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Topics - WalkingProblem

#1
[1.3] A Colonist A Day

https://steamcommunity.com/sharedfiles/filedetails/?id=2624010206

Are you sick and tired of having insufficient colonists and having your colony failing?
   
Fear no more! This is the "A Colonist A Day" mod! That will give you... THATS RIGHT! A COLONIST A DAY!

====

MOD FEATURES:
- Spawn a new colonists for your colony every day!
- The daily countdown starts every time you load your game (because I'm lazy to code a "save the time")
- You will be fearless and will go to war with everyone.
- You will have overpopulation (after some time)
- You MAY have trouble feeding your colony
- Your game may start to lag after having too many colonist...
- You may never "game over"...
- You can say thank you now.
- You are welcome.

====

SUPPORT ME:

Subscribe to my Youtube channel (so that I can one day earn a living thru youtube and continue to do modding)
https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw

Become my patron on Patreon (so you can have an influence over me and what mod I work on next)
https://www.patreon.com/walkingproblem

Chat with me on Discord
https://discord.gg/AWK5Jxa
#2
Releases / [1.3] SmurfeRim Ver4.0 - The Smurf Mod
July 30, 2021, 12:41:17 AM


Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=912714690
Subscribe to my youtube channel to support my modding: https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw

*** SMURFS ARE NOT AS CUTE AS YOU THINK***

----

BACKSTORY:
The Smurfs are a species blue humanoids that lives in mushroom-shaped houses in the forest, usually led by Papa Smurf. The smurf-mmunity in their village are always cooperative, sharing and kind environments for every Smurfs living there. While popular myths had always portrayed the Smurfs as being repressed and violently suppressed by the "Evil" Wizard Gargamel, the stories turned out to be misinformation and fake news propagated by Smurfs-sympathizers.

The forgotten truth is that Gargamel was actually the archwizard of a long forgotten kingdom, that was sent by the King himself to fight and eradicate the "Blue Threat". Hundreds upon thousands of peasants had been mercilessly murdered by a never seen before blue-skinned humanoid monsters, although no bigger than a house cat. What was later known to be Smurfs, had an incredible rate of reproductions and their kind spreads like wildfire. Their cute and innocent appearance hides the fiercely territorial nature of these magical creatures. The smurfs had became so powerful during the time of Gargamel, that the Smurfs declared all out war against the archwizard's Kingdom. All that stand between the Smurfs and the destruction of the Kingdom, was Gargamel the Great himself.

It was during this period of great calamity that Gargamel made the greatest discovery about the Smurfs: their body contains an unique liquid that can be found no where else, and that it had great life-saving abilities when it is combined with medical herbs. The usage of the magic potion extracted from the Smurfs brought about an revolution in the medical world and Gargamel was regarded as the greatest healer of his time after he made the discovery. However, as the only person in the Kingdom, to be able to subdue the "Blue Threat"; along with the fact that the discovery of this new highly sought after commodity resulted in the a Royal decree that restricts any information about the source of the potion to be leaked – Gargamel was condemned to a life in a run-down hovel, with his mangy cat Azrael, deep in the dark forest on the outskirt of this Kingdom.

The fiercely loyal Gargamel dedicated his final few decades of his life to his King, keeping the population of Smurfs to just 1 village – while constantly "milking" the excess smurfs, to be readied for the weekly horse carriage that arrives to delivers the precious potions to the capital. The Kingdom became rich and powerful, being the sole producer of the rare potion; while at the edge of the Kingdom, Gargamel gets old and senile; often heard cursing at the Smurfs by passing travellers. Gargamel was eventually slain by Papa Smurf after Gargamel fell into an ambush in one of his daily smurfs culling. Azrael died beside him as the old cat was surrounded and bashed to death by numerous Smurfs. The Smurfs then went into hibernation for centuries in wait for a time where the humans are weaker, and thus they can rise again.

Eventually the young and rich populace in subsequent generations conveniently forget about Gargamel's lifelong sacrifice, while sinister underground organisations started their misinformation campaign to cast Gargamel as the evil wizard that captures cute smurfs as an magical ingredient to make gold, for some unknown political reasons. As for the magic potion, it was later renamed as Neutroamine by one of the brand strategist of the government-owned corporation of the new republic, tasked to manage and sell the remaining stock of potions that was stashed during the time of Gargamel. Today, the Corporation remains to be the only seller of Neutroamine in the entire galaxy; and they are still selling exclusively from Gargamel's depleting stockpile, as the Smurfs were never found since, and all artificial means of reproducing the ingredient had failed.

———

THE MOD:
Walking Problem Studios brings yet another popular cute franchise into RimWorld: The SmurfeRim Mod!

The SmurfeRim brings the cute blue Smurfs into the world of RimWorld.

You can either help bring the lost Smurfette, back together again with the Smurfs and Papa Smurf – and all live happily ever after under your roof....

OR you will need to face the ancient threat that had once faced by Gargamel the Great – eradicating the "Blue Threat" / Smurfestation before they get out of hand....

OR you can resume the role of Gargamel the Evil Wizard, to contain and farm these blue creatures of their "magic potion", to bring health and happiness to the galaxy.

P.S: Beware! If you suddenly feeling super good and happy for no apparent reason deep in the woods, you might had wandered right into a Smurf Village.

FEATURES:
– The Smurfs will be the only way you can acquire an important ingredient you always need, but can never produce
– Smurfestations Events are extremely dangerous, never look down on the Smurfs
– Papa Smurfs are tough, and their numbers often corresponds exactly as per the number of Smurf Villages there are on the map (on Rough difficulty, will be more or less depends on your difficulty settings)
– Smurfs from Smurfestations cannot be tamed, they had pledged a lifetime of hatred for you.
– The only smurfs that can be tamed are the "good smurfs" that we know from the movies and cartoons
– The tame-able smurfs will wander into the map occasionally
– If you want to reproduce smurfs, take note: there is only 1 female Smurf, and its Smurfette.
– Smurfette may wander into your colony, and if you missed her, you may not see her again for a long long time
– Papa Smurfs will not have sex with Smurfette, so forget about that kinky thought.
– Blue Meat. Period.
– Blue Skin/Leather. Period.
– Smurfs breeds really quickly and are ideal in form your dispensable blue army!
– But to have your own smurf army... you need Smurfette.





CHANGELOG VER4.0:
- Added 9 different type of smurf building replacing the old smurf village
- change to only towncenter can spawn new buildings
- each building serve a different purpose: spawning different items/pawns
- added dessicated smurf- smurfs will now arm themselves with weapons
- female smurfs will plant flowers everywhere they go
- male smurfs will plant torches everywhere they go (limit to smurf's with a faction only)
- smurf defend village AI is recoded
- Added a brainy smurf variant of Smurf
- Added a new species of smurf call the Smurfmando, which replaces Papasmurfs as the overpowered smurf in the village (as there can only be one Papasmurf for each village cluster)
- Papasmurfs are limited to one per towncenter
- Papasmurf will be respawned from the towncenter if the existing papasmurf is killed.
#3


This is a massive update, one that had took more than a year to finally get updated. RimSlaves is back!

The update launch coincides with the final episode of Game of Thrones – thus it is a celebration of a series that we all loved, inspired by.

For this update, I have added things that was highly demanded, like the slaves apparels and weapons for your pawns; as well as revamped the Dothraki a little making them a wee bit more realistic.

Hope you guys have fun!

---

NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/1-0-rimslaves-5-0/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1746084920

ADVANCED ANIMALS FRAMEWORKS Required: http://walkingproblem.com/sdm_downloads/1-0-advanced-animal-frameworks-3-3/

JECTOOLS Required: https://steamcommunity.com/workshop/filedetails/?id=932008009

OFFICIAL WEBSITE: http://walkingproblem.com/
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
TWITTER: https://twitter.com/KingProDios
YOUTUBE: https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw
TWITCH: https://www.twitch.tv/walkingproblem

FUND MY MODS @ PATREON: https://www.patreon.com/walkingproblem
BUY ME A MEAL/COFFEE: https://ko-fi.com/walkingproblem

---

VER 5.0 CHANGELOG:

– Updated to Rimworld 1.0
– Added mod dependency on Jectools
– Dothraki now carries a standalone weapon
– Dothraki now get "disgraced" if downed
– Added apparels: Sally Skimpies, Maiden Dress, Unsullied Armor, Unsullied Helmet
– Added weapons: Arakh, Unsullied Spear
– You can know get your slaves' apparels and weapons when you butcher them (except Dothraki)
– Dothraki is now a hidden faction that will conduct raids
– Some added/changes to the work of the Slaves (assorted)
#4
Releases / [B19] Boom Boom Is Prey!
September 17, 2018, 08:41:05 AM


Feeling ridiculous that no predators hunts boomers?

You agree that boomrats and boomalopes should be part of a healthy diet of any rimworld predators?

Then you need this mod!!!

WARNING: This mod may cause massive fire on your map! Since they will still explode upon death....

—-

NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/b19-boom-boom-is-prey/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1511181700
FORUM LINK:

OFFICIAL WEBSITE: http://walkingproblem.com/
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
TWITTER: https://twitter.com/KingProDios
YOUTUBE: https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw
TWITCH: https://www.twitch.tv/walkingproblem

SUPPORT ME ON PATREON: https://www.patreon.com/walkingproblem
#5
Outdated / [B18] Advanced Animal Frameworks 1.0
March 20, 2018, 01:46:38 PM


This is the core framework that allows animals to carry weapons, do various work and for special autonomous animal-like vehicles. Does not add content on its own. It will power all the Walking Problem "animal mods" like Minions, Smurfs, RimSlaves, Trading Economy, etc in time to come.

This framework is also created to allow other modders to tap on the work that I have done, so that they need not reinvent the wheel.

Special Credit to Chjees for his GenericWorkGiver codes that powers most of the Animal Work Framework work abilities (that is part of this Advanced Animal Frameworks).

———

FORUM LINK: https://ludeon.com/forums/index.php?topic=40547.0
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1336991209
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/b18-advanced-animal-frameworks-1-0/



OFFICIAL WEBSITE: http://walkingproblem.com/
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
TWITTER: https://twitter.com/KingProDios
YOUTUBE: https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw
TWITCH: https://www.twitch.tv/walkingproblem

FUND MY MODS @ PATREON: https://www.patreon.com/walkingproblem
BUY ME A MEAL/COFFEE: https://ko-fi.com/walkingproblem
#6


Walking Problem is a problem. He is crazy and will make life on the Rim, really really happening. He enjoys nothing more than bad jokes done too many times.

Your life in Rimworld will never be the same again....

———

What to expect:
– The game "feels" faster
– A lot of things happening all the time, making life really interesting
– A lot more "help" from friendly factions
– Just really happening....
– A lot of trading for you to do...
– You will not feeling alone or lonely
– And really damn happening...
– The world will feel "populated"
– And the game will now be very happening.

———

CHANGELOG VER 2.0:
– Totally rebuilt the entire mod for B19

CHANGELOG VER 1.1:
– Reduce Trader Caravan Incidents

———

STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1295107035
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/walkingproblem-happening-storyteller-2-0/



OFFICIAL WEBSITE: http://walkingproblem.com/
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
TWITTER: https://twitter.com/KingProDios
YOUTUBE: https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw
TWITCH: https://www.twitch.tv/walkingproblem

FUND MY MODS @ PATREON: https://www.patreon.com/walkingproblem
BUY ME A MEAL/COFFEE: https://ko-fi.com/walkingproblem
#7


Remove infestation event from your game.

Unless you spawn them with dev mode...
... the infestation event (including deep drill infestation) should never ever appear ever forever ever again ever like never before really no joke.

Nuff Said.



FORUM LINK:
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/1-0-no-infestation/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1279817576



OFFICIAL WEBSITE: http://walkingproblem.com/
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
TWITTER: https://twitter.com/KingProDios
YOUTUBE: https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw
TWITCH: https://www.twitch.tv/walkingproblem

FUND MY MODS @ PATREON: https://www.patreon.com/walkingproblem
BUY ME A MEAL/COFFEE: https://ko-fi.com/walkingproblem
#8


Get pregnant and start a family!



This is a framework, which allows Race modders that utilizes the Alien Humanoid Framework, to add pregnancy into their mod.

Add this "AddOn" alone does not add any content to your game.

—-

MOD WITH THE PREGNANCY ADDON:
RimWorld Of The Apes : https://ludeon.com/forums/index.php?topic=36793.0

—-

NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/humanoid-alien-framework-pregnancy-addon-1-0/
STEAM DOWNLOAD: http://steamcommunity.com/sharedfiles/filedetails/?id=1277918724

Powered By: Humanoid Alien Framework 2.0 by Erdelf
Get Humanoid Alien Framework 2.0 here: http://steamcommunity.com/workshop/filedetails/?id=839005762



OFFICIAL WEBSITE: http://walkingproblem.com/
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
TWITTER: https://twitter.com/KingProDios
YOUTUBE: https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw
TWITCH: https://www.twitch.tv/walkingproblem

FUND MY MODS @ PATREON: https://www.patreon.com/walkingproblem
BUY ME A MEAL/COFFEE: https://ko-fi.com/walkingproblem

Special Thanks to Erdelf (created of the Humanoid Alien Framework) for all the assistance and support he had provided – without which, this mod/addon would never be possible!

[ MORE INFORMATION TO COME... ]
#9


Remove boom rats and boomalopes from your game.

Unless you spawn them with dev mode...
... they will not spawn naturally nor appear in manhunter packs

—-

Developer's Note: This is to get people off my back in Wild Animal Sex mod, where they keep complaining about boom rat infestations.... Get over it!

You guys owe me support on my Patreon. Fund my modding!!!!!!!!!!!~~~~~~

https://www.patreon.com/walkingproblem

—-

NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/b18-no-boom-boom-1-0/
STEAM DOWNLOAD: http://steamcommunity.com/sharedfiles/filedetails/?id=1271582812
FORUM LINK: https://ludeon.com/forums/index.php?topic=38269.0

OFFICIAL WEBSITE: http://walkingproblem.com/
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
TWITTER: https://twitter.com/KingProDios
YOUTUBE: https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw
TWITCH: https://www.twitch.tv/walkingproblem

SUPPORT ME ON PATREON: https://www.patreon.com/walkingproblem
#10


LET THERE BE SEX!!!

A mini-mod for those players who (like me), prefer the wild animals to behave normally – and actually mate in the wild.

Have fun!

If you do not want Boom Rats and Boomalopes: http://walkingproblem.com/2018/01/17/b18-no-boom-boom/



FORUM LINK: https://ludeon.com/forums/index.php?topic=37461.0
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/wild-animal-sex-ver3-2/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1224175982



OFFICIAL WEBSITE: http://walkingproblem.com/
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
TWITTER: https://twitter.com/KingProDios
YOUTUBE: https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw
TWITCH: https://www.twitch.tv/walkingproblem

FUND MY MODS @ PATREON: https://www.patreon.com/walkingproblem
BUY ME A MEAL/COFFEE: https://ko-fi.com/walkingproblem

---

CHANGELOG 3.2:
– corrected prey calculation error. Now the prey calculation is correct now.

CHANGELOG 3.1:
– time counting for predator and prey introduction is redone; previously I mistakenly use Real Time to calculate spawning; it is now in game time
– predators in prey overpopulation situation will only spawn every half a day
– prey introduction only dice roll once a day (1/6 chance to spawn new prey animal)
– added mod setting option to disable seeing the Overpopulation and Stable population alerts to have a more "realistic" game experience

CHANGELOG 3.0:
– big predators are only introduced 1/3 the chances of smaller predators
– new preys will now be introduced at random as long as the map is not overpopulated prey. This is done because the game will not introduce new prey once the vanilla game's animal limit is hit.
– predators entering via prey overpopulation now enters hungry (so they will hunt immediately)
– added "ecosystem is balanced" alert to keep player informed of the prey and predator numbers
– now prey and predator population will always be shown via the alert on the right column of the screen
– changed the codes to ensure that new animals are always introduced from the edge of the map

CHANGELOG 2.2:
– Changed Level 10 Prey Population Limit to "No Limit"

CHANGELOG 2.1:
– Removed "Biome Not Full" debug log.

CHANGELOG 2.0:
– Added Mod Setting option to adjust Prey Population Limit

CHANGELOG 1.7:
– Double prey population limit to previous level (sorry lagging guys, get a new computer)
– Added Prey Limit, Current Prey Population, Number of Prey and Number of Predator stats to the Overpopulation Alert description box

CHANGELOG 1.6:
– Reduced prey population limit by half.
– Disable deterioration for vanilla fertilized eggs.

CHANGELOG 1.5:
– Slowed down predator spawn to once a day
– Disable spawning of "unnatural animals"
– Fixed spawning locations
– Doubled prey population limit

CHANGELOG 1.4:
– Now the mod detects prey population in relation to how much prey a biome can support
– If there is an overpopulation of prey, predators will be spawned periodically until the prey population drop below the overpopulation limit
– Hunger rates of all the predators are reset back to default

CHANGELOG 1.3:
– Increased predators spawn rates by 3 times.

CHANGELOG 1.2:
- Increased most predators hunger rates by at least twice
- This is to balance against the increased number of rodent preys from breeding

CHANGELOG 1.1:
– Enabled pets to mate with wild animals (and vice versa)
– As this update remove faction check, pets – wild animals – other faction's pets – caravan animals : may all have a big orgy.
#11
Releases / [1.0] Rimworld Rabbids 2.0
December 05, 2017, 01:53:33 PM


Following the occasionally followed tradition of making mods that no one wants: Walking Problem presents, RIMWORLD RABBIDS!

Rabbids are large, crazy rabbit-like creatures who like to cause havoc and mischief. So, for no good reason, they decided to eat the entire RimWorld.

Rabbids will enter the map, breed like mad, eat like mad - and provide you with a lot of food (if you can manage them).

Thanks to "Sadie, An Inebriated Husky" for reminding me about doing this mod which I actually had pondered about half a year ago.

Have fun!

---

OFFICIAL WEBSITE: http://walkingproblem.com/
FORUM LINK: https://ludeon.com/forums/index.php?topic=37417.0
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1222423344
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/1-0-rimworld-rabbids-2-0/
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem

ADVANCED ANIMALS FRAMEWORKS Required: https://steamcommunity.com/sharedfiles/filedetails/?id=1336991209

OFFICIAL WEBSITE: http://walkingproblem.com/
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
TWITTER: https://twitter.com/KingProDios
YOUTUBE: https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw
TWITCH: https://www.twitch.tv/walkingproblem

FUND MY MODS @ PATREON: https://www.patreon.com/walkingproblem
BUY ME A MEAL/COFFEE: https://ko-fi.com/walkingproblem

——

CHANGELOG VER2.0:
– Updated to RimWorld 1.0
– Added new rotten remains textures
– Added dependency on Advanced Animal Framework
– Now will equip melee weapons automatically
#12


Have you always wanted to play as Caesar, leading your colony of Apes to a better life?

Now you can!

Walking Problem is proud to present, the Planet of the Apes mod: RimWorld of the Apes!

You can play either as Apes or meet Apes factions in the game. There are 2 distinct factions of Apes, the enlightened apes who do not want war, and the rogue apes that believes that the only way to get peace to wipe out other races.

FEATURE:
– 4 different types of Apes: Chimpanzee, Bonobo, Orangutan, Gorilla
– Chimps and Bonobos are generally the mainstay of the apes, that are flexible and balanced in most ways
– Orangutans are incredibly intelligent, perhaps even more so than Humans
– Gorillas are the guardians of the apes factions, being the most resilient and most powerful among the apes
– Child and Juvenile textures included
– Apes are generally faster and stronger than humans
– Apes however cannot wear human apparels (which is what human uses to level the playing field)
– Apes can wear vanilla hats and ape's own tribal apparels (except gorillas)
– Apes likes to be naked, do not mind eating insects, sleeping on the ground, eating raw food or eating without table.
– Apes can use human weapons
– Appropriate backstories for Apes that correspond to their individual strength and weaknesses


FORUM LINK: https://ludeon.com/forums/index.php?topic=36793.0
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/rimworld-of-the-apes-3-0/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1198933031

Powered By: Humanoid Alien Framework 2.0 by Erdelf
Get Humanoid Alien Framework 2.0 here: http://steamcommunity.com/workshop/filedetails/?id=839005762





NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/rimworld-of-the-apes-mod-3-0-pregnancy-addon/
STEAM DOWNLOAD: http://steamcommunity.com/sharedfiles/filedetails/?id=1277918724

Powered By: Humanoid Alien Framework Pregnancy AddOn by Walking Problem (me!)
Forum Thread here: https://ludeon.com/forums/index.php?topic=38785.0



OFFICIAL WEBSITE: http://walkingproblem.com/
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
TWITTER: https://twitter.com/KingProDios
YOUTUBE: https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw
TWITCH: https://www.twitch.tv/walkingproblem

FUND MY MODS @ PATREON: https://www.patreon.com/walkingproblem
BUY ME A MEAL/COFFEE: https://ko-fi.com/walkingproblem

---------------------------------------

CHANGELOG VER3.0:
– Added more body types for Gorillas and Orangutans
– Added dynamic fur/skin color for Chimps and Gorillas
– Edited weapon Javelin's stats
– Allowed Apes to wear vanilla headwears
– Added tribal apparels for Chimps, Bonobo and Orangutans (can be crafted like normal apparels)
– Now with proper resizing support thanks to Erdelf's updates in the Alien Framework
– Expanded all Apes' lifestages from 3 to 5, mirroring humans
– Created unique lifestage "juvenile" inplace of "teenager"
– Reduced the number of heavy weapons and advanced weapons Apes in raids
– Added scars as hairstyles as additional facial features
– Created Pregnancy AddOn via the creation of the Alien Framework Pregnancy AddOn

CHANGELOG VER2.2:
– Adjusted Apes comfy temperature range to -2 to 35

CHANGELOG VER2.1:
– A quickfix/update exclusively for Steam users only (silent update)
– Comfy Temperature fix, now Apes do not have ridiculous temperature tolerance
– Added reactions to eating fellow Apes, humans and human-like food (a little buggy, due to the framework bug)
– Nerfed the Ape Javelin, reducing its damage
– Fixed looping error/bug that appears when Ape caravan enters the map

CHANGELOG VER2.0:
– Update to B18
– Apes Javelin is made more powerful
– Fixed Male/Female body texture issue thanks to fix by Erdelf's Humanoid Alien Framework Update
– Fixed hostile Enlightened Ape faction issue
– Changed ape caravan goods.

---------------------------------------










#13
From the guy who brought you Minions and RimSlaves, presents:

Planet of the Apes Mod!

This mod will be based on the latest movie trilogy and will feature "tribal apes with M16s and Bazookas" as both factions and playable pawns.

Current plan: there will be 2 factions, one lead by Caesar (neutral faction), another led by Koba (enemy faction); they will be pretty human-like and will basically be like tribal faction start. We will have all 3 species: chimpanzee, gorilla and orangutan.

I will want to add appropriate backstories and bios for some of the movie featured apes.





What else you guys think the mod should have or any ideas you guys wanna contribute?
#14
Outdated / [B18] POKÉRIM: POKÉ BALL 2.0
October 08, 2017, 03:07:11 PM


Have you dreamed of being a Pokémon Trainer, to go around catching Pokémons and wild creatures!?

NOW YOU CAN!



Proudly presenting: The Poké Ball Mod!!!

The Poké Ball mod is the first mod from the PokéRim mod series, an ambitious long term project that we had announced on 4th April 2017 (http://walkingproblem.com/2017/04/04/announcement-of-tentative-plans-for-pokerim-pokemon-mod-for-rimworld/).

This mod introduces the Pokeballs, which are a form of one-use grenades, which can be used to tame wild animals to become part of your colony. Each of them can be crafted with the appropriate researched required done.

Gone are the days, where you wonder how on earth rimworld, are you going to finally get a pet panther.

Now its possible!

Grizzly Bear? Sure!

Cobras? Why not!?

Thrumbo? Are you good enough to catch it? =P



FEATURES:
– 5 Types of Pokeballs: Apricorn, Poké Ball, Great Ball, Ultra Ball, Master Ball
– 5 Research for each of the Pokeballs
– Pokeballs are craftable using vanilla structures (crafting spot for apricorn, machining table for the rest)
– Intricate mathematical combat calculations to determine success or failure
– Pokeball capture attempt's stats and calculation viewable from error log
– Colonist that successfully tame a wild animal will gain animal skills experience
– Amount of skills gained from taming is according to the combat power of the animal
– Colonist's animal tamed stats will be updated with each successful tame using a pokeball
– Tales will tell of how your colonists tamed the animals
– You can bash up the animal to make it easier to tame!



POKÉ BALLS:


Apricorn Primative Poké Ball

A primative form of poké ball, made from using wild berry and some simple materials, for use to capture and tame wild animals.
WorkToMake: 1000
Cost: 1 x RawBerries, 5 x Steel
ProducedAt: Crafting Spot
ResearchRequirement: Apricorns

MarketValue: 120

PokeBallLevel: 50 (+0.5 in the calculation)
ExplosionRadius: none
Range: 7.9
warmupTime: 1.5
RangedWeapon_Cooldown: 2.66
AccuracyTouch: 1.0
AccuracyShort: 0.8
AccuracyMedium: 0.6
AccuracyLong: 0.4



Standard Poké Ball

A standard poké ball, that is commonly used by all pokémon trainers, in their pursue to become a Pokémon Master.
WorkToMake: 2000
Cost: 1 x Component, 8 x Steel
ProducedAt: Machining Table
ResearchRequirement: Pokeball

MarketValue: 250

PokeBallLevel: 50 (+0.5 in the calculation)
ExplosionRadius: none
Range: 12.9
warmupTime: 1.0
RangedWeapon_Cooldown: 2.66
AccuracyTouch: 1.0
AccuracyShort: 0.9
AccuracyMedium: 0.8
AccuracyLong: 0.7


Great Poké Ball

An improvised explosive version of the poké ball, that is easier to use standard poké ball due to a bigger catchment area. Noobs love this
WorkToMake: 3500
Cost: 3 x Component, 10 x Steel
ProducedAt: Machining Table
ResearchRequirement: GreatPokeball

MarketValue: 415

PokeBallLevel: 50 (+0.5 in the calculation)
ExplosionRadius: 3 cells radius
Range: 12.9
warmupTime: 1.0
RangedWeapon_Cooldown: 2.66
AccuracyTouch: 1.0
AccuracyShort: 0.9
AccuracyMedium: 0.8
AccuracyLong: 0.7


Ultra Poké Ball

An high tech version of the poké ball, that is twice as powerful as a standard poké ball. This primarily used to tame powerful creatures that are beyond the ability of the standard poké ball.
WorkToMake: 4500
Cost: 5 x Component, 10 x Steel
ProducedAt: Machining Table
ResearchRequirement: UltraPokeBall

MarketValue: 625

PokeBallLevel: 100 (+1.0 in the calculation)
ExplosionRadius: none
Range: 12.9
warmupTime: 1.0
RangedWeapon_Cooldown: 2.66
AccuracyTouch: 1.0
AccuracyShort: 0.9
AccuracyMedium: 0.8
AccuracyLong: 0.7


Master Poké Ball

An extremely powerful version of the poké ball, used by professional Pokémon Masters. This is poké ball is known to be able to capture some of the most powerful creatures.
WorkToMake: 10000
Cost: 25 x Component, 3 x Steel, 2 x Gold
ProducedAt: Machining Table
ResearchRequirement: MasterPokeBall

MarketValue: 4500

PokeBallLevel: 200 (+2.0 in the calculation)
ExplosionRadius: none
Range: 12.9
warmupTime: 1.0
RangedWeapon_Cooldown: 2.66
AccuracyTouch: 1.0
AccuracyShort: 0.9
AccuracyMedium: 0.8
AccuracyLong: 0.7

—————

Poké ball Combat System
How the maths / dice roll works:

POKEMON / CREATURE
Difficulty = Wildness of animal (which means 0 = totally not wild, 1 = totally wild)
CombatPower = Default combat power listed in which animal (this determines how many elephants vs boomrats will appear in a manhunter event) / 200 <--- elephant is 310, thrumbo is 600, boomrat is 50
AnimalHealth = By percentage of health. 100% health = 1, 10% health = 0.1
So the "PokemonLevel" = Difficulty + CombatPower + AnimalHealth

CASTER
Random Number = between 0 – 1.0 (this is for randomness)
CasterStats = Animal Taming Skills ( Animal Skills 0 = 0, Animal Skills 20 = 0.22) x 10 <-- This is in accordance to the vanilla game, where a level 20 will have 22% chance of successful tame
PokeballLevel = Weapon Damage / 100

Pokeball Caster's "diceroll" = Random Number + CasterStats + PokeballLevel

So the determination of whether is a successful tame, depends on which number is bigger. PokemonLevel or Caster.
If PokemonLevel > Caster, taming fail.
If PokemonLevel < Caster, Success!

—–

For some reference (full health):

Chicken: 1.11
Boomrat: PokemonLevel 2.0
Panther: PokemonLevel 2.575
Elephant: PokemonLevel 3.3
Thrumbo: PokemonLevel 4.985

Level 0 Caster (with pokeball of damage 50): 0.5 ~ 1.5
Level 20 Caster (with pokeball of damage 50): 2.7 ~ 3.7
Every Animal Skills Level gains 0.11 in CasterStats stats.



After each pokeball hit (not miss), you will be able to check the stats behind the Pokeball Battle, and figure out what should be your next move.


If it fails, should you get another colonist with higher animal skills?

Or should you use a higher level pokeball?

Or should you bash up and down the animal and try again (a downed animal can lose as much as 0.7 points in their PokemonLevel points)?

Its your choice!~

—–

OFFICIAL WEBSITE: http://walkingproblem.com/
FORUM LINK: https://ludeon.com/forums/index.php?topic=35971.0
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/pokerim-poke-ball-ver2-0/
STEAM DOWNLOAD: http://steamcommunity.com/sharedfiles/filedetails/?id=1162860582
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem

ポケリム モンスターボール 2.0 日本版アドオン
STEAM ダウンロード : https://steamcommunity.com/sharedfiles/filedetails/?id=1217825065
非STEAM ダウンロード : http://walkingproblem.com/sdm_downloads/pokerim-poke-ball-ver2-0-japanese-version/

credit: SFX from youtube.com/TheBlindTrainer

-----

VER2.0 UPDATE NOTE
Improvement had been made to the pokeball codes to allow missed pokeball to not disappear after being thrown, as well as indication of the pokeball missed, as it had been really cryptic about what actually happened in the previous version when it misses (especially when the pokeball disappears). So this update shall make the pokeball really usable now. I also edited the chinese translation as well as added a japanese translation on my own as a separate download.

-----

VER 2.0 CHANGELOG:
– Added miss mote to know the pawn missed
– Allowed pokeball to not vanish if it fail to hit target
– Added a japanese translation version (as a separate download)
– Edited the chinese translation to better reflect the original english version

VER 1.1 CHANGELOG:
– Amended the mistake in the CasterStats (x10, not x5)
– Added RicoFox233 临时の工作服's Chinese Translation
#15
Releases / [1.0] Trading Economy 3.1
September 08, 2017, 08:54:18 PM


Have you find it lame to plant your own food just to find it insufficient to get past the winter?

Did you felt that insane need to strangle all those trade caravans pawns that never brings you what you need?

Or have you just always want to build a carpentry business to sell your lovely furnitures without needing to worry about food and lack of timber?

Then this is the mod for you!

----

Introducing the Trading Economy mod!
Just as the same of the mod suggest, this mod introduces "real trading" into the world of Rimworld. Graduate from your rimworld life of living like a overdue cavemen, into the industrialised modern world of Capitalism and never needing to know how your food got slaughtered!

This mod introduces 6 different multi-system corporations that had set up their operations on your local planet. Each of them plays a different key role in the rimworld's economy, offering vital products that sustains all economic activities on the planet.



Walkblem Agricultural Conglomerate
Perhaps the most important and influential corporation in the RimWorld Systems. They dominates all agricultural sectors, including farming, forestry, animal husbandry, etc... Providing colonies and regional military forces vital food, timber and animal supplies. If you need grains, fruits, vegetables, wood, cloths, leather, pets or farm animals – this is the company that you need to look out for!

Pets and Farm Animals Caravan
– 5-50 x 8 species of domesticated animals

Raw Meat Caravan
– 125-1000 x meat from 10-15 species of animals

Grain Caravan
– 1000-7000 x rice

Fruits and Vegetable Caravan
– 500-2000 x corn, potatoes, agave, berries, fungus & ambrosia each

Hops Caravan
– 1000-5000 x hops
– 10-50 x Fermenting Barrel

Hay Caravan
– 2500-8000 x hay

Textile Caravan
– 100-1000 megasloth wool
– 500-1000 muffalo wool
– 500-1000 camel wool
– 500-1000 alpaca wool

Wood Lumber Caravan
– 2500-8000 x woodlog

Fur and Leather Caravan
– 250-1000 x leathers from 15-20 species of animals

Psychoid and Smokeleaf Leaves Caravan
– 2000-5000 x smokeleaf
– 2000-5000 x psychoid

Milk and Eggs Caravan
– 500-3000 x milk
– 500-2000 x unfertilized eggs from 5-8 species

Processed Food Caravan
– 250-1000 x survival meal pack
– 1000-3000 x nutrient paste
– 1000-5000 x kibble
– 1000-5000 x pemmican




Walkblem Mining Corporations
The biggest mining operations in the RimWorlds are without doubt, owned and run by the mighty Walkblem Mining Corporation. Not only to they mine all form of minerals and precious metals, they also operates industrial scale brick making operation, promising the best building materials you can find. If you need bricks of all materials, all type of metals (including uranium) or precious materials like Gold or Jade – this is the company you should call.

Sandstone Blocks Caravan
– 500-5000 x sandstone block

Granite Blocks Caravan
– 500-5000 x granite block

Limestone Blocks Caravan
– 500-5000 x limestone block

Slate Blocks Caravan
– 500-5000 x slate block

Marble Blocks Caravan
– 500-5000 x marble block

Gold Caravan
– 250-2500 x gold

Steel Caravan
– 500-5000 x steel

Plasteel Caravan
– 500-3000 x plasteel

Uranium Caravan
– 250-3000 x uranium

Jade Caravan
– 150-800 x jade



Walkblem Pharmaceuticals
As long as they are people, there are the Big Pharmas. Walkblem Pharmaceuticals is definitely the go to place for all your medical supply needs. Medicine, Drugs or Body Parts – they have them all! (Bionics included!)

Medicines Caravan
– 50-1000 x medicine of 3 types

Drugs Caravan
– 10-1000 x gojuice
– 10-1000 x wakeup
– 100-1000 x psychite tea
– 10-1000 x yayo
– 10-1000 x flake
– 10-1000 x penoxycline

Bodyparts and Bionics Caravan
– 5-15 x natural body parts of 4 types (mainly organs)
– 5-25 x artificial body parts of 11 types
– 3-12 x PowerClaw
– 2-5 x Archotech Eye
– 2-5 x Archotech Arm
– 2-5 x Archotech Leg
– 2-10 x Joywire
– 2-10 x Painstopper



Walkblem Technologies
They are amongst the giants of the great technological firms in the Glitter Worlds. The company venture into the Rim Worlds as they seek to fill up the market gaps that exists in this new frontier, as the lack of glitter tech products in the region promises great profits and rewards for the company. If you need hard to find or produced products like components, chemfuels, neutroamine, hi-tech fabrics, AI Core, Neurotrainer or simply some nice electronics for your comfort – Walkblem Technologies is the key!

Components Caravan
– 150-800 x industrial component
– 100-300 x spacer component

Chemfuel Caravan
– 1000-5000 x chemfuel

Neutroamine Caravan
– 500-3000 x neutroamine

Hyperweave Caravan
– 1000-2500 x hyperweave

Synthread Caravan
– 2500-5000 x synthread

Persona Core Caravan
– 2-5 x AI persona core
– 5-25 x techprof subpersona core

Mechanite Caravan
– 5-25 x mech serum neurotrainer
– 5-25 x mech serum healer
– 5-10 x mech serum resurrector
– 100-1000 x luciferium

Experimental Weapon Caravan
– 10-25 x psychic insanity lance (one-use berserk lance – thru wall)
– 10-25 x psychic shock lance (one-use brain damage)
– 10-25 x psychic animal pulser (one-use all animal on map manhunting rage)
– 2-10 x orbital bombardment targeter
– 2-10 x orbital power beam targeter
– 2-10 x tornado generator
– 1-10 x walkblem power armor helmet
– 1-20 x walkblem smokepop belt
– 1-10 x walkblem power armor
– 1-10 x walkblem exo suit
– 1-10 x walkblem gunblade
– 1-3 x walkblem charge sniper rifle
– 1-15 x walkblem charge rifle

Experimental Technology Caravan
– 5-10 x psychic emanator (improve mood of people nearby)
– 2-10 x vanometric power cell (resource-free power)
– 2-10 x infinite chemreactor (self producing chemfuel)
– 10-25 x psychic soothe pulser (one-use temporary mood boost to all on map)




Walkblem Military Industrial Complex
Among the very first of the companies under Walkblem Galactic Holdings to venture into the RimWorlds, this notorious corporation had been supplying arms to both the light and the dark forces without reservations. Lawsuits are still underway for the alleged supplying of arms to pirates and incite wars on multiple planets, WMIC continues to be the primary supplier of high grade military weapons in the region. Modern firearms, or medieval weaponry, advanced armor or base defense turrets – they have them all!

Guns Caravan
– 5-25 x ranged weapons (minus medieval/tribal types) of 16 types

Medieval Weapons Caravan
– 5-25 x ranged weapons (medieval/tribal types) of 4 types
– 5-25 x melee weapons (medieval/tribal types) of 7 types

Armor and Grenade Caravan
– 5-25 x grenades of 3 types
– 5-20 x plate armor
– 5-20 x flak vest
– 5-20 x flak pants
– 5-20 x flak jacket
– 1-10 x power armor
– 5-20 x simple helmet
– 10-40 x advanced helmet
– 1-10 x power armor helmet
– 1-10 x shield belt
– 1-10 x smokepop belt

Survival Food Caravan
– 1000-3000 x pemmican
– 500-2500 x survival meal pack

Turret and Shells Caravan
– 50-500 x high explosive shell
– 50-500 x incendiary shell
– 50-500 x emp shell
– 50-500 x firefoam shell
– 10-25 x antigrain warhead shell
– 2-10 x mini turret
– 2-10 x autocannon turret
– 2-10 x sniper turret
– 2-10 x mortar turret
– 5-50 x spike trap




Walkblem Galactic Tradings
The best friend to all colonies and industrial upstarts in the RimWorlds, these are the guys that help to bring your products to the mass markets of the Glitter Worlds. Extremely resourceful at find buyers for all kind of products, they are willing to buy anything you are able to offer them, in exchange for the vital silver coins that everyone needs to be part of the great trading economy. If you intend to mass produce products, and you are looking for a buyer with the deep pockets to buy them all – there can be no one else than Walkblem Galactic Tradings.

Galactic Trading Buyers Caravan
– 10000-50000 x silver
– buys anything from you

Cloth Caravan
– 5500-12000 x cloth
– 1000-3000 x devilstrand cloth

Glitter Products Caravan
– 500-2500 x chocolate
– 500-2500 x beer
– 1-5 x tube television
– 1-5 x flatscreen television
– 1-5 x megascreen television
– 1-5 x telescope
– 5-25 x heater
– 5-25 x battery
– 5-10 x deep drill
– 5-10 x multi analyzer
– 5-10 x tool cabinet
– 5-10 x vitals monitor

--------

BACKSTORY: WALKBLEM GALACTIC CORPORATION
Walkblem Galactic Corporation (the parent company to all these Walkblem corporation) is a galactic wide conglomerate that is already among the most powerful corporations in the glitterworld.

Assessing that the newly discovered systems of the RimWorlds as perfect untapped market to venture into, Walkblem Galactic Corporation decreed all its subsidiaries to enter into the RimWorlds during the A17 years – to dominate the markets and control the entire economy of these "freezones".

So they started doing mining, farming and selling stuffs from the glitterworld and from their own factories. Caravaning however, is like an afterthought – so they started off using local mercenaries and muffalos to do the transportation of goods to trade with distant colonies.

But unexpectantly, the colonies started robbing the super rich caravans. In reaction, the Walkblem Corporations sent in their private army – the Walkblem Soldiers to replace the unreliable and "weak" mercenaries. However, while the caravans are well defended, the losses continue to mount... and proliferation of super advanced weaponry is causing huge amount of problems.

After losing trillions of silver from the loss of goods/products, high tech weaponry/equipment as well as paying compensation to the fallen soldiers' family in the A17 years, so finally, at the beginning of the B18 years, Walkblem Galactic Corporation decreed all the subsidiary companies to start using a military vehicle that was previously banned from being used in the rimworlds, called the Walkblem Heavy Armored Caravan (WHAC). The converted Walkblem Heavy Armored Infantry Carrier Vehicle, is armed with the Walkblem Charge Cannon (its like a big version of the Walkblem Charge Rifle) – to ensure that all the goods will be secure in the evil and unscrupulous world of Rimworlds.

So Walkblem Soldiers are mostly withdrew, leaving a skeleton force on each of the RimWorld Planets, and return to using the "cheap" Mercenaries as the escort force – balancing the cost of bringing and operating such heavy military weaponry to the rimworlds.

The withdrawing of Walkblem Galactic Corporation's soldiers from escort duty is not enough to avoid the massive political pressure building up in the GlitterWorlds. The corporation was then threaten with sanctions by the GlitterWorlds to only use mercenaries for escort duties and civilians for trading work, in order prevent anymore advanced weaponries falling into the wrong hands. The new limitations did not however prevent Walkblem corporations to continue the deployment of its military protect their RimWorld outposts.

But amidst the bad news, came some positive developments: Walkblem Galactic Corporation introduced a new set of uniforms that matches the technological edge and its galaxy-wide brand recognition. The new Walkblem Helmet features AI-assisted target and combat system, improving the combat capabilities of its soldiers. The new Walkblem Power Armor, now features a stronger armor while losing most of its speed enhancements. Walkblem Gunbladers receives a light version of the Walkblem Power Armor, known as the Walkblem Exo Suit, providing incredible movement speed and agility for the melee soldiers. Walkblem Charged Sniper Rifle and the Walkblem Charged Rifle both had their explosive round's explosive radius reduced to minimized collateral damages and friendly fires (rumors had it that it was to prevent sanctions for having Over Powered weapons in the Rims)

On March 21st of the B18 era, Walkblem Galactic Corporation had announced their withdrawal from the RimWorlds Accprds that regulates and prevents the introduction of heavy weaponries into the frontier systems.

In a statement by the CEO of Walkblem Galactic Corporation, MJ Lim declares his disdain for all the hypocrisy of the GlitterWorlds establishments, where restrictions and shifting regulations had severely hurt the interest of the mega corporation. According to the spirit of the accord, corporations like Walkblem Corporations are forbidded from introducing advanced weaponry into the RimWorlds, to prevent war and violence. However, according the MJ Lim, he accused the GlitterWorlds of taking a blind eye on the fact that RimWorld is already full of wars and violence, not to mention that advanced weaponries had been introduced by multiple factions from the GlitterWorlds – while Walkblem Corporation is limited in its ability to defend their employees and properties.

Thus Walkblem Galactic Corporation had decided to bypass the regulations, and introduce military vehicles that Walkblem Corporations had used during the previous 2 wars.

CEO, MJ Lim reiterate the stand of Walkblem Corporations, as well as a thinly veiled threat against the GlitterWorlds governments, "We don't want to deal with politics, but don't fuck with us!"

In a separate press release, Walkblem Galactic announces that they will be militarising all Walkblem Corporations across the entire galaxy, to secure their facilities and businesses, as well as the complete activation of their military force to discourage the GlitterWorlds governments from doing something silly. They also announced the sale of Walkblem Vehicles via the Walkblem Military Corporations (walk in sale only) and that they will no longer use mercenaries, but instead deploy their standing military forces to all the stations and duties. Walkblem Galactic also warns against any pirates or factions that dares to attack their caravans, promising a swift and violent end to those who would dare.

In B18 era, Walkblem Corporations remain as the most powerful corporation operating in the RimWorlds, with no true competition to rival its monopoly of the RimWorld economy.

But at the turn of RW1.0 era, Walkblem Galatic declares a sudden emergency.

As the crisis between Walkblem Galactic Corporation and the GlitterWorlds governments continues over the withdrawal from the RimWorlds Accords that regulates and prevents the introduction of heavy weaponries into the frontier systems, CEO of Walkblem Galactic Corporation, MJ Lim suddenly gave a chilling emergency press conference at the turn of the age to RW1.0.

In the press conference by the CEO of Walkblem Galactic Corporation, MJ Lim, where he left without answering any questions after his statements, he told the reporters and media on site that a number of his corporations had became uncontactable. While that happened, a serious security breach happened at one of the major armory and countless amount of weapons, vehicles and ammunition had been stolen by unknown perpetrators. MJ Lim also mentioned that, despite the disagreement and tension with the GlitterWorld governments, his corporation had immediately informed them of the details of the unfolding crisis, and had advised all GlitterWorld governments to take appropriate security measures.

CEO, MJ Lim reassures that Walkblem Galactic will spare no expense to find out what happened to the uncontactable corporations, and will inform the public of the latest news and developments when available.

In a separate press release, Walkblem Galactic announces that they will continue the full activation of their military force in light of the armory breach, and had advise all units to step up their readiness to prepare for any unexpected circumstances. Walkblem Galactic again reiterate their warning against any pirates or factions that dares to attack their caravans, promising a swift and violent end to those who would dare.

———-

NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/1-0-trading-economy-3-1/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1130945311
FORUM LINK: https://ludeon.com/forums/index.php?topic=35551.0

ADVANCED ANIMALS FRAMEWORKS Required: https://steamcommunity.com/sharedfiles/filedetails/?id=1336991209
JECTOOLS Required: https://ludeon.com/forums/index.php?topic=32868.0
GIDDYUP! Recommended: https://ludeon.com/forums/index.php?topic=37323.0

OFFICIAL WEBSITE: http://walkingproblem.com/
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
TWITTER: https://twitter.com/KingProDios
YOUTUBE: https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw
TWITCH: https://www.twitch.tv/walkingproblem

FUND MY MODS @ PATREON: https://www.patreon.com/walkingproblem
BUY ME A MEAL/COFFEE: https://ko-fi.com/walkingproblem

———-

VER 3.0 DEVELOPER'S NOTE
This is a really difficult update, as the update to the game since B19 had really forced a lot of changes to the codes... And as Trading Economy mod is dependent on the Advanced Animal Framework, the framework had to be updated to.

But after all the difficulty and hardship, I think I managed to improved the AI of the Walkblem vehicles and the vehicles are a little more "controllable"; and more responsive to enemies.

Anyway have fun!

———-

CHANGELOG VER 3.1
– Resolved Walkblem Vehicle body part should not be hit-able red errors
– Resolved previously unknown mistake, where Walkblem Artillery combat force is 10 times more likely to be spawned than others types

CHANGELOG VER 3.0
– Updated mod to RW1.0
– Reworked all the caravans.
– Added 2 caravans types to the Trading faction
– Reworked Walkblem Vehicle AI (via Advanced Animal Frameworks)
– There is an infinite Group.AI loop bug when you use Walkblem Vehicles to attack enemy outpost. It doesnt break the game though. Meanwhile, just ignore it.

--------
#16
If you are not using HugLibs and wondering how to let your spoiled steam users know that you just spent 100 hours on this latest mod update?

I'm proud to release my "Mod Update Note" codes! =D

This is the method I used to inform my users of the update in my StarshipTroopers Arachnid Mod : https://ludeon.com/forums/index.php?topic=32625.0

--------------




HOW TO DO THIS?


1) DLL

You will need a bit of C# to compile the DLL required for this update note (sorry, no easier way).

First you need an IncidentWorker to create the incident for the update note to be fired:

using System;
using System.Collections.Generic;
using Verse;

namespace RimWorld
{
    public class IncidentWorker_ArachnidUpdateNote : IncidentWorker
    {
        public override bool TryExecute(IncidentParms parms)
        {
            Map map = (Map)parms.target;

            Find.LetterStack.ReceiveLetter("LetterLabelArachnidUpdate".Translate(), "ArachnidUpdate".Translate(new object[]
                {
                }), LetterDefOf.Good, null);
            Find.TickManager.slower.SignalForceNormalSpeedShort();
            return true;
        }
    }
}

You need to change "IncidentWorker_ArachnidUpdateNote", "LetterLabelArachnidUpdate" and "ArachnidUpdate" to your own naming convention to avoid conflicts.

If you do not change the these parts, you will cause mod conflict with others (especially me, if you copy and paste without changing).

This C# code will just need to be create once for each mod, and you will never need to touch this again.


2) Incident XML

Create a xml file in your mod's Defs folder and name it anything you want: (mine is Incidents_Bugs.xml)

Open the xml file, and insert the below codes:

<Defs>
    <IncidentDef>
    <defName>ArachnidUpdateNote</defName>
    <label>arachnid mod 2.2 update note</label>
    <targetType>MapPlayerHome</targetType>
    <workerClass>IncidentWorker_ArachnidUpdateNote</workerClass>
    <baseChance>9999.0</baseChance>
    <category>Misc</category>
    <minRefireDays>10000</minRefireDays>
    <pointsScaleable>false</pointsScaleable>
<minThreatPoints>1</minThreatPoints>
  </IncidentDef>
</Defs>


For each update you release, you need to change the DefName. Maybe BlarBlarUpdateNote1, the next release, BlarBlarUpdateNote2.
This is important because, this Incident will only be fired once in a single game, and will never appear again. If you did not change to a new iteration for your new update, the Update Note incident will not fire in a saved game which already had the first Update Note from the previous mod version.

The Label will actually not be seen by the players. Its probably just a reminder for yourself.

And of course the workerClass, in which you will need to update to whatever the IncidentWorker name you have gave it, in the C# codes in Step 1.



3) Final Step: The Message itself

Very quickly, we are in the last step, this is where you write your actual note and letter to your fans/mod users.

Create an xml file in the Languages\English\Keyed\ folder. (if you are new to modding, Languages folder is on the same level as the Defs folder ; NOT IN the Defs folder. It MUST BE in this folder arrangement: Languages -> English -> Keyed , or your message will not appear. You can name your xml anything you want, mine is BugLanguage.xml

Open the xml, and insert in these codes:
<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>
<LetterLabelArachnidUpdate>StarshipTroopers Arachnid 2.2 Released!</LetterLabelArachnidUpdate>
  <ArachnidUpdate>Your copy of StarshipTroopers Arachnid mod had just upgraded to 2.2!!!\n\nJust to reintroduce the additions into the StarshipTrooper Arachnid Mod since Version 2.0.\n\nBlar blar blar blar blar blar blar</ArachnidUpdate>
</LanguageData>


I'm sure you know without me saying, that you will need to replace the "LetterLabelArachnidUpdate" to the one you had entered in Step 1 in the C# code, as well as the main message part's "ArachnidUpdate".

The "LetterLabelArachnidUpdate" will be the main title which appears on the Letter Icon when the incident is fired, and the "ArachnidUpdate" is where your mod update notes goes. "\n\n" is how you go to the next line (line break).

You will not need to update the underlined parts for future updates, you just need to set it up once. You just need to update your content of the Update Note.

--------

Hope the above helps!

Feel free to join me on my Discord channel, especially if you have any questions for me: https://discord.gg/W2Vb27T

CHEERS!
#17
[1.0] STARSHIPTROOPERS ARACHNID VER5.0



Another fan-service mod based on yet another cult-favorite movie/novel: Starship Troopers!

If you dunno what it is, watch this:
https://www.youtube.com/watch?v=MSGzJ05OWgI


This mod, introduce the main antagonist: the Arachnid, or affectionately known as "Bugs" by the soldiers in the film, into the RimWorld. Now you can build an outpost on this forsaken planet and fight off these vile creatures, just like in the movies!

BACKSTORY:
As the United Citizen Federation expanded its territory across the Galaxy, it came into contact with the Arachnid Species covering an area of it. The Federation initially considered the Arachnids to be a less advanced civilization. However, to avoid conflict, the region of space the Arachnids had colonized was Quarantined to prevent any humans settling within it. Despite this unofficial colonies were created, on Arachnid planets often ending in the Arachnid attacks of these poorly defended colonies leading to massacres.

After 5 consecutive Bug Wars against the Arachnids, the United Citizen Federation remains unable to prevent Arachnids' spread in some parts of the known galaxy. While they were wiped out within the Glitterworlds' systems, the "Bugs" had since expanded their territory into the Rim Worlds, where military operations against them is limited. However this became a huge threat to the new colonies that are currently being built on the Rim Worlds. They may only have just arrived in the Rim Worlds, but they will never stop until they conquer every single planet in the Rim Worlds.

FEATURES:
– 18 different arachnid invasions types that escalates over 3 years (so it wont be game ending before you are ready for them)
– 8 different bugs drawn from the Starship Troopers movie franchise (with 1 from a SST game)

———-

FORUM LINK: https://ludeon.com/forums/index.php?topic=32625.0
NON-STEAM DOWNLOAD: NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/1-0-starshiptroopers-arachnids-ver5-0/
STEAM DOWNLOAD: http://steamcommunity.com/sharedfiles/filedetails/?id=928992405

ADVANCED ANIMAL FRAMEWORKS REQUIRED: http://walkingproblem.com/2018/11/18/1-0-advanced-animal-frameworks-3-1/

OFFICIAL WEBSITE: http://walkingproblem.com/
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
TWITTER: https://twitter.com/KingProDios
YOUTUBE: https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw
TWITCH: https://www.twitch.tv/walkingproblem

SUPPORT ME ON PATREON: https://www.patreon.com/walkingproblem
FEED ME A MEAL: https://ko-fi.com/walkingproblem
——

STARSHIP TROOPERS ARACHNIDS VER4.1 HARDCORE ADDON!



A hardcore addon to make bugs attacks more frequent.

In this addition, the Arachnids will be more active in attacking your colony

– Recommended for those players who are looking for a more "Starship Trooper-ish" experience.
– Recommended for those players who are finding the original Arachnid mod not challenging enough.
– Recommended for those players who are really proud of their colony's defense and fortifications.
– Not recommended for noobs.
– Not recommended if you want a more balanced game that blends in well with other mods.

NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/starshiptroopers-arachnids-ver4-1-hardcore-addon/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=1166864112

Credit: @Disnof of twitch.tv/disnof for doing a extremely long run through that exposed the need for such an addon.

——

MOD CONFLICT:
Simple SideArms – to ensure the mod do not cause TankerBugs and Plasma Bugs to stop using / dropped their range weapon totally upon getting hit/melee – please go to Mod Settings, and choose LoadOutOnly preset.

——

CHANGELOG VER 5.0
– Updated to Rimworld 1.0
– Scorpion Bugs now attacks colonists' buildings instead of "deconstruct"
– Scorpion Bugs now attacks enemies like any other bugs
– Plasma Bug, Plasma Grenadiers and Tanker Bugs "bullets" are now resized to their "correct size"
– There might be changes to the stats of various bugs, as part of the update.
– Introduced "Arachnid Exoskeleton" as the leather, instead of "arachnid leather", which is extremely good in its own way
– Now you can acquire Arachnid Legs from Warrior Bugs, Hopper Bugs and Firefly Bugs corpse, which can be used as an effective melee weapon
– Butchering giant bugs will give you Arachnid Carapace, a new high value and extremely high quality building materials, perfect for making weapons and structures
– There might be other changes, which I cannot remember due to the size of the update

CHANGELOG VER 4.2
– Tanker Bug armor and health increased
– Bombardier Bug explosion on death reduced, slight increase in triggered explosion

CHANGELOG VER 4.1
– Revamped the entire air attack mechanics
– Added a new incident: Arachnid Sustained Air Raid
– Bombardier Bug's explosion is nerfed
– Hopper Bugs and FireFly Bugs no longer drop down in pods, but as themselves
– All air attack incidents are revamped

CHANGELOG VER 4.0
– Updated to B18
– The melee attacks may feel a little different due to the B18's new melee system

CHANGELOG VER 3.0
– Added 4 more new Bugs: Plasma Grenadier Bug, Scorpion Bug, FireFly Bug, Bombardier Bug
– Totally revamped the invasion incidents: changing/improving the existing 6, and expand it to 18 incidents.
— All Out Assault
— Giant Assault
— Fire Assault
— Hopper Air Infiltration
— FireFly Air Infiltration
— Air Raid
— Escorted Giant Assault
— Warrior Siege
— Plasma Support Assault
— Plasma Bombardment
— Scorpion Bug Threat
— Tanker Bug Threat
— Plasma Grenadier Assault
— Warrior Encirclement
— Warrior Raid
— Bombardier Entrapment
— Bombardier Bombardment
— Arachnid Infestation
– All incident's frequency and delayed first attack (ranging from 2 season to 3 years)
– Changed Tanker Bug's attack into a more realistic flamethrower
– Plasma Bug's plasma burst can now fly over walls and mountains
– Plasma Bug's plasma burst explosion radius reduced and made very inaccurate
– Added custom codes for Plasma Bug's targeting without line of sight
– Added custom codes for Scorpion Bug attacking of structures
– Created custom codes for Bombardier's IED ability
– Graphic size of Hopper and Warrior Bug is reduced
– Armor for Tanker Bug is revamped to make it very resilient to Firearms
– Added dessicated graphics for all bugs

CHANGELOG VER 2.2
– Added Mod Update Note to inform Steam users about Mod being updated.
– Redid spawning codes so that Warriors bugs no longer spawn and move in the same cell
– Hopper Bugs attacks will now be dropped across the colony instead of into just one cell
– Added Arachnid Encirclement incident: warrior bugs to encircle and surround the colony on spawn
– Added Arachnid Giant Bugs incident: tanker-plasma bug combination attack
– Adjustment to Bugs invasion incident's likelihood
– Bug invasions will only happen after 2 seasons.
– More serious invasions will only happen after a year.


CHANGELOG VER 2.1
– Added Plasma Bugs
– Added codes to forbid Hoppers dropping into mountain room/caves
– Added texture for Plasma Bug's plasma burst and Tanker Bug's fire burst
– Added Plasma Bugs Bombardment incident
– Reduced likelihood and frequency of Bugs invasion incidents.


CHANGELOG VER 2.0
– Updated to A17
– Total revamp of how aggression is generated
– Brand new behaviors for Arachnids
– Arachnids will actively hunt down all non-insect faction pawns
– Tanker Bugs now have powerful ranged flamed based weapon
– Special custom coded behavior for Tanker Bugs to switch between ranged and melee attacks
– Added Hopper Bugs
– New/Revamped incident: Heavy Assault (All 3 species of bugs combining to devastating effect)
– New incident: Aerial Assault (Hopper Bugs will invade from above)
– Balancing to numbers of bugs spawned

——

VIDEOS:

Starship Troopers Arachnid 4.1: All Out Assault
https://www.youtube.com/watch?v=BZY11shiz1M

Starship Troopers Arachnid 4.1: Revamped Air Attacks
https://www.youtube.com/watch?v=_BxWkMiL0lU

——

SCREENSHOTS:






#18



NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/rimslaves-ver4-2/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=922660930
FORUM LINK: https://ludeon.com/forums/index.php?topic=32265.0

ADVANCED ANIMALS FRAMEWORKS Required: http://walkingproblem.com/2018/03/21/b18-advanced-animal-frameworks-1-0/

OFFICIAL WEBSITE: http://walkingproblem.com/
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem
TWITTER: https://twitter.com/KingProDios
YOUTUBE: https://www.youtube.com/channel/UCgUW0Ls2wbY8h79pV9xnMjw
TWITCH: https://www.twitch.tv/walkingproblem

FUND MY MODS @ PATREON: https://www.patreon.com/walkingproblem
BUY ME A MEAL/COFFEE: https://ko-fi.com/walkingproblem

---

Version 4.2 Developer Note:
An update for the RimSlaves mod together with the launch of the Advanced Animal Frameworks.

With the new framework, new work abilities are added to the slaves, like constructing (yes its back), clearing snow, sowing plants (finally!), tending to wounded, etc... And as mentioned above, the mod will now require Advanced Animal Frameworks as a core mod.

Have fun!

---

VER 4.2 CHANGELOG:
– Added mod dependency on Advanced Animal Frameworks
– Sally's Pleasure now increases "Fun" stat
– Work Slaves can now Sow Plants, Operate Deep Drill, Construct Furnitures/Structures, Build Roofs, Remove Roofs, Remove Floors, Smooth Floors & Clear Snow.
– Maidens can now Tend To Human Injuries, Tend To Animal Injuries, Feed Human Patients, Feed Wounded Animals, Clear Snow, Milk Animals, Shear Animals & Sow Plants.
– Some of the work abilities will generate harmless error message on the error log, it doesn't affect the game. You can disable the auto open of the error log.

VER 4.1 CHANGELOG:
– Fixed infinite looping bug with Refugee Chased incident relating to Dothraki factions

VER 4.0 CHANGELOG:
– dead dothrak horse now reflects injury gotten as a Mounted Dothrak
– Dismounted Dothrak now inherits training and master from his previous life
– Work Slaves' carry resource to construction site work is disabled due to B18 changes
– Unsullied will now salute only twice a day, from the original every 2 hours.

VER 3.0 CHANGELOG:
– added child and teenage version of work slaves, maiden and sallys
– added "racial diversity" or different skin tones for work slaves, maiden and sallys
– added dothraki as a new type of slave for purchase
– there are 36 different texture made for the dothrakis
– added dothrak horse (not for sale though)
– added sound effects for dothraki
– improved efficiency in cleaning, mining, harvesting and chopping ability with ChJees' codes
– fixed work slave no pants texture issue
– added delivery resource to construction site/frame to work slave
– added deconstruct ability to work slave
– added repair ability to work slave
– added A Dog Said support via "LBE's A Dog Said Easy Patcher" mod (the slaves uses animal parts)

VER 2.0 CHANGELOG:
– Updated to A17
– Increase frequency of Saluting and Pleasuring
– Some change to the codes to the slaves' works

VER 1.1 CHANGELOG:
– improved balancing in nuzzling (lesser) and costing (more expensive for sallys)
– increase temperature range for the slaves
– created slave-specific job codings apart from the minions mod to remove error
– removing caravan ability from work slave
– weaker health for work slave


-----

Have you watched Games of Thrones?

Have you wish that you are Daenerys Targaryen leading an army of slaves, maidens, Unsullieds and Dothrakis?

NOW YOU CAN! Brought to your by the infamous Walking Problem Studios that had brought you the abominations of Minions and Smurfs Mods – we bring you the Games of Thrones slavery into your RimWorld.



BACKSTORY (Walkblem Slavers Holdings):

Walkblem Slavers are corporations under the massive Walkblem Slavers Holdings that had found success in the Rim Worlds, despite being outlawed in the Glitter Worlds and Civilised Planetary Systems. Walkblem Slavers primarily sells both their proprietary slaves as well as the common free slaves that are already common place in the Rim Worlds. They have no interests in politics and are willing to accept almost all form of goods in the purchase of their slaves.

Walkblem Slaves can be purchase from your resident Walkblem Corporation on your planet, as well as from our franchised orbital trade ships that wanders around the RimWorlds.



DOTHRAKI

The Dothraki are nomadic horse-mounted warriors, who sweep across the vast central plains of the RimWorlds in search of plunder. Their reputation as fierce fighters attracted the attention of Walkblem Slavers Corporation, the corporation started selling Dothrakis as their latest warrior for sale.

Abilities:
– Move Fast
– 2 Lives
– Powerful Attack
– Rescue Downed
– Salute Colonists



THE UNSULLIED

The Unsullied are elite warrior-eunuchs bred and trained by corporations under the Walkblem Slavers Holdings. These slave-eunuchs, who have been trained from birth to fight, are renowned for their utter discipline on the battlefield and loyalty to their assigned master. They do not act independently, will protect their master faithfully and will fight to the death upon being ordered to.

Abilities:
– Armored
– Powerful Attack
– Rescue Downed
– Salute Colonists
– Rearm Traps



SALLYS

Highly sought after slaves, euphemistically and affectionately named as Sallys by Walkblem Slavers Holdings, are priced for their ability to make any colonist happy with their unique skills. They are known to be indispensable in the psychological management of the colonies they are employed in, given how harsh life is in the RimWorlds. Often describe as "They have only one job", the famous marketing line used to sell Sallys is by the legendary Petyr Baelish, "All desires are valid to a man with a full purse."

Abilities:
– Can Pleasure Colonists
– Rescue Downed



WORK SLAVE

Slavery is generally outlawed (and phased out due to glitter technologies) in most of Glitterworld Planets and the civilised planetary systems. However, slavery is still widespread in the Rim Worlds. Walkblem Slavers Holdings' Work Slaves are the worst kept secret in the slavery market. Renowned for their absolute obedience and loyalty, they are considered a "safer" alternatives to "free slaves" that are already commonly sold in the Rim Worlds.

Abilities:
– Get Insulted By Colonists
– Rescue Downed
– Cut Plants
– Repair Structures/Furniture
– Deliver Resources to Construction Sites
– Construct Structures/Furniture
– Build Roof
– Remove Roof
– Remove Floors
– Smooth Floors
– Uninstall Furnitures
– Deconstruct Structures/Furniture
– Clear Snow
– Mining
– Operate Deep Drill
– Haul
– Flick Switch
– Sow Plants
– Harvest Plants



MAIDEN

Maidens serves as handmaidens and maids to the colonists who are willing to buy them. Their job mainly is to help out with the management of the house and its cleanliness. It is also heard that they give good massages to their masters.

Abilities:
– Can Massage Colonists
– Rescue Downed
– Clean Filth
– Tend To Wounded Humans
– Feed Wounded Humans
– Tend To Wounded Animals
– Feed Wounded Animals
– Clear Snow
– Milk Animals
– Shear Animals
– Haul
– Flick Switch
– Sow Plants




FEATURES:
- 5 types of slaves to choose from (according to your needs)
- There are 3 ranks of Unsullied – Infantry, Officer and Commanders.
- There are 3 ranks of Dothraki – Dothrak, Ko and Khal.
- Higher ranking Unsullied & Dothraki can fight longer and move faster than their subordinates (thus reflected in their cost)
- Dothraki essentially have 2 lives. When the mounted Dothraki is killed, it will respawn as a unmounted version of the Dothraki
- Slaves can only be purchased via the resident Walkblem Slavers corporation(s) on the planet, or via orbital tradeships.
- You can also send a caravan to the nearest Walkblem Slavers slave camp to purchase your slaves.
- Slaves comes with different age group: child, teenager and adult. Child and teenage slaves are cheaper, but your morals will be tested
- Sallys will make your colony, the happiest people on the planet (unless you hate women or you are too righteous)
- Maidens and Work Slaves takes care of different work.
- All slaves comes ready for work. Training is only required for Obedience (for assigning a master for them) and Release (if you want them as foot soldiers)



HOPE YOU GUYS LOVE THE MOD!

Some Screenshots:





ermz... how do I make it show the full size on click? =\


-------
Mod List Arrangement Reference:


#19


*** THIS IS NOT A "CUTE" MOD, SMURFS ARE NOT AS CUTE AS YOU THINK***

BACKSTORY:
The Smurfs are a species blue humanoids that lives in mushroom-shaped houses in the forest, usually led by Papa Smurf. The smurf-mmunity in their village are always cooperative, sharing and kind environments for every Smurfs living there. While popular myths had always portrayed the Smurfs as being repressed and violently suppressed by the "Evil" Wizard Gargamel, the stories turned out to be misinformation and fake news propagated by Smurfs-sympathizers.

The forgotten truth is that Gargamel was actually the archwizard of a long forgotten kingdom, that was sent by the King himself to fight and eradicate the "Blue Threat". Hundreds upon thousands of peasants had been mercilessly murdered by a never seen before blue-skinned humanoid monsters, although no bigger than a house cat. What was later known to be Smurfs, had an incredible rate of reproductions and their kind spreads like wildfire. Their cute and innocent appearance hides the fiercely territorial nature of these magical creatures. The smurfs had became so powerful during the time of Gargamel, that the Smurfs declared all out war against the archwizard's Kingdom. All that stand between the Smurfs and the destruction of the Kingdom, was Gargamel the Great himself.

It was during this period of great calamity that Gargamel made the greatest discovery about the Smurfs: their body contains an unique liquid that can be found no where else, and that it had great life-saving abilities when it is combined with medical herbs. The usage of the magic potion extracted from the Smurfs brought about an revolution in the medical world and Gargamel was regarded as the greatest healer of his time after he made the discovery. However, as the only person in the Kingdom, to be able to subdue the "Blue Threat"; along with the fact that the discovery of this new highly sought after commodity resulted in the a Royal decree that restricts any information about the source of the potion to be leaked – Gargamel was condemned to a life in a run-down hovel, with his mangy cat Azrael, deep in the dark forest on the outskirt of this Kingdom.

The fiercely loyal Gargamel dedicated his final few decades of his life to his King, keeping the population of Smurfs to just 1 village – while constantly "milking" the excess smurfs, to be readied for the weekly horse carriage that arrives to delivers the precious potions to the capital. The Kingdom became rich and powerful, being the sole producer of the rare potion; while at the edge of the Kingdom, Gargamel gets old and senile; often heard cursing at the Smurfs by passing travellers. Gargamel was eventually slain by Papa Smurf after Gargamel fell into an ambush in one of his daily smurfs culling. Azrael died beside him as the old cat was surrounded and bashed to death by numerous Smurfs. The Smurfs then went into hibernation for centuries in wait for a time where the humans are weaker, and thus they can rise again.

Eventually the young and rich populace in subsequent generations conveniently forget about Gargamel's lifelong sacrifice, while sinister underground organisations started their misinformation campaign to cast Gargamel as the evil wizard that captures cute smurfs as an magical ingredient to make gold, for some unknown political reasons. As for the magic potion, it was later renamed as __u__oa__n_ by one of the brand strategist of the government-owned corporation of the new republic, tasked to manage and sell the remaining stock of potions that was stashed during the time of Gargamel. Today, the Corporation remains to be the only seller of _e__r__mi_e in the entire galaxy; and they are still selling exclusively from Gargamel's depleting stockpile, as the Smurfs were never found since, and all artificial means of reproducing the ingredient had failed.

———

THE MOD:
Walking Problem Studios brings yet another popular cute franchise into RimWorld: The SmurfeRim Mod!

The SmurfeRim brings the cute blue Smurfs into the world of RimWorld.

You can either help bring the lost Smurfette, back together again with the Smurfs and Papa Smurf – and all live happily ever after under your roof....

OR you will need to face the ancient threat that had once faced by Gargamel the Great – eradicating the "Blue Threat" / Smurfestation before they get out of hand....

OR you can resume the role of Gargamel the Evil Wizard, to contain and farm these blue creatures of their "magic potion", to bring health and happiness to the galaxy.

P.S: Beware! If you suddenly feeling super good and happy for no apparent reason deep in the woods, you might had wandered right into a Smurf Village.

FEATURES:
– The Smurfs will be the only way you can acquire an important ingredient you always need, but can never produce
– Smurfestations Events are extremely dangerous, never look down on the Smurfs
– Papa Smurfs are tough, and their numbers often corresponds exactly as per the number of Smurf Villages there are on the map (on Rough difficulty, will be more or less depends on your difficulty settings)
– Smurfs from Smurfestations cannot be tamed, they had pledged a lifetime of hatred for you.
– The only smurfs that can be tamed are the "good smurfs" that we know from the movies and cartoons
– The tame-able smurfs will wander into the map occasionally
– If you want to reproduce smurfs, take note: there is only 1 female Smurf, and its Smurfette.
– Smurfette may wander into your colony, and if you missed her, you may not see her again for a long long time
– Papa Smurfs will not have sex with Smurfette, so forget about that kinky thought.
– Blue Meat. Period.
– Blue Skin/Leather. Period.
– Smurfs breeds really quickly and are ideal in form your dispensable blue army!
– But to have your own smurf army... you need Smurfette.

OFFICIAL WEBSITE: http://walkingproblem.com/
FORUM LINK: https://ludeon.com/forums/index.php?topic=31927.0
NON-STEAM DOWNLOAD: http://walkingproblem.com/sdm_downloads/smurferim-ver3-0/
STEAM DOWNLOAD: https://steamcommunity.com/sharedfiles/filedetails/?id=912714690
DEVELOPER'S DISCORD: https://discord.gg/W2Vb27T
FACEBOOK PAGE: http://fb.com/walkingproblem



CHANGELOG VER3.0:
– updated to B18
– smurfs are a lot more easier to tame now
– smurfs breeds super quickly, allowing you to build a dispensable smurf army
– smurfs from smurfestations no longer identify themselves as insects
– smurfs will now fight against insects and arachnids from the arachnids mod
#20


I am proud to announce that PokéRim – A Pokémon mod is currently in the plans.

INTENDED FEATURES:

  • All 151 1st Generation Pokémons
  • Pokéballs which allow you to "tame" creatures on explosion (4 types: Pokéball, Greatball, Ultraball, Masterball)
  • Crafting Pokéballs on your own.
[/s]
  • Pokéballs can be used on other animals, not just Pokémons – allows you to "catch" tough to tame creatures like Thrumbo or Megasloths.
  • All Pokémons have varying rarity – some are very common – some are just hard to come by.
  • Mewtwo will only appear after you catch all 149 Pokémons (minus Mewtwo and Mew) <--- mechanics of how this will happen is still under consideration
  • Mew is an extreme rare creature, will only appear on event <-- mechanics of how to make this way more rare than Thrumbos are under consideration as well
  • Will try to find out if there is way to turn the Pokémon into a Pokéball, which can be equipped by the Pawn, and be released and used in combat by a click of a button <-- no promises on this one

Let me know what you guys think!

As well as comment below if you have any suggestions or ideas (or ideas for how rare Pokémons like Mew and MewTwo should appear)

----



PokéRim: Poké Ball Mod is now available!
https://ludeon.com/forums/index.php?topic=35971