20 colonists. Statistically at least one of them should have survived, it should definitely be looked at/fixed/rewritten or something.
Had my ppl survive a 60% twice. But also i lost a lot of ppl before that. Maybe we just got unlucky
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: Vas on November 08, 2014, 01:01:10 PM
Might have found a few bugs in your mod;
https://www.dropbox.com/s/dfog2hizhnq0lpb/Screenshot%202014-11-05%2020.01.46.png - Odd random event.

https://www.dropbox.com/s/m7920slxn2c33aq/Screenshot%202014-11-04%2018.28.30.png - This event was the best one ever.  So detailed.  I mean wow, look at the amazing amount of detail.

And the black void causes lag, the enemy seems to attack it's self.  The void creatures I mean, they all seem to attack themselves.  Also, they apparently count as animals, I disabled animals in dev menu when I was in a desert because deserts are currently broken in this game and cause animals to spawn and die from starvation everywhere, and noticed that the black void was no longer harmful.

Would it be possible for you to change the black void to have a negative impact on colonists who are stuck in the total darkness area for too long?  Causing them to become scared, with increasing amount of fear that negatively impacts them stacking over and over, lasting for 3 days.  If it climbs too high, like hits -30 or so and they are already at mental break point or have even already mentally snapped and are still out there in the darkness, have an event make them suicide or something?  Not sure.  Was trying to think of another way to do the darkness.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: sensiman on November 10, 2014, 02:38:06 AM
one unhappy side-effect of the Void is that if a pawn is incapacitated for whatever reason they are taken away by default,no matter the place that they are in, wether it is lit or not.more than once i was in a bionic upgrade streak ,only to have all of the incapped colonist that magically disappear due to the void,despite that fact tha hospital room was more than brightly lit.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: Oragepoilu on November 10, 2014, 04:50:44 AM
Quote from: sensiman on November 10, 2014, 02:38:06 AM
one unhappy side-effect of the Void is that if a pawn is incapacitated for whatever reason they are taken away by default,no matter the place that they are in, wether it is lit or not.more than once i was in a bionic upgrade streak ,only to have all of the incapped colonist that magically disappear due to the void,despite that fact tha hospital room was more than brightly lit.

Yeah, got the same problem. I needed to load the same and 'heal" the colonist by using some magic cheat
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: Cat123 on November 10, 2014, 04:54:54 PM
Posting this here instead of where I originally posted it:


If the event "The Void" occurs while you're in eclipse, the darkness visual changes don't occur until after the eclipse ends.

In addition - is there really the need for so many adds to spawn? If you have x2 lamps at your entrance kill zone they can never get through, so this event is merely a huge amount of lag for 10 mins while the timer runs out.

Needs tweaking - either make it challenging (adds spawn wherever dark is) and strongly limit the # of spawns, or cut the timer by 1/2 or 2/3rds: at the moment the repercussions are decided within the first minute, anything after that is lagtastic boredom.

Another small bug:

If you have both the "mechanical cocoon" event (the one that constantly spawns invasions) and the "a terminator comes from the future" at the same time, both are hostile to each other. So the terminator goes and tries to kill the cocoon ;)
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: Vas on November 11, 2014, 10:41:18 AM
The void doesn't use eclipse it seems.  When in darkness, my solar panels jump to max power during the day for a split second every so often.  They shouldn't be however, maybe this should happen though, darkness setting the eclipse effect.

Also, one time I had darkness hit at the same time as a solar flare.  Everyone died.  Every door in my base was destroyed.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: SundayTuesday on November 11, 2014, 03:08:32 PM
Ya know how other colonies come to visit? Maybe have there be a 20% chance (or so) that they're actually raiders in disguise? Dunno just a thought off the top of my head :P
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: Oragepoilu on November 11, 2014, 03:26:00 PM
Quote from: SundayTuesday on November 11, 2014, 03:08:32 PM
Ya know how other colonies come to visit? Maybe have there be a 20% chance (or so) that they're actually raiders in disguise? Dunno just a thought off the top of my head :P
This ... is a nice idea! however, some stuff come around my mind and i'm not sure it would be easy to do this.
-Pawn have a faction. So, if they "disguise" us by showing another faction to let them go into your town and then attack, they would need to be able to change their faction at some point
-While there come, if you hit at them, you would hurt relation ship with this faction that they use as a disguise even if they are pirate - or maybe it would be possible that they immediately attack us instead ?
-If they get killed/attacked by somebody else ... like the REAL faction ? Or a crazy animal ? this could lead to some trouble
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: Austin_Kim on November 14, 2014, 09:22:08 AM
Kinda noob here, but is this mod works fine without TTM? Cause I activated this mod without TTM, it looks fine.. but some events are just not happening.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: Rikiki on November 14, 2014, 09:47:56 AM
Their appearance is is just base on randomness. If you have encountered 1, then this mod is correctly activated. :)

Mmh, I am wondering if I would like to encounter every event... ::) dark void...
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: Talonidir on December 13, 2014, 09:20:15 PM
I hope this is updated for Alpha 8!

I've loved this mod and reaaaallllly want it to make me feel at home in rimworld again!
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: Mechanoid Hivemind on December 16, 2014, 08:23:40 AM
Quote from: Rikiki on November 14, 2014, 09:47:56 AM
Their appearance is is just base on randomness. If you have encountered 1, then this mod is correctly activated. :)

Mmh, I am wondering if I would like to encounter every event... ::) dark void...
The dark void isnt that amazing, yes it makes is so you cant see anything but just lock your colonists in side and your gonna be okay. But they do break the doors quite fast  8)
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: thefinn on December 17, 2014, 02:27:38 AM
Would love to see a mod where nighttime and indoor areas are really dark like the dark void ;)
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: Mechanoid Hivemind on December 26, 2014, 01:54:52 AM
Does he even do this anymore?
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: Romi on January 07, 2015, 11:49:06 AM
Alpha 8? :(
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: Asero on January 07, 2015, 12:42:06 PM
Quote from: Romi on January 07, 2015, 11:49:06 AM
Alpha 8? :(

Probably only going to be updated when we are all back at work/school/church or wherever  >:(
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: Klldarkness on January 12, 2015, 01:46:22 PM
This is one of the few mods that I am seriously waiting for, for Alpha 8. I'm hopeful it gets updated before Alpha 9 is released, so I get the chance to play it. :)
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: xanatosxan on January 12, 2015, 02:35:51 PM
I'm looking forward to this mod as well. I even crafted actual hidden factions for personal play around the void,abominations,terminators and the Buzzants to tide myself by until this mod is updated. ::)
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: HBKRKO619 on January 16, 2015, 05:05:51 PM
As much I don't play with the big TTM mod, this one is for me a must have if you want to really play to rimworld. Can't wait to see at least this one updated to alpha 8.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: xiongyiwen on January 17, 2015, 01:22:15 AM
The authors have developed the alpha 8.ttm program?
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: Kemono on January 21, 2015, 12:19:20 AM
Yep, if someone could update this, that'd be awesome. The main TTM sucks to be honest, but the custom events are really interesting and the first time I saw a buzzant hill I was surprised.

I loved seeing new events happen, kept the game fresh and interesting.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: want_some on January 22, 2015, 07:20:29 PM
Even tho i'm working on updating the TTM Main mod, I might look into this mod as well and see if i cant update it. Won't be until Main mod is finished tho.

Like i said in the TTM Main Mod topic, even tho I'm working on updating it, i will still wait for an sign of minami26 returning. If i don't get a reply back from them by Feb 1st, i will take it as they abandoned the mod(s) or is on a very long vacation and there for I will ONLY update the mod(s) for the versions of RimWorld.

I will look into the code sometime this week to see if this will be quicker to update then the Main Mod.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: Kolljak on January 22, 2015, 07:21:19 PM
im pretty sure this is in the main mod so this may have to be updated before MM completion.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: want_some on January 22, 2015, 07:28:44 PM
Quote from: Kolljak on January 22, 2015, 07:21:19 PM
im pretty sure this is in the main mod so this may have to be updated before MM completion.

You're right, its included with the TTM modpack that im updating, so i will be updating this when the MM is done. So i will get to it when i finish.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: HBKRKO619 on January 22, 2015, 08:03:08 PM
Thanks bro, I'm absolutly not interested in the "main" mod but this one is a 100% must have for all of my game, I waiting for this update :)
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: want_some on January 22, 2015, 08:10:31 PM
Quote from: HBKRKO619 on January 22, 2015, 08:03:08 PM
Thanks bro, I'm absolutly not interested in the "main" mod but this one is a 100% must have for all of my game, I waiting for this update :)

Just remember tho, i'm new to moding and have like no experiance with C# programming. But i am learning as i go!
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: Mechanoid Hivemind on January 23, 2015, 03:03:57 AM
Quote from: want_some on January 22, 2015, 08:10:31 PM
Quote from: HBKRKO619 on January 22, 2015, 08:03:08 PM
Thanks bro, I'm absolutly not interested in the "main" mod but this one is a 100% must have for all of my game, I waiting for this update :)

Just remember tho, i'm new to moding and have like no experiance with C# programming. But i am learning as i go!
you get this updated my friend, you will be bless with a million silver and plasteel master work swords :D
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: want_some on January 23, 2015, 07:09:12 PM
Quote from: GiantCookieEater on January 23, 2015, 03:03:57 AM
Quote from: want_some on January 22, 2015, 08:10:31 PM
Quote from: HBKRKO619 on January 22, 2015, 08:03:08 PM
Thanks bro, I'm absolutly not interested in the "main" mod but this one is a 100% must have for all of my game, I waiting for this update :)

Just remember tho, i'm new to moding and have like no experiance with C# programming. But i am learning as i go!
you get this updated my friend, you will be bless with a million silver and plasteel master work swords :D

I dont need them lol i just need more time from work so i can work longer on updating this mod and the main mod rather then only 2-3 hrs each day >_> which sucks cuz i really want to play the game again but too busy looking for needed update code and such lol

Oh well, i guess i can go a few days or weeks to get these mods updated for you other players! xD
Always a joy to make other happy! xD
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: HBKRKO619 on February 03, 2015, 03:58:28 AM
I just saw the main mod and animal husbandry got updated to alpha 8, thanks Machine :)
Just miss now the one who I care the most of (because I don't play the core TTM mod xD).
Once again, thank to those who take the responsability to update those mods in the absence of Minami :)
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: mattb150 on February 05, 2015, 10:55:14 AM
The Incredible Machine will strike again, surely!!
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: Machine on February 06, 2015, 01:08:51 AM
A8 port here (https://drive.google.com/file/d/0B3eKYijLPljYQnZEMjYxSGY2MFE/view?usp=sharing)

Make sure to start a new world before you play it. Report any errors and I'll do my best to fix em.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: Mechanoid Hivemind on February 06, 2015, 01:37:03 AM
Quote from: Machine on February 06, 2015, 01:08:51 AM
A8 port here (https://drive.google.com/file/d/0B3eKYijLPljYdmExb2lHUzd1aHM/view?usp=sharing)

Make sure to start a new world before you play it. Report any errors and I'll do my best to fix em.
Machine i love you so much on of my favorite mods!!!!
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: Mechanoid Hivemind on February 08, 2015, 03:52:32 PM
This is what i got?

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: puddlejumper448 on February 28, 2015, 02:43:16 PM
Im hoping someone else can port it to A9 since minami is busy with real life stuff, i only got to play with it on one colony last version and i loved it.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: caboose410 on March 01, 2015, 11:19:11 AM
Someone should totally port this to A9. I loved the escape pod and darkness events.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: HBKRKO619 on March 01, 2015, 01:31:29 PM
The only TTM mod I use, waiting for this to be updated to :)
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: caboose410 on March 02, 2015, 05:01:36 PM
Is there actually someone working on A9 right now? Also what happens if you use the A8 port for the A9? Will some content work or is it just going to crash the game?
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: RoflWaffleGod on March 05, 2015, 09:20:48 AM
Quote from: Machine on February 06, 2015, 01:08:51 AM
A8 port here (https://drive.google.com/file/d/0B3eKYijLPljYQnZEMjYxSGY2MFE/view?usp=sharing)

Make sure to start a new world before you play it. Report any errors and I'll do my best to fix em.

I want this mod to be updated so bad, any chance of it getting updated to A9 by a fan?
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: deslona on March 05, 2015, 10:11:20 AM
This mod has so many good features and ideas in it I hope many of them get put into the main game. But until that point... alpha9 update please :3
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: caboose410 on March 21, 2015, 12:49:49 PM
Someone plz port this to A9
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: HBKRKO619 on March 27, 2015, 08:09:20 PM
As much as I didn't really like the main TTM techtree, this events mod is an absolute and 100% must have in every good rimworld game.

If a nice modder could please update this to alpha 9, I would concidere him as my new god in the second following this update xDDD
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: Klldarkness on April 27, 2015, 10:54:42 PM
*Sob* Does anyone have the know how to update TTM Custom Events to alpha 10?

You would gain my infinite love!
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: RoflWaffleGod on April 28, 2015, 12:03:46 AM
I think we all can agree that this mod is little on the dead side, considering Minami hasn't posted in over 2 months. I hope that someone will see it being bumped and realizes that other Rimworld mods are missing good storytelling events.



Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: Kolljak on April 28, 2015, 02:40:37 AM
Not dead its Shelfed... honestly i do agree it should probably be taken down until minami is done with her life stuff. but i thought this mod was handed over to Want_Some did he go off and play something else?
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: Kolljak on April 28, 2015, 02:43:19 AM
Quote from: Kolljak on April 28, 2015, 02:40:37 AM
Not dead its Shelfed... honestly i do agree it should probably be taken down until minami is done with her life stuff. but i thought this mod was handed over to Want_Some did he go off and play something else?

Yeah it seems want_some went off to other things. that or is busy with school.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: Klldarkness on April 28, 2015, 05:04:32 PM
I'm honestly surprised there aren't more custom event mods for rimworld. This mod was one of the most downloaded. It's an interesting premise, and I really wish I knew how to update it myself.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: HBKRKO619 on April 28, 2015, 06:59:55 PM
I wish it to ^^ When I see the number of mod adding weapons and only this one adding events, i'm very surprised.
Except Skullywag with his space event, I don't really see mod who add that type of thing and it's sad because it add diversity to the game, some difficulty or help to the player for some events. Well, to sum up, like I said it before in the thread, it's for me an absolute and 100% must have in all good game of Rimworld and I would love the modder who could take some time to update this :)
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: Mechanoid Hivemind on April 30, 2015, 01:36:17 AM
Yes please update this again. I hate playing rimworld with out this mod.(i dont hate rimworld I just enjoyed the events). If i knew how to port it i would but i cant :( . i hope someone under takes this mod *cough cough* skullywag *cough cough*
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: Adamiks on May 19, 2015, 05:59:01 PM
Quote from: HBKRKO619 on April 28, 2015, 06:59:55 PM
I wish it to ^^ When I see the number of mod adding weapons and only this one adding events, i'm very surprised.
Except Skullywag with his space event, I don't really see mod who add that type of thing and it's sad because it add diversity to the game, some difficulty or help to the player for some events. Well, to sum up, like I said it before in the thread, it's for me an absolute and 100% must have in all good game of Rimworld and I would love the modder who could take some time to update this :)

It's seems that modders aren't good in storytelling ;D
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: deadlydullahan on May 20, 2015, 03:27:09 PM
Quote from: Adamiks on May 19, 2015, 05:59:01 PM
Quote from: HBKRKO619 on April 28, 2015, 06:59:55 PM
I wish it to ^^ When I see the number of mod adding weapons and only this one adding events, i'm very surprised.
Except Skullywag with his space event, I don't really see mod who add that type of thing and it's sad because it add diversity to the game, some difficulty or help to the player for some events. Well, to sum up, like I said it before in the thread, it's for me an absolute and 100% must have in all good game of Rimworld and I would love the modder who could take some time to update this :)

It's seems that modders aren't good in storytelling ;D

Then you find someone who is lol, creative writers are abundant believe me.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: skullywag on May 20, 2015, 03:46:19 PM
which ones of these are people missing? I might have time to bring a couple up to date, cant promise though.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: HBKRKO619 on May 20, 2015, 06:47:24 PM
Quote from: skullywag on May 20, 2015, 03:46:19 PM
which ones of these are people missing? I might have time to bring a couple up to date, cant promise though.

Honestly, the most you can, the more I will be happy and made a cult on your name *pray Lord Skullywag* xD
More seriously, take your time, you already have a big mod/modpack to "take care" and this one is pretty big to so good luck but no rush.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: pajok on June 17, 2015, 12:39:14 AM
Please update this unique immersion bomb!!!
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: Mechanoid Hivemind on June 17, 2015, 01:49:54 PM
Some one email this mod maker and ask for the codes to update this! Give it to skully!!! Skully will take care of this amazing mod this is a must have and i miss it so :(

All Hail Lord Skully
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: pajok on June 25, 2015, 06:41:24 AM
Hi!
I sent a message to skullywag and answered.

"Once i have all my mods onto a11 ill definitley take a look. Cant promise anything though."

There is a hope!
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: isistoy on June 25, 2015, 07:08:06 AM
Events are a great part of in-game immersion. A shame this one is not maintained.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: Asero on June 25, 2015, 07:58:30 AM
Spotted a user minami26 on Cities: Skylines a few times. Seems he/she may have moved on, or maybe just a coincidence...

So unless someone else manages to pick this up...
(http://i.imgur.com/W1AJ6ip.png?1)
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: Mechanoid Hivemind on June 25, 2015, 01:04:32 PM
Bring forth lord skully and thy shall savith us all. With gods speed my lord god speed.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: isistoy on June 25, 2015, 02:23:34 PM
An alliance maybe? I am quite hot at the moment, working on k9
... But only if we have the source at disposal, somewhere and agreement of minami ...
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: skullywag on June 25, 2015, 03:26:01 PM
*waves*
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: Mechanoid Hivemind on June 26, 2015, 12:56:08 PM
Quote from: skullywag on June 25, 2015, 03:26:01 PM
*waves*
You can do it sire. Put you body to the grind stone and find thy one called minami. I shall guard your back my king. Go forth and save us all from thy suffering of limited events.

I love talking like this its so much fun :D
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: skullywag on June 27, 2015, 01:48:07 PM
Just so you guys know theres a lot of outdated code here...a lot. Could people break out the individual events they want and ill see if its easier to just rewrite them, as having this whole code base looking at me is not working for me, it looks like work, not fun...

So literally state what the start of the event did and how it progressed i can then pick out the bits of code that are relevant and remove all the clutter, ill do this for as many as i can.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: demacrex on June 27, 2015, 02:11:01 PM
I never used this mod (got the game at alpha 9 so saw no point) but maybe even cherry pick this? there is a few pages with good ideas
https://ludeon.com/forums/index.php?topic=9755.0
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: pajok on June 28, 2015, 08:25:15 AM
Hi Skully!
Thanks for your help!
1. If you need graphics help, just tell me what you need, i will draw it for you!
2. My favorites were: 
Faction War ( 5-6 or more team(friendly and enemy too) dropped in, and there was a big brrrzzfggdfight in the middle.)
Suspicious Crates (dropped crates somewhere,if you opened there was some loot ,animals or enemies in it)
Tribe Migration(Just like travellers but in huge numbers) it was fun with zombie apocalypse.
Colonist Kidnappers(Pirates, who grabbed one from the colonists than run away)
Terminator (one slow killing machine)
Prisoners rampage,attack.....
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: pajok on June 28, 2015, 11:09:49 AM
HyperTornado - Start somewhere a tornado.Destroyed everything.Sometimes it turned another direction,than go away.
Animal Genocide - All animals died
Colonist Regeneration - One colonist fully healed (Miracle)
BlackVoid - after 1-2 hour full darkness with somekind monsters(realy fast and deadly) but they dont liked the light
(must stay in lighted room)
Earthquake - Camera shake and damaged everything
Colonist Stash - Just a message (x Colonist find stash) and get the reward
Risk/Reward Event - Text event (x colonist find something but there is y% to die or hurt. Get the stash or leave the stash?)

This is what i remember.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: Match on August 24, 2015, 05:29:59 PM
I miss this mod  :'(
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: bazalisk on September 18, 2015, 07:57:21 PM
i loved this mod soo much too.   :(

could someone take up the job of updating it ?
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: caboose410 on September 21, 2015, 05:28:13 PM
For the love of God someone update this. This has being my favorite mod because this is the only mod that adds events, someone plz update this.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: Match on November 04, 2015, 10:33:05 AM
 :'(
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: TheGentlmen on November 04, 2015, 09:07:46 PM
I too miss TTM, I hope to update CE for TGP...

Edit: Don't hold your breath for it, due to the pain it would take to update it is low on my list of things todo...
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: skullywag on November 05, 2015, 03:19:26 AM
You would be better off rewriting the events. The code doesnt have a clear update path and is rather a mess. Trust me.
Title: Re: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!
Post by: TheGentlmen on November 05, 2015, 10:34:51 AM
Quote from: skullywag on November 05, 2015, 03:19:26 AM
You would be better off rewriting the events. The code doesnt have a clear update path and is rather a mess. Trust me.
But such effort...

-\_("/)_/-

I'll see to it Latter... still got wallz to finish, then make all weapons CR compatible...