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Topics - RemingtonRyder

#101
Just a few extra mods that don't fit anywhere else.

Alpha 15

Nothing yet. Solar Apocalypse and Rogue Planet will update soon, with other small mods updating after a CCL release for Alpha 15.

Alpha 14

Scenario: Cannibals on a Rogue Planet -Dropbox -Workshop
QuoteA season ago the ground shook, split apart and swallowed up your village. Since then you have been travelling and surviving the only way you know how - by eating the flesh of your vanquished foes.

Something strange is going on though. It seems a bit colder, and if you squint at the sun it doesn't seem as bright or as large in the sky as it used to be.

Scenario: The Burning World  -Dropbox  -Workshop
QuoteCan you escape before you burn up?

You and your fellow passengers are forced to land on an unknown rimworld. Sometime later, you realise that the local star is undergoing a phase of increased solar activity. The temperature will reach levels lethal to life in a less than ten years, and that's assuming you take refuge in an underground shelter.

All of your efforts must be dedicated to building a spaceship and escaping before it is too late.

Good luck.

These scenarios require the following mod:
Solar Apocalypse and Rogue Planet (1.0.2)  -Dropbox  -Workshop
  • Adds the Solar Apocalypse map condition.
  • Plant and animal density will decrease as things get hotter.
  • Outdoor plants will die when the temperature gets hot enough.
  • Build a spaceship or get roasted alive!

  • Adds the Rogue Planet map condition.
  • Plant and animal density will decrease as the temperature plummets.
  • Less light will be present at the surface - less solar power.
  • Build a spaceship or become popsicles!


Apparel Insulation Nerf (1.0.2)  -Dropbox  -Workshop
  • Reduces the amount of insulation provided by apparel across the board.
  • Reduces wool and camelhair insulation
  • Modifies a StatDef so should be compatible with apparel-adding mods.
  • Raiders and visitors arrive in a narrower range of temperatures, meaning less pawnsicles.
  • Requires Community Core Library! Remember to restart!


More Planning (1.0.4)  -Dropbox  -Workshop
  • Adds an extra planning designation
  • Requires Community Core Library! Remember to restart!



Alpha 12

Metal 'Burns' Slower -Dropbox - Very simple mod which means that walls and doors built from metals burn much slower. This is intended to simulate the metal absorbing heat from burning fires and eventually losing structural strength due to expansion warping, rather than actually melting.

HLCAH -Dropbox - Humans have a lower chance of getting age-related health problems. Does not apply to existing pawns, just newly-generated. N.B. This modifies the human race def and will not be compatible with other mods which do the same.

Compatibility patch -Dropbox for Expanded Prosthetics and Organ Engineering.

N.B. To use the compatibility patch you must already have Expanded Prosthetics and Organ Engineering and HLCAH in your load order. Add the compatibility patch after those two mods in the load order.

Manti -Dropbox - A miniature anti-matter reactor, available after researching the ship anti-matter reactor.

More Planning -Dropbox - An extra planning tool with a different colour, same as previous versions.

Compatibility patch for VeinMiner - add this to the end of your load order, or after More Planning and VeinMiner, to make both work together.

#102
I was watching some episodes of Star Trek: TOS the past couple of nights and one of the things that struck me was that the musical cues were good at adding to the dramatic tension.

So I was thinking that maybe Rimworld could use something like that. Not when there's a raid happening, because that already seems pretty well covered.

But there are some things - like for example, having limited power in the batteries and not enough power generation - that could use some subtle musical cues.  Hard mental breaks are quite dramatic and shocking events, so maybe a more overt cue there.

Anyway, I thought I would put this out there and see what you all think.
#103
The one that I can think of right now is building graves. I think it should get increased priority when the 'Need Grave' condition is met.
#104
Here you go, another round-up of new mods and updates!


       
  • Cybernetic Storm, by elStrages. Adds a vast amount of additional limbs and adaptations for the body, New power system, weapons, turrets and armours that will turn your lonely colonist into a cybernetic army.
  • Slavers, by Wastelander. This mod allows you to play the role of slavers. Profit by enslaving wanderers!
  • Expanded Prosthetics and Organ Engineering, by Ykara. Prosthetics and organ replacement tech for your colonists, rebalanced.
  • Expanded Mining, by Zoimos. New mod. Adds new ores to mine and alloys to smelt.
  • RimEffect, by Latta. Mass Effect weaponry and a new type of personal shield.
  • Genetically-Engineered Creatures, by SlimeCrusher. New mod. Adds four new creatures, all genetically engineered, specifically for fighting mechanoid invasions.
#105
General Discussion / 503 errors on the forums
February 23, 2015, 05:58:14 PM
I've been seeing them fairly frequently at peak times. Sometimes there is that ominous delay when posting a reply, leading to frantic Select All & Copy in case it gets eaten - so far I've been lucky.

Anyway I thought I would mention it in case it's more than just the busy time on the forums. :)
#106
Currently, in Alpha 9, traders run as random events and, with Phoebe and Cassandra, there is a Mean Time Between events (or MTB) for random events and threat events.

This means that on average, the storyteller will wait a day and a half between two events of the same type.

Now, don't get me wrong, that's a good thing. If you have too many events bunching up it can feel like the storyteller is crazy!

However, it also means that you might have to wait a while to see a particular random event, like the arrival of a trader. Some players have yet to see one at all in Alpha 9d. So my suggestion is this - give the traders their own event type and an MTB so that five don't arrive all in one day.

The downside? It means that there are two fewer 'good' events in the random category.
#107
See attached savegame (with world file).

So I found this bug in my modded game, thought to begin with that it was me messing with the natural order of things, but I managed to reproduce it in vanilla.

What I expected: That it should be brightly-lit enough in winter months so that the grass on the entire map doesn't die off.
What actually happened: Most of the grass on the map died off a few days after starting the map.

Steps to reproduce:

1. Possibly, this may require a start location which is far to the north, so use a world with a north. Lots of them have one. ;)
2. Choose a non-default starting month, say September, choose any three colonists, and land.
3. Cheat and build a base with god mode on so that the colonists don't freeze or starve. This is optional, since you can continue if they die anyway. You may also want to disable the storyteller for this.
4. Mouse over an outside area during the day and check whether it is brightly lit or only lit. If the bug is present, it will only be lit during the day.
5. Ultra-speeding through several days should result in the short grass dying off all at once.

Also entered on Mantis in case it is a bug.

[attachment deleted due to age]
#108
This mod alters the default WorkGiver for stonecutting so that it is done by colonists with the Mining, not Crafting job.  Additionally, the Crafting skill XP is removed.

Stonecutting is prioritised after mining, so in order for the miners to cut stone, there need to be no outstanding mining jobs.

Alpha 8

v1.0.0 - Initial release.
v1.0.1 - Changed the job used from Construction to Mining, fixes siegers deciding to cut stone at colonist stonecutting tables.
v1.0.2 - Changed the priorities of mining and stonecutting around per Alpha 9 release.

Alpha 9

v1.0.0 (Not released) - Same as Alpha 8 version.
v1.0.2 - Mining is now prioritised after stonecutting. Also, discovered out-of-date A9 version and removed. :(

Alternate version
v1.0.0 - Uses the Hauling job instead. Work giver has higher priority than general hauling, but lower than corpse hauling. Untested. Use at your own risk.
#109
Per the subject line, if you have a trade window open with lots of items, it isn't always possible to see the amount of silver you're getting or paying for the trade.

Very minor issue, since you can scroll back up, but thought I would mention it anyway.
#110
Off-Topic / Be our Valentine - from AVG? Eh, no thanks
February 12, 2015, 08:38:12 AM
Not that AVG isn't already annoying with pop-ups, but this one was especially tacky.

Clicking on it goes to a page with the message "We want you... fully protected with AVG Internet Security."

Upgrade now and save 33% on the same thing that we try to peddle to you every time you install a new version of our free and limited software! Woo! Not.
#111
Ideas / Emigration to start new colonies
February 09, 2015, 02:19:55 PM
So I had a tangent thought while looking at Vas's topic about iron and steel.

Currently, colonies tend to accumulate colonists. You can always use an extra pair of hands, but when one colony has become very established there's not always a lot of work for them to do.  The story can get a bit stagnant without population decreases.  I don't know, maybe I should play with Randy Random a bit more, he seems to rough my colonies up a bit more than the others.

I think that EdB had a great idea when he created the Scenarios mod. It provides for more variations on the origin of the colony. So I thought, why not allow a hand-picked group of colonists from an existing colony to set off for a new location, there to begin their own story?

Then when you start a new colony on the same world, you will have a 'pioneer pool' of sorts. Sort of like the presets from EdB Prepare Carefully, but perhaps single-use only?

Anyway. Discuss. :)
#112
Video / Rimworld Alpha 8: Beware the Wolfsies
January 25, 2015, 02:06:10 AM
Emi, Roberts, and Armstrong crash on an unknown rimworld.

It seems mostly peaceful. Mostly.

https://www.youtube.com/watch?v=b0z-PCJHR9E
#113
Stories / The Ice Sheet - home of the vicious wolfsies
January 25, 2015, 01:14:40 AM
Emi, Roberts and Armstrong had dug in and built up the hydroponics. The first harvest was almost ready.

Then the wolfsies attacked. Charging in from the east, they circled around the base, almost catching Armstrong as she ran for the door.

Unfortunately, the door would not hold for long, and although they put up a brave fight, all three colonists were soon on the ground bleeding out while the wolfsies turned on each other.

Although their wounds were severe, what killed each of them in turn was starvation, not blood loss or infection.

And the wolfsies? Who knows. Maybe they're still out there somewhere, hunting their next prey.

#114
Mods / Uranium-powered hydroponics
January 18, 2015, 12:12:35 PM
Already done it, tested it out, it's immune to solar flares. Although understandably, it can't do anything about the blackout caused by power loss, at least your plants will survive if you've got sufficient heating. :)

So the costing for each basin is three Uranium on top of the existing steel requirement. I pulled that figure out of the air, really. What do you think is fair?
#115
Ideas / No visiting during extreme cold
January 16, 2015, 11:01:49 AM
It can get damn chilly on tundra (or ice sheet, if you're playing modded).

With that in mind, perhaps visitors should stay away when it's cold. Seriously, I don't even have to create special freezer rooms to kill pawns, I just lock them out and they faceplant before they ever reach a safe refuge.

Siegers? Barely get three shots off and they're popsicles. And they're pretty damn close to the map exit when they decide to flee. Nope, they dead now.

Aside from the obvious drawback of having to build a central heating system that could rival the fires of hell, it's pretty much a win for me to play on a cold map because I strip the bodies (hostiles and friendlies) and sell all the stuff, rinse and repeat.
#116
Help / Single-tile battery gauge
December 26, 2014, 08:45:24 PM
I added a single-tile battery for a mod I'm working on. However, obviously, the gauge fills as if the battery is two tiles big. Do I need an assembly to fix this?
#117
General Discussion / Scyther brains
December 22, 2014, 03:32:02 AM
So apparently, if you manage to incapacitate a Scyther, on its health tab you can add a bill to shut it down. Following that, you can add a bill to remove the artifical brain. Alas, so far I haven't seen this one succeed, even though the colonists have stood there for a little while drilling. :D
#118
Outdated / [Outdated] Marvin's Hot and Cold Pack IV
December 12, 2014, 12:10:53 PM
Marvin's Hot and Cold Pack

Alpha 15 FAQ

When will Alpha 15 versions of these mods be released?

When they're ready.

  • Less Incident Trolling is already released on its own thread.
  • Solar Apoclaypse and Rogue Planet should be next up.
  • Oilification is on the back burner for the moment. Having trouble coming up with some new content for it.
  • Harsher Map Conditions needs a bit more work.
  • Apparel Insulation Nerf and Combat Readiness Check depend on CCL, so I'm waiting for an Alpha 15 CCL release.
Downloads

Alpha 15

Marvin's Hot and Cold Pack IV -Dropbox

  • Oilification
  • Less Incident Trolling
  • Apparel Insulation Nerf
  • Solar Apocalypse
  • Harsher Map Conditions
  • Combat Readiness Check


Alpha 14

Combat Readiness Check (v1.0.1) -Dropbox -Workshop

Alpha 13

Raid Sanity -Dropbox

Hot and Cold Biomes -Dropbox
Requires CCL, get it here.

Alpha 12d

Marvin's Hot and Cold Pack IIId -Dropbox

  • Hot and Cold Minification - Production tables are portable. Turrets and a needlegun can be built at the smithing table. Improvised turret is removed and replaced with a manned pila throwing turret.
  • Hot and Cold Biomes - More challenging tundra, desert and arid shrubland.
  • Less Incident Trolling - Solar flares no longer happen during eclipses. Also, slightly less incident spam.
  • Manti - An miniature anti-matter reactor.
  • Modded Charge Lance - Scythers have a shorter-range charge lance, less damage but can fire quicker. Centipedes may now sport the Charge Cannon, which is a two-shot charge lance with similar stats to the original charge lance but still less damage. The charge cannon can be wielded by humans but of course like the minigun there is a move speed penalty.
  • Harsher Map Conditions - Cold Snap, Heat Wave, and Volcanic Winter all last longer and have greater effects. Solar Apocalypse added.
  • Raid Sanity - Raiders and friendlies consider a narrower range of temperatures before stopping by to say 'hi' or 'ur going to burn.' ;)

Modded Inferno Cannon -Dropbox - An inferno cannon designed to set lots of smaller fires.

Raid Sanity -Dropbox - Raiders and friendlies consider a narrower range of temperatures before stopping by to say 'hi' or 'ur going to burn.' ;)

Modded Charge Lance - Scythers now sport a short-range, quicker-firing version of the charge lance. Centipedes can equip the Charge Cannon, which is a heavy two-shot weapon with a long range. The Charge Cannon will drop when Centipedes carrying it are downed or killed.

Hot and Cold Minification -Dropbox - Minified turrets and upgraded smithing table are no longer deconstructible. Minified turrets use custom explosion which causes electrical damage rather than bomb damage. The vanilla improvised turret is replaced by a pila thrower.

Harsher Map Conditions -Dropbox - Cold Snap, Heat Wave, and Volcanic Winter all can last longer and have greater effects. Solar Apocalypse will slowly burn the planet to a crisp. Flash Storms can now occur frequently when the temperature exceeds 45C.

Hot and Cold Biomes -Dropbox - More challenging tundra, desert and arid shrubland. Rebalanced leather and wool.

Marvin's Hot and Cold Pack IIIc

Recommended mods

Caveworld Flora - Makes caves more interesting by adding plants which only grow there.

Other mods which may appeal

Check back later, I may add something here. :)

Credits

ItchyFlea - discovering the defNames of the vanilla smithing and tailoring recipes.
Bbream - code for minified turrets.
Ykara - code for unlocking recipes with research.
Kaballah - feedback and playtesting

Combat Readiness Check
Twelve word description: Pacifist and braindead colonists are less of a burden on the rest.

Mod description

If you played with the Less Incident Trolling mod in Alpha 13, you might recall that it changed the raid calculation a bit to be less focused on wealth and more on the actual number of colonists who could defend. While that was nice, it didn't really go very deep.

Combat Readiness Check checks all of your colonists to assess their combat capability. Bear in mind, it doesn't examine their skills, just their raw potential. It takes a measure of their sight, consciousness and manipulation. If the result is poor, the points for that colonist are reduced... or if it is really poor, that colonist gives no points to the raid calculation.

Pacifist colonists (incapable of violence) similarly give no points.

Colonists who have been augmented with bionics don't give any more points than a normal healthy colonist.

As for the rest of the functionality, it's pretty much the same as in Less Incident Trolling. The item wealth is not counted, and (per vanilla Alpha 14) only about 5% of the actual building wealth is used to add extra raid points. As usual, scaling factors like difficulty are used.

Hope you enjoy this one. :)


Hot and Cold Minification

Twelve word description: Prefab kits for almost everything. Faster growing devilstrand. And more.

Mod description
In Alpha 9 this was named Winter Is Here.

Minified production buildings can be installed or uninstalled like sculptures, and work much like their non-minified counterparts. When you're not using them, you could uninstall them to save power, and store them away in a stockpile.

Minified turrets can also be made at the smithing table.

The basic turret has much less range than the improvised turret and does less damage, but needs less resources to make and is more durable in combat. Uninstallation allows the basic turret to be used in an upgrade recipe, turning into into an improved turret.

The improved turret has slightly more range than the basic turret. You can uninstall this turret and use it in a recipe to upgrade to either the macerator turret or the crusher turret.

The macerator turret is extremely short-ranged and does not do as much damage with each shot, but takes less time to fire another burst. It is armoured to resist damage, but it is not completely invincible.

The crusher turret has the range and damage of the improved turret, but it is much more resilient. It requires plasteel to make, so it is not quite as cheap as the macerator turret.

This mod also features prison meals, single meals, simple meal variants, and space meals.

Prison meals have a different texture to their simply and fine meal counterparts. They provide the same nutritional value, but you can target meal delivery to individual cells or cell blocks if your stockpiles are set to receive them.

Single meals do not stack. This can be useful when you want to deliver only one meal to a particular stockpile.

Simple meal variants allow you to make meals with either meat or vegetables. Again, you can target them to specific stockpiles.

Space meals replace packaged survival meals but taste absolutely awful so your colonists will eat them only when there are no simple or fine meals around.

Devilstrand has been given a faster growing time. It doesn't quite fit in Minification, but this was the best place to put it.

In keeping with the hot and cold theme, apparel can have cold weather variants: insulated pants, padded shirts, and a fleece (for the tribals).

Finally, there are two extra light sources, one found under furniture, the other under misc. These illuminate a smaller radius, but use less power.

New in 12d!
  • Portable workbenches are no longer made at the smithing table. They can be designated from the new Portable category in the Architect and are built like any other building, with the exception that you can now uninstall them to re-install them elsewhere.
  • There's a basic and upgraded version of the smithing bench. The basic version requires no power, and uses less resources, but only allows you to craft the short bow, the great bow, and the pila. The upgraded version is like the vanilla smithing bench but portable. You need to uninstall the basic smithing bench to make the upgraded version.
  • The small lamp and small sunlamp are now portable (like the vanilla lamps).
  • Needlegun - weak automatic ranged weapon with good refire rate but limited range. Craft at (upgraded) smithing table.

New in Hot and Cold Minification v1.5.3

  • Minified turrets are no longer deconstructible (you would get no resources back). The upgraded smithing table is also no longer deconstructible (would cause a bug).

  • Also in v1.5.3, turrets no longer explode using a frag grenade style explosion, but instead use a custom damage (Zap) which causes electrical damage, burning nearby pawns but not setting them on fire.


Hot and Cold Biomes

Twelve word description: Less animals and no trees. Survive a harsh environment.

Mod description
In Alpha 9 this was named Ice Sheet + Harsher Tundra.

In Alpha 11, the Ice Sheet biome is now playable. But the other biomes still need some harshness added!

Harsher Tundra has patches of ice. Soil which will grow crops is more difficult to find - it may appear in patches or even not at all, and even when it is present it is of the marginal variety, which reduces the fertility of plants growing in it.

Harsher Desert is mostly sand and may have oases of marginal soil near water.

Harsher Arid Shrubland has sand and dusty soil in abundance, neither of which are usable for growing crops, with small patches of marginal soil and maybe some water.

Muffalo now spawn only in the tundra and ice sheet biomes (they spawn in the ice sheet per vanilla A11) and elk now spawn only in the tundra. They each have smaller herds.

Animal and plant density in the harsher biomes is reduced.

Additionally, this mod has No Gravel Fertility, which means you cannot use gravel to grow things.


Less Incident Trolling

Twelve word description: Less often crop blight and solar flares. Sanity prevails.

Mod description

This mod reduces the chance for some incidents to fire and/or increases the time before they can fire again.

In particular:

  • There is now a 1% chance for single animal attacks. (vanilla: 5%)
  • An eclipse will occur at most ever 48 days. (vanilla: 30 days)
  • Solar flares will occur at most every 108 days. (vanilla: 30 days)
There is an optional file to turn off conduit explosions (Zzzt) which is by default disabled. I recommend you check out RT's Fusebox Mod instead.


More Planning

Twelve word description: An extra planning tool.

Mod description

This mod gives you an extra planning tool with a different plan colour, and has its own removal tool. For planning walls around rooms, perhaps?


Modded Charge Lance

Twelve word description: Scythers have a shorter-ranged weapon and fire more. Urban warfare friendly.

Mod description

Modded Charge Lance - Scythers have a shorter-range charge lance, less damage and less accurate but can fire quicker. Suitable for urban warfare.

Charge Cannon - a two-shot charge lance with similar stats to the original charge lance but still less damage. It is now equipped by Centipedes. The charge cannon can be wielded by humans but of course like the minigun there is a move speed penalty.


Harsher Map Conditions

Twelve word description: Some map conditions last longer and are worse for colonists.

Mod description


  • Cold Snap and Heat Wave incidents now come in two varieties, regular and extreme. The difference between the two is only min and max durations, with the extreme incidents being less likely. However...
  • Cold Snap and Volcanic Winter will start with a plunge in temperature. This can lead to fatal hypothermia if your colonists are not prepared. Then things will ease off over the duration.
  • Heat Waves will initially increase temperature quite slowly but then the temperature will rise over time until reaching a peak and then easing off again.
  • Like vanilla Rimworld, you cannot have a Heat Wave and a Volcanic Winter together. But you can also (mod) not have a Cold Snap and Volcanic Winter together.
  • Heat Waves will not start if the seasonal temperature is over 32C.
  • Cold Snaps will not start if the seasonal temperature is below -75C.
  • Regular Cold Snaps and Heat Waves will not re-fire until 8 months have passed.
  • Extreme Cold Snaps and Heat Waves will not re-fire until 16 months have passed.
  • Volcanic Winter has a maximum 'coldness' of -30C (reduced from -60C). It can still last 25 days to 20 months (longer than vanilla).
  • Some math added in MarvsMapConditionUtility to calculate rates of increase/decrease.
  • Added Solar Apocalypse. This incident is set to a chance of 0 and should never occur during regular gameplay. If it is fired - from the debug menu or by modding the chance and/or day before allowed - it will increase the surface temperature of the planet gradually over many years. As noted in the letter text, in about ten years the temperature will rise to uninhabitable levels (+120C) so you essentially have to build a ship and leave before that happens.
  • Solar Apocalypse uses a different function to calculate its effects - MarvsApocalypseCurve.
  • The apocalypse curve is used to affect animal density.
  • Cold Snaps and Heat Waves no longer occur during Solar Apocalypse.
  • Flash Storms can now occur more frequently when the temperature exceeds 45C.

License
  • You may include individual mods from this pack in your own modpack.  This license must be included in the About folder. The responsibility of maintaining, adapting and supporting that particular combination of mods falls to you, however.

  • You may use the mods in this pack to create your own derivative mods or derivative modpacks, as long as they are distinguished as such e.g. ItchyFlea's Reloaded Biomes, eatKenny's Ultra Minification, skullywag's Reduced Incident Spam. ;) Credit must be given.

  • Exception to the above. You may not include any of these mods into a monetised modpack or use them to create monetised derivative mods. This includes donation links.

  • You may use these mods as content in monetised YouTube videos without asking me first. :) You do not need to credit me but I would appreciate a link to the modpack and/or a mention in the video's description.

#119
Basically, in the item's description it mentions that it only offsets minimum comfort temp by 3C.

However, when equipped, on the character info screen (click on the minimum temp stat for breakdown) it actually offsets by double that amount - so, 6C.

I also checked out an Elkhide Duster I'd made, it also provides double the usual offset.

Finally, it's not just Elkhide - it seems that a Muffalo Parka will grant a mahoosive -90C offset.

You may want to bear these bugs in mind when playing a Frozen Wasteland challenge.  No cheating! ;)

I think the problem is that the base material (as defined in Races_Animals) is supposed to give an additive offset of 1-2 degrees in either direction (I could be wrong here) but instead of being additive, the effect is multiplied.
#120
Help / So we have a new tag - <thingsToUseRecipe>
December 11, 2014, 03:00:12 PM
I'm going to take a guess and say that this goes into an individual recipe, allowing it to add extra recipes to a specified worktable.

For example, adding <thingsToUseRecipe><li>CookStove</li></thingsToUseRecipe> to a recipe adds it to a cook stove.

Well, I'll see how that goes in a minute, I guess. :)