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Messages - Pyrce

#1
Releases / Re: [1.0] Terrain Zone Selections
October 28, 2018, 10:04:41 PM
Doors are now skipped in zone selection unless you start the zone selection on a door tile. This makes it easier to select rooms without including doors / adjacent rooms.
#2
Releases / Re: [1.0] Terrain Zone Selections
October 22, 2018, 12:20:32 AM
Try redownloading. I forgot to push the last change to github that marked it as 1.0.0 in the modlist, but as you saw it'd likely work with the B19 version in 1.0.
#3
Releases / Re: [1.0] Mod Announcements Thread
October 21, 2018, 09:37:53 PM
Sharknado
Thread
Steam
Adds Sharknados. They're a bit bitey.
#4
Releases / Re: [1.0] Mod Announcements Thread
October 21, 2018, 09:36:15 PM
Disasters: Tornado
Thread
Steam
Adds B18 tornadoes back for those that enjoyed the natual disaster. Crop-ripping, geothermal-lifting, loot-destroying winds can soon visit your quaint fishing village.
#5
Releases / Re: [1.0] Mod Announcements Thread
October 21, 2018, 09:34:57 PM
Terrain Zone Selections
Thread
Steam
An interface-only mod which adds zone buttons for stockpiles and growing zones. These new buttons create a zone, or add to one, based on the terrain clicked.
#6
Releases / Re: [1.0] Terrain Zone Selections
October 21, 2018, 09:31:18 PM
Try refreshing the page for links. I missed copying them in on the initial upload.
#7
Releases / [1.0] Disasters: Tornado
October 21, 2018, 09:08:00 PM
[1.0] Disasters: Tornado

Crop-ripping, geothermal-lifting, loot-destroying winds can soon visit your quaint fishing village.



Changes
- Brings back tornados
- Makes tornados dissipate when over thick roofs (mountain tiles)
- Disaster options in Mod Settings


Download Links
Steam
Github


Description

Adds B18 tornadoes back for those that enjoyed the natual disaster. This doesn't modify the behavior of tornadoes except to make them unable to sustain above mountain roofs. The tornado generator and the mod use the same tornado class.

For a more silly version of tornadoes take a look at Sharknado.


Required Mods
- Hugs Lib


Compatibility
Should be compatible with just about everything.

- Works with Sharknado if you want both ¯\_(ツ)_/¯


Current (Sometimes Crude) Translations
Based on what was there in B18 (coverage varies) with a couple fixes
- English
- Catalana
- Française
- Italiana
- Deutsche
- 中文
- 한국어
- 日本語
- Magyar
- Pусский
- Español


Link me translation fixes/additions and I'll add them in.


Credits

Powered by Harmony Patch Library
#8
Releases / [1.0] Sharknado
October 21, 2018, 09:03:52 PM
[1.0] Sharknado
"We can't just wait here for sharks to rain down on us."



Changes

- Brings back (better) tornados
- Adds sharks


Download Links
Steam
Github


Description

Adds Sharknados. They're a bit bitey. Really there's not much else to say.

Though, you should checkout the Mod Settings under Options to configure your Sharknado experience to your liking. Careful with "Sharknado is Life" -- it makes a single Sharknado event lag up any PC... Also you'll probably die.

Use debug mode's Execute Incident to SimCity up your base if you get bored. See how many sharknados it takes before the sharks win (crashing the game counts as a win).

I take no responsibility for lost bases or favorite hats.


Here's a few previews of what Sharknado causes





Required Mods
- Hugs Lib
- Swimming Kit (will load without, but then you have sharks that can't swim...)


FAQ

Is this save game compatible?

It can be added safely. Removal may cause issues with left-over shark remains.


Does this conflict with other mods?

It shouldn't. Disaster: Tornado works with this mod.
The Swimming Kit mod has more incompatibility chances with anything that modifies pathing search and terrain cost functions, but I'm not aware of any mods which do conflict.


[spoiler]
How in the name of all that is holy can Landsharks walk?

Carefully. Aim for the tails... or the jaws... Or get a bigger boat.
[/spoiler]

How much alcohol went into making this?

Ballmer Peak


License (MIT)

If you're a modder and want to use or extend this mod I ask only that you let me know (here or on steam). Otherwise feel free to use the mod in the making of further mods.
#9
Releases / [1.0] Swimming Kit
October 21, 2018, 08:45:52 PM
[1.0] Swimming Kit

A RimWorld mod which adds swimming attribute for pawns to change speeds while in water tiles.



The mod acts as a toolkit for adding swimming statistics to the game. It makes pawns respect a new SwimSpeed baseStat for both moving through water and for planning pathing through water.

In working on another mod it took the better part of a long weekend to get all the various places that needed changing correct, so to save other modders time and to enable adding actual aquatic gear / pawns I put the changes together in this mod.


Change in Terrain

This mod makes Ocean and DeepWater tiles accessible. Normal pawns will move very very slow through ocean, but it is possible for pawns and items to now be in Ocean. If a pawn has SwimSpeed it will travel much quicker through ocean tiles.


Links
Steam
Github


How to Use

Adding the `SwimSpeed` to any `ThingDef`'s `statBases` will apply swim speed when in water tiles.


<ThingDef ParentName="AnimalThingBase" ADogSaidBody="Tail">
    <defName>Turtle</defName>
    <label>turtle</label>
    <description>A tortoise that likes water</description>
    <statBases>
        <MoveSpeed>1</MoveSpeed>
        <!-- This makes turtle have a base speed of 4 in water -->
        <SwimSpeed>4</SwimSpeed>
    </statBases>
</ThingDef>


If you want to conditionally set a SwimSpeed only if this mod is present you can do the following:


// Dynamically set the SwimSpeed to avoid requiring SwimmingKit
StatDef swimDef = DefDatabase<StatDef>.GetNamed("SwimSpeed", false);
if (swimDef != null)
{
    ThingDef turtle = ThingDef.Named("Turtle");
    turtle.SetStatBaseValue(swimDef, 4.0f);
}


You can also effect SwimSpeed by modifying equipment.


<ThingDef ParentName="ArmorMachineableBase">
    <defName>Apparel_HydroPowerArmor</defName>
    <label>hydro plate armor</label>
    <description>Augmented power armor with built-in water-jets for fast traversal underwater.</description>
    </statBases>
    <equippedStatOffsets>
        <MoveSpeed>-1.0</MoveSpeed>
        <SwimSpeed>3.5</SwimSpeed>
    </equippedStatOffsets>
</ThingDef>


Code issues / questions also welcome on the SwimmingKit Github page.


License (MIT)

If you're a modder and want to use or extend this mod I ask only that you let me know (here or on steam). Otherwise feel free to use the mod in the making of further mods.


Credits

Icon Graphic Base
Powered by Harmony Patch Library
#10
Releases / [1.0] Terrain Zone Selections
October 21, 2018, 08:31:49 PM
[1.0] Terrain Zone Selections



An interface-only mod which adds zone buttons for stockpiles and growing zones. These new buttons create a zone, or add to one, based on the terrain clicked. Want to just sow that Fertile Soil? Click on the new grow zone icon and click once.

Additionally there's a shrink zone option using terrain types as well. Selected a few tiles you don't want in a zone? No need to squint at the screen to find the boundaries, just select the Shrink by terrain tile and click once.

The fact the base game doesn't have this has bugged me for a long time, hopefully this helps others who struggle with soil and tile selections at times.


Download Links
Steam
Github


Required Mods
None!


Compatibility
Should be compatible with every other mod.


Example Usages

Add/Create Growing Zone by Single Terrain Type
   


Remove Terrain from Zone by Type
   


Works with Storage Zones Too
   

   


Current (Sometimes Crude) Translations
- English
- Française
- Deutsche
- 中文
- 한국어
- 日本語
- Polskie
- Portuguesa
- Pусский
- Español

Link me translation fixes/additions and I'll add them in.


License (MIT)

If you're a modder and want to use or extend this mod I ask only that you let me know (here or on steam). Otherwise feel free to use the mod in the making of further mods.
#11
Releases / Re: [1.0] Mod Announcements Thread
October 21, 2018, 08:17:56 PM
Dire Raids
Thread
Steam
Creates a mid-to-late game event called a Dire Raid. The new event triggers like a normal Raid, but more rarely, and multiplies the points available for the raid to use in purchasing pawns.
#12
Releases / [1.0] Dire Raids
October 21, 2018, 08:15:55 PM
[1.0] Dire Raids



Creates a mid-to-late game event called a Dire Raid. The new event triggers like a normal Raid, but more rarely, and multiplies the points available for the raid to use in purchasing pawns.

The mod is intended to add more threat to established bases. Many late game bases can feel unthreatened by any events, making late game a bit dull. Thus this mod is to meant to add a potential threat to such bases.

By default the Dire Raid event is rare and can't occur back-to-back. Dire raids can't occur until your base is fairly developed, so no day 20 death balls. The event is limited to augmenting Raid events, not any other events (no Dire Infestations). If any new raids are introduced by other mods they can also become Dire Raid variants.

If you load this module after HugsLib you can configure the difficulty and occurrance of the mod in the Mod Options menu. Changing Danger Multiplier value modifies the multiplier against pawn strength pool used to generate raids.


Download Links
Steam
Github


Required Mods
- Hugs Lib (loaded before DireRaids)


FAQ

Is this another type of raid?

    No. In game terms this is a new Incident like Infestations, Mad Animals, and (formally) Tornados. It triggers independently as a Big Threat and reuses the Raids available while giving them bonus points to pick build enemies.

In the late game it seems to freeze when a Dire Raid happens?

    If you wait, it's usually just thinking real hard.

DireRaids never seem to occur. Are they super rare?

    Well, remember that they're more rare than regular raids and require a minimum base value / time to pass before triggering. You can adjust these mod settings with HugLib under Options -> Mod Settings if you want more frequent occurances. You can also use the debug tools to trial run the next several events and see if it would roll DireRaids once in a while for your setup.


Current (Sometimes Crude) Translations
- English
- Française
- Deutsche
- 中文
- 한국어
- 日本語
- Polskie
- Portuguesa
- Pусский
- Español

Link me translation fixes/additions and I'll add them in.


License (MIT)

If you're a modder and want to use or extend this mod I ask only that you let me know (here or on steam). Otherwise feel free to use the mod in the making of further mods.
#13
Releases / Re: [1.0] Mod Announcements Thread
October 21, 2018, 08:04:28 PM
Thanks For All The Fish
Thread
Steam
A simple fishing mod designed to provide a food supplement to colonies with access to water.
#14
Releases / [1.0] Thanks For All The Fish
October 21, 2018, 08:01:25 PM
[1.0] Thanks For All The Fish



A simple fishing mod designed to provide a food supplement to colonies with access to water.

Adds a fishing sub-skill to Animal Handling which is used at FishingSpots (under the Production Tab) to fulfill fishing bills. Fish are like other animal corpses and can be butchered and cooked, though they do rot a little faster so freeze them within a day or so.

FishingSpots have a few basic restrictions. They must be placed in deep water. You can't place two within 10 squares of each other. And finally you need at least 5 squares of water (deep or shallow) to fish.

Fishing is sped up by the Animal Handling skill, and has a slow skill gain attached as a benefit for fishing all day.


Download Links
Steam
Github


Required Mods
- Hugs Lib


Mod [In]Compatability
- Incompatible with Rainbeau's Fishing, but it does a very similar thing so pick one :)


Current (Sometimes Crude) Translations
- English
- Française
- Deutsche
- 中文
- 한국어
- 日本語
- Polskie
- Portuguesa
- Pусский
- Español

Link me translation fixes/additions and I'll add them in.


FAQ

Aren't there other fishing mods already? Why make this one?

    I found other fishing mods (at the time this was originally made) to either make the game significantly easier or to add a ridiculous number of items, buildings, and food types. This mod aims to be a balanced addition to the game. If you're low on food, or your crops got blighted, or a tornado ruined your harvest – you can do some fishing for a quick fix of your food problem. Additionally high animal handling skill can be applied to utilize specialized pawns and make a more reliable source of food for your colony. And it makes a great past time for hats while your sewing machine processes the rest of your leather.


Can I add this to an existing game?

   Yes. But you might not be able to remove it once used in a save.


Can you change how long it takes to fish?

   Yes. Go to the Mod Settings under Options and adjust any of the settings you feel should be different for your current colony.


Is this mod why my game is slow when I load 10000 raiders?

    No. But it does lag if you also install Rainbeau's Fishing mod with this mod (uninstall one of the two to fix).


Can I live off just fishing?

    Many coastal tribes have proven successful in doing just this throughout history. Most of those also weren't known for their wealth. Jokes aside a zero skill worker can fish ~11 times in a normal day, which can feed 2-3 people for a day if cooked. A 20 skill worker can feed about 8 people a day. This is quite a bit less efficient per unit of time than other food sources. Try a fishing-only run for a challenge.


What was that flying by my screen?

    Translating... "Oh say, does that star-spangled banner yet wave. O'er the land of the free and the home of the brave?" ...


License (MIT)

If you're a modder and want to use or extend this mod I ask only that you let me know (here or on steam). Otherwise feel free to use the mod in the making of further mods.
#15
Releases / Re: [B19] Editable Backstories
September 22, 2018, 11:54:07 PM
That sounds great. This mod is going to take me several nights to get together anyway, so I'll leave the backstories all as Pirates until that comes along and work on the other aspects :D