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Topics - blerkz

#1
Skilled Stonecutting

Description:
In earlier versions of RImworld, stonecutting chunks into blocks gave pawns increases in their crafting skill. As of B18, it gives no skill at all. This mod restores the experience gain, so pawns will once again gain crafting experience from stonecutting. The experience gain is identical to earlier versions of Rimworld (values are taken from A16).

It also makes it so that characters make blocks more quickly as their crafting skill increases.

Steam Workshop link
http://steamcommunity.com/sharedfiles/filedetails/?id=1207390617

Manual installation:
Download from https://www.nexusmods.com/rimworld/mods/227/?
- Unzip the contents and place them in your RimWorld\Mods folder (if using Steam, this will be under Steam\Steamapps\common\Rimworld\Mods\ )
#2
My colonists kept wearing this tuque, eventhough it was not allowed by their outfit. Force dropping it results in someone else picking it up and wearing it (all had the same outfit). Tried making a different outfit (also with tuque forbidden) but the behaviour remains.

Screenshot is the colonist choosing to wear the hat with the pictured outfit.





[attachment deleted by admin - too old]
#3
In A14 there is now a mood penalty if a prisoner dies. I've run in to two instances where this doesn't really feel right:

-If a prisoner dies of disease, you still get the penalty even if you were treating and feeding them
-If you release a prisoner and he dies on the way to the edge of the map, you also get the penalty. Added to that, you cannot rescue them if they collapse on the way (no right click menu appears at all for released prisoners)

Both of these prisoners were spacers that had crashed and I could have left them to die in the cold with no repercussions. Instead, I tried to help and got hit with a long mood penalty despite my best efforts. I know ice sheet play encourages psychopathic traits but this may be pushing it :)
#4



More Trade Ships


Description:
Significantly increases the rate at which orbital traders appear. Useful if you want a more trade-focused game or simply find the default rate too low. Also helps with mods that add new types of traders so you don't have to wait years for the right type of trader to arrive.

Background
In Alpha 13, the rate at which orbital trade ships appear was sharply reduced. This mod increases the rate back to about where it was in Alpha 12. No other changes are made.
In Alpha 14, the rate was increased somewhat and now the storyteller has influence over this aspect of the game as well. The A14 version of the mod can be used to increases the rate if you still find it too low.
For A15 and A16 it is mostly build number updates.
In B19, Rimworld's base storytellers changed in the way they control trade ships, which meant the mod had to be rewritten. As a result, the mod will not give you the exact same rate between B18 and B19 and higher. Please give feedback here or on Steam if you think the new rate is too high or too low.

Author
Feel free to use it in any modpacks, I would appreciate being credited though.

Download
Steam workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=725465444
Or from Nexus: http://www.nexusmods.com/rimworld/mods/116/?

Old version
Older versions are available on Nexusmods.

How to install:
- Unzip the contents and place them in your RimWorld\Mods\ folder.
- Activate the mod in the mod menu in the game.
- Starting a new game is not required.

Compatibility
-(A16 and below) will conflict with other mods that affect storyteller.xml.
-(A17 and up) Will not give problems with, but will not work with custom storytellers because the storyteller has control over the trade ship rate, this mod only changes the three default storytellers. Uses xpatch from A17 onwards.
Can be added or removed to a running game with no problems.


Cheaper Components

Description:
Reduces the amount of work needed to assemble components by 40%, for both normal and advanced components.
This mod always reduced the amount of steel needed to 10, however the cost in the base version of the game has reduced significantly (from 25 to 12) so it is not a major change to the game anymore in that aspect. The main advantage of this mod is now that it makes the job take much less time.
No other changes have been made, you will still need to research and build the component assembler as normal.

Background
I felt the component assembler was very unrewarding in the default game; for the amount of investment in research, materials and crafting skill I felt 25 steel was far too much. With amount of steel needed reduced to 10, the value of a component to a trader is more in line with the cost of materials. It will also reduce the need for steel, which can be sparse on some maps. Lastly, it makes the job takes less time for no reason other than that I felt it took too long.

Old version
Older versions are available on Nexusmods.

Author
This is the first Rimworld mod I've made, I hope you like it. Feel free to use it in any modpacks, I would appreciate being credited though.

Download
Available in the Steam workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=725488168
Or at: http://www.nexusmods.com/rimworld/mods/115/?

How to install:
- Unzip the contents and place them in your RimWorld\Mods\ folder.
- Activate the mod in the mod menu in the game.
- Starting a new game is not required.

Compatibility
-This mod changes component assembly recipe and nothing else. It should work fine with other mods as long as they do not also change the same recipe. Uses patching method as of A17.