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#1
Bricks Don't Vanish

Description
A collection of tweaks (found in Options -> Mod Settings -> Bricks Don't Vanish) for construction and deconstruction material returns and chances. With default settings, does nothing.

Does not require a new colony to add, tune, or remove.

Preview image by Shotgunfrenzy. Alternative Workshop image by Shinzy.

Available tweaks:
  • Notify on failure: toggle notification in upper left corner whenever a colonist fails while constructing a work-heavy building.
  • Failure rate multiplier: flat multiplier to default failure rate; doesn't affect stat inspection panel. Set to 0% to disable construction failure.
  • Wasteless failure chance: sets the percentage of construction failures that will not result in loss of materials. No real effect if "Failure materials return" setting is 100%.
  • Failure materials return: scales amount of materials returned on construction failure. 0% for none, 100% for full return, etc.
  • Deconstruction materials return: scales amount of materials returned on deconstruction. 0% for none, 100% for "full" (refer to below setting) return, etc.

Available languages:
  • English
  • Russian

Contributing new translations: make a pull request to source repository.

Download

How to install
  • Unzip the contents and place them in your RimWorld/Mods folder.
  • Activate the mod in mod menu in the game.
  • Configure to your liking in Options -> Mod settings -> Bricks Don't Vanish.

Buy me a coffee!
#2
RT Mods


RT Fuse
Researchable (RT Mods research tab) electric fuses to mitigate short circuits. When placed anywhere on a power network, each fuse will safely discharge up to three of network's batteries, mitigating or preventing the explosion.

Does not require a new colony to add or remove (might throw a one-time error).

Download: RT Fuse 1.5-1.7.0, old versions, Workshop, source, license (GPLv3)




RT Solar Flare Shield
Researchable (RT Mods research tab) magnetic shield to protect colony electronics from EMI and solar flares. The device heats up considerably while engaged, so plan accordingly!

Does not require a new colony to add or remove (might throw a one-time error).

Texture by LastXsile.

Download: RT Solar Flare Shield 1.5-1.8.0, old versions, Workshop, source, license (GPLv3)




RT Power Switch
A new researchable (RT Mods research tab) function for the power switch: when enabled, a new settings tab will become available on the power switch, allowing precise configuration of how should the switch react to changes in stored energy levels in an adjacent power network.

Does not require a new colony to add or remove (might throw a one-time error).

Download: RT Power Switch 1.5-1.6.0, old versions, Workshop, source, license (GPLv3)




How to install
  • Unzip the contents and place them in your RimWorld/Mods folder.
  • Activate in the mod menu in the game.

Translations
If you want to translate one of my mods, please create a translation mod.

Modpacks
Consider this note my explicit permission to include any of my mods to non-commercially distributed packs, and to modify whatever files you may need to. As long as proper attribution is maintained, of course.
Also, it would be courteous if you notified me and other players of such an inclusion via this thread, however that's entirely up to you.
I will not provide technical support to packs, unless it strikes my fancy, but if there's a variable in my mod that should be exposed to configs yet for some reason isn't - it's entirely possible to convince me to fix that.

Changelog

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#3
Help / MapComponent injection (with solution!)
March 04, 2015, 02:56:37 PM
Since I've stumbled upon a solution I'll leave it here for posterity.

What I'm using in my Mad Skills mod (and probably any future mods, should they require the functionality) is MonoBehavior and defloader sorcery: basically there's an ITab class that gets loaded by the game, but instead of doing what the game assumes it will (be a tab, duh) it's constructor creates a MonoBehavior that checks if a map is loaded and then if it needs inoculation.

So, here are the classes and the def that make it happen. I've marked the places one would need to change in order to hook this injector to their MapComponent.


ORIGINAL POST:
I've been tinkering with various ways to inoculate games-in-progress with MapComponents... It's surprisingly easy, actually: Find.Map.components.Add(mapComponent);

The tricky part is making the injector dissolve, so to speak: right now I have this thingComponent perform the injection, but can't get the building it's attached to (a copy of trade beacon stripped down to bare building) to vanish from the game, ie menus, after it's done. So the end user would install the mod, plop down the building, and then pout whenever they see it hanging out there, useless.

Any ideas how to make it happen? Or a different injection point altogether, like an incident that happens immidiately on loading the save?
#4
Mad Skills


Description
A collection of tweaks (found in Options -> Mod Settings -> Mad Skills) to change or turn off skill degradation and learning saturation.

Does not require a new colony to add, tune, or remove.

Preview image by Shinzy.

Available tweaks:
  • Decay multiplier: value to multiply default skill XP decay potency by. 0% for none, 50% for half, 200% for double, etc.
  • Tiered: prevents skills from going down a level; XP to next level decays as per multiplier setting.
  • Alternative "great memory": changes behavior of "great memory" trait: instead of halving skill decay rate it will now increase learning rate by 25%.
  • Daily XP limit: after this amount of XP is earned in a skill, all subsequent learning of it is multiplied by value below, until midnight.
  • Over-limit multiplier: multiplies XP gained in a skill which has already advanced the above amount that day. Set to 100% to disable daily XP limit altogether.

Contributing new translations: create a translation mod.

Download

How to install
  • Unzip the contents and place them in your RimWorld/Mods folder.
  • Activate the mod in mod menu in the game.
  • Configure to your liking in Options -> Mod settings -> Mad Skills.

Buy me a coffee!