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Topics - Kirby23590

#1
Hello...

I have made something called Describe your Epic Fails and some other hilarious moments that make you face palm or smash your desk in your game. Doesn't matter if it's vanilla or modded.

But let's see here. I'll start with mine...




I was playing a modded game of course. And when i finally got that Mystical Shaman quest from More Faction Interactions. There was a moment of. YESYESYESYESYESYESYESYESYESYESYES!!!!

Since my best colonist Dennis got addicted to Go-Juice and got the Chemical Damage in his Brain. I was forced to put him in Cyrosleep for months. Until that moment.

I payed the Tribal Chief 900 Silver and threw dennis into the Mystical Shaman...

Only to remove Cyrosleep sickness rather than his Chemical Damage in his Brain...

There was happiness and joy. And now there was anger and agony instead, and YES YES YES has become NO NO NO NO! And laughter was only replaced with screams of anger and shouting...

I was never that mad with that shaman when i have always trusted them for removing irremovable scars on brains or bodies parts...

#2
I think something is very... Missing when, you grew attached into one of your colonists... But something very bad happened... :'(

Yes i know that you have the tools to resurrect them, but what if you were too late and they turned into skeletons? Or their corpses was burned away by a fire or just somehow disappeared, unable to bring them back?

Well some of us kind of forget about it and just move on, when playing on permadeath mode or by save scumming...

Tell me, why didn't the credits when you escape the rims in a spaceship you don't get a credits instead of saying these colonists where left behind: and these colonists escaped:
why isn't there a...

These colonists have perished or died: or In memory of:
QuoteJoespeh, Adventurer
May, Ninja
Alexander, Chef
Margaret, Sniper

Because that they died from a plague or from a infestation attack or when a lancer one shotted one of them with it's charge lance or ate a inferno cannon from a centipede? :(

I kinda wished the game would show me who died just to create some emotions especially if they where one of the starting people that you start with...

This will provoke hard feelings especially if your favorite colonist shows up in there, or hilariously if your colonist that you just named after your real-life friend or classmate or you just named a colonist after yourself...
#3
Mods / [MOD REQUEST] Wave Surival Mode
February 18, 2019, 10:23:49 PM
Does anyone remember this Mod called Wave Survival back from the old days?
It's still in A14 and wasn't updated for any of the newer versions of Rimworld and Justin C the author of that mod hasn't been online for a few years.

The Mod looks a lot of fun, but i'm in the 1.0 version and most of the mods i want use it with are only for 1.0 or aren't in A14 even going back into it's time.

I really like the idea of instead of trying to manage a colony and deal with disasters and mental breakdowns of your colonists and diseases because of Randy Random.

Instead i want to fight and fend off raids instead, trying to test out my tactical skills and using thinking skills and my knowledge of the battlefield and focusing on defenses and knowing how long i will survive before the heavy mercenaries with doomsday launchers or when will the mechanoids arrive, and getting better equipment or weapons without dealing the problems of psychic drones, solar flares or toxic fallouts or even trying to escape the rims.
Instead you're just fighting off Raiders, Mechanoids and Manhunting Animals instead, and if your colony dies, you will know that you tried to make your colony to survive as long as you can for many days and because you fought hard taking many raiders lives and mechanoids with your colony as it goes down...

Is there any mod like that for Rimworld v1.0? I really miss these types of Game Modes. :(
#4
If you read the Title...

You know that making research columns for your mods is going to hard especially if you have 24 or more research tabs to be done with the alignment of the boxes for them...

It can be a messy look in-game and trying to figure it out. Without reading the Research tab and then messing it up and trying to make look clean and simple in the research window...

Is there a tool that allows for making research tabs easily or one that previews them?
#5
Hi, ahem hello!

If you read the title of Subject, I'm talking about the Fiction Primer or the Universe primer of Rimworld, Essentially the Lore and the universe of the game...

But some elements that were Cut out and are written out of cannon and thus became non-cannon, because of reasons and the changes made to the game?

But there are things that i can remember but is now removed from the lore, i will try to get my reasons why they were removed if it's too out of place or hard to program in or just silly and cartoonish...


  • Tribal worlds, Reason? Doesn't make any sense to be stuck in the stone age for a millennia?
  • Whip Cactus, Reason? Very Difficult to program a hostile plant that attacks anything in sight near it or might cause problems when it attacks wildlife.
  • Opti-Animals and Trans-Animals aka Talking and Intelligent Animals. Reason? Too ridiculous and out of place or hard to implement?
  • Boomfruit Grenades. Reason? Too weird or that Frag Grenades already take their places already?

I hope this List is was and kinda interesting to read, since there's something that you can look back at and read something that was removed...

I might be missing other things but here are the ones that are more interesting to me at least... I hope you find something out of it... ;)

#6
Aloha!
Let's talk about EMP...

Now EMP we have EMP Grenades, IED and Mortar Shells that can explode, releasing harmless Electromagnetic pulses that can disable Mechanoids, Turrets, Mortars and deplete Shield Belt Users but that's all it's good at...

It has less uses and is mostly not worth against Human Opponents and Raiders, is but very good at disabling Mechanoids and Enemy Equipment such as Turrets...

So how about making EMP being able to Disable or Stun Marine Power Armor and Bionic Parts users?

It would open more strategies and tactics to make EMP Grenades, Traps and Equipment to be actually good against not just to Full Shield Belt Raids but also to Raiders wearing Marine armor and those who have Bionic Limbs and actually turn EMP Grenadiers Raiders into a Threat not to your Turrets but also to your Transhumanists Colonists with Bionic Parts.

They would affect and punish Marine Armor and Bionic Limbs users, not just to the Raiders but also to your own Colonists.
But Not the Marine helmet or Archotech Limbs users... since we could make Bionic Limbs in the Fabrication bench.

Thanks for Reading!
#7
Hello!

It's no secret that i like playing Rimworld with the Long gone Extinct cenozoic creatures from the Mod Megafauna and along with the bones of the dinosaurs coming back to life with Dinosauria and Strange and beautiful but Deadly Alpha Animals that all three bring deadly predators and useful or animals that can be tamed or hunted for meat to the colony...

But there is still something missing here... And talking about these fictional beasts that weren't extinct but were created by Greek and Egyptian and other Mythological Creatures and other Folklore and Heraldic Symbols with legendary beasts...

Sure we got some mods that add Dragons but... What about Gryphons, Manticores, Basilisks that can instantly kill a Colonist with it's attacks, Unicorns, Phoenixes and the Three Headed Cerberus?

Or What about Nine-Tailed Foxes, Hydras, Qilins or Kirins, Bunyips, Wendigos, Living Gargoyles, Barghests, Fireball spitting Hellhounds, Chupacabras, Death worms, Jackalopes or the Skvader?

I know what you're thinking... Aren't They going to be weird and out of place in the Rimworld? Well Yes and No... They do look a bit out of place especially when someone fights or hunts a manhunting Griffin with an Assault Rifle or a there's a Hellhound next to a Person suited in Power Armor...

But in the Rims, We got something like Wargs and Thrumbos who appear to be Genetically or Bio engineered, So some scientist in the Rimworld's universe would play around with the Eagle and the Lion DNAs to create Gryphons or Create Rabbits or Hares with Deer Antlers, So Skvaders won't be out of place, since in Reality it was created by an Taxidermist only to be brought to life by Science! And other dangerous experiments or weapons like Wendigos and Hellhounds...

Also there are also Medieval Worlds where they do have Griffins or Hydras there, before the planet became another Rimworld where the Crashlanded or Space Pirates brought in the Advanced Weapons or they Exported Legendary Creatures into other planets...

Let Me Ask you a Question... What game did Add Gryphons or Dragons in a Sci-fi Setting and gave them Cybernetic or Bionic Limbs to them?
There are a few Sci-fi games or works of fiction that did add Gryphons in their works and allow you to tame them while wielding Energy Weapons while riding them...

I would want to know if there is a mod that add one of these creatures! ;D
#8
Hey, hey, hey there People of the Rims! ;D

Wanna hear jokes about Pyromaniacs setting fire to Chemfuel storage and exploding inside in the Chemfuel Closet?

Well actually we are talking about a toy that's missing for them, Yes have Molotovs and Incendiary Launchers, but we are talking about Flamethrowers!

Actual Flamethrowers! I want them or the flamethrowers mostly if the flames hits anything it it's path it will be engulfed in flames unless it's nonburnable or in-flammable materials. Raiders hiding in sandbags or in stone chunks & trees or even a horde of angry melee tribal raiders or manhunter packs, the flamethrower should be an crowd-control weapon to set them in flames to flush em' out from cover or just set them fire and kill em with fire...

I know this might want C# Coding but XML coding might be tough but i still want it hit anything in it's path, though it missing occasionally.




Oh yea also if you read the subject of the title, i'm also talking about Dragon's breath shotguns or more accurately, Incendiary shotguns.

Yea so Dragon's breath Shotties. Well they ignite people in fire and animals including burnable object like wood. Though i don't want them to create Filth Fuel and starts it's own fires.

This one seems more easy to make though, as i'm a huge sucker of shotguns. This would also allow to create incendiary bullets for other weapons such as machine guns and assault rifles, including fire arrows for bows!




I just want to know if they are any mods out there that add Flamethrowers and DB Shotguns, i just want set the world in fire, that's all. 8)

#9
Aloha Rimworlders! ;D

We go in caravans while in foot don't we? Kind of weird to say that, but something is missing besides riding animals in their backs. We got anicent highways and asphalt roads but there is no wreckage of a Four Wheeled Thing that was burned or just left in the road.

You know that Four Wheeled Thing that i was trying to say... They are called Vehicles, and oddly they are missing in the game since they are said to be hard to program in Tynan's words, but don't tell why they are no wreckages of cars in the roads because they all got deconstructed by some people for some steel & components before we crashlanded in the rims...

Yes i'm talking about Cars here, They can be driven by your pawns and drive around in it doing nothing or ramming into stuff, they need the respective Research and must be built in it's Workshop (Garage?) with tons of components and steel, but they also need to be refueled & filled with Chemfuel otherwise when they run out, they don't do anything but stand there doing nothing. They good in caravans and perform well in the roads but are slow in open or rocky & hilly terrain. EMP Grenades are good against vehicles since they can disable them for a while.



The good old' Cars are unarmed & don't serve any purpose outside of caravans they are good for transporting people and helping out in caravans for traveling faster but can only carry a limited amount of space & passengers, otherwise the people who can't fit have to travel in foot and slow the caravan down, unless there is a second or more vehicles that they can drive.



Pickup Trucks are slightly slower than the Cars, but they have more purpose in the colony in terms of defense & offense, They can become Technicals by building a turret for a manned gunner or a automated turret in the back. They also serve a purpose of being good in caravans as well, able to carry more storage as normal Pickup Trucks and Technicals can harass enemies by driving around them while the gunner or auto-turret takes care of them. Raiders will appear using Technicals and use them to attack your colony.



Tanks would be the ones that will serve the purpose of defending your colony or attacking a raider base with them. They are slower than any other vehicles but they are heavily armored and most firearms and melee weapons will have a hard time destroying one. But are tough things to fight against without another tank or with explosives. They can appear with or use Machine Guns to take care off raiders or manhunter packs or Tank Cannons to fight against other Tanks or Mechanoid Centipedes. Not for good caravan missions or quests except for attacking bandit outposts or enemy faction bases. They are also Expensive to build as well!
Raiders will also appear using Tanks as well in late-game and their Tank Cannons could easily destroy your base if you don't take them out quickly or when you're not being careful!



ATVs or All-Terrain Vehicles fill the niche and are unarmed and can only be driven by one single person only. But they are not slowed down in the world map in the terrain without roads and hills effect them less since they are Off-Road Vechiles. They are good for traveling around in the world map alone or with a small group (Also in their own ATVs) to do quests around such as bandit camps or item stashes and other smaller quests.

I know that i'm missing some other vehicles & cars such as Dirt Bikes, Jeeps, Vans, Police cars, Hooverbikes, Armored personal carriers, Mechas and more. But since there aren't much mods that add Vehicles or even Tanks!

And since getting an official vehicles from Tynan & Ludeon studios is so very low. I really want to get a mod that adds them, or even have them that even gives the raiders using them to raid with them so you can either destroy them for free components & scrap including materials for building your own vehicles or get their vehicles or their tanks if you're lucky!

EDIT: Made some changes and made some things clearer
#10
Mods / Mods that give Mechanoids more weapons?
November 03, 2018, 08:17:29 AM
Hello!

I'm looking for a mod that replaces the Lancers & the Centipedes weapons from the Dreadful inferno cannons into something like chainguns or grenade launchers.

Is there a mod that also replaces the weapons of the Lancers from charge lances into assault automatic weapons or mini-inferno nade launchers?

I really don't like fighting lancers most of the time and want to add more weapons for the mechanoids to spice things up in difficulty and !!FUN!!
#11
I don't know if i'm supposed to put it in the Mod bugs or in the Mod help board instead, but it's minor & somewhat harmless, but it can ruin things for curtain people who read descriptions.

If you read the thread title, When making a custom melee attack for example, Cleaving. I followed the steps to make one and made this for the ToolCapacityDefs.


<?xml version="1.0" encoding="utf-8" ?>

<Defs>

  <ToolCapacityDef>
    <defName>Cleaving_YAWM</defName>
    <label>Cleaving</label>
  </ToolCapacityDef>

</Defs>


I put a tag at the end of the defName, and the label that just says Cleaving...

But however in game this shows up...



What happened? It doesn't use the label i gave it in the XML Code, and shows up with this instead...

I don't know how to fix or if this is really a bug in a code or it doesn't recognize that there's an label without the _YAWM Tag, to avoid conflicts with other mods...
#12
I trying use the xpathing with an existing faction. But the problem is it doesn't work since it doesn't have an DefName since i'm editing the parent but no avail.


<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>

                <li Class="PatchOperationSequence">
    <success>Always</success>
    <operations>
         <li Class="PatchOperationAdd">
         <xpath>Defs/FactionDef[defName = "TribeBase"]/pawnGroupMakers</xpath>
<value>
<li>
<!-- Normal fights, explosives with ranged only -->
                <kindDef>Combat</kindDef>
                                                <commonality>60</commonality>
                                                <options>
                                                         <Tribal_Grenadier>10</Tribal_Grenadier>
                                                         <Tribal_Warrior>10</Tribal_Warrior>
                                                         <Tribal_Berserker>10</Tribal_Berserker>
                                                         <Tribal_ChiefMelee>5</Tribal_ChiefMelee>
                                               </options>
                                       </li>
                              </value>
        </li>
    </operations>
</li>

</operations>
</Operation>


I have tried replacing it with ParentName Or with Name "TribeBase" and with ParentName="HumanFactionBase" Name="TribeBase"...

It does not work or the tutorial references any of these. So please i need help.

EDIT!!!:

I have made a discovery, thanks to my brute force in coding!

If you change this

<xpath>Defs/FactionDef[defName = "TribeBase"]/pawnGroupMakers</xpath>

To this!

<xpath>Defs/FactionDef[pawnSingular = "tribesman"]/pawnGroupMakers</xpath>

It will instead dectect the one with tribesman in it meaning i'm picking both the Gentle & the Savage's tribe's parent or the TribeBase which i'm adding the newest pawn type & raider to it's ranks!



This is great news & kind of quick, now i'm sharing it with you guys to know these as well! ;D
#13
Mods / [MOD REQUEST] Glasses and Sunglasses!!
October 05, 2018, 05:35:16 AM
Hello, Do you know what is missing in clothing & fashion in the rims? Eyewear, AKA Glasses & Sunglasses!! 8)


This Screenshot is photoshopped in GIMP.

This might be a shameless repost from the suggestion forums that no one has replied too, but lets get to the point.

Sure we got hats and a tribal war mask but there is no denying wearing a sunglasses with a cowboy hat to make your pawns look cool or a nerd wearing glasses working in the research bench researching hydroponics. They take up the eyes slot but they aren't that protective, they are there for novelty at best but they will help those who are blind or have cataracts. they don't take up the hat slot and they can be worn with it but however they can't be worn with some helmets or hats like the tribal war mask & the power armor helmet for example.


  • Glasses - Slightly increases sight but helps the blind pawn or if he/she has cataracts. +15% to sight otherwise +35% if the pawn is blind or has cataracts.
  • Sunglasses - Increases social impact by +20% but due to the dark lens. The accuarcy in shooting decreases by -15%
  • Goggles- A ballistic goggles that protects the wearer's eyes, though the goggles can be heavy & blurry at times.
  • 3D Glasses- Very fancy glasses but doesn't serve much purpose aside from making your guy who wear it to look cool.

I don't know if glasses and eyewear will be added in the full release but it doesn't seem that hard to throw them into the game as they serve to help pawns that have cataracts or with ones with sunglasses to increase social impact. I feel that this can be in the game but i don't know, but i can live with out them but still i feel it needs to be added into the game, because people in the rims need glasses too!
#14
Releases / [B19] Heavy SMG Re-Textured
September 12, 2018, 10:09:51 PM
Heavy Submachine Gun Re-Textured

A mod changes the look of the Heavy SMG to a more compact & sleek submachine gun. It does not alter the stats of the Heavy SMG, only the graphics & the visuals of it.

While i like the new look of the Chain Shotgun in B19, but there was something off with the new look of the Heavy SMG, it doesn't feel like it belongs to the artstyle of rimworld, when compared to other vanilla weapons ingame.

I made this mod, because while i like the design of the new Heavy SMG, it's only the look of it that feels off, what i did was i used GIMP and made it smaller and put some very little details in it & tried putting my skills on modifying the sprite of it,
making more of an hybrid by basing it on the UMP-45 with some features of the MP5 & the shape of the FAMAE SAF.


It still looks like it's from an hollywood armory, but however i did my best to make it look better ingame.

I also included alternative skins that can replace the Heavy SMG to the Uzi or back to the TEC-9 along with the Uzi returning back to the Machine Pistol which is included inside the zip folder in the download.
Only for Google Drive though i will get the alternative skins in steam in sometime.



Download Link
Google drive :
[B19] Click Me!
Steam:
[B19] Click Me!


Credits:
Rimworld is created by Tynan Sylvester & Ludeon
Original Graphics by Ludeon studios
#15
Help / Can i disable drop pod raids for my new faction?
September 11, 2018, 06:55:39 AM
Can i disable the use of drop pods with my new faction since they raid you in large numbers since they use firearms and guns but don't have the tech or support to make use of drop pod assaults. It would kind of be unfair if they use drop pods an then there's a large numbers of raiders inside your colony.

Is there anyway i can disable or make them prefer arriving at the edge of the map instead?
#16
Hello! I made a post 11 months ago in the rimworld reddit in the typical tuesday suggestion in september 12, 2017.

I was looking for something scavenge from the remains of my comment about my suggestions, this one wasn't even mentioned or even added unless i was missing something. Eyewear, AKA Glasses & Sunglasses!!


This Screenshot is photoshopped in GIMP.

Sure we got hats and a tribal war mask but there is no denying wearing a sunglasses with a cowboy hat to make your pawns look cool or a nerd wearing glasses working in the research bench researching hydroponics. They take up the eyes slot but they aren't that protective, they are there for novelty at best but they will help those who are blind or have cataracts. they don't take up the hat slot and they can be worn with it but however they can't be worn with some helmets or hats like the tribal war mask & the power armor helmet for example.


  • Glasses - Slightly increases sight but helps the blind pawn or if he/she has cataracts. +15% to sight otherwise +35% if the pawn is blind or has cataracts.
  • Sunglasses - Increases social impact by +20% but due to the dark lens. The accuarcy in shooting decreases by -15%
  • Goggles- A ballistic goggles that protects the wearer's eyes, though the goggles can be heavy at times.

I don't know if glasses and eyewear will be added in the full release but it doesn't seem that hard to throw them into the game as they serve to help pawns that have cataracts or with ones with sunglasses to increase social impact. I feel that this can be in the game but i don't know, but i can live with out them but still i feel it needs to be added in someday. What are your thoughts? ;D
Oh BTW can you make war veli be worn with other hats & helmets in the newest update too, or in a mod please?
#17

After destroying the poison ship that crashed near on your potato farm and after taking out those scythers with the centipede with an inferno cannon that burned half of your farm and poor stanley, but the reward wasn't enough? This simple patch mod will make ancient crash ship parts now drop components and also their specific ship parts drop their respective resources.

  • Psychic ship parts drop advanced components that will help colonies building spaceships that want to escape the rimworlds or mods that use these compoents.
  • Poison ship parts now drop uranium that could use to make powerful blunt melee weapons or shield belts etc.
To be precise, psychic ships drop 10 Components and 3 Advanced Components. While poison ships drop 8 Components the same as ship chunks along with 90 Uranium and with steel and silver that they already include.



Download Link
Google drive : Click Me!






Feel free to use this in your modpack and modify it for your personal needs if you like.
No need to ask to permission from me to include it. :)


Credits:
Tynan Sylvester and ludeon for creating Rimworld and for the art core which i used to make for the preview image.
Marnador for the RimWorld Fan made custom font.
#18

A small little tiny mod that just renames Steel into Iron simple as that.

It's kinda weird in rimworld that you get Steel yet the game treats it more as iron. Since steel is supposed to be better than or an upgrade from iron in many ways in other games but steel falls flat when paired with plasteel or uranium melee weapons. But is essential for constructing important buildings or wires. Which is why i renamed Steel into Iron! And this is why i made it in the first place!

What does the mod do?
It Renames Steel into Iron and changes the description of steel/iron as well!

Wait that's all?
Well no it also renames Compacted Steel into Iron Ore and slightly edits the Steel Slag Chunk's description too, that's all it does! :P

But no wait! In the newest update in B19. Now it also modifies some of the descriptions as well of some new and old items, like the mini-turrets and sandbags for example!

Now for 1.0!!


What's Iron or what is even Iron from?

Here you go!





Another small tiny mod that replaces the textures of Uranium and giving it a darker green tint .

Because if you have Steel Iron and Uranium next to each other, like say a steel mace and a uranium mace next to each other, it can be hard to notice since they are both gray unless you check the weapon on what material it is made of. So i made this mod to give a green look to it and now the uranium maces that you found or made are now darker gray with a green tint on it despite looking odd and unrealistic but it's better to know which is steel and uranium right?

Without UCIU Mod


With UCIU Mod Active

God dangit, steel look! We just mixed up some of our stuff ya dumb idiot!

Steel and Uranium Ore side to side


I may be no metallurgist or geologist.
I know that uranium isn't supposed to be green or is made of kryptonite. But hey at least in a game stand point you can easily tell which is steel or uranium! ;D




Download Link

Google drive Steel is Iron and Uranium Color is Uranium!:
[1.0] Click Me!

Google drive Steel is Iron Only:
[B18] Click Me!
[B19] Click Me!



Credits:
Chemistry and Metallurgy for teaching me about metals and alloys including gases.
Heavy Metal music wait what?

#19


What?
A very small mod that add two hats or rather helmets into the game. Currently it's only two helmets for now.
This mod has...

  • - Round helmets. Based on the WWI & WWII brodie helmet. A cheaper version of the simple helmet, but it has a small amount of defense and lacks psychic protection against psychic drones.
    Stats: Cost to make, 50 Metal stuff. Work to make, 75. Armor - Sharp 22%, Blunt 24%. Stat offsets - Movement Speed -0.02%
  • - Riot helmets. Protects the entire face when wearing it. It's somewhere in the line of the advanced helmet and the power armor helmet. but unlike the power armor helmet it has better protection against blunt attacks but the sharp armor is in the same value with the advanced helmet though.
    Stats: Cost to make, 75 Metal stuff, 4 Components, 10 Plasteel. Work to make, 367. Armor - Sharp 40%, Blunt 42%. Stat offsets - Movement Speed -0.06%


The helmets from this mod were meant to be released with a weapon mod i was making. Only the helmets are only thing i can easily throw into B18 since the combat has been changed and revamped.
And the graphics from the mod are meant to fit into the game art style.


Important!
-This mod can be added into a ongoing save. but make sure you make a backup first!

-This mod also adds a patch. Only for the advanced helmet and the power armor helmet. Don't worry it's only for it's commonality! Since the riot helmets albeit weaker than the power armor helmet can also take the role of protecting against headshots! So the power armor helm and the riot helm are going to share the same commonality [ 1.4 ].
While the advanced helmet has been less common with the two new helmets including the vanillas helmets. because of this, it has been made to be a bit more common in raids [ 1.2 commonality].


Screenshots!





Oh hey it's fontaine from bioshock :p


Download Link
B18 Google drive : Click Me!


Changelog
V1.0 - Release.

Feel free to modify it for your personal needs if you like.
But if you want to use this in your modpack and to modify them to the public, ask me first and please put me in the credits as well putting a link to this mod.


If you found this mod interesting or you liked this mod. then check out my other mods! 
- Playable settlers & scenario! [B18/A17]


Credits:
Tynan Sylvester and ludeon for creating this great game and for the art core which i modified with to make the helmets with.
GIMP which is the program that i used to make the helmets with.
My family and my dogs and friends for keeping me happy and focused.
The font being used is Harlow Solid Italic. just to let you know ;)
#20

So you played as the Crashlanded colonists and the Lost Tribe. But what about the Outlanders? What you wanted to play as them? Now you can ( kind of... )
play as them with this small mod! Which also includes an scenario too!


Now With Combat Extended Support!


This simple mod allows you to play as four settlers which are similar to the three colonists. They start with Stonecutting, Complex clothing and Complex Furniture and can build a Passive Cooler too ( Only in the scenario. ).
But they have to research electricity to build power in the colony, which means that you have to also research air conditioning, solar panels and batteries!

And in Combat Extended, their weapons they start with are short-ranged so use cover and create ambushes and surprises to your advantage, until you get better ranged weapons.

This scenario can be seen as an easier version of the lost tribe with a bit of a mix of the crashlanded scenario rules.

They may appear similar to the crashlanded new arrivals, wearing dusters and sometimes with a cowboy hat, the clothing they wear are worse than synthread
since they mostly wear cloth but sometimes they can wear hats and appear with one or more with your starting pawns.
They are poor compared to the crashlanded colonists and the rich explorer, 2000 vs 800 vs 535 silver unless you sell some of the items including animals that you start with.


The Settlers start with...

  • Silver x535
  • Potatoes x125
  • Corn x95
  • Packaged survival meal x50
  • Medicine x20
  • Components x20
  • Pump Shotgun
  • Revolver
  • Autopistol
  • Steel knife
  • Flak Vest
  • Two random pets
  • Three chickens
  • Two pigs
  • Steel x350
  • Wood x550




With Combat Extended Installed and Detected...

  • .44 Magnum FMJ x60
  • .45 ACP FMJ x70
  • 12 Gauge Buckshot x50
  • 12 Gauge Slug x25
  • [X]Flak Vest is removed from the starting Scenario


Compared to the weapons to the crashlanded scenario. They start with a autopistol, a revolver and a steel knife which is much worse than the plasteel knife, they lack the flak pants, advanced plasteel helmet and they only come with an single flak vest in B19.The only saving grace is the pump shotgun which means you have to get close and use new tactics in early and in mid game.

And with Combat Extended, you better make use of the Shotgunner with Pump Shotgun.

Feel free to butcher or sell the pigs and chickens in the scenario as they are not bonded to any of your settlers in the start.
Settlers also have a chance to appear with hats as seen in the preview, and have an advantage of not being handicapped at the start from cyrosleep sickness in crashlanded or malnutrition or instantly hungry in the lost tribe scenario.   

FUN FACTS
This mod started in A14 and also the first mod that i created for RimWorld and it jumped to A15 and A16 easily since it uses the vanilla graphics, but i didn't release it to the public since i'm a shy person :-\

The settlers were called villagers but i was against it and decided that they are called settlers to avoid confusion with outlander villagers and wanderers that just joined.

Oh yeah i also wanted to throw this B19 version to the unstable. But alas, again i'm a lazy person like a sleepy sloth. :P

Download Link

V1.0 CE Google drive With CE Support : Click Me! Steam: Click Me!

V1.0 Old
Google drive: Click Me!


B19 Google drive : Click Me! Steam: Click Me!

B18 Google drive : Click Me!

A17 Google drive : Click Me!

Here are the preview screenshots :) ( NOTE: Some of the screenshots are in A17 or in B18. But the first two are the latest version. )










Totally not cheated colony base... no really it's totally legit and built without dev mode... Also it's in A17... okay you caught me...

How to install
If you have downloaded it from the google drive then please follow these steps.
- Please locate the RimWorld Game Folder.
- Unzip the contents and place them in your RimWorld/Mods folder or Steam/Steamaps/Common/RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
- Afterwards. Go to new colony and...
- Enjoy playing the mod! ;D

- If Combat Extended is Installed, please put CE Above this mod.

How to uninstall the mod
If you have created a scenario with the mod then please before uninstalling or disabling the mod follow these steps.
- Find any custom scenario that includes the faction "New Village Settlers"
- Delete the custom scenario(s) using the "New Village Settlers" or replace them with another player faction e.g "New Arrivals"
- Once you done that. You can now safely disable and uninstall the mod.
- Please don't play any saves that used the playable settlers mod if you disabled or uninstalled it.
Otherwise starting a new colony or playing the save without the mod you will get a giant box containing angry mahunting hungry exploding flying monkeys!
Changelog
V1.0 - Release for A17 and B18.

V1.1 - Released for B19
-Changed Starting Silver from 500 to 525
-Starting Packaged survival meal is now 50 instead of 48
-Starting Wood is now 540 before it was 450
-Added Flak vest for scenario
-All starting clothes are all made of cloth.
-Changed some dialogue and description including the starting dialogue for the settlers.
-Various tweaks and stuff i forgot. :P

V1.2 - Released for 1.0
-Changed the scenario description.
-Tweaked the food & silver in the starting scenario.
-Some other tiny things i forgot.

V1.3 - Added Combat Extended Support
-Gave proper ammunition for the scenario.


Feel free to use this in your modpack and modify it for your personal needs if you like.



If you found this mod interesting or you liked this mod. then check out my other mods! 
-  Steel Is Iron! and Uranium Color is Uranium! [V1.0]
- Kirby's Hats & Helmets! Riot Helmets For Everyone! [B18 Only!]
- Ancient Crashed Ships Drop Components [B18 Only!]



Credits:
Tynan Sylvester and ludeon for creating this amazing game.
Marnador for the RimWorld Fan made custom font.
The Entire CE Team and NoImageAvailable for Combat Extended.
ZorbaTHut for xpath patch feature and Zhentar for the xpath tutorial, without it the mod would overwrite the research and clothing defs to make other mods incompatible.
My family and my dogs and friends for keeping me happy and focused.