Ludeon Forums

Ludeon Forums

  • March 05, 2021, 07:54:48 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - WolfgangPolska

Pages: [1] 2 3 ... 16
Is this mod compatible with Children and Pregnancy?

I have updated links and load order.

Releases / Re: [1.0/1.1] Early Times mod
« on: February 25, 2020, 10:03:39 AM »
Hey, my mod has new version if you want to follow your develpement on ore processing patch!

Releases / [1.0,1.1]Simple Mining Extension [Formerly ore processing]
« on: February 25, 2020, 10:02:21 AM »

Minor expansion to mining on rimworld. Vanilla metals now have to be smelted from ores before they can be used.
Steel, gold and silver are smeltable in primitive furnace, blast furnace and electric smelter. Uranium and plasteel are smeltable in rich ore mill ( after researching "Advanced Smelting")
Mines are added. They spawn infestations like vanilla drills.
After depletion they leave "abadoned mine" for 45 days (configurable), after that time, mine can be rebilt. Mine can't be destroyed nor deconstructed to prevent cheesing. Pawns after mining get "Miners Hunger" Hediff, it increases hunger and decreases plant work speed and yield. Goes away by itself.
Mod also adds "adobe bricks". You can craft them at "brick spot" (production tab). Brick dry out on their own. That addtion was made to ensure that player has means to make first smelting furnace.

New research!
Mining- unlocks mines
Electric smelting - unlocks electric smelter
Advanced smelting - unlocks Rich ore mill

New buildings!
-Coal Smithy - Same as smithy, but uses coal. Bonus: 125% workspeed.
-Coal Stove - Same as stove, but uses coal. Bonus: 40% reduced fuel usage.
-Coal Power gnerator - Same fuel usage as chemfuel generator.

Mod has no loanger dependancy and uses own coal.

Will be incompatible with any mods that change vanilla mineable rocks.

The mine, abadoned mine sprite, preview image  and furnace sprite was kindly provided by "Kasmex Forever" (His discord: Kasmex Forever
#0915) . He is great man and artist, may Randy bless him!

I have attached link to my google form about this mod. It wil help me enhance and shape my mod for it's users ( it means YOU!), so consider filling it.

Can we get power-free version for  medieval/tribal runs?

I play the game since very  first alphas began to pour out. And since like Alpha 17 i cant play without mods. It is just unbearable for me, every 5 of 10 min I feel game is lacking something. Now I have modlist of like 50+ mods and cant stop adding, and game looks like a pawn with too many crude bionics. It is just clusterfuck of content. How do I fight the urge to mod the heck out of rimworld. Please help :c

Releases / [1.0] Patchwork Stone
« on: September 08, 2019, 12:18:53 PM »
Tired of clutter in your stockpile? Are u lacking that one particular brick? Wanna show how poor you are? Now with (warning tags), blended, mixed, patchwork or whatever you want to call it stone it is possible!

How u ask?

Mod adds recipe for patchwork stone simillar to the patchwork leather.


Here is a dropbox link:

Releases / Re: [1.0][MODLIST] Glitter Tech
« on: September 06, 2019, 04:09:25 AM »
Np, I would like to see some more balancd tho

Releases / Re: [1.0][MODLIST] Glitter Tech
« on: September 04, 2019, 03:19:20 AM »
If you will scroll down to the very bottom of orginal post you will see a mod called "fishing nets" mate

Releases / Re: [1.0][MODLIST] Glitter Tech
« on: September 03, 2019, 05:29:09 PM »
Fish nets spawn next  to none fish, I have placed 10 simple fish nets and result I've got after all of them have broken was 5 fish which is half of a simple meal, kinda not worth it in my opinion

Releases / Re: [1.0] Bulk Recipe Generator
« on: August 30, 2019, 05:16:58 PM »
The recipes are not generated untill I hit the confing button in mods config, this results in glitched workbenches every time I load saved game

I want to rework the system into 4 basic tiers:
Tribal, medieval, industrial and spacer. It seems that, despite being unpopular, oil-powered foundries are a real thing, so I will consider it maybe in spacer tier

Change log:
Code: [Select]
-added message prompts when ores are depleted or found
-changed prospecting system
(now work needed to find new ore is random, pawns with low intellectual skill should find ore more easliy, since formula for work value per tick is miningskill+intellectual skill instead of minig*intellectual)
-Smelters suffer no penalty from being outdoors or working at extreme temperatures
-ore well properly yields random chunks instead of marble only
-ore well properly yields plasteel and uranium ore instead of smelted metal

Releases / Re: [1.0] XND's RimWorld Mods - Updated 2019-08-16
« on: August 21, 2019, 11:49:05 AM »
Profitable weapons doesnt work for me, weapons after being dropped dont get tagged.

Releases / Re: [1.0] Equipment Deterioration (2019-08-14)
« on: August 21, 2019, 11:34:59 AM »
Weapons dont get damage while shooting ;c

Pages: [1] 2 3 ... 16