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Topics - raydarken

#1
Releases / [1.0] Colorful Traits
November 23, 2018, 09:53:40 PM

Colorful Traits

Description:
This is a small XML only mod which adds colors to the vanilla traits in the game based on their general quality.


Details:
Unique         PURPLE      (Ex. Cannibal, Night Owl)
Good      AQUA      (Ex. Sanguine, Fast Learner)
Good with bad      OLIVE      (Ex. Too Smart, Gourmand)
Bad      YELLOW      (Ex. Chemical Interest, Brawler)
Terrible      RED      (Ex. Pyromaniac, Depressive)

Inspiration from the 'More Practical traits' mod by steam user BOXrsxx.

Author
Steam:raydarken Discord:RimColonist

Download
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1572587699
Google Drive: https://drive.google.com/open?id=1hOXD0A5aXyjHUfm3ilebcQ9BF63CIK7w

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
#2
Releases / [1.0] Infused: Tech Edition (11.18.18)
November 18, 2018, 07:30:26 AM
Infused: Tech Edition


Description:
This mod brings technology to the forefront of gear found and/or created on RimWorlds. Weapons and apparel can have different qualities and enhancements based on the tech level of the civilization which originally created the item. You may be surprised when a raider drops a survival rifle that looks a bit unusual somehow, or you could find yourself mysteriously feeling inspired and warmer when you bravely volunteer to try on a duster that has some strange wiring sewn in. Turning the rifle over in your hands, you might see a strange gear or an odd glowing attachment. Wearing the duster for a while you perhaps realize that while wearing it you feel that you can work a bit faster and stay more comfortable when others are freezing wearing a similar item. Items with these qualities were assembled on a faraway planet, with resources more advanced than those found on the Rim. These tech-enhanced(infused) items possess abilities and qualities not commonly found on gear which was produced on a RimWorld.

CAUTION. That's not all. Recently there have been rumors of strange weapons and apparel appearing which seem mundane in design, but only at first glance. Upon carrying the equipment, individuals complain that they feel there is something inhuman about their design that makes them feel uneasy and paranoid. From what little research has been done, we suspect these modifications/infusions are being done by a Mechanoid hive for purposes unknown.

WARNING! Though very rare, there have been additional reports of even more mysterious and dangerous modifications/infusions appearing on familiar gear. These items include components and attachments which have no known origin, produced by an unknown entity. Because they possess unknown technology, the locals have taken to calling these items as being of XenoTech design. Those who attempt to wield or wear such tainted gear find themselves empowered but irritable. Other side effects are unknown, but there has been at least one case of insanity reported from prolonged exposure to such items. As such, it is recommended they be destroyed if found. And to those who choose to embrace the unknown and to walk that path, good luck...

BUT WAIT! THERE'S MORE: Exceptionally (un?)lucky players may even discover a ranged weapon which is branded by a storyteller! You haven't truly lived until you've hunted a muffalo with Cassie's Shotgun, accidently shot your ally with Phoebe's UZI, or cried during a solar flare while eating without a table and leaning on your Randy's Sniper Rifle.

Compatibility
This mod replaces the infusions mod. Do not load both this mod and the original infusions mod in the same game, or else one will override the other and cause issues. There are no other known conflicts for this mod, and it is safe to add to an existing game. As with the original infusions mod, this mod works on all modded weapons and apparel.

F.A.Q.
I want to know exactly what this does, no fluff!
This is a modification of the infused mod which contains only infusion prefixes and no suffixes.

Why no suffixes?
Personal preference and balance, I have an idea of suffixes I may want to include but that will be in the future.

Okay and what exactly does this mod add?
Currently this mod adds:
48 different melee prefixes
27 different ranged prefixes
90 different apparel prefixes

Techs? What techs?
Tynan has created a wonderful primer for the Rimworld Universe (published on google docs by Tynan here https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub), detailing a lot of specifics which are not all included in the game currently. In the primer, Tynan describes the different types of worlds and their technology levels including, but not limited to, RimWorlds, SteamWorlds, MidWorlds, UrbWorlds, GlitterWorlds, and beyond. Of course, your own crafters may be able to replicate such advanced apparel and weapons with enough skill...

And what do the modifications/infusions do?
That would be a long list! Almost all of these modifications/infusions are beneficial, and the modifications/infusions which are harmful can be recognized by looking at the details page of the item. There are no 'cursed' items or anything like that (yet!).

I care about game balance, tell me more about what this mod does.
I'm glad you brought that up! Another thing this mod does is it changes the wealth value of items which are modified/infused significantly. The reason for this is to emphasize the rarity and power of those items. The original infusions mod kept wealth low for a reason, and I understand trouble which adding more items that increase wealth can bring. If I get negative feedback about the added wealth I'll definitely look in to scaling it down, or maybe just release a second version with lower wealth values.

Author
Steam: raydarken Discord: Rim Colonist

Download
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1568087142
Google Drive: https://drive.google.com/open?id=1-EAg6jxt0RrvlsZE9MXjZoPaqeeNX7rV

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder
- Deactivate the original 'Infused' mod if you have it active.
- Activate the mod in the mod menu in the game.




Thank you for using the mod, feedback would be greatly appreciated!
#3
Help / Regarding difficulty for raids and events
October 11, 2018, 03:40:20 PM
I'm curious how the raiders/manhunters/etc strength is determined when exploring a non-colony tile is calculated. I use the mods Sparkling Worlds addon and Misc. Incidents and they both seem to be generating rather weak resistance for their events. Caravan ambushes are also extremely easy, with one or two pawns (on year 9 of the colony and have been steadily increasing wealth over time).

Another way to ask this question would be: Does the storyteller and/or colony size influence the amount/strength for ambushes/faction bases? Second question: Does anyone know if the mods I mentioned follow the same method for generating the encounters?

Mod links:
https://ludeon.com/forums/index.php?topic=3612.0
https://ludeon.com/forums/index.php?topic=29831.0

Thanks for reading.
#4
I'm running a 0.19 game on year 5 or 6 and recently I noticed that the pawns I have assigned to cooking are walking to the electric stove and just 'Standing' at the spot, doing nothing. The standing behavior continues even after I delete the bills at the stoves. Initially it only affected one pawn, but over the course of a season or so it started to effect all my pawns assigned to cooking. When the 'cooking' job is removed from a pawn they no longer are stuck 'Standing'.

I understand it's better to post logs, modlist and possibly the savefile for troubleshooting, however I don't have that information available at the moment and will need to upload it later if it's needed.

Couple of observations, this bug seems like it could be related to another but I experienced not too long ago. While watching the debug log when this seems to have started I saw some errors relating to unloading a caravan I think, and the game kept pausing with an error saying something along the lines of a pawn queuing 10+ jobs at once. I fiddled with job priorities and area restrictions and that bug seemed to go away after an in game day or so. I feel like both bugs may be related to the mod Pick up and Haul (https://steamcommunity.com/sharedfiles/filedetails/?id=1279012058) however I really hope not because that mod is absolutely amazing and I would hate to going back to playing without it!

I don't expect a diagnosis with this limited information, however I thought I'd ask for some tips on where to look and what may be the best approach attempting to find the cause of the bug. I researched the best I could and most say it's cause by a mod conflict, possibly mod order.

Thanks for reading.
#5
Help / Multiple instances of RimWorld and mods
December 03, 2016, 05:32:31 PM
Hi all, long time lurker, first time poster. I'm in a bit of a rush so sorry if this comes out a bit hard to read.

I have a question about handling multiple instances of the game in order to have different mod combinations without having to manually turn on and off mods every time I want to play a different set of mods. The steam workshop is great, but not all mods are on the steam workshop. The non-steam version of the game works great as well, and is what I would prefer to use to keep my instances of the game separate. The issue I ran in to when trying to add all the mods I prefer to a non-steam install of the game is that not all mods are available without the steam workshop, and the mods available in the steam workshop don't always have non-steam versions available.

How do you all handle multiple instances of the game with different sets of mods? I can't be the only one who likes to try different combinations of mods without tinkering with the mod list every time. Thanks for your help.