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Topics - sumghai

#1


The Mousekin Race mod adds a race of hobbit-sized anthropomorphic white mice with a late-medieval to pre-industrial theme, inspired by Redwall, Mouse Guard, Brambly Hedge and Sylvanian Families.
















  • English
  • Japanese
  • Korean (machine-translated via Google Translate)
  • Simplified Chinese
  • Traditional Chinese





https://github.com/sumghai/MousekinRace/wiki/FAQ




  • none


Version 1.0.2 - 16 Apr 2024
---------------------
- Reduced frequency of pellets spawned by Giant Cavies
- Fixed Candle Sconce causing meditation focus errors when building
- Fixed "prejudice against talking mice" social thought triggering for pawns with HAR Xenophilia trait
 
Known Issues:

- Ideology DLC support is WIP
  - Mousekin ideo roles and rituals not yet finalized
  - Mousekin versions of base game apparel graphics currently do not support ideo variants (e.g. Spikecore)

Version 1.0.1 - 14 Apr 2024
---------------------
- Updated for 1.5.4063
- Fixed Mousekins not bleeding or healing properly when wounded
 
Known Issues:

- Ideology DLC support is WIP
  - Mousekin ideo roles and rituals not yet finalized
  - Mousekin versions of base game apparel graphics currently do not support ideo variants (e.g. Spikecore)

Version 1.0 - 14 Apr 2024
---------------------
- Updated for 1.5.4062
- First public release
- Overhauled race to HAR 1.5 standards
- Added new race-specific apparel, headgear and accessories:
  - Unisex: Leather Backpack, Wicker Backpack
- Added new Pudgemouse pet animal
  - Can perform hauling and cleaning work
  - Can be purchased from Mousekin settlements or Rodemani exotic goods caravan traders
  - Will automatically be given a Mousekin-themed silly name if tamed by a Mousekin
- Added Mouse-ear Barley and Wheat plants and crops 
- Added new meals and ingredients:
  - Barley Porridge
  - Bread Bowl
  - Country Bread
  - Eggs on Toast
  - Ploughman's Lunch
  - Cloverbury Cheese
  - Flour
- Added new beverages:
  - Chonko nut brew
  - Mousekin Lager
  - Mousekin Mead
- Added new resources:
  - Beeswax
  - Giant Cavy pellet (with ingest thoughts)
  - Mousekin Honey
- Added new intermediate products:
  - Mousekin Candle 
- Added new workbenches:
  - Brewery
  - Butcher table
  - Cast-Iron Stove
  - Fireplace
- Added new production buildings:
  - Beehive (requires flowers planted within a set radius to generate Beeswax and Mousekin Honey)
  - Cheese press
  - Fermenting Barrel
  - Windmill (grinds wheat into flour, drains swamps and irrigates soil like a non-electric moisture pump)
- Added new furniture and fixtures
  - Candle sconce
- Added melee tools to Rodemani exotic goods trader inventory
- Added unique NPC faction icons for Kingdom, Indy Town, Rodemani and Brigands
- Added cheese dislike gameplay mechanic for Mousekins with stackable mood debuffs
- Added negative social opinion for humanlikes towards Mousekins ("prejudiced towards talking mice")
- Allowed Mousekin Crafting Bench to inherit recipes from base game Art and Stonecutter's tables
- Allowed base game Campfire to craft Mousekin Trail Mix
- Mousekins are now more tolerant of smaller rooms/spaces
- Mousekins now use base game female body as apparel texture fallback if proper Mousekin bodytype textures are not available
- Modified Mousekin plated armor and headgear to ignore stuff material effects for "gilded" apparel
- Modified some Mousekin headgear to always show hair underneath by default
- Updated texture for Mousekin Trail Mix meal
- Updated world generation
  - Reduced number of Mousekin Kingdom NPC factions to 1
  - Require both Mousekin Kingdom and Indy Town factions at world gen if a Mousekin scenario is selected
  - Give custom lore-relevant names to some Mousekin settlements
- Updated toggleable hood system for RW 1.5
- Reduced base damage of crossbolt bolt projectiles
- Reduced quantity of animals sold by Mousekin livestock traders
- Removed Mousekin NPC factions from standard quest generation
- Added the following translations:
  - Japanese
  - Korean (Google translate)
  - Simplified Chinese
  - Traditional Chinese
- Added Biotech DLC compatibility
  - Mousekins default to a single Mousekin xenotype, with custom voice gene
  - Mousekins can only breed with other Mousekins
  - Mousekin children have a custom body type (scaled down from standard Mousekin adults)
  - Added new Mouseling Outfit (male) and Mouseling Dress (female) for Mousekin children
  - Barley Porridge can be eaten as baby food for Mousekin babies
- Updated Ideology DLC compatibility
  - Finalized Mousekin ideology meme icons
  - Set fixed Mousekin ideology symbols, descriptions
  - Changed Word of Valerian members/adjectives to Valerianists
  - Changed Rodemani member name to Rodemani
  - Restricted player starting ideology to "Word of Valerian" if a Mousekin scenario is selected
  - Fixed deity gender not consistently being male
  - Fixed Ancient factions unintentionally using Mousekin ideologies and cultures
  - Disallowed relic, weapon and animal precepts
- Updated compatibility patches and functions
  - Added Combat Extended compatibility for new apparel and animals
  - Allow Vanilla Brewing Expanded musts and ciders to be prepared at Mousekin Brewery workbench
  - Added cheeses from Vanilla Cooking Expanded, VGP Garden Gourmet and Medieval Overhaul to cheese dislike mechanic
  - Disabled wheat-to-flour production at Windmill if Vanilla Cooking Expanded is active, and replace wheat plant, crops and resources with VCE equivalents
  - Added flowers from Flowers (Continued), OverflowingFlowers, Spidercamp's Deco Plants, VGP Xtra Trees and Flowers to list of flowers recognized by Beehives
 
Known Issues:

- Ideology DLC support is WIP
  - Mousekin ideo roles and rituals not yet finalized
  - Mousekin versions of base game apparel graphics currently do not support ideo variants (e.g. Spikecore)

Version 0.5-closed-alpha - 8 July 2022
---------------------
- Updated for 1.3.3389
- Added new backstories:
  - Adulthood: Valet
- Added new race-specific apparel, headgear and accessories:
  - Unisex: Cuirass, Gambeson, Kettle Helmet, Knight Commander's Cape, Knight Commander's Helmet, Knight's Helmet, Morion Helmet, Plate Armor, Woodsman's Bycocket
- Added new race-specific weapons:
  - Melee: Knight's Sword, Knight's Greatsword, Pike, Thunderpike (Pike with reusable ranged firecracker attack)
  - Ranged: Automatic Crossbow, Blunderbuss, Musket
- Added a new Clockwork Mechanism item, a pre-industrial component resource required for crafting advanced items
- Added additional stock types to Rodemani exotic goods trader inventory
- Added Crafting skill requirement for various apparel
- Added Long Blades research as a prerequisite for crafting Guardener and Guardener Training swords
- Added Plate Armor research as a prerequisite for Mousekin Military apparel research
- Added toggleable alternative apparel graphic system
  - This is used by the Knight and Knight Commander's Helmet for their toggleable visor gizmo
- Fixed incorrect red color for apparel graphic masks
- Fixed Mousekin pawn style errors when Royalty DLC is added to / removed from a savegame
- Fixed NullRefException error for letter displayed when earless Mousekin commits suicide
- Fixed spawn chances and genders for various backstories
- Fixed patch for Mousekin starting research
- Disabled outdoor and temperature work speed penalties for Smithy
- Disabled toggleable hooded apparel gizmo for non-colonist pawns
- Increased equip delay for all apparel
- Optimized performance of earless Mousekin suicide mental state check
- Rebalanced comfortable temperature range of Mousekins to baseline human levels
- Rebalanced crafting cost, range and projectile for Hunter's Crossbow
- Revised gender spawn chance for various pawnkinds
- Revised Mousekin caravan and settlement trader inventory:
  - Kingdom Ironmonger caravans and settlements now stock a better range and quantity of Mousekin melee weapons
  - Indy Town Ironmonger caravans and settlements now stock a better range and quantity of Mousekin ranged weapons (including the Indy Town-exclusive Thunderpike)
  - Added the new military apparel to Ironmonger caravans and settlements
  - All Mousekin bulk goods caravans and settlements now also sell Clockwork Mechanisms
  - All Mousekin caravan traders will now buy hay (to feed their giant cavies), while settlements now both buy and sell hay
- Revised Mousekin ear body part hiding criteria
- Revised Mousekin eye body part group coverage
- Revised Mousekin tail layer offset to hide them under Shell layer apparel and armor
- Removed the word "Empire" from Kingdom faction name rule pack
- Removed references to concubines from backstories
- Removed tail holes and fixed neck area of cloak graphics
- Updated compatibility patches and functions
  - Added Combat Extended compatibility for new apparel, weapons and ammunition
  - Disabled ear armor coverage for all Mousekin headgear in Combat Extended
  - Reblanced damage and stats for various weapons in Combat Extended

Known Issues:
- Ideology DLC support is WIP
  - Deity gender sometimes be incorrectly randomized to female
  - Hidden Ancients factions may sometimes use Mousekin ideos and cultures
  - Meme icons are currently placeholder graphics
  - Mousekin ideos are not intended to have desired apparel and relics
  - Mousekin versions of base game apparel graphics currently do not support ideo variants (e.g. Spikecore)
- Royalty DLC apparel not yet supported
- Third-party mods that add apparel (e.g. SOS2) not yet supported

Version 0.4-closed-alpha - 18 February 2022
---------------------
- Updated for 1.3.3200
- Added new backstories:
  - Childhoods: Nomad child
  - Adulthoods: Fortune Teller, Human servant, Hunter, Inquisitor, Lord Protector, Magician, Nomad Craftsman, Nomad Entertainer, Wagonwife, Wanderer
- Added new beards and hairstyles:
  - Beards: Handlebar, Professor, Walrus
  - Male hairstyles: Center parted, Side Parted, Mop
  - Female hairstyles: Chin bob, Braided bun, Long, Long waves, Pigtails, Side plait, Curly twintails
- Added new pawnkinds:
  - Inquisitor, Lord Protector, Nomad, Lost child
- Added new race-specific apparel, headgear and accessories:
  - Male: Craftsman's Outfit, Priest's Cassock, Worker's Outfit
  - Female: Guardener's Gown, Guardener's Robe, Headscarf, Nun's Habit, Nun's Veil, Worker's Dress
  - Unisex: Cloak, Pince-Nez Glasses, Research Glasses, Straw Hat
- Added new race-specific weapons:
  - Melee: Axe, Cleaver, Dagger, Guardener's Sword, Guardener's Training Sword, Hammer, Hoe, Mallet, Pickaxe, Pitchfork
  - Ranged: Hunter's Crossbow
- Added new tameable Giant Cavy pack animal
  - Can be shorn for wool, or slaughtered for fur and meat
  - May spawn as wild animals in Boreal and Temperate Forest biomes
  - Will automatically be named after a nut, bean or legume if tamed by a Mousekin
- Added new workbenches:
  - Crafting bench
  - Smithy
  - Seamstress bench
- Added nut bushes to Boreal and Temperate Forest biomes
- Added selected new apparel and weapons to Mousekin scenarios
- Added settlement traders to Mousekin Kingdom and Indy Town factions
- Added situational offsets for faction natural goodwill:
  - Fellow Mousekin (+20)
  - Mousekin Kingdom vs. non-Mousekin Rodentkind (-50)
  - Nutsnatching (-50)
  - Prejudiced against talking mice (-20)
  - Rodent Feudalism vs. Rodent Republic (-30)
  - Rodent Purity vs. Rodent Diversity (-15)
- Added species names to all race and animal descriptions
- Added toggleable hooded apparel system
  - This is used by the Cloak and Guardener's Robe
  - Hooded apparel automatically hide Mousekin ears
- Added tribal apparel textures for Mousekins
- Added two new heroic Mousekin surnames
- Changed leader of Mousekin Kingdom faction to the new Lord Protector pawnkind
- Disabled the following traits from spawning in Mousekins:
- Fixed custom starting relations between Mousekin NPC factions
- Fixed Mousekin world pawns incorrectly spawning in non-Mousekin factions
- Fixed spawning of gender-restricted Mousekin pawnkinds (e.g. Guardeners, Nuns, Priests)
- Removed [KV] Show Hair With Hats or Hide All Hats as a dependency
- Replaced all references of "Gypsy" with "Nomad"
- Restricted Mousekin NPC faction settlements to only spawn in Boreal and Temperate Forest biomes
- Restricted Mousekin research projects to be conductable by Mousekins only
  - Some advanced projects require a Mousekin pawn wearing Research Glasses to unlock
- Restricted faith affinity trait degrees to Mousekins only
- Restricted selected pawnkinds (e.g. Nuns, Priests) from starting new romances
- Revised Mousekin body part coverage to more accurately reflect their body proportions
- Revised Mousekin caravan trader inventory:
  - Added Ironmongers that sell tools and weapons; Kingdom ironmongers will lean towards melee weapons, while Indy Town ironmongers will lean towards ranged weapons
  - All traders will now buy Trail Mix
  - Bulk goods traders now sell herbal medicines and poultices, and will buy industrial or Glittertech medicine
  - Clothing merchants now sell giant cavy wool and selected quantities of new apparel
  - Exotic goods trader now buy exotic pets and animals, and have rebalanced pricing for industrial/spacer medicine/components
  - Livestock traders now sell giant cavies along with regular farm animals, and will buy any other animal
- Revised Mousekin ear textures to fix transition with Mousekin head
- Revised Mousekin gender probability to 0.5 (equivalent to the Fisherian ratio of 1:1)
- Revised Mousekin litter size curve to one child per pregnancy
- Revised Mousekin-specific thoughts to refer to humans as "smoothskins"
- Removed stuffability of existing workbenches
  - Workbenches now require a fixed quantity of Wood Logs to build
  - This ensures visual consistency with the wooden fixtures on the new stone-stuffable Smithy
- Revised generation age and gender commonality of various Mousekin pawnkinds
- Revised harvestable biological Mousekin body part textures
- Revised harvesting thresholds of Chonko and Nyam Nut bushes
- Revised prosthetic Mousekin body parts to be craftable at both the Seamstress bench and Crafting spot
- Revised various backstory names, descriptions, age ranges, traits
- Updated compatibility patches and functions
  - Added Combat Extended compatibility for race, animals, apparel, scenarios, weapons and ammunition
  - Moved support for some third-party mods into dedicated folders
 
Known Issues:
- Ideology DLC support is WIP
  - Deity gender sometimes be incorrectly randomized to female
  - Hidden Ancients factions may sometimes use Mousekin ideos and cultures
  - Meme icons are currently placeholder graphics
  - Mousekin ideos are not intended to have desired apparel and relics
  - Mousekin versions of base game apparel graphics currently do not support ideo variants (e.g. Spikecore)
- Royalty DLC apparel not yet supported
- Third-party mods that add apparel (e.g. SOS2) not yet supported

--Changelog for older versions removed due to post text limits--


  • DianaWinters, OttersHoldHands, Riddle78, Trisscar - closed alpha playtesting and feedback



This mod is licensed under Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0), which in layman's terms means:
  • You are permitted to use, copy, redistribute my work as-is
  • You may remix your own derivatives (new or alternative textures, defs, plugin code), and release them under your own name
  • You must credit sumghai (author) when publishing your derivatives in the download and forum posts
#2


Hamefura (pronounced Hah-may-foo-rah) adds Victorian fantasy-themed royalty and nobility hairstyles, apparel and weapons from the My Next Life as a Villainess: All Roads Lead to Doom! (乙女ゲームの破滅フラグしかない悪役令嬢に転生してしまった...) franchise, also known as Destruction Flag Otome or Hamefura.















For best results, use in conjunction with EdB Prepare Carefully.




  • English
  • German
  • Japanese
  • Korean (machine-translated via Google Translate)
  • Russian
  • Simplified Chinese
  • Traditional Chinese
  • Ukrainian
If you wish to translate this mod to your own language, please contact me first.


  • Savegame compatible
  • Royalty DLC supported but not required
    • All royal and noble apparel are tagged/categorized correctly, and require the appropriate research project to unlock
  • Combat Extended - Built-in patches for apparel bulk and armor, as well as weapon stats




GitHub - releases / repo
Steam Workshop - listing


  • none



Version 1.3.0 - 15 Apr 2024
---------------------
- Updated for 1.5.4063
- Updated hair defs and graphics paths to comply with latest Hair Modding Plus (continued) conventions
- Removed support for 1.3, as 1.4/1.5 changes are not backwards compatible

Version 1.2.1 - 31 Mar 2024
---------------------
- Updated for 1.5.4048
- Improved Eggplant Onesie hooded apparel code

Version 1.2.0 - 23 Mar 2024
---------------------
- Updated for 1.5.4042
- Revised Eggplant Onesie hooded apparel code to use RW 1.5's new PawnRender system
- Reduced HD texture resolution by 50%


Version 1.1.1 - 18 Mar 2023
---------------------
- Updated for 1.4.3641
- Changed dependency to Hair Modding Plus (continued)

Version 1.1.0 - 22 Oct 2022
---------------------
- Updated for 1.4.3523
- Overhauled royal title requirements of all noble and royal apparel for Royalty DLC
- Removed support for RimWorld 1.2
- Added the following translations:
  - German
  - Russian
  - Ukrainian

Note: All future updates will be exclusively for RimWorld 1.4 onwards. The 1.3 version is only included to help players migrate their saves.

Version 1.0.6 - 6 November 2021
---------------------
- Updated for 1.3.3159
- Suppressed warning regarding illegal characters in hairstyle display names

Version 1.0.5 - 11 July 2021
---------------------
- Updated for 1.3.3063
- Added backwards-compatibility fix for Eggplant Onesie hood in RimWorld 1.2

Version 1.0.4 - 11 July 2021
---------------------
- Updated for 1.3.3056
- Minor compatibility tweaks and code updates
- Added the following translations:
  - Korean (machine-translated via Google Translate)

Version 1.0.3 - 6 February 2021
---------------------
- Updated for 1.2.2753
- Fixed Eggplant Onesie hood so that it does not spawn independently of its base apparel

Version 1.0.2 - 10 January 2021
---------------------
- Updated for 1.2.2753
- Updated translations
  - Fixed trailing whitespace in descriptions for Simplified Chinese translations

Version 1.0.1 - 19 December 2020
---------------------
- Updated for 1.2.2753
- Fixed missing apparel tag for Eggplant Onesie hoodie headgear

Version 1.0 - 12 December 2020
---------------------
- Initial release
- Add the following hairstyles:
  - Geordo (male)
  - Alan (male)
  - Keith (male)
  - Nicol (male)
  - Catarina (female)
  - Catarina (Farm) (female)
  - Mary (female)
  - Sophia (female)
  - Maria (female)
- Add the following apparel:
  - Prince's Suit (male)
  - Prince's Trenchcoat Suit (male)
  - Duke's Suit (male)
  - Prime Minister's Suit (male)
  - Duchess's Dress (female)
  - Marchioness's Dress (female)
  - Countess's Dress (female)
  - Royal Cape (unisex)
  - Peasant's Dress (female)
  - Garden Overalls (unisex)
  - Eggplant Onesie (unisex)
- Add the following weapons:
  - Royal Sword
  - Garden Hoe
- All hairstyles have alpha masks so that hair accessories aren't tinted by hair base color, and back layers as appropriate
  - This requires Hair Modding Plus as a dependency
- All apparel are craftable at tailoring benches
- All apparel use a custom `Hamefura.CompApparelIgnoreStuffColor` ThingComp class to prevent icons from being tinted by material stuff color
- Eggplant Onesie apparel has built-in hood, which can be toggled via a pawn gizmo
- Add Royalty DLC support
  - All royal and noble apparel are tagged/categorized correctly, and require the appropriate research project to unlock
- Add the following translations:
  - Japanese (courtesy of Proxyer)
  - Simplified Chinese
  - Traditional Chinese
- Add compatibility patches for the following mods:
  - Combat Extended


  • Jamaican Castle, dninemfive, Ogliss - assistance hooded apparel code
  • Proxyer - Japanese translation





This mod is licensed under Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0), which in layman's terms means:
  • You are permitted to use, copy, redistribute my work as-is
  • You may remix your own derivatives (new or alternative textures, defs, plugin code), and release them under your own name
  • You must credit sumghai (author) when publishing your derivatives in the download and forum posts
#3


MedPod adds advanced regenerative medical beds capable of treating virtually every injury and disease, inspired by similar beds from Neill Blomkamp's 2013 sci-fi film Elysium.


  • Pawns will automatically use MedPods to treat injuries, missing body parts and diseases
  • Doctors/Wardens will rescue downed colonists/prisoners to MedPods
  • Doctors/Wardens will transfer bedridden colonists/prisoners to MedPods
  • MedPods ignore prosthetics and bionics
  • MedPods only require electricity - no medicine or consumables required
  • Five models available:
    • MedPod - Standard model
    • MedPod Lux - Royalty DLC-only variant with faster operation but higher power consumption; stuffable
    • VetPod - For pets and other small domesticated animals
    • VetPod Large - For livestock and smaller animals
    • VetPod Mega - For megafauna, livestock and smaller animals
  • HD Quality textures for Camera+







  • Complete the Accelerated Cellular Regeneration research project
  • Obtain an Isolinear Processor from Exotic Goods Traders (caravans and orbital) or Quest rewards
  • Build a MedPod using one Isolinear Processor, steel, plasteel, industrial and advanced components (plus any additional materials for the MedPod Lux variant)


  • Pawns prioritize MedPods over other medical bed types, by distance and type, but will fall back to regular medical beds if no MedPods are reachable
  • Pawns will not use MedPods that have insufficient power
  • Pawns must have their medical care level set to Industrial-tech or Best quality medicines in order to use MedPods
  • Healthy pawns can consume alcohol and drugs without immediately needing to use MedPods; however, injured pawns will get these drug effects removed during treatment
  • Doctors will avoid feeding, tending or operating on patients currently using MedPods (the scanner/reatomizer gantry arm would smack them in the face if they tried to do so)
  • MedPods consume varying amounts of power in idle, diagnosis and treatment modes; ensure that you have an adequate power supply
  • MedPods by design ignore Ideology memes and precepts like scarring and drug use; see the FAQ for details
  • MedPods can be restricted to colonists, slaves or prisoners
  • MedPods will heavily spike your colony wealth, and attract more raiders. You have been warned.


  • English
  • Brazilian Portuguese
  • German
  • Japanese
  • Korean
  • Russian
  • Simplified Chinese
  • Traditional Chinese
  • Ukrainian






https://github.com/sumghai/MedPod/wiki/FAQ





  • none



Version 1.5.19 - 13 Apr 2024
---------------------
- Updated for 1.5.4062
- Updated compatibility patches
  - Added patch for No more Riceworld to ignore Full of [nutrient] hediffs

Note: All future updates will be exclusively for RimWorld 1.5 onwards. The 1.4 version is only included to help players migrate their saves.

Version 1.5.18 - 16 Mar 2024
---------------------
- Updated for 1.5.4034
- Reduced HD texture resolution by 50%

Note: All future updates will be exclusively for RimWorld 1.5 onwards. The 1.4 version is only included to help players migrate their saves.

Version 1.5.17 - 29 Jan 2024
---------------------
- Updated for 1.4.3901
- Updated compatibility patches
  - Added patch for MH: Android Tiers to prevent android pawns from ever using MedPods
  - Added patch for MH: Mechanical Biomimetics to prevent mechanical animal pawns from ever using VetPods
  - Added patch for MH: Military Tiers to prevent military android pawns from ever using MedPods
  - Added patch for MH: Utility Drones to prevent utility droid pawns from ever using MedPods

Version 1.5.16 - 13 Jan 2024
---------------------
- Updated for 1.4.3901
- Updated compatibility patches
  - Added patch for Diseases+ to prevent pawns with Genius hediff from being stuck in MedPods, as well as making selected brain-related hediffs always treatable

Version 1.5.15 - 25 Nov 2023
---------------------
- Updated for 1.4.3901
- Updated compatibility patches
  - Added patch for Genes Astartes to prevent pawns with Preomnor hediff from being stuck in MedPods

Version 1.5.14 - 19 Nov 2023
---------------------
- Updated for 1.4.3901
- Updated compatibility patches
  - Added patch for Mechanite Persona Traits to make hediffs treatable and prevent pawns from being stuck in MedPods

Version 1.5.13 - 7 Oct 2023
---------------------
- Updated for 1.4.3704
- Updated Biotech DLC compatibility
  - Blacklisted Deathrest Exhaustion hediff to prevent Sanguophages from being stuck in MedPods

Version 1.5.12 - 19 Jul 2023
---------------------
- Updated for 1.4.3704
- Fixed bug in Biotech DLC xenotype blacklist system causing errors when animals try to use VetPods

Version 1.5.11 - 15 Jul 2023
---------------------
- Updated for 1.4.3704
- Updated Biotech DLC compatibility
  - Added XML-configurable xenotype blacklist to prevent pawns with specific xenotypes from using MedPods
- Updated compatibility patches
  - Added patch for Vanilla Races Expanded - Androids to prevent pawns with android xenotypes from using MedPods
  - Fixed bug in Alpha Genes compatibility code causing load errors with Alpha Genes - Insectoid Mutations

Version 1.5.10 - 29 April 2023
---------------------
- Updated for 1.4.3704
- Increased market value and equivalent colony wealth of all MedPods
  - Having a MedPod in your colony will now (by design) drastically increase raid sizes
- Increased work to build for all MedPods
- MedPods now ignore hidden hediffs in pawns
- Disabled faction base or caravan traders from buying or selling MedPods
- Updated compatibility patches
  - Added patch for Alpha Genes preventing pawns with Brittle Bones gene from being injured by MedPods
  - Added patch for Altered Carbon: Ultratech Unleashed to prevent empty sleeves from being carried to MedPods
  - Removed patch for More Persona traits, as original mod no longer has psychic drug needs / hediffs

Version 1.5.9 - 11 February 2023
---------------------
- Updated for 1.4.3613
- Updated compatibility patches
  - Added patch for Helianto light drug addiction and tolerance hediffs from Miho, the celestial fox
  - Added patch for Refreshing Sleep hediff from Vanilla Furniture Expanded - Spacer Module
- Updated translations
  - Korean (courtesy of jackfrost)

Version 1.5.8 - 7 January 2023
---------------------
- Updated for 1.4.3580
- Updated compatibility patches
  - Added patch for congenital analgesia hediff from Bundle of Traits
  - Fixed duplicate isBad=false patch for Androids for RW 1.4

Version 1.5.7 - 11 December 2022
---------------------
- Updated for 1.4.3563
- MedPods can now only be used by pawns with the medical care level in the Health tab set to Industrial-tech or Best quality medicine
- Updated compatibility patches
  - Extended existing Androids patch to Androids for RW 1.4

Version 1.5.6 - 19 November 2022
---------------------
- Updated for 1.4.3542
- Reverted bad hediff check and re-implemented treating trauma savant, chemical damage, cirrhosis and resurrection psychosis hediffs via whitelist
  - This fixes an issue introduced in the previous release where prosthetic arms and legs cause pawns to get stuck in MedPods

Note: All future updates will be exclusively for RimWorld 1.4 onwards. The 1.3 version is only included to help players migrate their saves.

Version 1.5.5 - 19 November 2022
---------------------
- Updated for 1.4.3542
- Added additional checks for bad hediffs in general
  - This fixes an issue where pawns do not automatically seek MedPod treatment for trauma savant, chemical damage, cirrhosis and resurrection psychosis hediffs
- Removed ModSync manifest file
- Updated compatibility patches
  - Added patch for EPOE Forked to prevent pawns with optimization nanobot hediffs from being stuck in MedPods

Note: All future updates will be exclusively for RimWorld 1.4 onwards. The 1.3 version is only included to help players migrate their saves.

Version 1.5.4 - 12 November 2022
---------------------
- Updated for 1.4.3542
- Fixed blacklist and greylist checks for tendable and sick thought-causing hediffs
- Updated compatibility patches
  - Added patch for More Persona Traits to ignore psychic drug hediffs
- Updated translations
  - Added Brazilian Portuguese translations

Note: All future updates will be exclusively for RimWorld 1.4 onwards. The 1.3 version is only included to help players migrate their saves.

Version 1.5.3 - 28 October 2022
---------------------
- Updated for 1.4.3530
- Fixed bug in Biotech DLC patch causing sterilization hediffs to block pawns from using MedPods

Note: All future updates will be exclusively for RimWorld 1.4 onwards. The 1.3 version is only included to help players migrate their saves.

Version 1.5.2 - 27 October 2022
---------------------
- Updated for 1.4.3529
- Added additional checks for usage blocking hediffs and traits to Rescue to MedPod float menu option
- Added compatibility for Biotech DLC
  - Fixed issue where babies and deathresting Sanguophages were stuck inside MedPods
  - Refill hemogen for Sanguophages after treatment
  - Ignore genetic drug dependencies and lactation
  - Prevent pawns in labor from using MedPods
- Changed Abort gizmo to kick pawns off MedPods using new base game system

Note: All future updates will be exclusively for RimWorld 1.4 onwards. The 1.3 version is only included to help players migrate their saves.

Version 1.5.1 - 24 October 2022
---------------------
- Updated for 1.4.3525
- Updated compatibility patches
  - Removed Vanilla Cooking Expanded patch for food-related hediffs, as the feature has been removed from the source mod for RW 1.4
  - The patch remains active for RW 1.3 

Note: All future updates will be exclusively for RimWorld 1.4 onwards. The 1.3 version is only included to help players migrate their saves.

Version 1.5.0 - 18 October 2022
---------------------
- Updated for 1.4.3520
- MedPods can now be restricted to colonists, slaves or prisoners
- Added placeworker requiring free standable space all around VetPods
- Added XML-configurable parameter to offset individual positions of large animals lying on VetPods (e.g. Thrumbos)
- Changed MedPod running sound to use AudioGrain_Clip instead of AudioGrain_Folder
- Reduced size of VetPod Large and VetPod Mega
- Reduced size of UI Gizmo Icons
- Removed excess space from most textures
- Updated compatibility patches
  - Added patch for BloodTypes + BloodBag (original and continued) to ignore blood type hediffs
  - Added patch for Common Ailments (continued) to make all ailments always treatable
  - Set MedPod to load after [KV] Weapon Storage, to fix a bug where patients using MedPods lose their weapons
 - Updated translations
  - Added Ukrainian translation

Note: All future updates will be exclusively for RimWorld 1.4 onwards. The 1.3 version is only included to help players migrate their saves.

Version 1.4.3 - 30 July 2022
---------------------
- Updated for 1.3.3389
- Non-colonist patients resting in regular medical beds can now also be automatically carried to MedPods
- Moved Accelerated Cellular Regeneration research project to main research tab
- Rewrote description for Accelerated Cellular Regeneration research project
- Rewrote right click float menu Rescue to MedPod action to work independently of the base game's Rescue to medical bed action
  - This fixes a bug where on a map with no MedPods, simultaneous rescue attempts would automatically be aborted
- Rebalanced spawn chance and quantity of Isolinear Processors in quest rewards, exotic goods caravan and orbital traders
- Removed unused trade tags for Isolinear Processors
- Updated compatibility patches
  - Updated mod name reference for Paniel the Automata Race mod patch
- Updated translations
  - Changed translation for Accelerated Cellular Regeneration research project description for all supported languages
 
Version 1.4.2 - 29 May 2022
---------------------
- Updated for 1.3.3326
- Fixed pawn bed check for patient transfer from bed to MedPod workgiver

Version 1.4.1 - 28 May 2022
---------------------
- Updated for 1.3.3326
- Added jobs allowing doctors and wardens to automatically transfer patients and prisoners from beds to MedPods
  - Pawns with any pending and non-suspended surgery bills will not be transferred
- Added support for non-tendable, non-immunizable hediffs that cause sick thoughts
- Added support for traits that prevent MedPod usage, and treatable traits
- Fixed non-critical but treatable hediffs not being detected and handled properly by MedPods
- Updated compatibility patches
  - Added patch for Dubs Rimatomics, by marking Radiation Buildup hediff as always treatable
  - Added patch for Vanilla Cooking Expanded, by marking Cholesterol, Diabetes and High Blood Pressure hediffs as non-critical but treatable
  - Added patch for Vanilla Factions Expanded Pirates, by preventing pawns with Warcaskets from using MedPods and making the Shellcasket trait treatable
  - Reworked patch for Vanilla Traits Expanded, by handling the removal of Lush and Stoner traits using the new treatable traits system
- Updated translations
  - Added translations for new jobs to all supported languages
  - Remove redundant translations for building blueprints and frames

Version 1.4.0 - 27 February 2022
---------------------
- Updated for 1.3.3287
- Removed recipe for obtaining Isolinear Processors via disassembling AI persona cores
- Removed support for 1.2
- Updated compatibility patches
  - Removed cross-compatibility patch with Replimat

Version 1.3.5 - 8 January 2022
---------------------
- Updated for 1.3.3200
- Updated compatibility patches
  - Added patch for Android Tiers to prevent pawns with the Skycloud upload hediff from using MedPods
  - Added additional logic for Android Tiers to automatically reconnect biological surrogates to their last controllers after treatment
- Updated translations
  - Fixed grammar in Japanese translations

Note: All future updates will be exclusively for RimWorld 1.3 onwards. The 1.2 version is only included to help players migrate their saves.

--Changelog for older versions removed due to post text limits--


  • LWM, Dubwise, PeteTimesSix, Jamaican Castle, Fluffy, Drowsy Corgi, Madara Uchida, dninemfive, Garthor, Wiri, Brrainz - assistance with Harmony patches and other code snippets
  • MerGatto - minor fixes and optimizations
  • Vectorial1024 - Elite Bionics Framework compatibility
  • Proxyer - Japanese translation
  • jackfrost - Korean translation
  • GunnedMan - Russian translation





This mod is licensed under Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0), which in layman's terms means:
  • You are permitted to use, copy, redistribute my work as-is
  • You may remix your own derivatives (new or alternative textures, defs, plugin code), and release them under your own name
  • You must credit sumghai (author) when publishing your derivatives in the download and forum posts
#4
Here's another sci-fi themed mod I've been developing, which is mostly ready for public playtesting.

Overview



This mod adds a new type of medical bed called a MedPod (left), capable of automatically healing injuries, diseases, scars and missing body parts on any pawn lying on them, but consumes large amounts of power while in use.

For players with the Royalty expansion installed, an additional MedPod Lux variant (right) is also available, with faster treatment times at the cost of even higher power consumption.

Both beds were inspired by their namesakes from Neill Blomkamp's 2013 sci-fi film Elysium.

Usage

  • Complete the Atomic Cellular Regeneration research project, which unlocks the MedPod(s) in the Architect Menu's Furniture category
  • Obtain an Isolinear Processor item from orbital/caravan exotic traders, quest rewards or salvaging components from an AI Persona Core
  • Build a MedPod using one Isolinear Processor, steel, plasteel, industrial and advanced components
Features

  • Pawns will automatically use the MedPod to treat injuries and diseases
  • Pawns can be made to use the MedPod to treat scars, permanent injuries and missing body parts, using the right-click Float Menu
  • Pawns will not use MedPods that have insufficient power
  • MedPods will not remove prosthetics and bionics
  • Doctors/Wardens will rescue downed colonists/prisoners to MedPods
  • Doctors will avoid performing scheduled operations on patients currently using MedPods (the scanner/reatomizer gantry arm would smack them in the face if they tried to do so)
Compatibility

  • Safe to add to existing savegames
  • Works with most mods that add new prosthetics, implants or non-bad hediffs
  • Third-party modders can easily patch the built-in whitelist and blacklist, to always or never treat specific hediffs
  • Humanoid Alien Races - Non-human colonists should be able to use MedPods
  • Combat Extended - Will ignore the gasmask hediffs, if the colonist is wearing a gasmask
  • Replimat - Will share the same Disassemble AI persona core bill at the Machining Table, so that the same bill will produce both Isolinear chips/modules required by both Replimat and MedPod


Known Issues

  • Pawns should prioritize using (powered) MedPods, but may sometimes choose to use vanilla hospital beds if they are closer Fixed
  • Low frame rates (10~15 FPS) when running the game at 4x speed while also treating pawns with a large number of injuries/diseases/hediffs Disregarding for now, as issue only occurs sporadically
  • MedPods will heal robots and androids implemented using the Humanoid Alien Races framework (e.g. Android Tiers); a race-type blacklist is required Fixed
Download
Download Playable WIP
Source on GitHub repository

Acknowledgements
LWM, Dubwise, PeteTimesSix, Jamaican Castle, Fluffy, Drowsy Corgi, Madara Uchida, dninemfive, Garthor, Wiri - assistance with Harmony patches and other code snippets

License
This mod is licensed under Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0), which in layman's terms means:

  • You are permitted to use, copy, redistribute our work as-is
  • You may remix your own derivatives (new or alternative textures, defs, plugin code), and release them under your own name
  • You must credit Robin "sumghai" Chang (author, MedPod) when publishing your derivatives in the download and forum posts
#5


Replimat adds a Star Trek-style distributed food replicator system, capable of efficiently feeding colonists with high quality meals. No cooks or stoves required!

Developed in collaboration with Dubwise.


  • Feed colonists, patients and prisoners without stockpiling cooked meals - pawns automatically choose random meals when hungry
  • Feed pets and other colony animals with replicated Kibble, Hay or Synthmeat
  • Batch replicate Packaged Survival Meals for caravans
  • Convert and store any raw food into an universal nutrient feedstock resource
  • Uses the base game's food restriction system - customize meals, ingredients and condiments allowed for each pawn
  • Buildings connected via standard powernet - no special plumbing or conduits needed
  • Random (rare) Replimat malfunction incidents - can be disabled in Mod Settings
  • "Ate replicated food" thought and mood debuff for pawns with Gourmand trait
  • HD Quality textures for Camera+









  • Complete the Molecular Nutrient Resequencing research project
  • Obtain a Isolinear Computing Module from Exotic Goods Traders or Item Stash Quest rewards
  • Build a Replimat Computer, which controls all other Replimat subsystems
  • Build Replimat Feedstock Tanks
  • Build Replimat Hoppers, and supply it with any raw food
  • Build Replimat Terminals in mess halls, near patient beds and/or prison cells
  • Build Replimat Animal Feeders in barns or near animal beds


  • Hoppers convert raw food to feedstock by mass, and since raw food items in RimWorld are individually only 0.01~0.03 kg, an impressive 2k stockpile of raw meat will give less than 60 L of feedstock (assuming a conversion rate of 1.07 kg/L, equivalent to the real-life Abbott's Ensure Nutritional Shake)
  • Cadaver Processors convert humanoid corpses to feedstock by mass, and accounts for missing body parts as well as body sizes (e.g. Ratkins corpses yield less feedstock than humans)
  • Visitors currently cannot use the Terminals, due to ThinkTree issues
  • Feedstock tank capacities are very high, most colonies are not expected to completely fill a tank; this is a deliberate design decision, as a tall tank with a size of a 1x1 cell would in real life be equivalent to your average 250L hot water tank
  • Feedstock tank contents do not count towards the Low Food Warning storage thresholds, so it is recommended that you batch replicate enough Packaged Survival Meals beforehand
  • Meal ingredients are randomly chosen based on their original recipes
  • Replimat systems will heavily spike your colony wealth, and attract more raiders. You have been warned.


  • English
  • Czech
  • Brazilian Portuguese
  • German
  • Japanese
  • Korean
  • Russian
  • Simplified Chinese
  • Traditional Chinese
  • Ukrainian






  • none


  • Anaeka (Russian translation)
  • isty2e (Korean translation)
  • Kandahara of rimworld.2game.info (initial Japanese translation)
  • Ralph Shepard (Czech translation - project details
  • Randy Ragequit (German translation)
  • simplyWiri - Miscellaneous code tweaks


Version 1.5.1 - 6 Apr 2024
---------------------
- Updated for 1.5.4055
- Fixed bug in meal ingredient generation for Ideology DLC, where cannibal or insect meat precepts were adding meats to vegetarian meals


Version 1.5.0 - 16 Mar 2024
---------------------
- Updated for 1.5.4034
- Tweaked Replimat building cover effectiveness and shadows
- Disallowed hoppers from recycling meals by default (can be manually re-allowed)
- Removed hopper refill threshold settings to avoid conflicts with third-party SatisfiedStorage mod
- Reduced HD texture resolution by 50%


Version 1.4.9 - 26 Nov 2023
---------------------
- Updated for 1.4.3901
- Updated compatibility patches and functions
  - Hid Vanilla Nutrient Paste Expanded gizmos from Terminals (special thanks to KylianB/Kikohi of Vanilla Expanded)

Version 1.4.8 - 2 September 2023
---------------------
- Updated for 1.4.3704
- Updated compatibility patches and functions
  - Patched meals from Glittertech Rations to be batch-replicable via the gizmo on the Terminal
  - Fixed bug in Dubs Bad Hygiene compatibility causing load errors in Linux

Version 1.4.7 - 17 June 2023
---------------------
- Updated for 1.4.3704
- Fixed bug in meal ingredient generation for Ideology DLC, where pawns who have been correctly restricted to only eating precept-allowed ingredients were getting meals without the desired ingredients
- Updated compatibility patches and functions
  - Patched meals from Ambition of the Cosmic to be non-replicable by default, but batch-replicable via the gizmo

Version 1.4.6 - 18 March 2023
---------------------
- Updated for 1.4.3641
- Increased market value and equivalent colony wealth of all Replimat buildings
  - Having a Replimat system in your colony will now (by design) drastically increase raid sizes
- Increased work to build for all Replimat buildings
- Fixed Ideology DLC cannibal meme causing mood debuffs from pawns using Cadaver Reprocessors
- Disabled faction base or caravan traders from buying or selling Replimat buildings
- Updated compatibility patches and functions
  - Patched Hoppers to accept Fertile Fields [1.1] Raw Compost and Rotten Mush
  - Patched Hemofungus meals to be replicable by Terminals

Version 1.4.5 - 9 December 2022
---------------------
- Updated for 1.4.3563
- Fixed error when animals are selected for caravans

Version 1.4.4 - 26 November 2022
---------------------
- Updated for 1.4.3558
- Added additional defensive logic to skip checking food with missing `ingestible` XML nodes

Version 1.4.3 - 22 Nov 2022
---------------------
- Updated for 1.4.3555
- Fixed pawns not using Replimat Terminals due to renamed base game methods
- Tweaked insect meat diet precept ingredient replacement logic to cover animal products and eggs as well as raw meat

Note: All future updates will be exclusively for RimWorld 1.4 onwards. The 1.3 version is only included to help players migrate their saves.

Version 1.4.2 - 8 Nov 2022
---------------------
- Updated for 1.4.3541
- Added "ate replicated food" thought memory and mood debuff if a pawn with the Gourmand trait eats a replicated meal
  - Affected traits are automatically patched with an additional description regarding this new debuff
- Added check to disable Replimat tab in Architect menu if Molecular Nutrient Resequencing research is not unlocked
- Added inspector text to indicate if a meal was replicated at a Replimat Terminal
- Added compatibility for Biotech DLC
  - Fixed pawns being stuck at Replimat Terminals while trying to fetch baby food
  - Fixed non-infants being able to request baby food as a meal item
- Fixed replicated meals allowing food poisoning
- Tweaked Molecular Nutrient Resequencing position in research tree
- Updated compatibility patches and functions
  - Patched Gastronomist and Refined Palate traits from Vanilla Traits Expanded to also trigger "ate replicated food" thought memory and mood debuff
- Updated translations
  - Added Brazilian Portuguese translation

Note: All future updates will be exclusively for RimWorld 1.4 onwards. The 1.3 version is only included to help players migrate their saves.

Version 1.4.1 - 15 Oct 2022
---------------------
- Updated for 1.4.3517
- Fixed bug introduced by current unstable build where the Animal Feeder breaks Debug Menu rendering

Note: All future updates will be exclusively for RimWorld 1.4 onwards. The 1.3 version is only included to help players migrate their saves.

Version 1.4.0 - 11 Oct 2022
---------------------
- Updated for 1.4.3510
- Added storage group support for Animal Feeders and Hoppers
  - Animal Feeders can only be grouped with other Animal Feeders
  - Hoppers can only be grouped with other (Replimat) Hoppers
  - The Switch animal feed Gizmo in Animal Feeders will now automatically synchronize across Feeders in the same storage group
- Changed Terminal and Hopper sounds to use AudioGrain_Clip instead of AudioGrain_Folder
- Updated translations
  - Added Ukrainian translation

Note: All future updates will be exclusively for RimWorld 1.4 onwards. The 1.3 version is only included to help players migrate their saves.

Version 1.3.5 - 30 July 2022
---------------------
- Updated for 1.3.3389
- Moved Molecular Nutrient Resequencing research project to main research tab
- Fixed ingredients inside Replimat Hoppers deteriorating and affecting beauty
- Rewrote description for Molecular Nutrient Resequencing research project
- Rebalanced spawn chance and quantity of Isolinear Computing Modules in quest rewards, exotic goods caravan and orbital traders
- Removed unused trade tags for Isolinear Computing Modules
- Updated translations
  -  Changed translation for Molecular Nutrient Resequencing research project description for all supported languages

Version 1.3.4 - 5 June 2022
---------------------
- Updated for 1.3.3326
- Fixed error preventing ingredient generation in meals from Replimat Terminals if no matching recipes are found

Version 1.3.3 - 29 May 2022
---------------------
- Updated for 1.3.3326
- Fixed NullReferenceException error preventing pawns from using Replimat Terminals when trying to feed wounded and resting animals
- Updated translations
  - Fixed incorrect BOF marker preventing translations for Synthmeat label and description from being applied properly
  - Fixed missing and incorrect references in Czech translations
  - Moved translations for Replimat Sewage Recycler to Dubs Bad Hygiene compatibility folder
  - Remove redundant translations for building blueprints and frames

Version 1.3.2 - 21 May 2022
---------------------
- Updated for 1.3.3326
- Updated compatibility patches and functions
  - Fixed an issue where the Vanilla Cooking Expanded patch was referencing content from Vanilla Plants Expanded
  - Fixed NullReferenceException error preventing pawns from using Replimat Terminals when Alpha Animals or Vanilla Genetics Expanded mods are active
- Updated translations
  - Annotated comments for Czech translations

Version 1.3.1 - 15 May 2022
---------------------
- Updated for 1.3.3326
- Added dropdown menu in Batch Make Packaged Survival Meal feature for Replimat Terminal to allow players to pick a specific survival meal type for batch replication
  - Default and only type is regular Packaged Survival Meal
  - Third-party modders can add their own survival meal types to the list via XPath Patch Operations
  (see the wiki on the Replimat GitHub for details)
- Changed default storage settings for Replimat Hoppers to allow all food types to be recycled into feedstock
- Fixed an issue where replicated meals contained meat from the pawn's ideology's venerated animal
- Fixed NullReferenceException error for Replimat Terminals when used by pawns with no food restrictions (e.g. animals with humanlike thinktrees)
- Removed minimum nutrition and reduced preferability limits on replicated meals
  - Replimat Terminals can now also replicate chocolate and low-nutrition foods/meals from third-party mods
- Updated compatibility patches and functions
  - Fixed a compatibility issue with Humanoid Alien Races (HAR) and Miscellaneous MAI, which caused Replimat Cadaver Reprocessors to not spawn when constructed due to a NullReferenceException
  - Improved logic for filtering out non-HAR robot / hologram races with no flesh from Replimat Cadaver Reprocessors

Version 1.3.0 - 5 March 2022
---------------------
- Updated for 1.3.3287
- Added feature to allow/prohibit specific raw food / condiments as ingredients in replicated meals via the base game food restriction UI
- Added the following buildings:
  - Replimat Sewage Recycler: converts sewage from Dubs Bad Hygiene directly into nutrient feedstock to be stored in tanks, and clean water for water towers (not available in Lite Mode)
- Fixed cannibals having mood debuffs from loading corpses into Replimat Cadaver Reprocessors
- Miscellaneous code tweaks (courtesy of @simplyWiri)
- Overhauled textures for several buildings
- Removed recipe for obtaining Isolinear Computing Modules via disassembling AI persona cores
- Removed support for 1.2
- Updated compatibility patches and functions
  - Fix a bug caused by the bone resource from Kobolds of the Rim that prevented players from building Replimat Cadaver Reprocessors
- Updated translations
  - Added German translation (courtesy of @RandyRagequit)
  - Add translations for new Replimat Sewage Recycler to all supported languages

Version 1.2.15 - 31 January 2022
---------------------
- Updated for 1.3.3200
- Restricted Synthmeat tradeability to sellable only
- Updated compatibility patches and functions
  - Blacklisted mutagenic ingredients from Pawnmorpher (including mutagenic salts and cheeses for Vanilla Cooking Expanded)

Version 1.2.14 - 5 December 2021
---------------------
- Updated for 1.3.3200
- Fixed compatibility with Animals Logic by adding null check for pawn ideology during meal ingredient generation

Version 1.2.13 - 27 November 2021
---------------------
- Updated for 1.3.3159
- Fixed replicated meals having more than one condiment from Vanilla Cooking Expanded

Version 1.2.12 - 20 November 2021
---------------------
- Updated for 1.3.3159
- Added backwards-compatibility fix for meal and ingredient blacklists in RimWorld 1.2

Version 1.2.11 - 13 November 2021
---------------------
- Updated for 1.3.3159
- Meals produced at Replimat Terminals now contain ingredients
  - Number and type of ingredients are based on each meal's associated recipes
- Added XML-configurable ingredient blacklist to prevent specific ingredients from ever being used in meals
- Added XML-configurable meal blacklist to prevent specific meals from ever being replicated
- Add Ideology DLC support
  - Meal ingredients will usually be replaced with those prescribed by diet precepts (e.g. cannibalism, insect meat fungus), as long as it is appropriate to the meal's original recipe
- Updated compatibility patches and functions
  - Added improved support for Vanilla Cooking Expanded (including Sushi and Stew modules)
    - Ingredients for cooked soups and stews are automatically extracted from recipes for their uncooked precursors 
    - Replicated meals will include condiments if allowed by their original recipes
    - Ruined grills will never be replicated
    - Canned ingredients and resurrector nanite condiment will never be used in replicated meals

Version 1.2.10 - 24 October 2021
---------------------
- Updated for 1.3.3159
- Added an animal food type switcher to the Replimat Animal Feeder
  - Players can now set feeders to provide kibble (default), hay or a new Synthmeat item for carnivorous animals
- Changed Replimat Animal Feeder storage priority to Critical
- Overhauled Batch Make Packaged Survival Meal feature for Replimat Terminal
  - Players can now replicate as many survival meals as they want per batch
  - UI redesigned with numeric entry field and increment/decrement buttons
- Updated translations
  - Changed translation for new Batch Make Packaged Survival Meal feature for all supported languages

Version 1.2.9 - 2 October 2021
---------------------
- Updated for 1.3.3117
- Fixed raw food cooling in Replimat Hoppers
- Updated translations
  - Added Czech translation

Version 1.2.8 - 15 August 2021
---------------------
- Updated for 1.3.3087
- Fixed compatibility issue with Save Our Ship 2's Holograms

Version 1.2.7 - 31 July 2021
---------------------
- Updated for 1.3.3076
- Fixed compatibility check for Humanoid Alien Races using package ID rather than mod name
- Updated translations
  - Korean (courtesy of isty2e)

Note: All future updates will be exclusively for RimWorld 1.3 onwards. The 1.2 version is only included to help players migrate their saves.

Version 1.2.6 - 11 July 2021
---------------------
- Updated for 1.3.3056
- Minor compatibility tweaks and code updates
- Added the following translations:
  - Korean (machine-translated via Google Translate)

Note: All future updates will be exclusively for RimWorld 1.3 onwards. The 1.2 version is only included to help players migrate their saves.

--Changelog for older versions removed due to post text limits--






This mod is licensed under Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0), which in layman's terms means:
  • You are permitted to use, copy, redistribute our work as-is
  • You may remix your own derivatives (new or alternative textures, defs, plugin code), and release them under your own name
  • You must credit sumghai and and Dubwise (authors) when publishing your derivatives in the download and forum posts
#6


An updated version of the original mod by Blackie (aka Coalcat), the Defensive Machine Gun Turret Pack adds a variety of manned and automated sentry machine guns to protect your colony from pesky tribals, raiders and the occasional manhunting Thrumbo.


  • Mounted DP-28 Turret
    • Entry-level Soviet light machine gun
    • Unlocked after researching Gas Operation
  • Mounted M2HB Turret
    • Mid-level large-caliber machine gun with large ammo capacity and decent rate of fire
    • Unlocked after researching Recoil Operation
  • Mounted Twin M2HB Turret
    • Twin barrel version of the M2HB
    • Unlocked after researching Recoil Operation
  • Mounted M134 Turret
    • Small-caliber, but has a very high rate of fire
    • Unlocked after researching Multibarrel Weapons
  • Mounted Mk 19 Turret
    • Automatic grenade launcher, bridging the gap between machine guns and mortars
    • Unlocked after researching Blowback Operation
  • M2HB Sentry gun
    • Autoturret version of M2HB HMG
    • Unlocked after researching Gun Turrets and Recoil Operation
  • M134 Sentry gun
    • Autoturret version of M134 Minigun
    • Unlocked after researching Gun Turrets and Multibarrel Weapons
  • M230LF Sentry gun (new!)
    • Autocannon turret capable of firing high explosive armor-piercing rounds
    • Unlocked after researching Autocannon Turrets
  • Mk 19 Sentry gun
    • Autoturret version of Mk 19 AGL
    • Unlocked after researching Blowback Operation


  • English
  • Brazilian Portuguese
  • Czech
  • German
  • Japanese
  • Korean
  • Polish
  • Russian
  • Simplified Chinese
  • Traditional Chinese
  • Ukrainian


  • Savegame compatible
  • Combat Extended - Built-in patches for turrets, plus different research projects needed to unlock turrets:
    • Mounted DP-28 Turret requires Gas Operation
    • Mounted M2HB, Twin M2HB, M134 and Mk 19 Turrets require Heavy Weapons
    • M2HB, M134 and Mk 19 Sentry guns require Heavy Weapons and Heavy Auto Turrets
    • M230LF Sentry gun retains the Autocannon Turret prerequisite
    • Mounted M134 Minigun and M134 Sentry gun retains the Multibarrel Weapons prerequisite





  • none



Version 1.8.5 - 31 Mar 2024
---------------------
- Updated for 1.5.4048
- Updated translations
  - Added Polish translations (courtesy of Stalmander)

Version 1.8.4 - 15 Mar 2024
---------------------
- Updated for 1.5.4034
- Reduced HD texture resolution by 50%
- Updated translations
  - Fixed missing translations for 30×113mmB projectile

Version 1.8.3 - 27 Jan 2024
---------------------
- Updated for 1.4.3901
- Updated Combat Extended compatibility patches
  - Increased Sights Efficiency for all Sentry Gun turrets
  - Fixed Shooting Accuracy not increasing proportional to target distance for all Sentry Gun turrets

Version 1.8.2 - 26 November 2022
---------------------
- Updated for 1.4.3558
- Updated Combat Extended compatibility patches
  - Reverted M230LF Sentry Gun turret research prerequisite to Autocannon turret
- Updated translations
  - Added Brazilian Portuguese, Czech and German translations 

Version 1.8.1 - 13 October 2022
---------------------
- Updated for 1.4.3515
- Updated Combat Extended compatibility patches
  - Changed caliber of M230LF Sentry Gun turret to the correct 30x113mmB ammunition added in CE v.1.3.49
  - Restored Multibarrel Weapons research prerequisite for Mounted M134 Minigun and M134 Sentry Gun turrets

Version 1.8.0 - 9 October 2022
---------------------
- Updated for 1.4.3510
- Added M230LF Sentry gun
- Rebalanced turret projectile speeds
- Reduced size of turret icons
- Changed M2 Browning turret shot sounds to use AudioGrain_Clip instead of AudioGrain_Folder
- Updated compatibility patches
  - Added Combat Extended compatibility for new turrets
- Updated translations
  - Added Ukrainian translation
  - Added translations for new turrets to all supported languages
 
Known Issues:
 - The M230LF Sentry turrets are temporarily chambered in 30x173mm NATO ammunition, as the current release of Combat Extended (1.3.4.8) does not yet include the correct 30x113mmB ammunition; a hotfix to DMGTP will be released once CE is officially updated for RW 1.4

Version 1.7.0 - 30 July 2022
---------------------
- Updated for 1.3.3389
- Overhauled all graphics to vanilla art style
- Increased crafting cost of selected sentry turrets
- Removed Mortars research prerequisite for Mk 19 grenade launcher turrets
- Removed redundant translations for building blueprints and frames
- Updated compatibility patches
  - Added night vision support in Combat Extended for all sentry turrets

Version 1.6.12 - 12 March 2022
---------------------
- Updated for 1.3.3287
- Updated compatibility patches
  - Fixed missing firing sounds in Combat Extended for all M2 Browning turrets

Version 1.6.11 - 6 March 2022
---------------------
- Updated for 1.3.3287
- Reduced volume of all M2 Browning turret firing sounds

Version 1.6.10 - 3 February 2022
---------------------
- Updated for 1.3.3200
- Removed redundant specialDisplayRadius

Version 1.6.9 - 19 December 2021
---------------------
- Updated for 1.3.3200
- Updated compatibility patches
  - Combat Extended support is now prebundled into the mod itself
  - Increased CE ammo capacity for Manned and Sentry M134 Minigun turrets to 3000 rounds

Version 1.6.8 - 5 December 2021
---------------------
- Updated for 1.3.3200
- Rebalanced damage and armor penetration of various turret projectiles

Version 1.6.7 - 10 July 2021
---------------------
- Updated for 1.3.3055
- Fixed incorrect base def references for turret weapons
- Fixed turret weapons not being drawn in RimWorld 1.3

Note: All future updates will be exclusively for RimWorld 1.3 onwards. The 1.2 and 1.1 versions are only included to help players migrate their saves.

Version 1.6.6 - 23 January 2021
---------------------
- Updated for 1.2.2753
- Fixed long-range accuracy of M134 Sentry gun

Version 1.6.5 - 17 January 2021
---------------------
- Updated for 1.2.2753
- Fixed incorrect gun reference for M2HB Sentry Gun turret

Version 1.6.4 - 16 January 2021
---------------------
- Updated for 1.2.2753
- Reorganized and consolidated all turret building defs
- Removed duplicate projectile defs
- Rebalanced accuracy, shot count and cooldown times for all turrets
- Updated translations
  - Added Japanese translation
  - Fixed incorrect turret blueprint/install frame translations for all languages
  - Fixed CompRefuelable translations for consistency with vanilla turrets

Version 1.6.3 - 15 August 2020
---------------------
 - Updated for 1.2.2723
 - Removed support for 1.0

Note: All future updates will be exclusively for RimWorld 1.2 onwards. The 1.1 version is only included to help players migrate their saves.

Version 1.6.2 - 7 June 2020
---------------------
 - Updated for 1.1.2654
 - Rebalance ranges for DP-28 and M134 Minigun turrets

Note: All future updates will be exclusively for RimWorld 1.1 onwards. The 1.0 version is only included to help players migrate their saves.

Version 1.6.1 - 6 April 2020
---------------------
 - Updated for 1.1.2589
 - Shift Recoil Operation research position to not overlap other vanilla projects in Research tab
 - Add Placeworkers to turrets to display turret tops and ranges during placement/blueprint mode, as well as preventing manned turret interaction spots from being blocked

Note: All future updates will be exclusively for RimWorld 1.1 onwards. The 1.0 version is only included to help players migrate their saves.

Version 1.6.0 - 4 March 2020
---------------------
 - Updated for 1.1.2563
 - Add multiversion support for RimWorld 1.0 and 1.1
 - Rotate turret tops to point to the right, as per the new 1.1 standard

Note: All future updates will be exclusively for RimWorld 1.1 onwards. The 1.0 version is only included to help players migrate their saves.

Version 1.5.2 - 23 October 2019
---------------------
 - Add turrets to Caravan and Orbital Combat Supplier trader stock generators
    - Caravan traders will sell fewer types of turrets compared with Orbital traders
 - Add Simplified Chinese translation
 - Implement versioning metadata files for Fluffy's Mod Manager and ModSync
 - Rewrite turret descriptions to be more informative
 - Update preview image to Steam Workshop dimensions
 - Update Traditional Chinese translation

Version 1.5.1 - 20 March 2019
---------------------
 - Fix original author name from FenderSBlackie to Coalcat/Blackie
 - Repackage for Steam Workshop release
 - Remove changelog from About.xml for brevity

Version 1.5.0 - 19 March 2019
---------------------
 - Add Russian translation (courtesy of xRg)

Version 1.4.1 - 6 March 2019
---------------------
 - Increase fillPercent of all turrets to 0.85
     - This allows turrets to properly fire through embrasures and over sandbags when running with the Combat Extended mod

Version 1.4.0 - 22 January 2019
---------------------
 - Updated for 1.0.2150 by sumghai
 - Change About.xml to use new mod multi-versioning scheme
 - Rebalance turret material costs
     - Manned DP-28 turrets no longer require LMGs
     - Manned and Sentry M134 Miniguns no longer require miniguns
     - Manned and Sentry Mk 19 Grenade Launchers no longer require high-explosive shells
 - Overhaul turret research
     - Manned DP-28 turrets are now unlocked after researching Gas Operation
     - Manned and Sentry M2HB Machine Gun turrets are now unlocked after researching Recoil Operation (after Blowback Operation)
 - Sentry turrets no longer explode when destroyed

Version 1.3.0 - 19 October 2018
---------------------
 - Updated for 1.0.2059 by sumghai
 - Update turret and ammunition names in line with their real-life equivalents
 - Add Traditional Chinese translation

Version 1.2.0 - 19 September 2018
---------------------
 - Updated for 0.19.2009 by sumghai
 - Change turret masses to values more in line with their real-life equivalents
 - Add barrel wear to all machine guns
     - Shots until barrel change values are based on real-life performance
     - Amount of steel required to replace barrels are based on real-life masses of replacement barrels
 - Update tripod base texture filenames to new north-south-east naming scheme
   
Original changelog for older versions by FenderSBlackie
-----------------------------------------------
   
Version 1.1.0.

Add Machine Gun/Grenade launcher turret, with Sentry Gun variations. [Manned turret, and Automatic Sentry gun.]

List of MG /MGL

Version 1.0.0

- M2 HB : Need Gas Operation tech for unlock.
- M134 Minigun : Need Multi barrel Weapons tech for unlock.  Use Minigun as Ingrediant.
- Mk.19 Grenade Launcher : Need Gas Operation, Mortar tech for unlock. Use 5 high-explosive shells as Ingrediant.

Version 1.1.0

- DP-28 : Need no tech. Use LMG as Ingrediant.
- Twin M2 HB Turret : Need Gas operation, Turret guns tech for unlock. Double price of M2 HB.

- All sentry gun Variation needs Turret guns tech for unlock.

Fix 1: Buffed Range of all turrets.
Fix 2: Now Mk.19 turret use 5 high-explosive shells as Ingrediant.
Fix 2.1: Now Mounted M134 need 75w electricity for activiate.
Fix 3: Buffed M134 Family.
- Burst shot count and range : 16 shots -> 25 shots, 25 tile range -> 30 tile range.
- Warm up time and Cooldown time got buffed.
- Long-Range Accuracy got buffed.
- Building time got reduced.
Fix 4: Buffed Shot Range [+30%], but nerfed Shot damage to 80%. DP-28 is Exception of two.






This mod is licenced under Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0), which in layman's terms means:
  • You are permitted to use, copy, redistribute our work as-is
  • You may remix your own derivatives (new or alternative textures, defs, plugin code), and release them under your own name
  • You must credit Coalcat (author) and sumghai (maintainer) when publishing your derivatives in the download and forum posts
#7
At present, a pawn's hair color completely tints the entire hair texture, using interpolation of white and greyscale regions to determine the intensity of the base color.

It would be nice if HairDefs were able to use cutoff shaders/masks like apparel, furniture and buildings, so that modders can make hairstyles with integrated hair accessories of fixed colors.

To give an example, I recently made a custom female hairstyle with two red hair barrettes. I found that if the game chooses a darker base color, the barrettes end up being tinted to almost black. Enabling cutoff shaders/masks for HairDefs would allow me to make the barrettes permanently red regardless of what base color the hair is.
#8


RimNGE adds eight iconic male and female hairstyles from the Neon Genesis Evangelion anime franchise to RimWorld.





All eight hairstyles are tagged as Urban, and should have a similar chance to spawn on colonists, space or ancient factions as vanilla hairstyles.

For best results, use in conjunction with EdB Prepare Carefully.




  • English
  • German
  • Japanese
  • Korean
  • Russian
  • Simplified Chinese
  • Traditional Chinese
  • Ukrainian


  • Savegame compatible



GitHub - releases / repo
Steam Workshop - listing



  • none



Version 2.5.0 - 15 Apr 2024
---------------------
- Updated for 1.5.4063
- Updated hair defs and graphics paths to comply with latest Hair Modding Plus (continued) conventions
- Removed support for 1.3, as 1.4/1.5 changes are not backwards compatible

Version 2.4.1 - 16 Mar 2024
---------------------
- Updated for 1.5.4034
- Added additional style tags to hairstyles
- Reduced HD texture resolution by 50%

Version 2.4.0 - 26 March 2023
---------------------
 - Updated for 1.4.3641
 - Upscaled all textures to HD quality for Camera+
 - Changed dependency to Hair Modding Plus (continued) for RW 1.4
   - The mod will continue to require the original Hair Modding Plus for RW 1.1, 1.2 and 1.3
 - Added the following translations:
   - German
   - Ukrainian

Version 2.3.1 - 15 August 2020
---------------------
 - Updated for 1.2.2723
 - Removed support for 1.0

Note: All future updates will be exclusively for RimWorld 1.2 onwards. The 1.1 version is only included to help players migrate their saves.

Version 2.3.0 - 7 June 2020
---------------------
 - Updated for 1.1.2654
 - Add hair alpha masks so that hair accessories aren't tinted by hair base color
    - This requires Hair Modding Plus as a dependency

Note: All future updates will be exclusively for RimWorld 1.1 onwards. The 1.0 version is only included to help players migrate their saves.

Version 2.2.0 - 1 March 2020
---------------------
 - Updated for 1.1.2559
 - Add four new male hairstyles (Shinji, Kaworu, Toji, Kensuke)
 - Add multiversion support for RimWorld 1.0 and 1.1

Version 2.1.3 - 27 August 2019
---------------------
 - Add Simplified Chinese Translations
 - Implement versioning metadata files for Fluffy's Mod Manager and ModSync

Version 2.1.1 - 20 April 2019
---------------------
 - Add Korean and Russian Translations

Version 2.1.1 - 20 March 2019
---------------------
 - Change About.xml to use new mod multi-versioning scheme
 - Repackage for Steam Workshop release
 - Switch to semantic versioning, with all previous releases retroactively assigned new version numbers on GitHub

Version 2.1.0 - 20 August 2018
---------------------
 - Updated for 1.0.2059
 - Add ChineseTraditional and Japanese Translations

Version 2.0.0 - 28 August 2018
---------------------
 - Updated for 0.19.2009
 - Hair texture filenames updated to new north-south-east naming scheme

Version 1.0.0 - 17 May 2018
---------------------
 - Initial release for B18
 - Added four hairstyles (Rei, Asuka, Hikari and Mari)





This mod is licenced under Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0), which in layman's terms means:
  • You are permitted to use, copy, redistribute my work as-is
  • You may remix your own derivatives (new or alternative textures, defs, plugin code), and release them under your own name
  • You must credit sumghai (author) when publishing your derivatives in the download and forum posts
#9
A small mod I started working on last weekend, which would add Star Trek-like food replicators to very late stage Spacer/Glitterworld colonies.

Download Playable WIP
Source on GitHub repository
Issue and Ideas tracker

Overview

The mod consists of four buildings and one item:

  • Replimat Terminal - Essentially an advanced version of the stock Nutrient Paste Dispenser that instead produces Fine Meals
  • Replimat Feedstock Tank - Holds organic feedstock for terminals; requires a hopper for raw food
  • Replimat Computer - (Optional) building that holds more advanced meal recipes
  • Replimat Conduit - Omnidirectional plumbling that transports feedstock from tanks to terminals
  • Isolinear Computing Module - High density data storage and processing device preprogrammed with a wide range of meal recipes, used to build Replicator computers; available from exotic goods traders

How the mod is intended to work:

  • Players start by researching Molecular Nutrient Resequencing, which unlocks the terminal, tank and conduit
  • Any number of terminals can be connected to any number of tanks via a network of conduits, and will always produce Fine Meals
  • Researching Advanced Molecular Nutrient Resequencing unlocks the Replimat Computer
  • Connecting the computer to any part of a Replimat network will allow the terminals to produce Lavish Meals
  • In addition, if other mods such as dismar's Vegetable Garden are also installed, the Computer could instead tell the terminals to generate a random food item from said mod

Progress so far

All the assets and in-game definitions for the buildings and items are pretty much finalized, other than minor tweaks such as shadows and damage decals. The conduit is already linkable.



I've also started laying the groundwork for the assembly that will power the mod; however, object-oriented programming has always been one of my weaknesses (my coding experience is geared towards microcontrollers), so I suspect I will be asking for lots of help in addition to deciphering the C# tutorials on the Rimworld wiki.

Remaining Tasks

  • Show existing and new conduit blueprints when the build conduit tool is selected
  • Make the conduit capable of transporting feedstock
  • Make the feedstock tank capable of storing feedstock
  • Make the feedstock tank take raw food from an adjacent hopper and converting it into feedstock
  • Make the terminals produce Fine Meals
  • Make the terminals drain X amount of feedstock when producing meals
  • Compatibility/integration with other food mods (may have to choose a subset of food items, will attempt to collaborate with the respective mod authors)

I'll do my best to keep everyone appraised of my progress and questions. In the meantime, questions, comments and advice are appreciated.
#10
Following on from this thread, my mod items now display in the custom category.

Is it possible to make this custom category show up in the Architect Menu only when the researchPrerequisites are met? The justification is that the items from my mod are late-game spacer/glitterworld tech, and while I can hide the individual items, leaving behind an empty menu feels spoileriffic.

I attempted adding <researchPrerequisites> directly within the corresponding <DesignationCategoryDef>, but the former is not a valid field for the former. Perhaps a plugin is needed for this?

(For the recording, it seems that in the early stages of a savegame, the Ship category when no corresponding research has been completed)
#11
[Solved - see solution in second post]

I have some buildings and furniture that I would like to assign to a new designationCategory, to avoid cluttering up the Production tab of the Architect Menu.

Which XML file do I define my new custom designationCategory, and how do I add it to the Architect Menu when the required research prerequisites have been met?

(I searched for existing threads on this subject, but the only ones I found dated back to 2014 for Alpha 3 and 4, and the information in them were heavily redacted because they were private to the internal testing group or age)