Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - LimeTreeSnake

#1
Releases / [1.0] Ammunition (2019-11-26)
November 14, 2019, 04:55:38 AM
-Ammunition-

-Description-
I felt there was a need for ammunition as well to make ranged combat and attrition more enticing. I have tried to emit compatibility issues from the get go to let you quickly get into the action.. Mods should automagically get assigned an ammunition type and should it not fir. Use the mod settings to alter things to your liking.










-Features-

  • Mod settings where you can tweak many values.
  • Ability to tweak what ammo if any should be used per weapon.
  • Gizmo to show current ammo count.
  • Raiders use ammo and have ammo depending on their primary weapon.
  • How much ammo pawns should spawn with.
  • Least amount of ammo pawns should always try to carry around.
  • Crafting ammo locked behind research.
  • A pawn without ammunition will put their weapon in their inventory unless they find a source nearby.

-FAQ & Compatibility-

  • Should cause no error upon loading mid-game. Not sure if removing it would cause errors apart from having tons of ammunition disappear.

-Load Order-
It seems that this mod is best loaded before robotic and medical mods although below traits at the lowest.

-Known Issues-

  • Visitors might decide to take your ammo cause they are getting low.


-Links-
Ludeon
GitHub
Steam Workshop
Discord
Patreon account

-Special Thanks to-

  • Pardeike: cause of his work on Harmony.
  • OskarPotocki: For all awesome images.
  • Madman666: The his timely aid.
  • Trunken: For all that support.
  • Chicken Plucket: For the animation and supporting me always.
  • Abraxas: For suggesting of the load order!
  • Kikohi: For his timely aid!

-Updates-
2019-11-26
- Removed option for fetching ammo in mod settings.
- Added Gizmo for pawns to allow fetching ammo automagically or not.
- Redressed pawns should now get some of that juicy ammo if applicable.
- Pawns should be less likely to randomly fetch ammo when hunting.
- Hotfix - Weapons without bullets assigned wont turn UI off.

-License-
You may use this code as however you want. However, do let me know and give credits due if you do as I'd love to hear about what you've created with it! :)
#2
Unfinished / [1.0] (WIP) Ammunition (2019-10-22)
October 18, 2019, 12:31:47 PM
-Ammunition-


This mod is a work in progress! Bug reports, feedback, and comments are appreciated!

-Description-
My other mod 'Degradation' cause weapons to jam and degrade with time and use. But I needed something short term as well and that is ammunition. I do enjoy Combat Extended like many but I used it mainly for that ammo. I did not enjoy the fact that I had to find a huge list of mods to make things compatible. I have tried to emit that issue from this mod by making it compatible on the go by simplifying a lot of things regarding real ammuntion. It is to keep things rather lightweight, compatible at the cost of immersion for playability.



-Features-

  • Five ammo types (Primitive Ammunition: Industrial Ammunition: Chemical Ammunition: Nitrogen Ammunition: Battery Ammunition)
    -Do note that most weapons fall under the primitive/industrial ammunition whereas mods oft delve into other damage types like fire, plasma, nitrogen, shock, stun and electricity.
  • Mod settings where you can tweak many values.
  • Raiders use ammo and have ammo depending on their primary weapon.
  • How much ammo pawns should spawn with.
  • Least amount of ammo pawns should always try to carry around.
  • Crafting ammo locked behind research.
  • A pawn without ammunition will drop their weapon unless they find a source nearby. Commence the fist-fight.

-FAQ-

  • Should cause no error upon loading mid-game. Not sure if removing it would cause errors apart from having tons of ammunition disappear.

-Compatibility-

  • Should be compatible with everything possibly even CE although... why. If there is a weapon that uses a strange damage type not handled by this mod then that weapon won't use ammo. Really simple but I can rather easily patch it if you notify me.

-Known Issues-

  • Outsiders might decide to take your ammo.


-Links-
Ludeon
GitHub
Steam Workshop
Discord

-Patreon-
I created a Patreon account since some people have asked for a way to support me!

-Special Thanks to-

  • Pardeike: cause of his work on Harmony.
  • Madman666: The awesome images
  • Trunken: For all that support and images!

-Updates-
2019-10-22
- Fixed freeze after hunting with no ammo.
- Decreased weight from 0.1 to 0.05
- Trial nullcheck for mod settings. Possibly will end the issue of mod setting null exception for a lot of people.
- Removed IsTechHediff

2019-10-19
-Added check for named laser weapons to not use industrial ammo.
-Instead of dropping weapons, they are added to the inventory. Dunno why I thought dropping weapons was the best way...
-New art by OskarPotocki
-Pawns return to their original position when fetching ammo if in combat or drafted.
-Pawns should not try to fetch new ammo when hunting or whenever their weapon is brought forth.
-Proper Shotguns Patch

-License-
You may use this code as however you want. However, do notify me as I'd love to hear if people find use of my code! :)
#3
Unfinished / [1.0] (WIP) Tenants (2019-11-10)
September 05, 2019, 04:35:26 PM
-Tenants-



This mod is a work in progress! Bug reports, feedback, and comments are appreciated!

-Description-
This mod was inspired by Orion's Hospitality and my desire to have longer-term interations with NPC colonists. This is not intended as a replacement for Hospitality; Hospitality enhances the visitor system in Rimworld while Tenants are more like regular colonists that simply have restrictions on what they do. Both mods work together just fine!

Tenants are colonists that you cannot directly control or assign to tasks. So long as you have a regular colonists present, they can randomly offer to make a contract to stay at your colony. If you prove to be a good host, they may ask to stay longer. If you mistreat them, they might leave or worse!
Couriers are responsible for delivering silver and they spawn randomly. However, they can be called for through the comms console for a small fee.
Tenants are colonists that you cannot control nor give tasks to. Should you mistreat them, they'll leave and or other bad things may happen. A contract is randomly made with the only restriction that you must have a regular colonist on the home map. Payment will be received at the end of a contract period and the tenant might ask to stay longer should you prove to be a good host.

-Features-

  • Non-controllable tenant colonists that pay you for being able to live in your colony.
  • Invite tenants to stay at your colony via the Comms Console.
  • Tenants may ask to extend their contract.
  • Happy tenants may ask to join your colony.
  • Couriers to deliver money. This feature will be further enhanced.
  • A mailbox(misc) building requirement to have the events spawning.
  • Evicting a tenant will receive in no money paid.
  • Mistreating tenants may result in future consequences.
  • Tenant that don't have the colony's best interest in mind.
  • New Tenant tab to manage your tenants!
  • Customizable mod settings!

-FAQ & Compatibility & Known Issues-

  • This mod can be added mid-game.
  • This mod should not cause any issues if removed mid-game; any tenants should become regular colonists. Please let me know if something breaks!
  • Tenants will occasionally take your stuff. This is normal, however you can restrict their clothing, food and drug options by accessing the tenants tab.
  • Incompatible with -> Preemptive Strike
  • There might be strange behaviors with tenants and equipment if you use Combat Extended.
  • Tenants riding animals from Giddy up, upon contract end leaves with said animal.
  • Tenants can become mayors with Psychology, this is awesome.
  • Better Pawn Control has a minor conflict where tenants are reassigned to first option for food, drugs and apparel in the list of restrictions.
  • [O21] vehicle framework


-Links-
Ludeon
GitHub
Steam Workshop
Discord

-Patreon-
I created a Patreon account since some people have asked for a way to support me!

-Special Thanks to-

  • Pardeike: cause of his work on Harmony.
  • Orion: For his Hospitality mod.
  • Chicken Plucker: For the lovely images!
  • Aelanna: For the language help!
  • OskarPotocki: For his art! <3

-Updates-
2019-11-10
- Broadcast is not initially set to true.
- Mod settings updated.
- Wanted pawns are no longer wanted by your faction.
- Courier system where money is delivered through couriers instead of spawning randomly.
- A mailbox to recieve tenancy payments.
- Lowered chance for bounty hunters.
- Asynchronous relations should be fixed.

-License-
You may use this code as however you want. However, do notify me as I'd love to hear if people find use of my code! :)
#4
Releases / [1.0] Degradation (2019-11-26)
November 16, 2018, 02:29:18 AM
-Degradation -


-Description-
This mod makes sure that all your stuff breaks down with passive and active use. Using weapons wear them down and they can jam.


-Features-

  • Mod settings where you can turn on and off features and change degradation values, including daily vanilla apparel deterioration
  • Randomize damage done to your items.
  • Degradation for NPC.
  • Quality of item matters for degrading, make your legendary weapons everlasting
  • Jamming when firing badly damaged weapons!
  • Bullet count matters for degradation.
  • All features Toggleable.

-Special Thanks to-

  • Jecrell: cause he is great and his code helped me a lot.
  • Pardeike: cause of his work on Harmony.
  • XeoNovaDan: For his suggestion regarding quality.
  • LegendBraki: For his many suggestions.

-Compatibility-

  • Adding/removing this mod mid-save may or may not have unforeseen consequences but so is true for all mods right?
  • CE
  • Minigun 2


-Links-
Ludeon
GitHub
Steam Workshop
Discord

-Patreon-
I created a Patreon account since some people have asked for a way to support me!


-Updates-
2019-11-26
- The used weapon should be damaged correctly in case of multiple possible sources.
- Bullet Matters formula revised to actually do what it is supposed to. . .
- Jamming works again.
- Remade old firing code and fast exits.
- Much sturdier weapon, undamaged weapons won't take any damage even at 100%.

-License-
You may use this code as however you want. However, do notify me as I'd love to hear if people find use of my code! :)