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Messages - Rhadamant

#2


If you'd prefer to have all of this information in video form here's a video that goes over about 90% of the information:

Frost and Fire RimWorld Mod Overview Video

Frost and Fire is a Kenshi inspired RimWorld full conversion mod. The mod is intended to be played as an ultimate survival scenario, which will be extremely difficult and radically changes traditional tactics and strategies. This project is a result of the Rhadamant Plays community proposing an extreme temperature challenge, and that proposal won in a public poll by popular vote. The mod is intended to be played with the associated scenario for maximum challenge and balance, and ideally, the accompanying save game file so that everyone starts on equal footing.



The minimum requires to play Frost and Fire is the following:
(Mods and Scenarios linked on the sidebar)

How to use a downloaded save game file (or scenario):
Click here for a brief tutorial

Royalty is supported, but not required.

For Frost and Fire to work properly you'll have to use the premade scenarios, but you can (with some effort) design your own scenario following a setup guide found at 
https://rhadamant.com/





Frost and Fire is balanced when used in conjunction with the Frost and Fire scenario, without the associated scenario the mod may not offer sufficient challenge. The Scenario for the community challenge removes a lot of the more beneficial events and incidents so that you cannot rely upon good luck for survival.

Scenario with Royalty
Scenario without Royalty



Community Challenge is the way Frost and Fire was meant to be played.

Here are the settings:


       
  • Use the provided scenario
       
  • Use the provided save game file
       
  • You may not have more than 1 colony
       
  • You may not move map tiles
       
  • You may not change the difficulty or storyteller
       
  • You may not use mods other than user interface mods
       
  • You must remain neutral or allied with all factions
       
  • You win by getting off this cursed planet
Why should you try the community challenge? If we all follow the rules listed above, our experiences of surviving Frost and Fire will remain relatable. We can share our struggles, our successes and our screenshots and everything we share will have the same common reference point, which makes Frost and Fire a community event. I truly hope you all enjoy the time you spend enduring the brutality that is Frost and Fire.





Frost and Fire replaces all of the vanilla biomes with a custom biome designed by Sarg, the author of Alpha Biomes. The entire world is a metallic machine world, severely lacking biodiversity. The machine world has an extreme elliptical orbit, which means that the summers can easily reach boiling temperatures and inversely the winters are bitter cold. As a result of the wild temperature variations and the fact that the majority of the planet is metallic, plants barely grow on the surface of the world, so most of your calories must come from hydroponics, clever farming, ranching or hunting. The world will offer you an abundance of steel and slag, but if you're wanting other building materials you'll likely have to salvage, scavenge and barter for them.





Frost and Fire removes all vanilla animals and replaces them with Kenshi inspired animals, which are far more dangerous and aggressive than their RimWorld equivalents. Many of the Kenshi animals will be faster and stronger than you are used to, and also often yield far less meat, or just foul meat instead. They'll hunt in packs and attempt to eat you alive. They're also far more adapted to the biome and won't be as impacted by the extreme temperatures. Frost and Fire also adds 'domesticated' animals provided in this modpack that can act as haulers, caravan animals and ranch-able animals. They're not as well adapted to the extreme temperatures, but may provide benefits to your colony.





Frost and Fire introduces a new enemy, Reapers. The reapers are inspired by the Kenshi race Skeletons, and based on a mod that was originally made by Sharpedo-Dressed Man and modified heavily by me, Rhadamant. Reapers are remorseless robots who feel no pain, are much tougher than organic attackers and are trying to wipe out organic life. They're totally unaffected by the drastic temperature shifts of the planet and are seemingly immune to all psychic attacks. They are a cross between the traditional mechanoids of RimWorld and regular marauder/pirate raiders. The Reapers also have their own unique race-specific armor, weapons and abilities that were carefully balanced to fit well within RimWorld. Reapers are still hostile with mechanoids and you may have opportunities to pit them against one another.



To dramatically increase the amount of interactions with Reapers, the Frost and Fire scenario is designed with Faction Control to remove the savage tribe, fierce tribe, rough outlander union and pirate band, leaving you only with a civil outlander union faction, civil tribe faction and reapers. This causes a much larger percentage of your raiders to be Reapers and Mechanoid Hive. The shattered empire will also be included if you have the Royalty DLC and there are two copies of the original save game file, one with Royalty and one without to accommodate everyone.




Frost and Fire introduces a very large variety of new arms and armors, but race restricts them for Reaper use only. The armor and helmets were sourced from Sharpedo-Dressed Man's mod, Kenshi Apparel. The new weapons that Reapers wield were made by me, Rhadamant. All of the armor and weapons are carefully balanced to fit within the existing arsenal that is available in vanilla RimWorld, while feeling unique and unfamiliar. The weapons, helmets and armor was made to be race restricted so that you cannot scavenge the Reapers to dramatically improve your own equipment. This increases the challenge of Frost and Fire.





You can find the FAQ on the website
#3
Mods / Re: Kenshi animals in RimWorld
October 17, 2019, 02:14:24 PM
Be warned, I've made Beak Things in this mod just as terrible as they are in Kenshi
#4
Mods / Kenshi animals in RimWorld
October 16, 2019, 04:30:03 PM


Hey everyone!

Me and my friend Arty have been working on a RimWorld mod for Kenshi animals and showcasing it in a Twitch stream. The mod is still very much a work in progress but if you'd like to see the progress I'll be streaming with the mod in just 40 minutes or so on http://twitch.tv/rhadamant5186 ( 5 PM EDT / 2 PM PST / 10 PM UK )

If you'd like to know more about the mashup series I've been streaming you can find it at http://rhadamant.com/kenshi-on-the-rim/

Always looking for feedback about balance and features!

Cheers.
#5
Quote from: Donutking00 on May 07, 2019, 11:52:10 PM
I remember this having pictures, yet they are not showing up.

I found backups! Yay!
#6
Hi Donutking00

I'll try to get them rehosted.

Alternatively if you're interesting in my stories I do have a YT channel with lots of RimWorld series.

Sorry!
#7
That mod does not change the green tinting of toxic fallout, it only makes the slowflake-like effect go away. Thanks anyway Canute.
#8
I'm looking for a mod that can remove the green tint from Toxic Fallout or for someone to make a mod that does just this. Thanks!
#9
Awesome, thank you krafs!
#10
Quote from: krafs on February 28, 2019, 01:32:06 PM
Hi,

I recently released a mod called Toggles that can hide and disable things in the game.
It doesn't currently have settings for blocking overlays, but I just had a quick look, and I can definitely add that.
There are five different overlays that I can see at a glance: Toxic Fallout, Fog, Rain, Hard Snow and Gentle Snow.

Also, it seems at least two things happen to the screen:
1) a texture is being drawn, e.g. rain or fog, and
2) everything changes color, e.g. turns darker during storms, green during toxic fallout,etc.

If anything affects performance, it would probably be the texture. I can easily block that. However, I don't think I want to mess with the colors.

How does this sound?

Did you ever end up adding this to your mod?
#11
General Discussion / Re: Speedrun Challenge!
February 27, 2019, 02:34:35 PM
Quote from: TheMeInTeam on February 26, 2019, 03:12:58 PM
^Rimworld is a lot less random than you might think if you know all the events and prepare/invest properly.  For the purposes of comparing finish times or completing a narrow objective minimizing RNG is the correct choice.

120 days is a short timeframe for research and especially for gathering uranium.  Is the AI ship disabled (presumably the "escape ship" means that)?  If so this is certainly an optimization challenge, though I expect resources to bottleneck worse than tech if this isn't tribal.

There's no escape ship and you start off on an island with no other colonies on the island, so there's nobody to trade with at all. It's not tribal, but it ought to be plenty tough regardless.
#12
General Discussion / Re: Speedrun Challenge!
February 26, 2019, 11:43:30 AM
The incidents were disabled to prevent luck from becoming a significant factor in completion time. Imagine an attempt where a person continually gets Plasteel cargo pod drops, for instance.

Other incidents disable your ability to trade so that you can't rely on fortunate trades to fuel your escape either.
#13
General Discussion / Speedrun Challenge!
February 25, 2019, 05:19:42 PM
Hey Everyone!

Every now and then I cobble together ideas for community challenges (Like the Sea Ice one you might be familiar with) and now I've created a speedrun challenge that should allow you to flex your efficiency/min-max muscles.

Here's a video on the summary of the challenge:
https://youtu.be/OKrtwx_kpoY

If you'd prefer the text details, here they are.
THE CHALLENGE:
A Planet killing asteroid will hit Alderaan in just 120 days (2 years in RimWorld) and the challenge is to evacuate your doomsday cultists to safety. There is only two additional rules, you may not recruit anyone to your cult to help you escape and you may not settle other colonies or more your starting colony.

You start with an AI Persona Core.

SAVE FILE:
https://bit.ly/2Tf8yGP

SAVE FILE INSTALLATION DIRECTIONS:
https://rimworldwiki.com/wiki/Save_file

SCENARIO INFORMATION:
The Doomsday scenario has the following incidents disabled to mitigate 'luck' in this challenge:

  • No Caravan Meetings
  • No Resource Pod Crashes
  • No Self-Tame
  • No Farm Animals Wandering In
  • No Wanderers Join
  • No Transport Pod Crashes
  • No Chased Refugees
  • No Meteorite Impacts (Except for the planetkiller, hah!)
  • No Wildman wandering in
  • No Ship Chunk Drop
  • No Orbital Trader Arrivals
  • No Trade Caravan Arrivals
  • No Visitor Groups
  • No Traveler Groups
  • No Man in Black
  • No Ship Part Crash (Psychic)
  • No Ship Part Crash (Poison)
  • No Trade Requests
  • No Bandit Camp Requests
  • No Item Stash Requests
  • No Item Stash Requests (AI Core)
  • No Incapacitated Refugee Requests
  • No Prisoner Rescue Requests
  • No Peace Talks Quest
  • No Escape Ship Quest

Additionally some buildings have been disabled:

  • No Transport Pods
  • No Comms Consoles

I hope you all like the idea enough to try the challenge out for yourselves! Just two years to get off the planet with no opportunity for trade or quests, you'll have to be completely self reliant! Good luck!
#14
Quote from: nullpunkteins on November 02, 2018, 10:53:44 AM
thanks for the challenge and the save. already succeded on sea ice [b18] with both randy and cassy on highest difficulty (w perm cold snap and w/o cannibalism).

this time it doesnt went so well. was quite far, got lots of ressources but didnt had the man power. while building the space ship one night alot of raiders came through the roof of my bedroom. relied too much on my turrets and mortar this run, wasnt able to deal with such a close combat fight.

https://imgur.com/a/oR4LfQq

may be i give it another try.

I'll be on the lookout for a good brawler.
#15
Quote from: Flopthsy on October 25, 2018, 05:40:37 PM
I would have no clue how to even survive this scenario. Well....Had no clue before I started watching the videos you posted. Only on part 2 but really enjoying it so far! Thanks for posting this and for the youtube videos keep it up!

Thanks Flopthsy! Happy first post too!