Fuglypump's Mod CreationsIf you really enjoy my mods and want to support me, I have a Patreon (https://www.patreon.com/Fuglypump) page.Credits and license can be found at the bottom of this post. If I have violated your license or failed to credit you, please let me know.
Mod Name | | Rimworld | | Version | | Updated | | GitHub | | Steam | | Description |
|
Job Splitter | | B19 | | 0.19.1987 | | Sept 16 | | (http://i.imgur.com/yJM8pYQ.png) (https://github.com/Fuglypump/Job-Splitter/releases) | | (http://i.imgur.com/bLbR352.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1211661009) | | Splits apart many of the jobs in the work tab in order to better specialize colonist roles. |
|
Fallout Traits | | B19 | | 0.19.1987 | | Sept 16 | | (http://i.imgur.com/yJM8pYQ.png) (https://github.com/Fuglypump/Fallout-Traits/releases) | | (http://i.imgur.com/bLbR352.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1209071221) | | Adds over 30 new traits to Rimworld using Fallout 4's perk chart as inspiration |
|
Bulk Stonecutting | | B19 | | 0.19.1987 | | Sept 16 | | (http://i.imgur.com/yJM8pYQ.png) (https://github.com/Fuglypump/Bulk-Stonecutting/releases) | | (http://i.imgur.com/bLbR352.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=1135374969) | | Adds new bills to the Stonecutter's table which cuts 3 chunks at a time. |
|
Bulk Steel Extraction | | B19 | | 0.19.1987 | | Sept 16 | | (http://i.imgur.com/yJM8pYQ.png) (https://github.com/Fuglypump/Bulk-Steel-Extraction/releases) | | (http://i.imgur.com/bLbR352.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=1245543428) | | Adds new bills to the Electric Smelter. |
|
Rabbit of Caerbannog Incident | | B18 | | 0.18.1722 | | Jan 14 | | (http://i.imgur.com/yJM8pYQ.png) (https://github.com/Fuglypump/Rabbit-of-Caerbannog-Incident/releases) | | (http://i.imgur.com/bLbR352.png) (http://steamcommunity.com/sharedfiles/filedetails/?id=1259215932) | | Adds the Rabbit of Caerbannog from the movie Monty Python and Holy Grail, published in 1974 |
*For more detailed descriptions visit the mod pages on Steam or GitHub.
Credits:
Resources: | Marnador (https://ludeon.com/forums/index.php?action=profile;u=36313) - RimWorld Font (https://ludeon.com/forums/index.php?topic=11022.0) |
Harmony: | pardeike (https://github.com/pardeike) - Harmony Patch Library (https://github.com/pardeike/Harmony) |
ModCheck: | Nightinggale (https://ludeon.com/forums/index.php?action=profile;u=83071) - Modcheck Patching (https://github.com/Nightinggale/ModCheck) |
Art: | Chicken Plucker (http://steamcommunity.com/id/chickenfcker/myworkshopfiles/?appid=294100) |
This table: | Dingo (https://ludeon.com/forums/index.php?action=profile;u=61474) |
License:My mods all fall under the MIT license.
I would appreciate sending me a message when include any of my mods in a mod pack.
Do not upload standalone translated versions on Steam.
If you wish to translate it, please give me a pull request on GitHub, the mod's steam page or this thread.
If I don't respond/appear alive for a month after a new RimWorld update, have at it. However, give credit where it's due.
Reserved
Nice! I'm going to love these traits... just what I was looking for!
Let me know if you want this spot so your mod page is as pretty as you are ;)
Do you have any plans for integration Fallout Traits with [RF] Consolidated Traits (https://ludeon.com/forums/index.php?topic=36687.msg377041#msg377041)? I mean, adding <conflictingTraits> where it's appropriate and some way to disable duplicating traits.
Quote from: wwWraith on February 02, 2018, 05:41:30 AM
Do you have any plans for integration Fallout Traits with [RF] Consolidated Traits (https://ludeon.com/forums/index.php?topic=36687.msg377041#msg377041)? I mean, adding <conflictingTraits> where it's appropriate and some way to disable duplicating traits.
Crap, I was wondering about that. Sigh, guess that's another thing to add to the list today - going through and removing anything that is too close together, and putting in what traits can't go with each other.
Isnt the rabbit incident already included in the rascally rabbit mod by Rainbeau? Anyways gj.
Quote from: wwWraith on February 02, 2018, 12:14:43 PM
[RF] More Trait Slots is not [RF] Consolidated Traits ;)
What'n'the'hell are you talking about? ::)
Quote from: wwWraith on February 02, 2018, 05:41:30 AM
Do you have any plans for integration Fallout Traits with [RF] Consolidated Traits (https://ludeon.com/forums/index.php?topic=36687.msg377041#msg377041)? I mean, adding <conflictingTraits> where it's appropriate and some way to disable duplicating traits.
I discussed this with the mod author a while back and we decided it wasn't really a priority so neither of us bothered to make a patch, (unless he did it recently) given the amount of traits in both mods this could be a TON of conflicts we are talking about, this is really easy to do but very tedious. However if people
really want to use both mods at the same time I suppose I am open to the idea of creating a patch for it, if someone were to take it upon themselves to make a list of all the "necessary" conflicts I will implement them.
Quote from: RyanRim on February 02, 2018, 09:41:49 AM
Isnt the rabbit incident already included in the rascally rabbit mod by Rainbeau? Anyways gj.
When i started making this mod I knew about the mod rascally rabbits but I had no idea it had the rabbit of caerbannog in it until after I had this mod fully functioning. I'm not sure which mod has the stronger rabbit, The incident from my mod spawns them in the map urgently hungry and the rabbits themselves have an extremely fast hunger rate.
Quote from: Fuglypump on February 02, 2018, 09:11:42 PM
Quote from: wwWraith on February 02, 2018, 05:41:30 AM
Do you have any plans for integration Fallout Traits with [RF] Consolidated Traits (https://ludeon.com/forums/index.php?topic=36687.msg377041#msg377041)? I mean, adding <conflictingTraits> where it's appropriate and some way to disable duplicating traits.
I discussed this with the mod author a while back and we decided it wasn't really a priority so neither of us bothered to make a patch, (unless he did it recently) given the amount of traits in both mods this could be a TON of conflicts we are talking about, this is really easy to do but very tedious. However if people really want to use both mods at the same time I suppose I am open to the idea of creating a patch for it, if someone were to take it upon themselves to make a list of all the "necessary" conflicts I will implement them.
I am
highly interested. And I am positive that for everyone of us that speaks up, there are a hundred more that remain silent. I was already messing around with this earlier today with Consolidated Traits, and I had something like an Animal Hater and Animal Friend going on at the same time :P
Updating Job Splitter to work with 1.0 and reworking some things, here is a preview https://imgur.com/z6Mk3T4
Any feedback would be nice
Quote from: Fuglypump on July 06, 2018, 01:52:01 PM
Updating Job Splitter to work with 1.0 and reworking some things, here is a preview https://imgur.com/z6Mk3T4
Any feedback would be nice
b-b-but where are the B18 versions? =(
I will keep a B18 version of the mods posted. For 1.0 Rimworld though Job splitter will have to have some reworks. Here's a more up to date screenshot: https://imgur.com/o5hIcqq
Supply is the old "prepare" job, this name is more appropriate because it is now grouped with construction and prepare is too similar to the word repair, I renamed construction to build and shortened the labels on a few worktypes to make everything fit closer together.
[attachment deleted due to age]
I think I accidentally updated your fallout trait mod. I just activated it for my game and fixed the errors. If you're lazy efficient and want me to send you my files to take some effort of your shoulders just say so.
What I did was rename the pronouns and the def-names so there aren't any errors anymore. I didn't fix any logical issues (e.g. traits not giving logical bonuses) - for example scrounger should PROBABLY give unskilled labor bonus.
The only errors are because of the green thumb trait, for 1.0 I'll be removing the tough trait since the vanilla game has its own version now.
Edit: More changes were made since last checking 1.0 (and B19) to various stats and whatnot so I have some more editing to do for Fallout Traits
Updated mods for B19: Job Splitter, Bulk Steel Extraction, Bulk Stone Cutting and Fallout Traits. I will start working on updating Rabbit of Caerbannog later.
Quote from: Fuglypump on September 16, 2018, 10:54:20 PM
Updated mods for B19: Job Splitter, Bulk Steel Extraction, Bulk Stone Cutting and Fallout Traits. I will start working on updating Rabbit of Caerbannog later.
Can you update github.
Does the Weigh capacity bonus from the strength based perks actually add to the pawns now? I recall it was sort of broken at one point.