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Topics - Lanilor

#1
While working on a mod I found this in the WorkGiver_GrowerHarvest core class:

Room room = c.GetRoom(map, RegionType.Set_Passable);
float num = 0f;
for (int i = 0; i < 40; i++)
{
IntVec3 c2 = c + GenRadial.RadialPattern[i];
if (c.GetRoom(map, RegionType.Set_Passable) == room)
{


This results in a useless check for room == room, so I guess the 'c' in the if should be 'c2'.
(As it is like that "correct" way for example in the WorkGiver_CleanFilth.)

This results in the harvesting colonist maybe walking a long way to another room, when there is a crop "nearer" to harvest.

See screenshot: Jenni will harvest 1 - 2 - 3 when undrafted and not 1 - 3 - 2.

[attachment deleted due to age]
#2


Storyteller Enhanced
v0.18.2


Description

This mod adds four new storytellers to the game to extend the vanilla storytellers.

These storytellers are meant to enhance your Rimworld experience, in general by improving the threat cycles and story event triggers. You will get more events compared to the equivalent vanilla storyteller, but no meme-guy trowing something like 10 events a day at you. Choose between Calista Complex, Raya Relaxed, Matt Moody or Nora Nothing, depending on whether you like to chill or suffer. Compared to vanilla, these storytellers have a way more complex threat cycle, which add a greater variety of stuff that can happen and makes them sometimes less predictable. Each of them has his/her own style which you can see in the name and description.


Calista Complex
Calista creates story events on a more complex schedule.
She likes to see how you can handle different situations. Expect the unexpected.

Raya Relaxed
Raya creates a relaxing story for you.
Sometimes she adds an extra event to give you a little surprise, but thats more often a nice gift or to spice up your day than a threat.

Matt Moody
Matt is famous for his mood swings.
You will have a good time with balanced events, but occasionally when he gets in the mood, he makes your life a living hell.

Nora Nothing
Nora will cover your back and prevents all (storytelled) incidents from happening.
Use her if you want to write your own story.


Upcoming features (probably)
- New special incidents
- More different raid types
- New portraits


Download
Storyteller Enhanced 0.18.2 for Beta 18 (Dropbox)


How to install
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
- Choose a new storyteller ingame.


How to update from an older version
Same as install, just delete the old folder before copying the new one to prevent some errors if file names have changed.


Author/Mod Team
Me


Contributing
Contributing is always welcome.
If you think this mod needs better art or a translation, feel free to message me. I'm also happy for (constructive) feedback like new features or balancing.


FAQ
Q: Can I safely add this to an existing save?
A: Yes.

Q: Can I integrate this mod into my modpack.
A: Yes, but credit me and if you like, post a link here.

Q: I have an awesome idea for a storyteller or event. Make it into the mod.
A: That's not a question, but if you have an idea you want to see in this mod, feel free to post it here. I will look at it, but I obviously can't guarantee to add anything for various reasons.
#3


Explosive Delivery
v0.18.0 (prabably not yet balanced at all edition)


Description
Improve your base defenses and bring the explosion right to your enemies!
More vanilla-style mortars, turrets, stationary guns and traps for more variety in siege and base defense.


Highlights
- Various new structures that gives you more different approaches to build your defenses with.
- Trap trigger chances now depend on various stats of the triggering pawn. So a very conscious pawn has a high chance to see the trap and avoids it, while an injured, careless pawn will almost certainly trigger the trap. Affecting stats are consciousness, sight, weight, move speed, rest and mood.
- New mannable gun complexes which needs ammunition. These stationary guns add a good amount of firepower to your base defense, but care for the ammo costs and flanking enemies.
- Explosives! Explosives everywhere!


Content in detail
- Fake sandbags. Give your enemy a place to feel safe ... until you blow that place up!
- Barrikades. An improved version of vanilla sandbags.
- 3 new auto turrets (heavy, precision, shotgun)
- 3 new mannable gun complexes (strong stationary weapons which needs ammunition) (MG, railgun, grenade launcher)
- 2 new mortars (an improved and a high precision one)
- 8 new explosive traps
- 2 new terrains to build to slow down your enemy
- Items, trap kits, ammunition, explosive tanks,  ...
- A new research tree with 18 new researches and one new workbench





Upcoming features (probably)
- Better balancing
- Nuclear ammunition as a higher tier (if I get a good concept that is fun but not op)
- Some neolitic content for the early game or a tribal start


Author/Mod Team
Only me, but credits who credits deserve:


Credits
More Vanilla Turrets by Marnador (I took some of the graphics as a base for mine.)
Art Modifications - Resources - Some graphics by mrofa, jabbamonkey from this thread


Contributing
Contributing is always welcome.
If you think this mod needs better art or a translation, feel free to message me. I'm also happy for (constructive) feedback like new features or balancing.


Download
Explosive Delivery 0.18.0 for Beta 18 (Dropbox)


How to install
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.


FAQ
Q: Can I integrate this mod into my modpack.
A: Yes, but credit me and if you like, post a link here.