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Topics - jecrell

#1
Add tablets, books, scrolls, libraries, and more to your RimWorld playthroughs.



RimWriter is a mod that adds a lot of content focused on writing to supplement the standard vanilla RimWorld playthrough such as:

Items
  * Stone Tablets
  * Leather Scrolls
  * Journals
  * Handwritten Books
  * Typed Books and Journals
  * Skillbooks for improving skills


-Furniture
  * Stone shelves for tablets
  * Scrollcases, tall and short
  * Bookcases, tall and short
  * Writer's tables
  * A typewriter

-Features
  * Libraries that colonists will go into, pick out books to read, read them for joy, and return them when they're done.
  * Customized text generation for tablets, books, and journals.
  * Compatiblity with Lord of the Rims and Call of Cthulhu mods.
    - Writing reduces sanity loss over time.
    - Future compatability with storing Grimoires and Wizard textbooks inside bookcases/scrollcases.

Why create this mod?
I wanted to make a framework sort of mod that I could add to or use later in my current and future projects. I feel that tablets, scrolls, and books all have a clear place in RimWorld and future mods.

Screenshots





Download
Patreon - https://www.patreon.com/posts/rimwriter-for-0-21613863
Steam - https://steamcommunity.com/sharedfiles/filedetails/?id=1521844535
GitHub - https://github.com/jecrell/RimWriter


Q&A

Is this mod compatible with (additional joy objects / other mod name here)?
Yes. There is no incompatibility for RimWriter.

Is this mod safe to load into existing saves?
Yes.

Does this generate thoughts?
Yes. It creates a new room role: Library.
#2
RimQuest
... adds quest givers to trader groups and caravans. This mod exists for those of us who feel that RimWorld could use a little more direction from time to time, and a good quest is just what we need! (Sorry, I forgot to make a thread for this one, haha. Better late than never!)






When a trader or caravan arrives, simply right click the character with a green exclamation mark above their head to see what quests are available.



After accepting a quest, it will be available to you on the world map. This version contains vanilla events from RimWorld, but more quests are planned to be added in the future.



Thank you, one and all.

Also, a tip of my hat to my most wonderful supporters on Patreon. My goal of full-time modding is getting closer and closer.

The Amazing Supporters of Jecrell's Modding Madness
AC, Alex Mederer, Alexander, Alexander Vass, Alexandr Zaporin, Allic, Aron Glasser, Audrin Navarro, Austin Harbert, Baron Xot, Ben Stanley, Bennett Herlihy, Blaze Reynolds, Calum, Chelsea Archambeau, Christopher, Clifford Campbell, Dakota, Dan Winn, Dick Jones, Don Butterblume, Evan Hwang, Fredric Sundberg, George Chong Chuang Mi, GoSu, Harry Dicks, J, Jacob Duga, John Boehr, Jonathan Holzinger, Jordan Robinson, Josh McCabe, Justin Andreas, Karol Rybak, Kevin Reagan, Liam Farmer, Luis Salvatierra, Magnus Merkelbach, Marcus Sireanu, Mark, MC, meatface, Michael Lauder, Michael Paugh, Moshat, Oliver White, Pie_from_Hell, Populous25, Robin Hager, and Roxxploxx.

Frequently Asked Questions:

Q: Do I need a new save to play this mod?
A: No new saves are needed to play this mod.

This mod was commissioned by Bradr44.

Download...
from Patreon (1.0): https://www.patreon.com/posts/22140524
from Patreon (B19): https://www.patreon.com/posts/rimquest-for-b19-21060395
from GitHub: https://github.com/jecrell/RimQuest/releases/tag/1.19.0.0
from Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1354114366
#3
At Mehni's suggestion from Discord, this is a place to gather up instances of untranslated strings.

Whenever an incident occurs, it leaves a message box. So far, lots of message boxes have unprocessed text. Here are some of them. If you see any more, leave a reply.

Visitor
https://drive.google.com/file/d/1GtkYhaD-X11P4Gb-0Zn-42V8wysiIAwA/view?usp=sharing

Ancient Danger
https://drive.google.com/file/d/1iPzPGRpaMfxsFMKJfrkphoUu0Q_iEfro/view?usp=sharing

Disease (Infection)
https://drive.google.com/file/d/1xUwT7d2MA56tpn5z98SXc97mEF_yY4CM/view?usp=sharing

Wanderer Joins
https://drive.google.com/file/d/14VtSDHPz_KB6AQOc3MqO7FjoltxZLxqw/view?usp=sharing
#4
Firstly, I will say I did try to log into Mantis to see if this was a known issue, but I could not for whatever reason.

What the circumstances were.
- Started a new game using the RimWorld Unstable Build 1.0.1936
- Played for several days until wildlife began predator routines.

What happened.
- Wildlife preyed on each other as expected (red fox eats a rat).
- During autosave, red error messages appeared, disrupting the game flow.
- Saves further create more errors when loaded.

What you expected to happen.
- No error messages expected.

Steps we can follow to make the bug appear on our machine.
- Load this save file ( https://drive.google.com/file/d/1tlEY5PGxNEtM09RceEP4qgckXygEN0-M/view?usp=sharing )
- Wait for autosave or try to save
- Receive errors.

Primary exception
Exception while saving Maneuver_Scratch_MeleeHit: red fox->rat: System.InvalidCastException: Cannot cast from source type to destination type.
  at Verse.Scribe_Collections.Look[BodyPartRecord] (System.Collections.Generic.List`1& list, Boolean saveDestroyedThings, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x0022f] in C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Collections.cs:77
  at Verse.Scribe_Collections.Look[BodyPartRecord] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00006] in C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Collections.cs:13
  at Verse.BattleLogEntry_MeleeCombat.ExposeData () [0x0007b] in C:\Dev\RimWorld\Assets\Scripts\Verse\Game\BattleLog\BattleLogEntry_MeleeCombat.cs:166
  at Verse.Scribe_Deep.Look[LogEntry] (Verse.LogEntry& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x0019f] in C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Deep.cs:68
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.Scribe_Deep:Look(LogEntry&, Boolean, String, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Deep.cs:72)
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Collections.cs:88)
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Collections.cs:13)
Verse.Battle:ExposeData() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\BattleLog\Battle.cs:142)
Verse.Scribe_Deep:Look(Battle&, Boolean, String, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Deep.cs:68)
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Collections.cs:88)
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Collections.cs:13)
Verse.BattleLog:ExposeData() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\BattleLog\BattleLog.cs:81)
Verse.Scribe_Deep:Look(BattleLog&, Boolean, String, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Deep.cs:68)
Verse.Scribe_Deep:Look(BattleLog&, String, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Deep.cs:14)
Verse.Game:ExposeSmallComponents() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:245)
Verse.Game:ExposeData() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:218)
Verse.Scribe_Deep:Look(Game&, Boolean, String, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Deep.cs:68)
Verse.Scribe_Deep:Look(Game&, String, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Deep.cs:14)
Verse.GameDataSaveLoader:<SaveGame>m__0() (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\GameDataSaveLoader.cs:115)
Verse.SafeSaver:DoSave(String, String, Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\SafeSaver.cs:95)
Verse.SafeSaver:Save(String, String, Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\SafeSaver.cs:35)
Verse.GameDataSaveLoader:SaveGame(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\GameDataSaveLoader.cs:110)
RimWorld.Autosaver:DoAutosave() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\Autosaver.cs:59)
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:419)
Verse.LongEventHandler:LongEventsUpdate(Boolean&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:259)
Verse.Root:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:102)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:83)


Output Log
-Attached below

[attachment deleted due to age]
#5


Welcome to the Lord of the Rings expansion pack for RimWorld, the Lord of the Rims.

Mission Statement
This is a series of themed mods inspired by J.R.R. Tolkein's The Lord of the Rings, The Hobbit, and Silmarillion books as well as Peter Jackson's films. We aim to expand the RimWorld experience by adding the races of Middle Earth, armor, weapons, shields, wizards, magic, quests, and the various creatures and encounters one would expect to come across in Middle Earth. The original focus will be on the Third Age. This mod exists as a collaboration project between some of the best modders in RimWorld. Anyone can contribute!


Mods














NameDescriptionDownload 1.4Download 1.3GitHubWorkshop
JecsToolsREQUIRED - Put this at the top of your mod list, under HugsLib. Adds components for mods. Adds vehicles, psychic abilities, and more.LinkLinkLinkLink
DoorsExpandedREQUIRED - Put this at the top of your mod list, under HugsLib. Allows for larger doors in RimWorld.N/ALinkLinkLink
Humanoid Alien Races 2.0REQUIRED - Put this at the top of your mod list, under HugsLib. Allows for non-human characters to be played in RimWorld.LinkLinkLinkLink
The Third Age* Game-changing mod. Limits technology, changes resources, and adds content to RimWorld to allow for medieval playthroughs.N/ALinkLinkLink
Unlimited* Does NOT limit technology, but adds content to RimWorld from The Third Age to allow for better medieval playthroughs.N/ALinkLinkLink
Dwarves Adds Dwarves to RimWorld.LinkLinkLinkLink
Elves Adds Elves to RimWorld.N/ALinkLinkLink
Hobbits Adds Hobbits to RimWorld.N/ALinkLinkLink
Orcs and Goblins Adds orcs, goblins, and trolls to RimWorld.N/AN/AWIPN/A
Men and Beasts Adds men (e.g., Gondor, Rohan) and beasts (e.g., Wargs, Wights) to RimWorld.N/AN/AWIPN/A
Wizardry Adds wizardry to RimWorld.N/AN/AWIPN/A

*Choose The Third Age or Unlimited for a playthrough, you cannot run both mods at once. The Third Age limits technology, but Unlimited, as the name suggests, does not. The mods are identical, otherwise.

Discord Chatroom
Discord is the primary place where development is happening. Join our Discord server to chat, watch, or contribute to the mod's development.
https://discord.gg/jcMf4am


Public Wiki
The Wiki is in development currently. I'm trying to do one article per day to keep it up to date as we create content for RimWorld.
http://lord-of-the-rims.wikia.com/

Public Githubs
If you are interested in trying out some WIP and want to give feedback or add content, be sure to check out our public githubs.
https://github.com/Lord-of-the-Rims-DevTeam
#6
DOORS EXPANDED
Adds new types and sizes of doors to RimWorld.


Currently included:

  • Doors (1x2)
      - Double sized doors.
  • Doors (1x3)
     - Triple sized doors. 

  • Curtains (Tribal)
      -Fragile, flammible, and made of fabric, these curtains provide fast movement through buildings.




  • Jail Doors
     - Strong doors with steel bars keep prisoners at bay.


  • Gates
      -Stylized doors perfect for meeting pre-industrial needs. 


  • Blast Doors
      -Incredibly large and secure doors used to keep greater threats at bay.



  • Remote Doors
      -Doors that can be secured remotely by using levers or buttons. These doors roll upwards, similar to garage doors, and require power connected to both lever/button and door to operate. Perhaps these doors will allow you to build the trap room of your dreams?

      Comissioned by CMDR Toss Antilles.


    Download


    Non-Steam Download (1.5):
    https://www.patreon.com/posts/102723038

    Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1316188771


    Changelog

    1.5.0.0 (04-20-2024)
    ========================
    Updated for RimWorld 1.5 to use the new MultiTileDoor class instead of invisible doors. Saves from 1.4 to 1.5 will need to rebuild their doors in the new 1.5 version.

    1.4.1.1 (10-21-2022)
    ========================
    Initial update for RimWorld 1.4 for Doors Expanded

    1.4.1.0 (10-11-2022)
    ========================
    Updates DoorsExpanded to support 1.4.3514 Unstable

    1.4.0.1 (09-10-2021)
    ========================
    Fix crash due to infinite recursion in RW 1.3.3116+
    Fix blueprints and frames of our doors not having proper labels
    Fix CompProperties_PostProcessText not being removed after processing if not in dev mode (minor optimization)
    Update PlaceWorker_OnTopOfWalls to consider smoothed buildings as walls (note: if JecsTools is loaded before Doors Expanded, this fix won't apply for the time being)

    1.4.0.0 (08-08-2021)
    ========================
    Note: Starting from this version, changes only apply to RimWorld 1.3+.
    RimWorld 1.3 compatibility
    Add Chinese Simplified translation (thanks Juijote!) - applies to all RW versions
    Various fixes and updates from a new audit of relevant parts of current RW codebase
    More debug info, including new drawDoorTempEqualization debug view
    Misc minor optimizations and cleanup

    1.3.3.2 (07-18-2021)
    ========================
    Actually fix "invis door has different faction" errors (and remove previous workaround)
    Add Spanish translation (thanks Crusader!)
    Add/update machine-translations for new blast doors where applicable, and some other translation cleanup

    1.3.3.1 (05-09-2021)
    ========================
    Workaround "invis door has different faction" errors (yet unknown cause) by only logging them if in dev mode or if mod's log option is debug/stacktrace

    1.3.3.0 (05-06-2021)
    ========================
    Add 1x1 blast door (thanks Jiopaba/InsanityPrelude!)
    Add French translation (thanks qux!)
    Attempt to fix potential errors (like NullReferenceException) due to stale linked doors (removed/unspawned outside of this mod's control)
    Allow patches (or future changes) to change building's thingClass from Building_DoorExpanded to another class (like Building_Door) without breaking saves
    Rebuild to latest RW version
    Mod option for log level (for debugging)

    1.3.2.1 (08-13-2020)
    ========================
    Fix regressions in RW 1.1 version by compiling separate assemblies for RW 1.1 and RW 1.2 to account for different enum/constant values in RW assemblies
    Internal: Migrate to SDK-style csproj, assembly name/version attributes align with actual name/version

    1.3.2.0 (08-11-2020)
    ========================
    Note: Starting from this version, changes only apply to RimWorld 1.1+.
    RimWorld 1.2 compatibility
    New doors:
    - 2x1 and 3x1 autodoors
    - 3x1 remote garage-style doors
    - 2x1 and 3x1 tribal curtains
    Improved compatibility with:
    - Minify Everything (note: existing broken doors may not be fixed, but new doors should be fine)
    - Home Mover
    Remote door changes:
    - Fix blast doors not being remotely securable - blast doors now require power like autodoors
    - Autodoors, including the vanilla 1x1 autodoor, are remote controllable
    - Blast doors and remote garage-style doors can now breakdown like autodoors, but only at half the normal frequency
    - Remote doors rebalanced such that they open more slowly than autodoors but cost less and use less power (and breakdown less frequently)
    - Tweak all the various costs of blast doors and remote garage-style doors such that: blast doors > autodoors > remote doors > vanilla doors
    - Remove superfluous remote button/lever linking/unlinking messages
    Show east/west door frames above buildings (fixes blast door frames showing below walls)
    Door open time (in seconds) stats are now displayed instead of door open speed stat
    Modders: DoorExpandedDef deprecated in favor of new CompProperties_DoorExpanded (see Heron_Doors.xml for examples):
    - Misleading DoorExpandedDef.doorOpenSpeedRate deprecated in favor of statBase for vanilla DoorOpenSpeed (backcompat default to 1.0/doorOpenSpeedRate)
    - Misleading DoorExpandedDef.tempLeakRate deprecated in favor of CompProperties_DoorExpanded.tempEqualizeRate (backcompat default to 375.0/tempLeakRate)
    - All other DoorExpandedDef fields can be copied as-is to CompProperties_DoorExpanded
    - Non-abstract door defs have had their Name attributes (used for XML inheritance) removed,
      since fields of comp properties (such as CompProperties_DoorExpanded) can't be overwritten in a derived def.
      Specifically, "HeronDoor", "HeronDoorRemote", "HeronDoorDoubleRemote" Name attributes have been removed.
    Replace Pawn_PathFollower.TryEnterNextPathCell transpiler with Building_Door.StartManualOpenBy prefix patch (to avoid misleading report in Dubs Performance Analyzer)
    Improve debug logging, add more logging when the "Verbose logging" setting is enabled, add full path cost in "write path costs"
    Misc label & description tweaks and XML & texture cleanup

    1.3.1.0 (05-06-2020)
    ========================
    Blast doors can be remote controlled now. Additional rebalancing and cleanup. Patch by lbmaian.
    - More robust patching in case other mods are broken (should no longer fail if another mod has an invalid assembly reference).
    - Blast doors can be remote controlled now (remote control tech still required to build remote buttons/levers).
    - Blast doors now have half flammability (so half the flammability of the material they're made of).
    - Tribal curtains cost halved to 25 fabric or leather as part of RimWorld 1.0/1.1 rebalance.
    - Remove obsolete Manifest.xml loadBefore/loadAfter and migrate vanilla door mass patch to code to prevent some warnings.

    1.3.0.1 (03-14-2020)
    ========================
    Improves compatibility with other mods, including recovering from game-breaking errors that can somehow happen. Engineered by lbmaian.

    1.3.0.0 (03-07-2020)
    ========================
    A 1.1 compatible version of Doors Expanded, rewritten and recreated by lbmaian to be even better than before.

    1.22.1.2 (03-06-2020)
    ========================
    Fix potential NRE and room unfogging in edge cases involving large doors, and fix more potential subtle issues related to Fillage. Engineered by lbmaian.
    Scale WorkToBuild linearly like most of vanilla, rebalance thick gate and blast door costs

    1.22.1.1 (03-04-2020)
    ========================
    Backport tweaks and fixes to RimWorld 1.0 version. Engineered by lbmaian.
    "JT_PlaceWorker_OnTopOfWalls" is now translated if JecsTools isn't loaded.

    1.22.1.0 (02-29-2020)
    ========================
    Balance pass based on ~b18~r1.1 changes and consistency. Engineered by lbmaian.
    - All doors (except blast doors and curtains) MaxHitPoints were reduced, typically by about a quarter to match the B19 change to vanilla doors.
    - All doors (except curtains) Mass have reduced, with the assumption that vanilla doors have 20 mass (only relevant if a mod like MinifyEverything is installed).
    - Related 1-wide vs 2-wide vs 3-wide door stats and costs have been rescaled for consistency.
    - Blast doors have same terrain affordance as walls, and same construction skill requirement as autodoors.
    - Prisoner containment research requires medieval tech level.
    - Blast door research requires hi-tech research bench.
    Also add dependency to the Harmony mod.

    1.22.0.0 (02-28-2020)
    ========================
    RimWorld 1.1 compatibility (RimWorld 1.0 still works). Engineered by lbmaian.
    No longer requires JecsTools in either RimWorld 1.0 or 1.1.
    Also revamp door remote button/lever job so that it consistently respects whether door remote button/lever is enabled throughout the job, and fixes related pathing issues.

    1.21.0.0 (01-31-2020)
    ========================
    Rewrite and fully rebase code onto 1.0 RimWorld, fixing several bugs. Engineered by lbmaian.
    - fixes pathing issues, including enemies warping through large doors
    - forbid/unforbid has immediate effect (instead of having to wait a tick)
    - fixes behavior inconsistent with vanilla doors, including default door opening/closing speeds, previously held open door closing behavior, whether enemies set fire to doors, heat transfer rates through open/closed doors
    - allow <1.0 fillPercent doors with correct cover/snow/etc. calculations
    - doors are non-minifiable (non-uninstallable) by default
    - doors block light by default
    - door opening speed stat now appears in door expanded doors' info dialog (note: def.doorOpenSpeedRate value currently isn't reflected in this)
    - remote doors default to non-remotely secured
    - remote hold open state now linked to remote button/lever, with latter's state initialized to first linked remote door
    - remote hold open state no longer clobbers native hold open state (in case door is unlinked)
    - secured remotely doors ignore native hold open state (and disables hold open gizmo)
    - custom remote door gizmos now appear right after hold open gizmo
    - more consistent messages on button connect/disconnect
    - remote button/lever no longer appears above pawns
    - fixed Stretch and StretchVertical and non-2-width DoubleSwing door type animations
    - Stretch/StretchVertical defs have new custom parameters, with the only functional difference between Stretch and StretchVertical being defaults
    - ghost (pre-placement) and blueprint door graphics now always match actual door graphics
    - ghost graphics for def.rotatesSouth=false now skip south rotation, and fix subtle bugs when spawning def.rotatesSouth=false doors
    - ghost graphics now appear above existing buildings as in vanilla
    - 1x1 non-manually-rotatable doors, including blueprints, auto-rotate like vanilla doors (and all such 1x1 doors in this mod are updated accordingly)
    - dev mode inspector has new toggles (write temperature, write edifice grid, write doors), more path info, more precise mouse position, and patch call registry for debugging

    Add German translation by Erdnussbrot.
    Update Japanese translation by Proxyer.

    1.20.0.7 (06-03-2019)
    ========================
    Fixes explosion slowdowns that occur while playing the CE mod coupled with Doors Expanded. The fix was engineered by JonnyNova.

    1.20.0.6 (06-02-2019)
    ========================
    Remote doors can be secured and locked properly. Also pathing fixes.

    1.20.0.5 (04-11-2019)
    ========================
    Adds research for remote buttons and doors as well. Updates Japanese translation.

    1.20.0.4 (04-09-2019)
    ========================
    Adds remote doors, buttons, and levers to Doors Expanded.

    1.20.0.3 (04-07-2019)
    ========================
    Added remote doors, buttons, and levers

    1.20.0.2 (02-10-2019)
    ========================
    Crossing through blast doors should be faster now.

    1.20.0.1 (10-27-2018)
    ========================
    This should fix the issue where animals do not want to walk through the doors for whatever reason.

    1.20.0.0 (10-18-2018)
    ========================
    Initial release for RimWorld 1.0

    Doors Expanded
    1.18.0.12 (3/15/18)
    -Added Portuguese / Portuguese Brazilian translation by Freewayz
    -Added Russian translation by kr33man
    -Added Korean translation by MarinHigh

    1.18.0.11 (3/6/18)
    =============
    - Prisoners don't try to escape when an Expanded Door opens for others to perform regular jobs any more.
    1.18.0.10 (3/5/18)
    ==============
    - Fixed some irregular door behavior, so now doors can be properly stacked.
    1.18.0.9 (3/4/18)
    =============
    - Fixed a missing XML tag.
    1.18.0.8 (3/4/17)
    =============
    - Added Jail Doors
    - Adjusted door HP to match the power of cassowary digging.
    1.18.0.7 (3/3/18)
    =============
    + Pawns with enhanced movement should no longer have issues crossing Expanded Doors.
    1.18.0.6 (3/3/18)
    ============
    - Removed nonsense log messages.
    - Fixed issue where characters wanted to just stop and stare at the door (in truth, the door wasn't accomodating elderly and slow folks -- this has been fixed).
    1.18.0.5 (3/2/18)
    =============
    - Adjusted the XML costs of the doors to better reflect their size differences.
    1.18.0.4 (3/2/18)
    =============
    - Moved all Doors to the Structures tab by request
    - Faster closing time for all Expanded Doors.
    - Expanded Doors now properly forbid.
    1.18.0.3 (3/1/18)
    =============
    - Added smaller blast doors by request
    - Added secret support for Lord of the Rims content
    1.18.0.2 (3/1/18)
    =============
    - Small XML change to avoid mod conflicts.
    1.18.0.1 (3/1/18)
    =============
    - Expanded Doors now prevent manhunters / raiders / other hostiles  from opening like colonists.
    - Expanded Doors now properly damage when raiders / manhunters / etc attack.
    - Invisible doors text is no longer display when moused over
    - "Attacking invisible door" is now replaced with "Attacking [name of door]" as it should be.





#7
We've moved to release!

Find Lord of the Rims --- Here

https://ludeon.com/forums/index.php?topic=41713.0
#8
V1.17.0.2
    Adds the ability to build roads on the world map.

Watch the mod in action here:
https://www.youtube.com/watch?v=Obsmx-m0-wI
      


:::WARNING:: MOD REQUIRES JECSTOOLS TO RUN::::

Info

How to Build Roads

  • Research the appropriate technology in the research menu.
  • Send a caravan to the world map.
  • Select the caravan.
  • Click the build roads button.
  • Select the path of your road's blueprints.
    (Note: Dirt roads require no resources to construct, however, other roads require resources for the blueprints. Check the resources required by clicking on them.)
    (Tip: The more people in the caravan, the faster the road's construction)

Available Road Recipes

  • Dirt - Fastest construction time. No resources required.
  • Stone - Decent construction time. 150 stony materials required.
  • Asphalt - Slow construction time. 250 stony materials and 30 chemfuel required.
  • Asphalt Highway - Slowest construction time. 450 materials and 60 chemfuel required.
Special thanks to all those that support me on Patreon:
Producers
ShotgunFace, Paul Veloz, Yewty Oxman, TheDayDude, Ruhurin Meras, Kevin Reagan
Jerod Clayton, infinity421, DesTiNy, Aron Glasser, Ashleigh Miller, Blaze Reynold,
Chelsea Archambeau, Dan Winn, Fredric Sundberg, Kevin Reagan, Liam Farmer, meatface,
Michael Lauder, Michin, Sarah Banks, Toss Antilles, Undead Jackel

Supporters
Jordan Robinson, Calum, Spencer Wade, Blaze Reynolds, Chelsea, Caine Detueur, Arty Kubin, Jacob Duga, Ryan Brock, Evan Hwang, Moshat, Christopher, Don Butterblume, John Boehr, George Chong Chuang Ming, Oliver White, Helpful Bot, vincent de keijzer, roxxploxx, Legless, Christopher Abel, Karol Rybak, Mathias Broxvall, Mark, Tim Stillson, Lachlan Easton, Nemuri Hime, Sera, Christian Hermansen, NiNe Bottles of Rum, Populous25, Steven James, Marcus Siraenu, totobrother, Alex, Alexander Harestad. Jordan Robinson. Calum.

Notes
Mod commissioned for Anonymous.

Questions / Comments / Bug Reports
Head to our Discord server -> https://discord.gg/AaVFA7V

Download
((((MAKE SURE TO HAVE JECSTOOLS ^^
Download from Patreon
Download from Steam
#9
How to Make a RimWorld Mod
STEP BY STEP
by Jecrell

#XML #C# #Beginner #Intermediate #Advanced
#Hediff #Weapon #Ranged_Weapon #Projectile #ThingDef

"Modding RW for dummies." -KapTaiN_KaVerN

Table of Contents
I. Introduction
II. Required items
III. XML Stage
IV. Connecting XML and C#
V. C# Assembly Setup
VI. C# Coding
VII. Localization

Questions? Comments?
Let's mod RimWorld together.
Visit the Unofficial RimWorld Discord.
https://discord.gg/rimworld
#10
Releases / [1.5] JecsTools [4/8/2024]
May 26, 2017, 10:16:37 AM





Adds components to RimWorld: vehicles, spell casting, weapon slots, oversized weapons, and more!






**Note to players:** This mod will not change your game, but rather it lets modders do more, so you can have an even more amazing RimWorld experience.
   
**Note to modders:** This mod contains components that allow you to do many new and different things in RimWorld. Check out RoxxPloxx's guide for more info here: https://github.com/roxxploxx/RimWorldModGuide/wiki
   
Total list of components:

*CompAbilityUser*
- Adds spell/ability casting to humanlikes.

*CompActivatableEffect*
- Adds an activation graphic for weapons (e.g. lightsaber beam).

*CompDeflector*
- Allows the ability to knock projectiles away with melee weapons.

*CompExtraSounds*
- Adds extra melee sounds to weapons.

*CompLumbering*
- Gives pawns a staggered walking animation that cycles between two images. (e.g. ATST walking effect)

*CompOversizedWeapon*
- Allows weapons to have graphic sizes that can be bigger than RimWorld's vanilla limits.

*CompSlotLoadable*
- Adds slots to objects, weapons, apparel, etc that can be filled to have effects. (e.g. an ammo slot for guns with different kinds of ammunition, crystal slots for lightsabers, etc)

*CompVehicle* (Experimental)
- Allows for a pawn to be treated as a vehicle that can be loaded with pilots, gunners, crew, and passengers

*CompInstalledPart*
- Allows for a part to be installable and uninstallable onto another thing. This is particularly useful for vehicle weapons.

*CompToggleDef*
- Allows for a thing to despawn, change its def, and respawn.

*CompAnimated*
- Allows for animating various things.

*CompDelayedSpawner*
- Allows many customizable options for spawning one or many things into RimWorld -- similar to the vanilla spawner with more options.

*CompOverlays*
- Allows modders to add graphics on top of existing ones -- for example, a dozen lit candles can have overlays of tiny fires.

*PawnShields*
- Adds shields to RimWorld.

Total List of Classes

JecsTools.Hediff_TransformedPart
- Similar to added part, however, transformed parts will not remove the original parts when removed from the character. This allows for us to "transform" pawn parts. Such as having a colonists' hands turn into deadly claws.

JecsTools.JobGiver_AIFirelessTrashColonyClose
JecsTools.JobGiver_AIFirelessTrashColonyDistant

- These classes lets us call a special jobgiver for raiders that does not include setting fire to objects. This is good for monstrous creatures that do not have the ability to start fires but still want to break things.

JecsTools.DamageWorker_Cleave
JecsTools.DamageDefCleave

- Adds a new damage worker called "cleave" that allows for an attack to swipe multiple targets in front of a user based on XML settings defined in a new damage def. This update is in the preparation of the upcoming Werewolves mod.

JecsTools.HediffCompDamageOverTime
- Causes damage over time to a target.

JecsTools.HediffComp_DamageSoak
- Shrugs off certain types of damage.

JecsTools.HediffComp_ExtraMeleeDamages
- Adds extra melee damages.

JecsTools.HediffComp_Knockback
- Adds knockback, optionally explosive, to attacks.

JecsTools.PlaceWorker_Outline
- Adds outlines to objects when placing their blueprints.

JecsTools.ApparelExtension
- Allows apparel, such as glasses, earrings, nose-rings, or whatever more you can imagine, to be worn alongside hats. Let's accessorize!

Additions by ChJees
Additions by roxxploxx
Additions by Swenzi
Additions and transpilers by Erdelf
Extensive hours of testing, debugging, and fixes by Xen.
"Hey, should we make this into a public toolset for people to take advantage of all this cool stuff?" - Jecrell
"Hell yes - this is awesome stuff - people will love it!" - Xen

Special thanks to Pardeike's amazing non-destructive patching library, Harmony. Without his work, none of this would be possible.




#11

Mission Statement:
  • [tt]This is a mod series themed around Star Wars. It will add fully-functional deflecting craftable slot-loadable crystal-enhanced lightsabers, force powers with a leveling system and skills, a simple quest system to grow your colonists into proper wielders of the force, and classic Star Wars factions to crush your new colony. Each mod can be loaded independently of the others, but also cooperate when loaded together.[/tt]

Preview Videos
https://www.youtube.com/watch?v=gdKQleiCQvs (BaRKy Preview Pt. 1)
https://www.youtube.com/watch?v=Q9f-_WkqJUI (BaRKy Preview Pt. 2)

Mods










NameDescriptionDownloadGitHubWorkshop
JecsToolsREQUIRED - Put this at the top of your mod list, under HugsLib. components for Star Wars mods. Adds vehicles, spell casting, and more.LinkLinkLink
Lightsabers Adds glowing, projectile deflecting, full SFX, activatable, crystal-loadable lightsabers.LinkLinkLink
ForceAdds RPG-progression to RimWorld with force XP and force abilities.LinkLinkLink
FactionsFleshes out RimWorld with the Imperial and Rebel factions, weapons, and apparel from the Star Wars universe.LinkLinkLink
-
Race ModsDescriptionDownloadGitHubWorkshop
Humanoid Alien Races 2.0REQUIRED - Put this at the top of your mod list, under HugsLib. Allows for humanoid alien races to function in RimWorld.LinkLinkLink
Zabrak Alien RaceAdds a two-hearted horned playable race to RimWorld. The most well known Zabrak for Star Wars fans would be the character Darth Maul.LinkLinkLink
Twi'Lek Alien RaceAdds Twi'leks to RimWorld. They are known for their grace, beauty, and powers of seduction.LinkLinkLink


QuoteDear Fellow RimWorlders:
If you're interested in helping us or want to talk about the mods. Please join our Discord. Thanks!
https://discord.gg/aDjWBBk
-Jecrell

Problems? Questions? Comments?
Join us on Discord https://discord.gg/aDjWBBk
Pssst, Still there?
Want more Star Wars mods? Support us here:
Jecrell - https://www.patreon.com/jecrell
Xen - https://www.patreon.com/user?u=5938820
#12
Help / Mod Upload Error: "LimitExceeded"
December 22, 2016, 07:12:00 PM
I cannot upload my mods to Steam Workshop currently because they all receive the error message "Limit Exceeded" or "Exceeded Limit". I've heard this is because of the file size of .png files?

Here's an example of what I am trying to upload. This current file is around 50-ish kb, but I have tried uploading variants of different file sizes and dimensions with constant failures.


Can anyone confirm what needs to be done?
Currently, this is holding up the entire A16 release of the Call of Cthulhu mods... *sigh*
#13
Help / [C# Snippet] Change Research Progress
November 19, 2016, 04:37:36 AM
In-case anyone wanted to change ANY research project progress in the game (not just the current project selected), here's a quick bit of code I struggled over that you can use in your projects.


        public static void ChangeResearchProgress(ResearchProjectDef projectDef, float progressValue)
        {
            FieldInfo researchProgressInfo = typeof(ResearchManager).GetField("progress", BindingFlags.Instance | BindingFlags.NonPublic);
            var researchProgress = researchProgressInfo.GetValue(Find.ResearchManager);
            PropertyInfo itemPropertyInfo = researchProgress.GetType().GetProperty("Item");
            itemPropertyInfo.SetValue(researchProgress, progressValue, new[] { projectDef });
            Find.ResearchManager.ReapplyAllMods();
        }

#14
Help / [SOLVED] Partial recolor for stuffed objects?
October 01, 2016, 06:24:13 AM
So, I'm creating some lovely candelabras and chandeliers for RimWorld, and I noticed that they are fully recolored by the game when they are set to stuffed -- candles and all.

How can I keep my candles a separate color and still enjoy the different colors from stuffed properties like steel and slate?
#15
Help / [Resolved] [C#] Hidden Incident Messages?
September 24, 2016, 09:46:05 AM
I'd like to have a hidden raid that will surprise the player. How can I go about having a raid occur without an incident message?
#16
Help / Is it possible to do Aura effects?
September 17, 2016, 01:08:16 AM
Hello there! Currently I'm considering the possibilities for the Call of Cthulhu mod. I have plenty of workarounds in mind, but I was wondering...

Is it possible to create an aura effect around a pawn? For instance, let's say I want a monster to appear on the map. The monster approaches another pawn. When the pawn is within so many meters of the monster, I want the pawn to suffer a mood penalty.

Is this possible? If so, how can I go about doing this? Are there examples out there?

Thanks so much for your time.
#17
Outdated / [A16] Jecrell's Tobacco and Cigarettes V1.3c
September 16, 2016, 12:48:05 AM
Jecrell's Tobacco and Cigarettes 1.3c for A16

DESCRIPTION
Why are my gruff colonists getting high on smokeleaf? Whatever happened to tobacco, you might ask. Well, now your colonists can finally grow and harvest tobacco plants. Just like with smokeleaf joints, cigarettes can be crafted at any crafting spot. Have fun!



FEATURES
New Crop - Tobacco
New Items - Cigarette, Cigar, Chocolate Cigar
New Drug - Nicotine
*Clothes and hats are part of the Call of Cthulhu expansion WIP -- available below.

FURTHER INFORMATION

  • This is not meant to be unbalanced for a vanilla game.
  • This is not a replacement mod. Smokeleaf and all other drugs are unchanged.
  • Tobacco actually has a chemical effect called 'Nicotine' that has the following effects --
  • Tobacco's other differences --

  • Higher addiction rate than smokeleaf
  • Lesser market value for tobacco leaves than smokeleaf (the market is flooded with the stuff)
  • However, cigars have a slightly higher value and chocolate cigars have a stronger market value
  • Smaller mood buff than smokeleaf (only +5)
  • Has withdrawal symptoms unlike smokeleaf (social fight)

DOWNLOAD A16
Patreon
Steam Workshop


DOWNLOAD A15
Google Drive

Like Cthulhu? Want to play with Lovecraftian monsters? Check out this mod in development.
Call of Cthulhu Expansion Pack WIP Thread


Q&A
Q) Can I use your mods in my mod?
A) Yes, but please PM me first. ^^

License

This work is licensed under a
Creative Commons Attribution-ShareAlike 4.0 International License.

ChangeLog
V1.3c (12/25/2016)
*Updated for A16
*Added minor carcinoma and asthma chance after becoming tolerant to nicotine.
V1.3 (11/6/2016)
*Nerfed drug effects.
*Added mass production.
*Changed in-game sprites.
V1.2 (9/22/2016)
*Added cigars and chocolate cigars to the game.
V1.1
*Fixed accidental replacement of SmokeLeaf.
#18

Welcome to the Call of Cthulhu expansion project for RimWorld, the Rim of Madness.

Mission Statement

  • This will be a series of themed mods inspired by H.P. Lovecraft's works (and other famous horror works). we aim to expand the RimWorld experience by implementing spine-tingling cosmic horrors, themed objects and apparel from the late 18th until early 20th century, sacrificial cult gameplay, and horrific events. Until the expansion is sufficiently large enough, the mods will be separate.


Mods










NameDescriptionDownloadGitHubWorkshop
JecsTools (1.4)REQUIRED - Put this at the top of your mod list, under HugsLib. components for Cthulhu mods. Adds vehicles, psychic abilities, and more.LinkLinkLink
H.P. Lovecraft Storyteller (1.4) Adds a new Storyteller to RimWorld that uses an OMEN system to increase tension before larger events.LinkLinkLink
Factions (1.3)While the lingering fear of Cthulhu is most unnerving, you are not alone. The Agency and coastal fishing villages have appeared in the overworld.LinkLinkLink
Factions - Items OnlyFor players who only want the apparel and weapons from the Factions mod, without the actual factions.LinkLinkLink
Cosmic Horrors (1.3)Adds monsters to RimWorld from the Lovecraft mythos.LinkLinkLink
Industrial AgeAdds new furniture and appliances to your game from the time period of the late 1800's and early 1900s themed after the industrial era of H.P. Lovecraft's writings.LinkLinkLink
BonesPreviously "bone mod," this mod by Sihvman adds bones as a craftible resource to RimWorld with polished assets from yours truly.LinkLinkLink
Cults (1.3)You can now found a cult, worship monstrous deities, make offerings and animal sacrifices, and make human sacrifices in return for powerful spells (20 in total, plus a dozen side effects).LinkLinkLink
StraitjacketsAdds straitjackets that disable mental breaks on colonists or prisoners to prevent them from hurting themselves or others.LinkLinkLink
The Elder ThingsAdds a new and truly alien playable race of plantlike and amphibian biology that requires other races to perform their labors for them, willingly or not.LinkLinkLink
ArachnophobiaAdds spiders, webs, cocoons, and more to RimWorld.LinkLinkLink
Werewolves (1.3)Adds playable Werewolves, AI Werewolf faction, moon cycles, and silver treatment system to RimWorld.LinkLinkLink
Vampires (1.3)Adds playable Vampires to RimWorld.LinkLinkLink

Current WIP

  • Combat Extended Patches
  • Blood Cults

Translations:




Q&A
Q) Can I use your mods in my mod?
A) Yes, as long as you provide a link.
Q) Can I help out?
A) Sure. Join our channel on Discord at: https://discord.gg/ePKnqwR

Active Rim of Madness Team:
Jecrell - lead developer, coder, artist, writer
Lion Hamster GMT +999994 - designer
ChJees - coder
SamBoyCoding - coder
sheidula - artist
Xen - artist
Dreggrod da Traitor - artist
Nackblad - artist
TheJinxer - artist
yewty - designer
Hymir - designer
jebbers12 - designer
HawtCrab - designer

Inactive Team Members & Contributors
Coercion - artist
Drynyn - designer, writer
erdelf - coder
Jareix - artist, designer
Junkyard Joe - designer, writer
SticksNTricks - artist
Plymouth - artist
Sera - artist
spoonshortage - artist
CraftyDrac - producer
Jax - artist

Translators
kr33man - translator (Russian)
bazza - translator (Russian)
Cthulhu - translator (Russian)
kouyou - translator (Japanese)
밀수업자 - translator (Korean)
totobrother - translator (Korean)



License

This work is licensed under a
Creative Commons Attribution-ShareAlike 4.0 International License.