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Topics - Orion

Pages: [1]
When a pawn's HostFaction is set to the player's, the player gets control over his inventory, as if he was a prisoner.


In the class ITab_Pawn_Gear, in the method DrawThingRow, add a check to the following line if the pawn is actually a prisoner.

Code: [Select]
(showDropButtonIfPrisoner && this.SelPawnForGear.HostFaction == Faction.OfPlayer)
Change it to:

Code: [Select]
(showDropButtonIfPrisoner && this.SelPawnForGear.IsPrisoner && this.SelPawnForGear.HostFaction == Faction.OfPlayer)

This is an issue with the scenario list (and not mods per se).

When a scenario is added or saved that contains a ScenPart from a mod that is not installed or enabled, opening the scenario list ("New Game") will throw an exception and the user will not be able to start new games anymore.

RimWorld should be able to fall back when it can't instantiate a ScenPart and just skip it gracefully and possibly point this out to the user.

This thread is about said issue, including a solution to users experiencing the problem:
Topic: Can't Creat colony anymore !!

Releases / [1.0] Faction Discovery (updated 28.10.2018)
« on: August 29, 2016, 09:10:27 AM »

Added a new faction mod and have to start a new game? Not anymore!

Faction Discovery will make sure you have the recommended amount of (hidden) bases for your new faction on the world map when you load your game the next time.

This mod can be added to an existing savegame. It does require HugsLib.

Code: [Select]
1.03 - 28.10.2018
- Now uses HugsLib
- Added mod settings

1.0 - 19.10.2018
- Updated to 1.0

0.19a - 29.09.2018
- Updated to B19

0.18a - 21.11.2017
- Updated to B18

0.17a - 27.05.2017
- Updated to A17

0.16a3 - 07.01.2017
- Updated to A16
- Removed all non-essential features, now only does what it says on the label
- Fixed freezes when spawning new faction members

0.15b - 30.09.2016
- New: when starting a new game, you will know the location of one other faction.
- New: you can customize in the scenario editor, how many factions you know at the beginning.
- New: incident - discover a faction. This will show the faction on the world map and allow contact / visitors / raids.
- Fix: resolved warning about language files
- New: when creating factions, existing factions are now taken into account for a better balance
- New: bigger faction blobs on world map
- Fix: better chance calculation
- Tweak: higher chance to find a faction
- New: message at start of new game
- Tweak: default is now 1 hostile and 1 friendly faction
- Fix: adjusted about text

0.15a - 29.08.2016
- Initial version


Steam Workshop

How to install
- Delete old folder of this mod (Faction Discovery).
- Unzip the contents into your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game and restart the game.

Mods / Steam updating mods to A15
« on: August 26, 2016, 02:53:34 PM »
I hope this is the right place to put this.

What is the intended way of updating mods to A15 on Steam? Are we supposed to update our existing workshop with an A15 version, or should we upload a fresh version, specifically for A15?

The advantage of updating the existing mods is that players playing A15 will automatically get a working version of the mods already in their list, when it comes out. The downside is that when updating a mod to A15, it becomes useless to A14 players, and also breaks their current game.

So Tynan, what's the idea? Will there eventually come a mechanism to let A14 players continue playing and ALSO automatically update for A15 players?

Bugs / [A13] Mods adding new job roles causes wrong assignments
« on: May 28, 2016, 04:07:28 AM »
If a mod is added to an existing savegame, which adds a new jobrole, all job priority assignments shift one to the right. So for example if a new role is added left to hunting, priorities shift and a pawn that can't actually hunt will be assigned for hunting, which in turn can't be disabled by the player because the checkbox is hidden.

RimWorld should do a consistency check at the start to make sure the job priorities are valid (jobs that can't be performed are set to 0).

Bugs / [A13] ThoughtWorker_Comfort
« on: May 11, 2016, 05:17:40 AM »
The core class ThoughtWorker_Comfort has the following line:
Code: [Select]
if ( == null)which should be
Code: [Select]
if (p.needs.comfort == null)

Outdated / [A13] Xeva's Hair (07.05.16)
« on: May 07, 2016, 05:47:45 AM »
Xeva has made several very nice hair styles. I have put them into a mod so everyone can easily use them.

This mod can be added at any time.


Latest version on Steam
Latest version on Dropbox

Releases / [1.0] One Big Family (updated 19.10.2018)
« on: May 05, 2016, 10:40:10 AM »


Have you been waiting years and years for your brother-in-law to show up and he just walks past, just to be never seen again? Plot twist!

One Big Family solves this problem by changing the odds! Everyone is related... somehow, right!?

That spacer you found in a 2000 year old casket? Plot twist! Turns out to be the son you never knew of!
Just settled down, built a little house with your wife and kids? Plot twist! Your step-mother comes on a visit with your secret lover who is also your wife's daughter to sell you dog meat!
Getting raided by a horde of savages? Plot twist! They brought their whole family tree, including your evil sister who turns out to be their leader AND grand mother!

After all, we're now One Big Family!
Now with less illogical plottwists!

You can customize this mod in the mod options. This mod changes what happens when a new pawn is created (existing pawns are only affected passively).
The new pawn will receive a random amount of relationships that are "plausible" according to vanilla rules. The relationships will be with other pawns. If you have "allow colonists" on, these can be your pawns as well.

This mod can be added at any time, without creating a new game.

There are rumors that Fluffy's relationship diagram can't handle the massive amount of Plot twist! Try at your own discretion. Works fine for me. Mostly.

Code: [Select]
1.0 - 19.10.2018
- Updated to 1.0

0.19 - 29.08.2018
- Updated to B19

0.18 - 10.06.2018
- Updated to B18

0.17 - 21.08.2017
- Updated to A17
- New: Amount of random relationships can be customized in mod options
- New: New relationships with colonists can be disabled in mod options

0.16 - 05.01.2017
- Updated to A16
- Tweak: Nerfed - won't create new relationships to colonists you already have (there will still be hidden ones)

0.15 - 29.08.2016
- Updated for A15

0.14 - 20.07.2016
- Updated for A14

0.13 - 05.05.2016
- Initial release


Steam Workshop

How to install
- Make sure you have HugsLib installed.
- Delete old folder of this mod (One Big Family).
- Unzip the contents into your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game and restart the game.

Help / Failed to find any texture Error
« on: October 02, 2015, 01:42:09 PM »
Hello fellow modders,

sometimes, when spawning a big raid of my custom pawns, I get Failed to find any texture while constructing Multi(initPath=UI/Misc/BadTexture, ...). All spawned pawns have correct textures and from what I can tell their weapons too. I've triple and quadruple checked their texture path and it all seems in order. How would I go about tracking down the cause of this error?

Did anyone have this problem before?

Help / BrokenState without a message
« on: October 02, 2015, 01:37:29 PM »
Hello fellow modders,

does someone know how would I go about creating a BrokenState that does not send a letter/message when it happens?

Since the latest version I get Config error in BrokenState: no beginLetter / no beginLetterLabel when I leave it empty (which makes it not send a message).

Did anyone encounter this problem as well?

Releases / [1.0.33] Hospitality (updated 15.12.2019)
« on: March 13, 2015, 11:19:16 AM »

Have you been wondering what the point of visiting factions is? Look no further, this mod is the answer.

- Convince visitors to join your faction!
- Increase faction relationships!
- Treat visitors well by providing them with rooms, guest beds, and joy activities!
- Sell junk by placing it in their rooms!
- Rescued characters can decide to join you!
- Happy guests will help out with your chores!

You can improve relationships by having your colonists entertain your guests. In return, using silver to improve relationships now gets more expensive every time you do it.

In order to recruit a guest, you have to increase their trust in your colonists. Hanging out with them will help, and having someone with a high social skill try and recruit them is required as well. The amount of required friends to recruit is based on how many colonists you already have. Once they have enough friends, they are willing to join your faction right away.

Guests stay in their selected area. Make sure you create an area specifically for guests (this is done with the area tools, just as with animals). This is also possible for where they are allowed to buy. The shopping area has to be inside the guest area, though.

To please a visiting faction provide quality guest beds, joy objects, and a pretty environment. If they liked their stay, they might leave items for you. It also affects your relationship with that faction. If the relationship with a visiting faction is high, they will also bring more silver and more items.

Happy guests might also help you out with work inside of their area.

is required.
This mod can be added at any time, without creating a new game. Removing it while visitors or guest beds are around can break your savegame.

Select a visitor and open the "Guest" tab. Use the "Make Default" button to apply the guest's settings to all current and future visitors.
You can select any built bed and turn it into a guest bed with the "For guests" button.
You can use any regular area you made with the area tool for where guests may go or what guests may buy.

If you have trouble with visitors not doing anything / going berserk, try changing the mod order. You also might be getting errors. Press Ctrl-F12 and post a link to your log with a description of what is wrong.

Known conflicts:
- Any mod that gives guests animals (or slaves) 
- Colony Manager (you will need to start a new game)
- Many more, changing daily!

How to report bugs
Please first check on GitHub if the problem is already known.
If not, create a new issue there, or post in this thread. In either case, you must upload your log (use the green button in the console in RimWorld or press Ctrl-F12) and post the link to it.
Also, provide a description of what happened and what you expected instead. Screenshots can help clarify the issue as well.
In 90% of all cases, the problem is a conflicting mod or a corrupted installation on your side.

Code: [Select]
1.0.33 - 15.12.2019
- New: Polish translations (thanks to dnx)
- Fix: Made pawn.story conditional, so pawns without a story will not throw errors
- Fix: Added check against giving guests minified things that have a InnerThing == null
- Fix: Guests will now use medical beds or regular beds in the guest area if they are injured
- Fix: Errors when despawning invalid pawns
- Tweak: Guests will more often come with small amounts of money instead of no money at all
- Tweak: Guests will not bring items that will rot within the next 6 days

1.0.32 - 04.11.2019
- Fix: Attempt at fixing Colony Manager conflict

1.0.31 - 03.11.2019
- Tweak: Guests will approach a more random starting point
- Fix: Made spawning guest code end gracefully in more situations (guests will be removed if something went wrong)
- Fix: Enabled "forceAddFreeWarmLayerIfNeeded" when spawning guests
- Fix: Better error messages for spawning guests
- Fix: Taking correct temperature into account for guest clothes (*duh*)
- Fix: Error when rogue guest joins group
- Fix: Storage will now accept guest beds, if beds are selected

1.0.30 - 21.09.2019
- New: Notification when a guest can be recruited (can be disabled in options)
- Fix: Rescued pawns will only become guests once treated, not before
- Fix: Rescued guests shot somewhere by pod will not give a relationship bonus anymore now
- Tweak: Made fee of beds factor in slightly less when selecting beds, and the type of room more
- Tweak: Guests will no longer self tend. Guests will now use medical beds when they need treatment

1.0.29 - 12.09.2019
- Fix: Attempt to create visit from player's faction
- New: Positive event: Happy guest joins

1.0.28 - 07.09.2019
- Fix: Rescued pawns became traders (with new items)
- Fix: Rescued guests don't rate visit
- Fix: Guests sometimes eating player's food
- Fix: Guests won't get interrupted while eating
- Tweak: Hungry guests will favor buying food

1.0.27 - 31.08.2019
- Tweak: Nerfed lots of beds mood buff
- Fix: Rescued pawn becoming guest/broken when traveling
- Fix: Rescued pawn becoming a guest leaving the map (halfway)
- Fix: Respect AlienFramework restrictions again

1.0.26 - 25.08.2019
- Fix: Pawns at other locations becoming guests
- Tweak: Fee debuff expires faster now

1.0.25 - 23.08.2019
- Fix: Guests failing to claim a bed over and over
- Tweak: Guests won't be entertained now when they're tired
- Fix: Double beds now count double for bed availability

1.0.24 - 21.08.2019
- Fix: Changed various labels and descriptions (note to translators, check your translations!!)
- Fix: Chief will not get upset if rescued pawn's group is lost
- Fix: Fixed a case of exception ticking when trying to leave with an unknown pawn
- Fix: More defensive code for GainThought method
- New: Guest beds now have uninstall, reinstall and build copy buttons
- New: You can now set the price for guest beds. Guests will claim a bed for their stay and pay the price upfront
- Tweak: Guests will now pay 15% less for items and generally buy less ordinary items

1.0.23 - 12.08.2019
- Fix: Mod config no longer breaks when minimum guest group size is changed
- Fix: Guests not leaving when another pawn on the map is downed or mental

1.0.22 - 09.08.2019
- New: Leftover pawns now won't leave the map but stay as guests (with all consequences)
- Fix: Traders were being affected like guests

1.0.21 - 08.08.2019
- Fix: Left behind guests will now leave the map or rejoin their group when they have recovered (let's hope it stays fixed this time)
- Fix: Guests with enough friends will now also be charmed
- New: When a guest can be recruited, a "Recruit" button will show in the overview

1.0.20 - 06.08.2019
- New: Icon in guest overview to indicate relationships
- New: Recruiting guests is now a button
- New: The old try to recruit toggle is now for making friends
- New: Guests now get upset when a faction member is recruited
- New: Added Manifest for Mod Manager

1.0.19 - 16.07.2019
- New: Setting to disable guests healing pawns
- Fix: Null check on Need Rest (thanks to CJBok)
- Fix: When using Alien Framework, CanWear is respected
- Tweak: Guests will not gift ammo from CE anymore
- Tweak: Guests won't buy food they can't eat

1.0.18 - 12.07.2019
- Tweak: Guests will always arrive somewhat tired
- Tweak: Made recruitment more expensive again
- Tweak: Required friends for recruiting slightly adjusted
- Fix: If a guest's group has left, the guest will leave the map

1.0.17 - 10.06.2019
- New: Added setting for minimum group size
- New: Travelling guests will never have mental breaks
- New: Guest tab shows the amount of guests and beds
- Fix: Guests now only get entertained when they're inside of the guest area
- Fix: Returning visitors get their needs reset
- Tweak: Buying food improved

1.0.16 - 07.05.2019
- Fix: Guests performing important work will now not be interrupted or followed
- Fix: Guests will now stay until none of the group are in a mental state
- Fix: Error when cleaning up incident queue
- Fix: Tried to spawn animals from world pawn pool
- Fix: Visitor groups with animals now spawn, only the animals are removed and errors are logged
- New: Added debug option "Visitor Group Max" that spawns the maximum visitor group size (as defined in the mod options)
- Fix: Reused world pawns now get new gear every time to accommodate for temperature changes
- Fix: Removed log spam (sorry)

1.0.15 - 25.04.2019
- Fix: Added extra check that guests don't hunt outside of their area
- Fix: Only showing friend/enemy status in social tab for colonists
- Fix: Made pocket/wear headgear code more resilient
- Fix: Improved error message when checking for CompGuest
- Fix: Cleaned up BuyItem and fixed buy message (would show wrong equipment/weapon)

1.0.14 - 30.03.2019
- New: Known visitors will now return more often
- Tweak: Amount of guests visiting now increases slowly over playtime (fewer guests at start of new game)
- New: Opt-in setting to receive notification when guests buy things
- New: Guests' social tab shows friend status
- New: Special relationships (like relatives) now count as 2 friends
- Fix: Brazilian/Portuguese fix by Marcos

1.0.13 - 10.03.2019
- New: Highlight for "Make Default" to clarify what is set
- New: Added "..." button in guests tab that opens the personal guest tab
- Fix: "Guests drop food" bug
- Fix: Shopping area saying "unrestricted" instead of "no shopping"
- Fix: Target version
- Tweak: "Area of accommodation" renamed to "Allowed area"
- New: Included Maeyanie's code for configuring selling price factor (create a file "Hospitality.cfg" in RimWorld's config folder, add the line PriceFactor=0.85 and tweak is as desired)

1.0.12 - 19.01.2019
- New: Guests tab that lists all guests (can be deactivated)
- Fix: Guests with animals should throw no (less) errors now

1.0.11 - 11.01.2019
- Hotfix: When force recruiting with more friends than required, the penalty becomes positive (ouch)

1.0.10 - 10.01.2019
- Fix: Pathing error when guest area is unrestricted
- Fix: Added check for factions without peaceful pawngroupmakers

1.0.9 - 09.01.2019
- Fix: Area restrictions now modify "CanReach", which should be more compatible with mods that create jobs

1.0.8 - 07.01.2019
- Hotfix: Compatibility with numbers mod

1.0.7 - 07.01.2019
- New: Guests can now be forced to join at a high cost
- Fix: More tooltips for UI
- Fix: Upset faction can't be invited again immediately
- New: Portuguese Brazilian language
- Fix: Added code to check for broken ChemicalDefs of other mods

1.0.6 - 28.11.2018
- Fix: Traveling time now uses pathfinding to calculate distance

1.0.5 - 21.11.2018
- Fix: More error checking when finding spot
- Fix: Android Tiers' bug (ShouldGuestKeepAttendingGathering)

1.0.2 - 28.10.2018
- New: Added setting to forbid guests from operating
- New: Guests now use label color of their faction

1.0.1 - 19.10.2018
- Updated to 1.0
- Translation: French by [url=]Scribio[/url]
- Translation: Korean by [url=]NyaamZ[/url]
- New: Option to block visitors until beds are built
- New: Guests can be invited via Comms Console

0.19 - 09.08.2018
- Updated to B19
- New: Hefty penalty when noone from a group returns
- New: When recruited, guests will give their inventory to a group mate
- New: Guests will now equip what they have bought
- Removed: Hospitality does not change the refugee chased event anymore (more compatibility)
- Removed: Hospitality does not change the wanderer joins event anymore (more compatibility)

0.18g - 23.02.2018
- New: Option to disable crafting or artistic work for guests (set by default)
- New: Visitors will now ask before arriving when there are no guest beds
- New: Translation keys for mod options
- New: Added option to disable option limits
- New: Guests will stay longer when manhunters or berserking pawns are present

0.18f - 16.12.2017
- New: Added mod settings

0.18d - 4.12.2017
- New: Guests will now help with work if they feel like it

0.18c - 2.12.2017
- New: Guest beds are now affected by end tables and dressers

0.18b - 25.11.2017
- New: German translation (by Andie48)
- New: Shopping area can now be selected separately from guest area

0.18a - 19.11.2017
- Updated to B18

0.17j - 25.08.2017
- New: Indication where visitors arrive when they ask for permission

0.17f - 11.07.2017
- New: Guests won't buy back items the player bought from them

0.17d - 13.06.2017
- New: When guests arrive and danger is present, player is asked

0.17c - 10.06.2017
- New: French translation included

0.17a - 03.06.2017
- New: Any bed can now be used as a guest bed

0.16g - 05.04.2017
- New: Spanish translation
- New: Now supporting Dubs Bad Hygiene mod
- New: Now using HugsLib

0.16f - 17.02.2017
- New: Recruitment system overhaul: Guests now need a minimum amount of "friends" to recruit (min relationship). Recruiting then works immediately (no rng). Recruiters will "endorse" other colonists (they like) to the guests to raise their relationship. The amount of required friends is relative to the amount of colonists.
- New: Russian translation (probably already out of date)
- New: Success/failure messages removed. Will only show when a colonist failed 3x in a row on the same guest.
- New: Success/failure effect when zoomed in on pawns

0.16e - 15.01.2017
- New: Per guest setting, if they may buy anything

0.16d - 14.01.2017
- New: Guests now need an area in which they will stay
- New: Guests can now be sent away

0.16c - 06.01.2017
- New: Added recurring visits to counter less frequent visitor groups
- New: When visitors couldn't come, they will now try a few days later again
- New: Visitors will now not come with a hostile faction is present

0.16b - 03.01.2017
- New: Added new job for diplomats, separate from warden

0.16a - 02.01.2017
- New: Guest tab now shows message for trading caravans

0.15d - 02.11.2016
- New: Recruiting is only possible at a certain minimum relationship with the guest
- New: Speech bubbles and delay when interacting
- New: wanderer joining dialog now shows more information
- New: Visitors will now dig out when they can't leave

0.15b - 02.09.2016
- New: refugee and joining wanderer are picked from pool of related characters
- New: joining wanderer can be declined

0.15a - 29.08.2016
- New: Visitors will not leave bought items anymore
- New: More thoughts supported
- New: Guests will be unhappy if there are no guest beds, and happier if there are enough
- New: instructions

0.14i - 17.08.2016
- new: guests will respect forbidden tags
- new: guests will buy from containers

0.14f - 30.07.2016
- new: Rescued pawns now have a chance to join the faction

0.14e - 25.07.2016
- visitors will now not arrive during toxic fallout or raid

0.14 - 16.07.2016
- updated for A14
- visitors now get thoughts from the quality of their rooms

0.13 - 22.05.2016
- factions will now become angry if visitors disappear in your region
- made compatible with Combat Realism
- now requires CCL!

0.11c - 26.04.2016
- guests will now buy loose items in the guest room(s) if they fancy them

0.11b - 25.04.2016
- changed recruit system (now relation based)
- matched flag color to guest names
- recruiters now stop if opinion is maxed out or too low
- added delay between interactions

0.11a - 14.04.2016
- updated thoughts for social impact

0.11 - 10.04.2016
- updated for A13
- rebalancing due to A13 changes
- added socializing with guests

0.10d - 19.03.2016
- recruiting system simplified
- delayed visitors until colony has at least a room

0.10c - 01.03.2016
- visitors bring more varied gifts
- visitors place a flag where they stay

0.10b - 28.02.2016
- quality of stay affects relationship change
- guest beds can now be forbidden from colonists
- guests take off headgear when arriving

0.09b - 01.01.2016
- visitors now stay a while even when relationship is maxed out
- happy guests now sometimes leave silver or items

0.09 - 28.12.2015
- you can now build guest beds
- guest beds mark a room as a guest room
- visitors will sleep in guest beds
- visitors will relax in your base

0.08b - 27.12.2015

0.08 - 23.09.2015
- visitors choose their staying room more intelligently
- new button "Set Default" for choosing how to treat new visitors!

0.07 - 30.08.2015
- updated to Alpha 12 by Cebullus


Note: Only remove the mod while there are no visitors or guest beds on your map.
Steam Workshop

How to install
- Delete old folder of this mod (Hospitality).
- Unzip the contents into your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game and restart the game.

Support development
Do you want to support me developing this mod? Do you want to have a vote in what will be added next?

Wanna do me a huge favour?
I'm working on a new game and in the coming months, we will need beta testers. So if you're up for helping me out and have some fun in the process, check this out. If you don't want to test, that's fine too, your feedback on our video alone is already helpful!

Help / Swap out pawn with new def?
« on: January 16, 2015, 04:04:11 AM »
I'm trying to swap out an existing pawn with a similar one that has a different pawn and race def. Obviously I'd like the new one to stay at the same position.

Also I want to retain all healthTracker data (this is the trickiest part, it seems). Does anyone have experience doing this?

Outdated / [A12d] More Mechanoids (v1.07b - updated 31.12.2015)
« on: January 11, 2015, 08:25:33 AM »
More Mechanoids

I got bored with the two existing mechanoid types. They are tough and dangerous, but particularly their toughness makes firefights with them a drag.

So I decided to add a third variety: the crawler. They are bug-like mechanoids that die with one or two hits, but are small, move fast and come in large numbers. They are equipped with precise cutting tools, so don't be surprised if someone loses a toe or an ear.

Now new threats have joined the cause:
- The skullywag: Equipped with cattle prod arms he will paralyze your puny colonists and unlock doors.
- The flamebot: A variation of the crawler, equipped with a flamethrower.
- The mammoth: A fast and heavy melee enemy that is hard to kill.
- The assaulter: An armored variation of the scyther, with a weaker weapon.

With some tinkering you can now repurpose various mechanoids to do tasks that are below your colonists' pride.

Install and play! They'll find you soon enough...

This mod can be added at any time, without creating a new game.

Pumpus' video review of the old version 1.02b

1.07b - 31.12.2015
- Charging platform now connects by cable
- Deterioration lowered for inner parts
- Additional automatic repair check based on total health of mechanoids
- Buttons for stay home and full repair that affect all mechanoids
- Converted mechanoids that spawn in crypts are killed right away
- Armor tweaked for Realistic Combat Mod

1.07 - 19.10.2015
- Balancing
- Fixes
- Recharging platform for mechanoids
- Tab for finding all mechanoids and setting areas (like animals)

1.06 - 09.10.2015
- Converted to Alpha 12
- Added mammoth and assaulter
- More tweakable settings (see PawnKinds_Mechanoid.xml)

1.05 - 29.07.2015
- Converted to Alpha 11
- Centipede: now adoptable

1.04a - 14.06.2015
- Minor fixes
- Added "full repair" button to mechanoids

1.04 - 13.06.2015
- Converted to Alpha 10
- Removed PAL
- Owned mechanoids now deteriorate over time, colonists will take care of the repairs


I'm not updating the mod here anymore, but if you really want the latest version, you can get it from GitHub (press the download button)

How to install
- Delete old folder from this mod (MoreMechanoids)
- Unzip the contents into your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game and restart the game.

Unfinished / [WIP] Radiation
« on: January 04, 2015, 09:07:37 AM »
This mod turns the world into a radioactive zone. The idea is that most consumables are radiated, dangerous waste lurks in the environment and the air is not fit for breathing. The mod is supposed to work in conjunction with other mods and stand-alone, so people can add radiation to their game or total conversion.

- radioactive waste barrels are placed hidden in mountains, creating a new threat to colonists
- barrels can be destroyed
- barrels leak radioactive slime
To do:
- mining and storing uranium spawns radiated dust
- animal meat and harvested food is radiated
- let radiated objects increase a pawn's radiation level if within range or consumed
- let the world increase a pawn's radiation level very very slowly if inside
- let the world increase a pawn's radiation level slowly if outside
- create radiation disease with negative / deadly effects
- create protective gear that limits increase of radiation level
- integrate water mod for further radioactive threat?
- add purifier to clean radiated objects?

Obviously everyone's input is very welcome!

Help / [Solved] Insert custom gensteps?
« on: December 29, 2014, 01:44:21 PM »
I would like to spawn some extra structures when the map is created. I've created a genstep for it, but now I've realized all existing gensteps are hardcoded.

Does anyone know if there is another way to get it to run?

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