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Topics - Igabod

#1
This is just a simple mod which adds reinforced power conduits to the game. They have higher health value, higher cost, higher work time, and most important they are fireproof. Uses the same graphics as vanilla power conduits but I might edit the texture later to make it thicker and maybe a slightly different color so you can tell the difference between those and the regular ones.

Changelog:
V0.1 - Initial release.
V0.2 - Added research requirement to unlock.

Licensing info: Free to use in any modpack or mod with no restrictions. Just toss a link back to this thread somewhere on the first post if you use it. No need to ask for permission to use this.

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#2
Ideas / Work priorities
May 04, 2016, 01:40:40 PM
I'd like to see a fifth level of work priority. 1-4 just doesn't seem to be enough for me. I like to set the firefighting and doctoring and patient to 1, haul to 2, primary job to 3, and the rest gets set to 4. But I'd prefer to have cleaning higher priority than the other jobs that are only on there to keep colonists from being idle. So if we had a 5th level to it I could set cleaning and maybe research to 4 and then the busy-work duties would be set to 5. It would actually be ideal if we had 10 levels so that I can set the exact order of operations up for each job. But 5 will do if it's too much work to make 10 levels. The 1-4 worked fine on alpha 6 when there weren't quite as many jobs implemented yet but now I have a hard time with setting things up exactly the way I want them.
#3

Adds a few of the new animals into the spawn list on all biomes. Now you can find wild cows and chickens and others. This is a vanilla mod. No new content is added.


This mod is compatible with all mods except ones that alter the biomes.xml file. If you use a mod that alters the biomes.xml file then comment on this thread below and I'll see about making a compatibility patch for it.



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#4
Unfinished / [WIP] Plowing Started on March 17, 2015
March 17, 2015, 04:30:41 PM
I started a project which was meant purely as an edit for an existing mod for my own personal use, but I figured I'd upload it here to get input on how to improve it further. I may end up releasing this once it is at a point that I feel like all the kinks have been worked out.

Basically, I started out modifying the Tilled Soil mod. I wanted to make a sensible replacement for fertilizer pumps which would work to convert all the same terrains that the fert pump did into soil without the OP factor involved with those. I've got it working somewhat, but it feels a bit hacky to me. I had to overwrite the vanilla def for the Mud terrain type so that it can be built on. I've added a fairly high research requirement to be able to build the plowed soil as I'm calling it. I also added in a significant build time for each tile (about 8 or 9 times that of stone floors). And I have it temporarily requiring potatoes as a building material, though I plan on changing that into a new compost item when I get around to making a compost heap (will need some help with the best way to achieve that).

I'm asking for input on this mod of any kind you happen to think of. Please keep in mind that I'm not an expert C# programmer though so some suggestions won't be possible for me to do. If you happen to be willing to contribute a .dll file for inclusion in this mod then I would be grateful of course and would include a credit to you in the About.xml file as well as on the original post when this mod is released officially.

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#5
I'm starting this thread as a brainstorming session to discuss what is and isn't possible to do through XML modding alone. The suggestions don't have to be for something that would necessarily make for a good mod on it's own. I'm looking for interesting and innovative new ways to manipulate the XML code to do something different than what can be found in the vanilla game or even just suggestions of where small tweaks can be made to alter the gameplay. All ideas are welcome here, from the really simple things to the really complex things. Things that are already being used in mods are also welcome to be posted here as long as you don't just post the whole mod and say "Look at what I did".

I'll start it out with an example of an interesting little thing I found while wandering around through the files.

In the MapGeneratorDefs folder you can find the MapGenerators.xml file which can be edited to change various things such as the number of steam geysers generated, the amount of resources dropped on the map at the start, the amount of resources dropped with the player upon landing, the number and type of meals dropped on the map and with the player and probably a bunch of other things that I didn't notice. And if you happen to be capable of doing a .dll mod then you can even write your own classes to be used within this file, but I have no experience with that and this is an XML discussion so I'll leave it at that.
#6
Tired of not utilizing all 4 burners on that cook stove? Well, now a sufficiently skilled cook can simultaneously cook 4 meals at the same time. And with a little bit of research and a lot of skill, one might even manage to cook as many as 8 meals at the same time using the professional cook stove.

SAVEGAME COMPATIBLE: no issues were found when loading this up on an existing save game.




Changelog:

V1.0 - First release.

V2.0 - Added recipes to cook 8 of each type of meal at one time. Added professional cook stove. Added research to unlock pro cook stove.

V2.1 - Added longer cook times to the bulk cooking recipes. May need adjusting, so please leave feedback.

V2.2 - Updated for Alpha 10

V2.3 - Added Beany_for_ever's .dll.

V2.4 - Updated for alpha 11, 12, and 13 by Dismar

DOWNLOAD V2.4 HERE


Credits are due to:

Beany_for_ever: For his .dll contribution.
Dismar: For updating to alpha 11, 12, and 13 while I was busy with real life.

Licensing: Use this mod any way you like with no restrictions at all. Just post a link back to this thread on the original post for whatever mod or mod pack you use it in.

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#7
Help / (SOLVED) modded leafless tree images not loading
February 21, 2015, 11:30:52 PM
I downloaded the 9d hotfix and it did fix the random images loading issue. But leafless tree images still aren't loading correctly.

#8
I've got yet another weird bug that I can't track down the source of. First the screenshot of the debug log info then the description of how it happens.



It happens when a colonists eats the new meal item I've made. This one is a Cherry Pie, but it happens with all of my new pies which are just copies of the Banana Pie which I did first to test it. That first test never included eating the pie though. Anyway, the bug message fires off right at the moment when a pawn would finish eating the meal apparently and in the process they stop eating the meal before they actually finish it (if that makes sense) so the meal is never consumed, they stay hungry, they see a nice cherry pie sitting on the table in front of them and start eating it. Bug message fires off again, stops them from eating, and so on till they die of starvation with a cherry pie sitting on the table in front of them. I've successfully made the first food that will kill you of starvation just by eating it.

Here's the code for the pie object def:


  <ThingDef ParentName="MealRottable">
    <defName>PieCherry</defName>
    <label>Cherry Pie</label>
    <description>A delicious cherry pie made from scratch and endowed with love.</description>
    <graphicPath>Things/Item/Meal/PieCherry</graphicPath>
    <graphicClass>Graphic_Single</graphicClass>
    <statBases>
      <MarketValue>50</MarketValue>
      <WorkToMake>500</WorkToMake>
    </statBases>
    <food>
      <quality>MealFine</quality>
      <nutrition>70</nutrition>
      <eatenDirectThought>AteCherryPie</eatenDirectThought>
      <eatEffect>EatVegetarian</eatEffect>
      <soundEat>Meal_Eat</soundEat>
    </food>
  </ThingDef>


and here is the code for a fine meal which this is copied and edited from


  <ThingDef ParentName="MealRottable">
    <defName>MealFine</defName>
    <label>fine meal</label>
    <description>A complex dish assembled with care from a wide selection of ingredients.</description>
    <graphicPath>Things/Item/Meal/Fine</graphicPath>
    <graphicClass>Graphic_Single</graphicClass>
    <statBases>
      <MarketValue>28</MarketValue>
      <WorkToMake>450</WorkToMake>
    </statBases>
    <food>
      <quality>MealFine</quality>
      <nutrition>90</nutrition>
      <eatenDirectThought>AteFineMeal</eatenDirectThought>
      <eatEffect>EatVegetarian</eatEffect>
      <soundEat>Meal_Eat</soundEat>
    </food>
  </ThingDef>


So to my eyes, it looks like it can't be in the item def for the pie. (Yes, the MealRottable parent def is included at the top of the file along with the mealbase parent def).

The next part involved with the cherry pie is the memory thought which is just a clone of all my other memory thoughts which don't have a problem so I know that's not the issue. And then there is the recipe for it. Here is the code for the recipe.


<RecipeDef>
<defName>CookPieCherry</defName>
<label>Cook Cherry Pie</label>
<description>Cooks a delicious cherry pie.</description>
<jobString>Cooking Cherry Pie.</jobString>
<workSpeedStat>CookSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_CookMeal</soundWorking>
<allowMixingIngredients>true</allowMixingIngredients>
<ingredients>
<li>
<filter>
<thingDefs>
<li>CherryFruit</li>
</thingDefs>
</filter>
<count>15</count>
</li>
<li>
<filter>
<thingDefs>
<li>RawSugarCane</li>
</thingDefs>
</filter>
<count>5</count>
</li>
<li>
<filter>
<thingDefs>
<li>CookingOil</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<products>
<PieCherry>1</PieCherry>
</products>
<fixedIngredientFilter>
<thingDefs>
<li>CherryFruit</li>
<li>RawSugarCane</li>
<li>CookingOil</li>
</thingDefs>
</fixedIngredientFilter>
<defaultIngredientFilter>
<thingDefs>
<li>CherryFruit</li>
<li>RawSugarCane</li>
<li>CookingOil</li>
</thingDefs>
</defaultIngredientFilter>
<skillRequirements>
<li>
<skill>Cooking</skill>
<minLevel>6</minLevel>
</li>
</skillRequirements>
<skillGains>
<Cooking>130</Cooking>
</skillGains>
<recipeUsers>
<li>CookStove</li>
</recipeUsers>
</RecipeDef>


But if there was a problem there it would have produced a bug message during the cooking process I would think.

I can't think of what else it might be. I might just be too sleepy and not seeing something that's obvious.
#9

Adds a variety of new animals to each map type. More diversity!


Some animals are now aggressive to any pawn (colonists, raiders, visitors, even other animals) that get within 3 tiles of them. This makes the animals seem all the more realistic. You can't expect to get too close to a wild animal without it attacking you. Luckily, most of them will leave you alone as soon as your colonist gets far enough away. Some are vicious carnivores who will continue attacking till they or their target is incapacitated. On the plus side, sometimes your colonists can be saved from an enemy raid if the raiders are careless enough to wander into a pack of vicious carnivores. Smaller and more docile creatures tend to have a high mortality rate in the early game, but this levels off as the aggressive creatures clear a nice area around them. This was all made possible by the kind donation of a .dll file and a few .xml files from Haplo, our resident modding genius. (Mini-disclaimer: Some of the animals may need their strength tweaked but I need user feedback for this.)

This mod is not compatible in it's current form with Xtra Plants or any other mod that alters the Biomes.xml file. There are compatibility patches available for some mods and others will be done if requested. All compatibility patches are available in the Download Links section below in this post.

Compatibility patches exist for the following mods:

Xtra Plants by Igabod
Harsher Tundra by MarvinKosh

For those of you who use the Alpha Muffalo mod by Kirid, it is now integrated into this mod as of V1.2. Kirid will maintain that mod separately still if you just want to use that though. Just make sure you de-activate Alpha Muffalo if you plan to use this mod.


None of the textures in this mod except the Quadhog were done by me. The Rimdog and Rimwolf textures came from the old Project K9 mod and are used with permission. The Furx, Lacosdile, Megaslug, Rim Ram, Snork and Spindlecrib. are all creations of Shinzy and are used with his permission.


Shinzy has now created a mod which allows you to craft hats using some of the new animals in this mod. You should check out the Wildhunt mod.


I am currently taking contributions to this mod in the form of textures for new animals. If you have any new animals you can either post them on here or send me a link to a download in a private message. You will be fully credited for your work along with the other artists who contributed. I'm also taking contributions in the form of XML or C# code to enhance the mod. You would be credited for this work as well.






This mod is still currently in very early stages. Some oddness may be found, such as wolves that sound an awful lot like squirrels. And animals with bodyparts they shouldn't have (like hooves maybe?). These small details will be ironed out with future releases as I make custom bodytypes for each of the new animals and find some sounds that might match the animals a little better.

I do not own the artwork (except the Quadhog) used in this mod and as such cannot give you permission to use it in mods or modpacks. You are free to use the XML in your own mods and supply your own textures, or you could ask the respective artists (or the person who represents that artist in some cases) for permission to use their work. The Quadhog texture is free for you to use in your own mods as long as you post a link to that mod when it is finished on a comment in this thread. Yeah, that's not the usual request, but it seems like a good idea to me. No need to link back to this mod if you don't want. But it would be nice to be mentioned as the artist for the Quadhog in the credits somewhere, but that isn't required.


Shinzy: For the textures for Crashbug, Furx, Lacosdile, Megaslug, Rim Ram, Snork and Spindlecrib.
Pidggit: For the textures for Rimdog and Rimwolf.
Haplo: For the .dll and XML to make certain animals aggressive.
Kirid: For allowing me to include Alpha Muffalo and the fly, mosquito, and tarantula.
Giraffe: For suggesting the Quadhog and my friend Ellie for naming it.


V1.0 First Release containing 7 new animals. Furx, Lacosdile, Megaslug, Rimdog, Rim Ram, Rimwolf, and Snork.

V1.1 Added code to make some animals aggressive. Thanks to Haplo for that.

V1.2 Added new Snork body parts and integrated Kirid's Alpha Muffalo mod.

V2.0 Lots of balance changes regarding animal stats and spawn rates etc. Minor description fixes. Minor mistakes fixed. Added Quadhog and Spindlecrib.

V2.1 Updated for A9.

V3.0 Added 4 new bugs. Crashbug, Fly, Mosquito, and Tarantula. Adjusted description for Alphalo. Adjusted spawn rate for Alphalo.



Previous Versions

v1.0 Dropbox Download
v1.1 Dropbox Download
v1.2 Dropbox Download
v2.0 Dropbox Download


Compatibility Patches
Just replace the Biodiversity_Biomes.xml file located in the Biodiversity/Defs/BiomeDefs/ folder with the compatibility patch and make sure the respective mods are loaded before this one in the mod order.

For the Harsher Tundra patch, just activate that mod after you activate Harsher Tundra and Biodiversity.



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#10
Mods / [Mod List] Igabod's Mod List
January 14, 2015, 08:33:25 PM
This is just a list of all of the mods done by me gathered together in one spot to make them easier to find.


Advanced Lamps
Adds several new lamps for different uses and some new research topics.

Biodiversity On hold for now
Adds a variety of new animals to each map type and makes some of them aggressive while some remain just as docile as vanilla animals.

Biome Spawn Tweak
Adds a few of the new animals into the spawn list on all biomes. Now you can find wild cows and chickens and even a Thrumbo if you look hard enough. This is a vanilla mod. No new content is added.

Bulk Meals
Adds 3 new recipes to the cook stove, allowing you to cook 4 meals at a time.

Fast Floors
Tweaks the vanilla floors to add speed boosts to most flooring types.

Reinforced Conduits
Adds reinforced conduits that are fireproof and have more health than the regular ones.

Temperature Control
Adds several options for better controlling the temperature of your colony.

Xtra Plants On hold for now
Adds new plants, foods, work tables, and recipes related to plants.

#11
Mods / [Mod Idea] Trash and Recycling
January 08, 2015, 12:21:30 PM
I was just sitting here eating some chips and had an idea for a mod that I don't have the skill to do. So I figured I'd put it on here to maybe inspire someone else who might have the skill to pull it off.

The idea is that every time your colonists eat any prepared meal there should be some trash left behind. This trash would either need to be cleaned up and put into a trash can which can fill up and must be burned in the crematorium to dispose of it. Or it could be put into a recycling bin which could fill up and must be brought to some futuristic all-in-one recycling machine that turns all trash into super dense building blocks that are stronger than any of the other building materials but can only be used to make walls and it is only fire resistant rather than fire proof.

The only part I would be unable to do in this is making trash spawn when a pawn finishes eating a prepared meal. The rest of it would be simple for anybody who has the ability to do that first part. I hope someone is looking for an idea and can use this. The idea could easily be expanded upon to include more than just prepared meals producing trash too.
#12
Help / connects to power but does not add to map mesh
January 03, 2015, 07:00:48 PM
I'm working on an update for my advanced lamps mod and this warning pops up in the debug window. Can someone please tell me what is causing this?

UVHeatLamp connects to power but does not add to map mesh. Will not create wire meshes.

Here is the relevant XML code:


  <ThingDef ParentName="BuildingBase">
    <defName>UVHeatLamp</defName>
    <eType>BuildingComplex</eType>
    <label>UV Heat Lamp</label>
    <description>Lights an area brightly enough to grow crops while also providing a small amount of warmth to the room.</description>
    <thingClass>Building_Heater</thingClass>
    <category>Building</category>
    <graphicPath>Things/Building/AdvancedLampSun</graphicPath>
    <graphicClass>Graphic_Single</graphicClass>
    <altitudeLayer>BuildingTall</altitudeLayer>
    <passability>PassThroughOnly</passability>
    <constructEffect>ConstructDirt</constructEffect>
    <tickerType>Normal</tickerType>
    <drawerType>RealtimeOnly</drawerType>
    <statBases>
      <MaxHealth>80</MaxHealth>
      <WorkToMake>500</WorkToMake>
      <Flammability>1.0</Flammability>
    </statBases>
    <selectable>true</selectable>
    <size>(1,1)</size>
    <costList>
      <Steel>75</Steel>
    </costList>
    <soundImpactDefault>BulletImpactGround</soundImpactDefault>
    <leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
    <placeWorkers>
      <li>PlaceWorker_Heater</li>
    </placeWorkers>
    <drawPlaceWorkersWhileSelected>true</drawPlaceWorkersWhileSelected>
    <comps>
      <li>
        <compClass>CompGlower</compClass>
        <overlightRadius>7.0</overlightRadius>
        <glowRadius>10</glowRadius>
        <glowColor>(250,250,370,0)</glowColor>
      </li>
      <li>
        <compClass>CompHeatPusher</compClass>
        <heatPerSecond>20</heatPerSecond>
        <heatPushMaxTemperature>15</heatPushMaxTemperature>
      </li>
      <li>
        <compClass>CompGatherSpot</compClass>
      </li>
      <li>
        <compClass>CompPowerTrader</compClass>
        <startElectricalFires>true</startElectricalFires>
        <soundPowerOn>PowerOnSmall</soundPowerOn>
        <soundPowerOff>PowerOffSmall</soundPowerOff>
        <basePowerConsumption>500</basePowerConsumption>
      </li>
    </comps>
    <specialDisplayRadius>5.8</specialDisplayRadius>
    <designationCategory>Misc</designationCategory>
    <rotatable>false</rotatable>
    <researchPrerequisite>Advanced_Sunlamp</researchPrerequisite>
  </ThingDef>


And if someone could point out any other odd things they see with this code if there is anything that would help me learn how to do things better.
#13
Help / Glowing plants
December 31, 2014, 07:14:32 PM
I was considering doing a plant that has a slight bio-luminescent glow. Unfortunately the compGlower thing doesn't seem to work on a plant object. I was wondering if one of the C# wizards running around these forums could find a way to make plants glow. It might be a fun little project to do and it would make my day. Plus I could put glowing plants in my Xtra Plants mod for all of you folks to play with.
#14
I've got an error that keeps popping up periodically during game play in the newest version of my Xtra Plants mod that I'm working on. I can't seem to track down the actual cause of the problem, but Skullywag thinks it has to do with the seedShoot of the trees. I didn't have this problem in version 3.0 which is currently available, and the only trees I've added since then are exact copies of a tree that was in 3.0. Skully and I are unable to figure this out ourselves so I was hoping someone else might be able to help us. Here's a screenshot the error message.

Download the bugged version of it here
If there is any other info I need to provide to help diagnose the problem then let me know.
#15
I would really love the ability to control the temperatures at which plants grow from within the XML defs for each individual plant. I was wanting this in particular to add some flowers which thrive during the winter to my Xtra Plants mod. I would probably also then change some of my trees to die at higher or lower temperatures than others based upon real life data.
#16
Ideas / Suggested change to the shared bedrooms penalty
December 17, 2014, 01:06:05 AM
I think it shouldn't penalize you exactly the same amount for having 2 colonists in a room as it does for having 20 in the same room. That should be a stacking penalty. If a given colonist only has 1 room mate they should get a -1 and so on, that way there is actually a reason to build individual rooms for the colonists once you get past a certain size. As it is now, you can put all of your colonists in one dorm and you only get a small penalty that is pretty much negated by the spacious interior bonus along with the beauty bonus if you throw in a couple potted plants. I've personally shared a room with 79 other guys when I was in boot camp and I can tell you from experience that it is far less peaceful than sharing a room with 3 other people.
#17
This mod adds several options for better controlling the temperature of your colony.

Currently included in this mod are:

A small fan for cooling off small rooms
A small heater for warming up small rooms
An industrial sized heater for warming up large areas
An industrial sized cooler for cooling off large areas
And Heated floors for when you just don't want to take up any space with a heater.


The Industrial Heater currently uses the same texture as the vanilla heater so it isn't showed in the screenshot.


Licensing: Use this in any mods or mod packs you want, modify or keep it as is. All I ask in return is a simple link to this thread in your credits somewhere.

Credit is due to the following people:

   Rilamus for doing the Fan and Small Heater textures.
   ItchyFlea for providing the core XML for the Fan and Small Heater
   Ded1 for suggesting the Industrial Heater
   KingOfAwesomnia for the EHeated Floors texture
   Rolf for suggesting the industrial cooler. Don't know why I didn't do it to begin with.
   Loki88 for updating to alpha 11 and 13 for me.


Change Log:

v1.0 - Initial release of both the electric powered heated floors and the non-electric heated floors as separate mods.
v2.0 - Added small fan, small heater, industrial heater.
v2.1 - Added industrial cooler.
v2.2 - Updated for Alpha 9.
v2.3 - Updated for Alpha 10.
V2.4 - Updated for Alpha 11 by Loki88.
V2.41- Updated for Alpha 13 by Loki88.

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#18
Help / making an object that doesn't take up a build slot
December 16, 2014, 01:08:52 AM
I'm making a heated flooring object and have everything working perfectly except one thing. You can't build tables or beds or anything on top of them. I figured maybe it might be possible to make it so you can build objects on top of it now with Alpha 8 though since you no longer remove power conduits when building things like walls (even non-conduit walls) over them. I can't figure out how to do this though and was hoping maybe someone else might have encountered a way to do this.
#19
Help / <placementRestricters>
December 14, 2014, 12:16:54 PM
I'm working on updating a mod and one of the items needs to be outside not under a roof. But it seems Tynan changed something because the following code doesn't work anymore.

    <placementRestricters>
      <li>PlacementRestricter_NotUnderRoof</li>
    </placementRestricters>


Can someone tell me what I need to change this to?
#20
Outdated / [Mod Links] The unofficial Alpha 8 mods list
December 11, 2014, 05:04:18 AM
This is just a condensed list of mods currently available for Alpha 8. If you don't see your mod on this list and want it listed then please comment on here with a link to the thread and a brief description of the mod. There are more mods listed on the second post of this thread. We finally broke the 20,000 character limit for the first post.

The wiki for this game also now has a mod list that is maintained by each of the modders themselves so it is likely to have the most up-to-date information on the mods that are on it. It can be found at http://rimworldwiki.com/wiki/Mods

Click the name of the mod to open a link to the thread for that mod.

Name: A2B conveyor belts & co.
Description: Adds in conveyor belts which move stuff from point A to point B as well as a few useful accessories to the belts.

Name: Advanced Lamps
Description: Adds some more advanced lamps to the game. Lower energy use and higher beauty rating. Also outdoor lamps for lighting large areas.

Name: Alien Weapons
Description: Adds alien weapons to the game which are organized by tiers, 'Tier 1' is standard guns and 'Tier 3' is decent guns.

Name: Alpha Muffalo
Description: Adds large alpha muffalos to roam around.

Name: AlphaTweaks
Description: Auto-strip corpses and auto-unforbid items in your home zone and scrap apparel for cloth.

Name: Animal Hide Working
Description: Adds the ability to make rugs out of animals as well as being able to taxidermy them and install them as art sculptures in your base.

Name: Antiqua
Description: Adds an option for historical statues in the sculpting bench.

Name: Apothecarius Eight
Description: Adds a production chain for Medicine made from 3 different medical flowers which can only be grown in Hydroponics.

Name: Apparello
Description: Adds extra armor and clothing to the game along with crafting stations to make them.

Name: Auto-hunt Beacon
Description: Adds a beacon which designates all animals in range for hunting. Can activate itself on low meat threshold.

Name: Automated Healing
Description: Tweaks the game so that pawns can heal themselves. Especially useful when you only have 1 colonist left.

Name: Basic Parka Rebalance
Description: Rebalances the Parka by drastically reducing the pawns maximum comfortable temperature when worn. Wearing a parka year round is no longer a good idea in most biomes.

Name: Battle Stations
Description: Adds a RTS style squad system into the game. Ctrl + a number assigns a squad. Pressing that number selects the squad.

Name: Beerlicious
Description: Keep your colonists less unhappy at morbid events. Saw a colonist die? Beer! Saw a rotting corpses? Beer! Feeling sick? Beer!

Name: Better Beacons
Description: It makes the Trade Beacons add Trading Stockpiles automatically - no more setting Stockpiles YAY!!!!

Name: Biodiversity
Description: Adds a variety of new animals to each map type. More diversity!

Name: Bluestone - Rimgate 2014
Description: A modders resource to include logic into the game.

Name: Boommuffalo in Windy Valley(Scenario)
Description: A custom scenario for use with EdB's Scenarios mod.

Name: Brain Surgery
Description: Adds brain surgery to the game.

Name: Brunayla's Security Co
Description: A collection of small mods, including Embrasures, Man-able Turrets, and weapon crafting, plus more.

Name: Canned Food
Description: Adds canned food which won't spoil for a long time.

Name: Caveworld Flora
Description: Tired of those void caves? Ever wanted to crash on a caveworld? Then this mod is for you!

Name: Ceiling Lights
Description: Adds ceiling lights and ceiling lights only.

Name: Central Heating
Description: Adds vents to allow temperature to be shared between rooms. Also adds an industrial heater for heating large rooms.

Name: Clutter
Description: Adds clutter aka furniture to the game.

Name: Climate Control Unit
Description: Adds a Heating and Cooling control unit. Temperature control in one device.

Name: Cohhilition Invasion
Description: Adds a handful of apparel to the game. Made for a Twitch streamer called CohhCarnage.

Name: Colonial Marines
Description: Adds Colonial Marine equipment from the Alien movies.

Name: Combat Realism
Description: Overhauls the combat system to deliver a more realistic experience.

Name: Commando Dog
Description: Adds a new storyteller to the game who has absolutely no idea what he is doing. High pop. and frequent events.

Name: Concrete Obsession
Description: Adds concrete as a construction material.

Name: Cookfire - Campfire Cooking
Description: Adds the ability to cook meals on the campfire.

Name: Crash Landing
Description: Adds a new event, that drops spaceship parts on your colony from the sky. Triggers at the start of the game, so your arrival will be similar movie crash landings.

Name: Crypto Casket Auto Doctor
Description: Adds an electrical powered healing pod which your colonists can climb into and be healed of all wounds.

Name: Cryptohax Cryo Charges
Description: Adds the Cryptohax Cryo Charges which allow you to hack the Crypto Caskets.

Name: Cybernetic Storm
Description: Adds new cybernetic implants to the game.

Name: Darkness
Description: Changes the light levels during the nights. It makes nights much darker.

Name: Deep Strike - For the Emprah
Description: Adds space marines, distress beacon, and various other WH40k themed goodies.

Name: Defend That Colony
Description: Adds a new wall type that you can shoot through, it is 90% covered and adds a window for snipers to take good aim.

Name: Distilled Xerigium
Description: Adds a recipe to the cooking stove to make medkits.

Name: Door Control
Description: Adds controls to doors to toggle them open or closed.

Name: EdB Interface UI Mod
Description: This is a custom user interface mod that makes a few adjustments to the default game interface.

Name: EdB Mod Order
Description: Choose the order in which your mods load.  Replaces the Mods menu with a new version that lets you move your mods up or down in the list to specify the order in which they should load.

Name: EdB Prepare Carefully
Description: Customize your starting colonists and gear to prepare carefully for your crash landing.

Name: EdB Scenarios
Description: Try something a little different with the new EdB Scenarios mod.  Each scenario gives you a slight variation to the standard RimWorld start to keep the game fresh with new options.

Name: EDC Thin Table
Description: EDC is proud to present you with TABLES! Yes thin, usable tables!

Name: EDC Trader
Description: Adds trade convoys which carry a wide variety of goods.

Name: EMP Pistol
Description: Adds an EMP pistol which disables electronics temporarily. Especially useful against Mechanoids.

Name: Enhanced Defence: Phoenix Edition
Description: Adds many features in a modular form. Personal Shields, wireless power, laser drill, omnigel and many more.

Name: Epyk Mod Pack
Description: A collection of mods put together by Epyk to add interesting new mechanics to the standard vanilla game.

Name: Extended Surgery and Bionics
Description: Adds the ability to craft prosthetics and bionic parts yourself and adds a few extra ones that aren't in the vanilla game.

Name: Extended Woodworking
Description: Extends trees so that they drop different types of wood based on the tree they are.

Name: Extra Research Tables
Description: Adds 2 new research tables of different sizes and textures. Functions the same as vanilla research tables.

Name: Faction - Norbals "Vikings"
Description: Adds a new faction, the Norbals, into the game.

Name: Faction - Rimtroopers
Description: Adds a faction of Stormtroopers to the game.

Name: Fast Floors
Description: Simple tweak to the vanilla floors which adds a speed boost to most flooring types. No new floors added.

Name: Flawless Meals
Description: Adds a new meal which can be cooked on the regular Cook Stove called a Flawless meal. Positive mood change and high nutrition.

Name: Floor Lights
Description: Adds lights that are integrated into the ground.

Name: Floors, Get Stuffed!
Description: Changes floors so that they use the stuff system. Floors can be built and deconstructed at will. However you can only build the floors on either Smooth Stone or Concrete.

Name: GCRD Modpack
Description: A collection of mods put together by Vader.

Name: GG Button
Description: Adds a GG button to the game. Press 'G' on your keyboard to play a sound clip.

Name: Glassworks
Description: Adds glass and windows to the game.

Name: Glitter Tech
Description: Adds a selection of high tier advanced items to offset the multitude lesser items, but keeps it balanced with the progression of the game.

Name: God's Lubricant
Description: Adds water gathering abilities to the game. Water is now required to make food.

Name: Grow Resources
Description: Adds new crops which produce resources like stone, steel, kidneys, and more.

Name: Guns+
Description: Adds several vanilla-friendly guns to RimWorld's armaments.

Name: Guns as Turrets
Description: Adds new turrets which use the vanilla guns instead of the makeshift turret guns.

Name: Half-Rim
Description: Adds new enemies, factions, weapons and buildings from the original Halflife game.

Name: Hauling Priority Designator
Description: Adds a new designator in the Orders Tab. You can use this designator to make the colonist try to haul the designated things first, ignoring items not designated.

Name: HeadSpike
Description: Adds a new decoration to the game that is a humanoid head on a spike.

Name: Helpful Floors Mod
Description: Adds some new floor types that improve movement speed and one to improve growth speed of plants.

Name: Hermit's Farm
Description: Adds wheat and a production line for making bread.

Name: Hobo Stove
Description: Adds a wood powered heater/stove to the game.

Name: Horrors
Description: Adds another faction to the game, however, this faction is not human or civilized in any way.

Name: Ice Blocks
Description: Adds ice blocks to the game. Pretty much these are the opposide of campfires, and serve to cool down the location they are placed in.

Name: IceSheet
Description: Makes the IceSheet biome playable.

Name: Imperial Guard
Description: Adds new factions, weapons that transform into other weapons after a few shots, and more.

Name: Industrialisation
Description: Adds some heavy industries to the game, e.g. concrete, mine, nuclear power plant and new trader ship "deep space mining ship".

Name: It Is Time Mod
Description: Adds additional melee weapons to the game.

Name: Laboratory Coat
Description: Adds a lab coat designed for researching and medical work.

Name: Labourer Apparel
Description: Adds work overalls inspired by BSG's deck crew uniform and two hard hats.

Name: Lamps, Lanterns and Kits
Description: Adds a smaller light source with 1/4th the power requirements of a standing lamp, and a smaller radius of illumination.

Name: Less Incident Trolling
Description: Reduces the chance for some incidents to fire and/or increases the time before they can fire again.

Name: Liandri Corp. Weapons Conversion
Description: Adds an assortment of weapons from the Quake and Unreal Tournament universe, as well as various custom weapons.

Name: Lightsaber
Description: Adds a lightsaber to the game.

Name: Log Walls
Description: Adds log walls back into the game.


KEEP SCROLLING. MORE MODS IN THE NEXT POST.