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Topics - Albion

#1
Releases / [1.2] You will die!
September 24, 2020, 04:13:21 PM


Introduction
This mod is NOT a balanced experience!
It is aimed at providing a challenge for highly modded games.
   
Raids by highly equipped glitterworld raiders and orbital bombardment will threaten your colony.
Events will start 1-2 years into the colony at the earliest.

This mod can be added to any savegame and should work with all mods. Removing it from a savegame will result in red errors but works fine.

Download links
Steam Link
NexusMods Link (manual download)

The mod will be continuesly improved upon.
If you want to support me or simply enjoy the mod please consider to buy me a coffee:

I provide this mod for free but the occasional donation helps in keeping me going.

A list of what events you can expect

  • Raid with solar flare - Glitterworld raiders will drop in while your colony suffers a solar-flare-like shutdown due to some energy field used by the raiders.
  • Bomb and Raid - First your colony will be softened up by a brief orbital bombardment before a group of glitterworld raiders drop in.
  • Protection Money - Pay a protection fee within 24 hours or you will be bombed.
  • Random bombardment - Someone doesn't like you and decides to bombard your colony.

Created by Albion

License
This mod is licensed under CC BY-NC-SA 4.0

You can therefore adapt, transform, and build upon this mod but I want credit and a short pm if you publish it.
However do not re-upload this mod without my consent and don't publish any translated version.
If you want to translate my mod please contact me and I can send you the necessary files. I'll incorporate any translations and credit the translator.
#2
Unfinished / [1.2] You will die!
September 20, 2020, 04:14:23 PM


You will die!

This mod is aimed for highly modded games and players who are still looking for a challenge.
It is NOT recommended for a balanced vanilla experience!

Download links
Steam Link
NexusMods Link (manual download)

I don't use many high-power mods myself so I need you as a tester.
Please download the mod and give me some feedback if it completly obliterated your colony or the events didn't even make a dent.

Please note that you need a new colony for the full experience or add the Glitterworld Raider faction via Faction discovery (or a similar mod).
It's a hidden faction that introduces deadly raiders.

A list of what you can expect:

  • Raid with solar flare - Glitterworld raiders will drop in while your colony suffers a solar-flare-like shutdown due to some energy field used by the raiders.
  • Bomb and Raid - First your colony will be softened up by a brief orbital bombardment before a group of glitterworld raiders drop in.
  • Protection Money - Pay a protection fee within 24 hours or you will be bombed.
  • Random bombardment - Someone doesn't like you and decides to bombard your colony.

I'm open for new suggestions on new features.
#3
Releases / [1.2] Go Explore!
July 24, 2019, 02:05:44 PM

Go Explore!

This mod provides new events and exciting opportunities for exploration.

Go explore ancient cities and try to capture a space ship.

Download links
Steam Link
NexusMods Link (manual download)

If you enjoy the new events and want to support me, please consider to buy me a coffee:


New Events

Lost City
An ancient city got somehow destroyed.
You can travel there and loot resources and items but beware the danger!

There are currently 3 different "Lost Cities":

  • Bombarded city - The city is under constant orbital bombardment. Grab your loot before it will be destroyed.
  • Infested city - The city is infested with insect hives. Try to avoid them and grab some loot or exterminate them all.
  • Toxic city - Everything is under a constant toxic rain. The former inhabitant build some shelters to survive and store their stuff. Open them up at your own risk.

Ship core startup
You detect a neraby energy signature of a ship core that is powering up!
Go investigate. Maybe you can take over the ship or scrap it down for parts.
You'll have to kill the former owners though...


Ambrosia addicted animals
There is a large ambrosia sprout nearby!
However some animals seem to be hooked on the fruits and will defend them from intruders.


New settlement
A faction expanded and created a settlement in your general area.


Research request
A non-hostile factions is stuck with a problem and is requesting your best researcher to help them out.
If you send a good researcher you will end up with a boost to your relationship and some research points to a random unfinished research.


Prison camp
A non-hostile factions asks you for help to free some of their prisoners from a camp near you colony.
You have to defeat the hostile defenders or help the prisoners flee.

Intercepted message
Your comm unit intercepted an unencrypted message. It indicates a nearby location where some loot is stored.
You suspect it could also be a trap to lure your caravan into an ambush.


Compatibility

  • Yes you can add it to an existing savegame
  • Yes the mod is fully compatible with all commonly used mods
  • Yes it is even compatible with CE - Combat Extended

If you encounter any issues, please report them and I'll try to fix them.

Credits

  • Albion - creator of this mod and most of the code
  • Mehni - helped with the code for the prisoners in the prison camp events
  • Chicken Plucker - did the awesome preview
  • Halno - created the textures for the storage boxes



License
This mod is licensed under CC BY-NC-SA 4.0

You can therefore adapt, transform, and build upon this mod but I want credit and a short pm if you publish it.
However do not re-upload this mod without my consent and don't publish any translated version.
If you want to translate my mod please contact me and I can send you the necessary files. I'll incorporate any translations and credit the translator.
#4
Unfinished / [1.0] Go Explore!
June 09, 2019, 11:19:08 AM

Go Explore!

After finishing my Sparkling Worlds mod, I decided to create a mod focused on events and exploration.

Content

Lost City
An ancient city got somehow destroyed.
You can travel there and loot resources and items but beware the danger!

There are currently 3 different "Lost Cities":

  • Bombarded city - You can see a screenshot up top. The city is under constant orbital bombardment. Grab your loot before it will be destroyed.
  • Infested city - The city is infested with insect hives. Try to avoid them and grab some loot or exterminate them all.
  • Toxic city - Everything is under a constant toxic rain. The former inhabitant build some shelters to survive and store their stuff. Open them up at your own risk.
All 3 city versions are fully implemented

Ambrosia addicted animals
There is a large ambrosia sprout nearby!
However some animals seem to be hooked on the fruits and will defend them from intruders.
The event is fully implemented

Ship core startup
You detect a neraby energy signature of a ship core that is powering up!
Go investigate. Maybe you can take over the ship or scrap it down for parts.
You'll have to kill the former owners though...
This event is fully implemented

New settlement
A faction expanded and created a settlement in your general area. It works like every other normal settlement.
The event is rather rare so your area doesn't get littered with settlements.
This event is fully implemented

Research request
A non-hostile factions is stuck with a problem and is requesting your best researcher to help them out.
If you send a good researcher you will end up with a boost to your relationship and some research points to a random unfinished research.
This event is fully implemented

Prison camp
A non-hostile factions asks you for help to free some of their prisoners from a camp near you colony.
You have to defeat the hostile defenders and help the prisoners flee. As a reward you get a relationship bonus and some items.
Mehni helped by creating the custom code for the prisoners.
Finishing up development. Will be released with the final release.


Release Date
I plan to officially release the mod next Wednesday (24.07.)
It will be uploaded on both NexusMods and Steam.

You can get in contact with me on Discord (Albion#0905) to give feedback or just have a chat.
I love to get feedback and will respond to everyone.

You can download the latest stable version from this link.
It should be bug free but the events might still need some tweaking in regards to balance.

Credit goes to ChickenPlucker for providing me with the awesome preview!
Additional credit goes to Halno for providing the Storage box texture and to Mehni for helping with the custom duties and lord for the prisoners in the prison camp.

Here is a sample from the bombarded city event site:
#5


Gen-spliced Xenohumans

This mod adds 4 new Xenohuman races to your game.
They can randomly appear as your starting colonists or later during the game as members of the vanilla factions.
This mod is CE compatible!

Savegame compatible You can add this mod to an existing savegame.

Needs the AlienRaces framework and JecTools to function. Please load AFTER AlienRaces and JecTools.

If you encounter any bugs please report them. I will fix them as soon as possible.

Download links
Steam Link
Nexus mods (manual download)


If you enjoy the mod please consider to buy me a coffee:


The Xenohuman races are:

Soldiermorphs - Genetically engineered humans breed for combat. The are tougher but have difficulty learning new things.

Designer mates - Engineered to be perfect mates these Xenohumans are pleasant to look at and are able to get better trading prices or recruit prisoners.

Wolfmen - Furry wolf-like creatures with retractable claws that deal more damage than normal hands. They enjoy a cold climate but are quick to anger and tend to fight socially.

Scalemen - Perfectly adapted to hot biomes. Their leathery skin provides a natural armor and they survive high temperatures without problems. They need less food but tire more quickly and move slightly slower than average humans.

You can get the Xenohuman races as starting colonists.
However they also show up as refugees, wanderers or visitors/raiders from other vanilla factions.


Mod compatibility
I'm not aware of any conflicts with other mods.
If you run into any errors or want to check specific compatibilities feel free to post or pm me.

Credits
Created by Albion
Thanks to Rebelrot for providing the textures for the Xenohumans and to Saebbi for helping with CE compatibility.
Preview created by Chickenplucker.

License
This mod is licensed under CC BY-NC-SA 4.0

You can therefore adapt, transform, and build upon this mod but I want credit and a short pm if you publish it.
However do not re-upload this mod without my consent and don't publish any translated version.
If you want to translate my mod please contact me and I can send you the necessary files. I'll incorporate any translations and credit the translator.
#6
Hi,
about 3 months ago I reported a bug in the core code here.
It was deemed resolved 3 weeks later.
To be honest I never checked for it but today I removed my own hotfix for the issue and was surprised to learn that the bug is still present and going strong.
Here is my original text which still describes the bug:

I created a recipe to craft Doomsday and triple rocket launchers for my mod.
However I ran into the following problem:
The vanilla defs for these launchers inherit from the BaseGun def which includes the art comp but NOT the quality comp. However when the recipe is finished the Method PostProcessProduct in the class GenRecipe gets called. The method checks first if the compQuality is null (which it is) and then checks for the compArt (which is NOT null) in the following process it however calls the compQuality without checking again if it is still null!
This leads to a nullRef exception because the launchers have a compArt but NOT a compQuality.

Therefore either the method has to be adjusted to check again for the compQuality or the entire subroutine for compArt should be moved into the routine for compQuality.
Alternatively the BaseGun def should have it's compArt moved to the BaseGunWithQuality def.
#7
Hey,
I created a recipe to craft Doomsday and triple rocket launchers for my mod.
However I ran into the following problem:
The vanilla defs for these launchers inherit from the BaseGun def which includes the art comp but NOT the quality comp. However when the recipe is finished the Method PostProcessProduct in the class GenRecipe gets called. The method checks first if the compQuality is null (which it is) and then checks for the compArt (which is NOT null) in the following process it however calls the compQuality without checking again if it is still null!
This leads to a nullRef exception because the launchers have a compArt but NOT a compQuality.

Therefore either the method has to be adjusted to check again for the compQuality or the entire subroutine for compArt should be moved into the routine for compQuality.
Alternatively the BaseGun def should have it's compArt moved to the BaseGunWithQuality def.
#8
Unfinished / [1.0] Gen-spliced Xenohumans
July 17, 2018, 11:14:56 AM


Gen-spliced Xenohumans

After reading though this post I decided to make a Xenohuman mod for Rimworld.

Content

Soldiermorphs
Engineered soldiers to maximize combat effectivness. Backgrounds will be limited to violent one like vat-grown soldier, assassins, other soldiers...
Pain factor x0.8
Does not get negative mood from pain
Hungerrate x0.8
Health scale x1.2
Life expectancy 25 years
ShootingAccuracyPawn +2
ResearchSpeed -0.5
GlobalLearningFactor x0.7
ImmunityGainSpeed x1.2

Designermates
Engineered to be perfect mates. Also includes their descendants. Backgrounds will be limited to various civil and slave backgrounds like pop idol, prostitute, recruiter...
Always has the trait Beautiful, 50% chance for trait Kind
Pain factor x1.4
RecruitPrisonerChance +0.2
SocialImpact +0.2
DiplomacyPower +0.2
PsychicSensitivity +0.2

Wolfman
Adapted to cold biomes this human has a thick fur as well as impressive teeth and claws. Backgrounds limited to various violent tribal and raider backgrounds.
50% has trait bloodlust, 25% chance for Abrasive
light natural armor against blunt and sharp
min comfortable temp -24°C (compared to 16°C for normal humans)
Increased damage with natural weapons (in between normal humans and wargs)
Hunger rate x1.2
TameAnimalChance -0.05
TrainAnimalChance +0.15
MentalBreakThreshold -0.08

Scaleman
Adapted to hot biomes with a leathery thick skin and lower food consumption.
Max comfortable temp 46°C (26°C normal)
Hunger rate x0.8
Natural armor
Tiredness x1.3
ToxicSensitivity x1.5
MoveSpeed 4.2 (down from 4.6)
LeatherAmount 60 (up from 50)


Next steps
I'm currently waiting on some additional head sprites made by Rebelrot and still need to create the backstories for the soldiermorph.

I expect to release by the end of January.
#9
Mods / Modding induced gaming fatigue
January 20, 2018, 10:17:28 PM
Hey guys, this is mostly directed at other modders:

Ever since I picked up modding Rimworld in my spare time I noticed a decline in my gaming habits. Actually not gaming in general but just Rimworld. I clocked something like 500-600 hours ingame in my first 6 months but since I started modding about 6 months ago I only played for something like 30-50 hours and those mostly to test the features I was currently working on.
I basically stopped playing Rimworld and started to almost exclusively mod it. I still play other games, don't get me wrong but just not Rimworld anymore.
The weird thing is, is that I can't really explain why. Maybe ever since I was able to look under the hood I see the game in a different way or maybe it is just more satisfying to create something new instead of just playing with it. Maybe after 500 hours I just had my fill of it and I'm only sticking around because I like modding?
There is actually a real downside to this: I don't really experience Rimworld anymore and don't even exactly know how my mod and others affect the gaming experience and just work with my gutt, previous experience, spreadsheets and some (rarely ellaborate) feedback. Maybe I should just kind of force myself to play a colony through to the end but that would kind of make it work instead of fun.

Talking to one or two other modders gave me the impression I might not be the only one experiencing this shift in prioritizing modding over gaming. I write this now to get some other impressions on this. Am I the only one experiencing this? What are your stories and how do you deal with this?
#10
Releases / [1.0] AI Uplifting Assistant
December 10, 2017, 12:19:19 PM

AI Uplifting Assistant



To fullfill a mod request from Errant Vagrant in his forum thread I created this mod to introduce an AI uplifting assistant.
This building works like the multianalyser but increases research speed by 100% to give a boost to tribals trying to get off the planet.

The mod should work with any other mod that does not severly change the game.

Download links
Steam Link
Nexusmods Link

Regarding licencing: You can do whatever you want with this mod and the containing code but please credit me as the author and a short pm would be nice so I can see what you did with it.
#11
Mods / Has anyone ever done event chains?
December 07, 2017, 01:33:57 PM
Hey guys, I'm just curious: Has anyone ever done a mod to introduce event chains?
Something like: Event A happens. If player decides B then after a while event D happens but if player decides C then nothing/event E happens.

The search function didn't yield anything unfortunately.

I'm considering to try and create some form of quest or unfolding event that might tell a small story.
It's always easier to check out someone elses work for ideas/inspiration on how to implement it.

If such a mod doesn't exist I'm also happy to discuss options on how to implement something like this and I'm open to suggestions on what kind of event chains might be an interesting idea/story.
#12
Hey guys. I'm having some issues while trying to patch my mod from A17 to unstable A18. I worked through any other error so far but now I ran into a wall and can't figure out what is the issue.
Quick log of the current errors:
First one is yellow:
Caught exception while loading play data but there are active mods other than Core. Resetting mods config and trying again.
The exception was: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Linq.Enumerable.Iterate[ThingDef,Single] (IEnumerable`1 source, Single initValue, System.Func`3 selector) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.Min[ThingDef] (IEnumerable`1 source, System.Func`2 selector) [0x00000] in <filename unknown>:0
  at Verse.PawnKindDef+<ConfigErrors>c__Iterator0.MoveNext () [0x0024b] in C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\DefTypes\PawnKindDef.cs:295
  at Verse.DefDatabase`1[Verse.PawnKindDef].ErrorCheckAllDefs () [0x0006a] in C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\DefDatabase.cs:138
  at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x000d0] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222
  --- End of inner exception stack trace ---
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x000eb] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115
  at Verse.GenGeneric.InvokeStaticMethodOnGenericType (System.Type genericBase, System.Type genericParam, System.String methodName) [0x00004] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenGeneric.cs:39
  at Verse.PlayDataLoader.DoPlayLoad () [0x0030f] in C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:217
  at Verse.PlayDataLoader.LoadAllPlayData (Boolean recovering) [0x00026] in C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32
Verse.Log:Warning(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:36)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:52)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:51)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:453)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

I'm not exactly sure what this message is telling me but since the next line is: Successfully recovered from errors and loaded play data. I decided to ignore it for now.
However after this there is basically a long list of errors telling me that various textures are unable to load.
My main question is: Is anyone aware of any changes to the way textures get loaded while transitioning to A18? All textures were loading fine in A17 and I didn't make any changes to them while patching to unstable A18. I triple checked capitalization and correct spelling but can't find any mistakes.
For reference here are some of the errors I got:
Could not load UnityEngine.Texture2D at Things/Building/ComputerCoreSW in any active mod or in base resources.
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.ContentFinder`1:Get(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ContentFinder.cs:46)
Verse.Graphic_Single:Init(GraphicRequest) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Graphic\Graphic_Single.cs:43)
Verse.GraphicDatabase:GetInner(GraphicRequest) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Graphic\GraphicDatabase.cs:161)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Graphic\GraphicDatabase.cs:134)
Verse.GraphicData:Init() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\DefTypes\DefParts\GraphicData.cs:134)
Verse.GraphicData:get_Graphic() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\DefTypes\DefParts\GraphicData.cs:88)
Verse.ThingDef:<PostLoad>m__3() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\DefTypes\ThingDef.cs:662)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:487)
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:402)
Verse.LongEventHandler:LongEventsUpdate(Boolean&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:257)
Verse.Root:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:98)
Verse.Root_Entry:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:25)

MatFrom with null sourceTex.
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.MaterialPool:MatFrom(MaterialRequest) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Resources\MaterialPool.cs:83)
Verse.Graphic_Single:Init(GraphicRequest) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Graphic\Graphic_Single.cs:51)
Verse.GraphicDatabase:GetInner(GraphicRequest) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Graphic\GraphicDatabase.cs:161)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Graphic\GraphicDatabase.cs:134)
Verse.GraphicData:Init() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\DefTypes\DefParts\GraphicData.cs:134)
Verse.GraphicData:get_Graphic() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\DefTypes\DefParts\GraphicData.cs:88)
Verse.ThingDef:<PostLoad>m__3() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\DefTypes\ThingDef.cs:662)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:487)
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:402)

Failed to find any texture while constructing Multi(initPath=Things/Building/MatterweaverSW, color=RGBA(1.000, 1.000, 1.000, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.Graphic_Multi:Init(GraphicRequest) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Graphic\Graphic_Multi.cs:60)
Verse.GraphicDatabase:GetInner(GraphicRequest) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Graphic\GraphicDatabase.cs:161)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Graphic\GraphicDatabase.cs:136)
Verse.GraphicData:Init() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\DefTypes\DefParts\GraphicData.cs:134)
Verse.GraphicData:get_Graphic() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\DefTypes\DefParts\GraphicData.cs:88)
Verse.ThingDef:<PostLoad>m__3() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\DefTypes\ThingDef.cs:662)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:487)
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:402)
Verse.LongEventHandler:LongEventsUpdate(Boolean&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:257)
Verse.Root:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:98)
Verse.Root_Entry:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:25)


Any ideas what's the root of these errors?

EDIT: Problem solved. The issue was the exception. Resolving the exception also caused all textures to load properly.
The reason for the exception: The melee weapon tags were changed for A18 so the old one I was still using caused the issue.
#13
I'm guessing this is more of an oversight than an actual bug but the charge rifle is missing the weapon bulk stat every other gun/weapon has.

It should default to 1.0 but since the stat shows up for every other weapon I would like to see it in the charge rifle's description too.
#14

Docile Predators



To fullfill a mod request from ferrets in his forum thread I created this mod to make predator animals docile.
No (vanilla) animals will hunt down other animals/humans anymore. To not let those poor predators starve they are now able to consume live plants like grass to compensate for the lack of food.

The mod should work with any other mod that does not patch or replace vanilla animals.

This mod works with A17, B18, B19 and 1.0

Download links
Steam Link
NexusMods Link

Regarding licencing: You can do whatever you want with this mod and the containing code.
#15
Help / How do raiders get generated?
October 02, 2017, 03:01:04 PM
Hey guys, I need some help figuring out the way raids and specifically the amount and kind of raiders are being generated.
I understand how the points for the raids are calculated (Wealth Items + (Wealth Buildings)/2 + Pawns * 42).

I also figured out that each faction def has it's own list of <pawnGroupMakers> to pick its raiders from.
However I wasn't really able to find/understand how exactly the PawnGroupMaker generates the actual raiders.
It basically boils down to the following questions:

Where exactly do the points come in and what exactly do they determine?
What are the values in the factionDef under PawnGroupMakers? What exactly do they influence?
Example:
<MercenarySlasher>70</MercenarySlasher>
<MercenaryElite>100</MercenaryElite>

In the factionDef for mechanoids I also found the following value: <maxPawnOptionCostFactor>
Does this increase/decrease the amount of points a single pawn is worth while generating? How does it influence the pawn generation?

I'm asking all this because I want to create a custom faction with custom PawnKindDefs to create raids with more competent and better equipped raiders.
#16
Not sure where else to put this but I'm currently looking for an artist to create three workbench textures for my mod Sparkling Worlds.

Specifically something that represents the following:

  • Explosives table (used for mixing explosives, could look like drug lab)
  • Matterweaver (kind of an hightech loom)
  • 3D printer
Contributers will be mentioned in the credits of my mod and will have my eternal thanks.
#17

Introduction

The main idea for this mod is to increase the ability to craft advanced items and introduce some new advanced weapons, items and buildings without breaking the game or deviating too much from the vanilla version.
I'm open to constructive criticism regarding the balancing.

This mod can be added to any savegame and should work with most mods (see list below). Removing it from a savegame will result in errors though. If you want me to check a specific compatibility just post or pm.

If you encounter any bugs please report them. I will fix them as soon as possible.

Download links

Full Mod with all features present:
Steam Link - Full Mod
NexusMods Link (manual download)

Version with reduced feature list but optional addon-ons so you can pick what features you want (All these mod can also be found at NexusMods):
Steam Link - Core Mod
Add-ons (also work without the Core or Full mod):
Blue Moon Corp - Faction
Chemical extraction - Neutroamine and chemfuel refining
Mind Altering Device - change your traits
More World Events - additional events
Mech Serum Crafting - craft resurrector, healer and lazarus mech serum
Weapons - craft vanilla-friendly weapons
Extensions (Optional extension not included in the Full mod):
BMC Hardcore Patch - patches Blue Moon Corp to be even deadlier (requires Full mod or Blue Moon Corp Addon)
Combat Extended compatibility Patchn (B18!) - Steam Link or Github Link (requires Full Mod!)

The mod will be continuesly improved upon.
If you want to support me or help me to be able to pay some artists for better textures, please consider to buy me a coffee:


Content

Ship crash event
A new event, which spawns a quest opportunity to go and explore a spaceship crashsite.
The crashsite features three potential layouts with chances for high rewards but also grave danger. You might not be the only ones sending an armed caravan to explore the crashsite.
There is also a chance for a mechanoid hive ship crash including more mechanoid forces and more advanced/special loot.

Psychic emitter event
An ancient psychic emitter reactivated and is sending a powerful drone. Go out and destroy it or endure the drone until it shuts down again.

Doctor request event
Similar to the peace talk a doctor is requested to a nearby site. Sending a good doctor might result in an increase of goodwill.

Trade fair
Some caravan traders are gathering nearby to trade. Go out and trade with multiple caravans at once.

Infested ship chunks
Bugs from space! Some infested ship chunks fall down near your colony. They act like normal insect hives and will even reproduce.

Hunting lodge
Get the location of a nearby hunting lodge. Facilities for sleeping, cooking and butchering are already present as well as a herd of animals to hunt.

Thrumbo sighting event
A new event, which spawns a quest opportunity to go to a site near you colony where a herd of thrumbos is gathering. You might hunt and kill them or try to tame them. A hostile faction might have send a hunting party too, which will attack you.


Matterweaver

  • Weave synthread out of cloth and devilstrand
  • Weave hyperweave out of devilstrand and plasteel
  • Weave plasteel out of steel
Mechanite assembly

  • Make AI persona core
  • Print luciferium
  • print sensory or fibrous mechanite injector
  • print healer and resurrector mech serum
  • print lazarus injector - mechanites that heal a pawn if he gets downed
  • print pain gun (non-leathal gun)
  • print 3 different gauss weapons (gauss lance, rifle and bulletstorm)
  • print plasma gun
Fabrication bench

  • Make pain stick (non-leathal melee weapon)
  • Make burn stick (deals burn damage)
  • Make Triple or Doomsday rocket launchers
Drug lab

  • Make Glitterworld medicine
Refinery

  • Refine neutroglycerin into chemfuel
  • Refine neutroglycerin into neutroamine

Boomalopes and Boomrats now give neutroglycerin instead of straight up chemfuel

Devilstand is now growable in hydroponics

Mind Altering Device - Don't like your traits? Get new ones using this marvelous technology. Side effects may include but are not limited to pyromania, cannibalism, dementia and death.

Bombardment satellite pod - Can be constructed at a pod launcher. Will spawn a orbital bombardment targeter when launched.

Glitterworld hospital bed - Like the normal hospital bed but even better. Pawn will heal quicker and there is a higher chance for a successfull treatment.

Compact nuclear reactor - Don't confuse with fusion. This nuclear power plant turns boring uranium into precious power. Warning: Consumes a lot of uranium and damage might lead to detonation.

Computingsystem - Addon for the High-tech research bench to research Glitterworld technologies.

Three new kinds of traders

  • Glitterworld trader - sells advanced items like adv components, rail guns and AI cores
  • Farming trader - sells everything farming related from meals, raw food, fertilized eggs to lifestock like cows and pigs
  • Mining goods trader - sells all mineable resources like uranium, gold, jade, stone blocks, etc. and buys drugs

Blue Moon Corporation - New faction of hightech spacers spawning harder raids with slightly better equipped raiders

Patches (already included in the mod)

Genetic Rim - creatures from that mod produce neutroglycerin instead of chemfuel.

Medic Addons - allows to link the glitterworld hospital bed to the addons from the mod.

Jelly farm - makes the infested ship chunks drop hive parts so they can be used to create jelly farms.

Survival Tools - makes the multitool from the mod craftable after researching a Sparkling Worlds research


Credits

  • Albion - coding and textures
  • Mehni - being a good guy and answering lots of questions
  • Shotty - preview picture and gun textures
  • MrHoodlum - various event related textures
  • Chicken Plucker - various textures
  • Halno - various building and other textures
  • Riper - Russian translation
  • Saebbi - CE compatibility patch creator, helped translate to german
  • ShadowTani - original Boomalope chemical extraction idea
  • IzzyHRC - original Mind Altering Device creator. Various code and textures were taken from his outdated mod



License
This mod is licensed under CC BY-NC-SA 4.0

You can therefore adapt, transform, and build upon this mod but I want credit and a short pm if you publish it.
However do not re-upload this mod without my consent and don't publish any translated version.
If you want to translate my mod please contact me and I can send you the necessary files. I'll incorporate any translations and credit the translator.
#18
Help / Fixed the issue - Please delete
July 13, 2017, 10:05:46 PM
I was having some issues but turns out I was just testing it wrong.
Please delete this thread.