Ludeon Forums

Ludeon Forums

  • September 25, 2017, 12:45:10 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 42

Author Topic: [A17] Rikiki's Miscellaneous (02-08-2017)  (Read 270565 times)

Rikiki

  • Colonist
  • ***
  • Posts: 914
    • View Profile
[A17] Rikiki's Miscellaneous (02-08-2017)
« on: May 18, 2015, 06:11:43 PM »

This thread regroups Rikiki's miscellaneous mods: designed to fit to the best with vanilla ambiance.
Each one expands a particular aspect of the game.

They are independant, so you can only pick the one you are interrested in! :)
Please see this thread for MiningCo. mods.

Download
Rikiki's Miscellaneous mods
Rikiki's Miscellaneous sources on GitHub

Features
Fish Industry: adds fishing to the game, from simple fishing pier to the advanced aquaculture basins.
Caveworld flora: adds some pretty mushrooms glowing in the dark caves of this world.
Cave biome: adds a new biome: the caves.
Mechanoid terraformer A12!: adds a mysterious event. This does not sounds good at all...
Campfire party A13!: adds a pyre to organize parties for your colonists!
« Last Edit: August 02, 2017, 04:36:34 PM by Rikiki »
Logged

Rikiki

  • Colonist
  • ***
  • Posts: 914
    • View Profile
[A17] Fish industry V17.4 (02-08-2017)
« Reply #1 on: May 18, 2015, 06:11:51 PM »

Fish Industry

  There is so much water in this world and you always dreamt to eat a fresh grilled fish! Here it comes, the Fish Industry debarks in Rimworld!



Download
See first message please.
Starting a new colony is no more necessary! :-)

Features
  • Fishing pier: simple building built on a water bank. Allow your hunters to catch some fishes.
  • Fishing pier (on mud): costs more but can be built on mud.
  • Aquaculture basin: advanced building used to breed some aquatic species. Expensive renewable source of meat. Is unlocked by "Aquaculture" research after "Hydroponics".
  • Aquaculture hopper: refrigerated hopper to hold fishes' food (must be built near an aquaculture basin).
  • New recipes at the campfire (to cook a grilled fish simple meal).
  • Oyster as joy food.
  • New meditative joy activity on fishing pier (watching shiny water).

Important notes:
  • fishing is a hunting job. The jobs' priorities are defined as follow: hunting > operating aquaculture basin > filling aquaculture hopper> fishing at fishing pier.
  • you can stop fishing activities by forbidding the fishing pier and flicking aquaculture basin's power.

Technical support
Please leave me your feedback so this mod's balancing can be improved!
Any constructive criticism is always welcome! :)

Changelog
Code: [Select]
V17.4
* Added Chinese translation thanks to duduluu.

V17.3
* New patch to get fishes in cave biome.

V17.2
* Disabled manhunter event for fishes.

V17.1
* Improved Mud terrain patch to be more compatible with other mods (thanks to dismar!).

V17.0
* Updated for A17.
* Fishes are now biome-dependant (tailteeth is only found in warm biomes for example) and environment-dependant (some fishes are never in marshes, some are never in river/ocean...).
* Fish stock resplenishment rate depends on the biome and the available water space around the pier.
* Added a resplenishment rate indicator when placing the pier.
* Reduced fishing pier food income.
* Aquaculture basin now properly reset the bill to avoid wrong usage.
* Many small other improvements.

V16.0
* Updated for A16.
* This is a HEAVY update. Fishes are now normal corpses (instead of items). They can be butchered like any other animal.
* removed fishing tools and job for simplicity.
* fishing now takes a lot of time (1500-4500 according to hunting skill) but will be nearly always successful.
* Mashgon needs to be butchered again.
* rebalanced all fishes stats.
* max fish stock is computed according to biome and available aquatic cells around the pier.
* removed harpoon.
* fishing pier can now be built on mud for a higher price.

[code]V15.0
* Updated for A15.
* All fishes can now be eaten raw (at a cost of course!).
* Note: it may be hard to select the fishing pier blueprint (drag a square around it) due to the new terrain requirements.
* Mashgon no longer need to be butchered.

V13.0
* Updated for A13.
* Added meditative joy activity on fishing pier.
* Removed force field net (I felt it was too much for a fishing mod...).
* Added a message to warn you when an aquaculture basin's bred fishes die.
* Small code optimization.
* Increased fishing duration at fishing pier.

V12.0
* Updated for A12.

V11.0
* Updated for A11b
* Fishing is now a completely separated job. It has its own job, stat and skill.
* Fishing at the pier increases the fishing skill. Fishing duration is impacted by fishing skill.
* Removed the pearl ear (was too ugly and not very useful).
* Several small improvements in job drivers.

V10.2
* Lots of balancing thanks to Panzer! General nerf of the caught fish quantity and catch success chance.
* New fish thanks to LittleGreenStone: seasnake.
* Added a living time parameter: some fishes are caught during daytime, night or both.
* Added a specific fisher job so you can easily manage priority between fishing and hunting.
* Added small animation details (harpoon, force field net).
* Improved the multi-hoppers food search and consumption (now takes food from any hopper, not only full ones).
* Added joy gain for pawns who like fishing.
* Added an alert for idle aquacultures.
* Added a small pearl ears equipment: add a +5 speechcraft bonus. Should be used by females only! ;D
* Added a very rare bonus when fishing (still no malus for now...).
* Corrected the tribals spawning with force field nets bug :o.
* Corrected the inverted logic "catchSomethingThreshold" bug.
* Corrected the equipment stack bug (no fishing rod with button-down shirt).

V10.1
* Increased power consumption of aquaculture basin (150 -> 500W).
* Temperature is now taken into account for water quality (optimal range: [0.C; 40.C]).
* Reworked the fishing net into glitterworld "force field net", decreased stun duration and range (8 -> 6) but is still effective against all kind of ennemies (mechanoids' internal circuitry don't like being trapped under an EM field... ;D)

V10.0
* Initial release.

Todo
  • Add a chance to get hurt by a tailteeth or poisoned by sduiggles?

Credits
A big thank you! ;D for their nice artwork/support to:
  • mrofa: aquaculture basin
  • Shinzy: mashgon, sduiggles, tailteeth and their meat resource
  • Roboat: fishing pier and blueblade
  • LittleGreenStone: seasnake, oyster and pearl
  • Panzer: big help in balancing/bug tracking this mod ;)

Modders note
You may be interrested in the following features:
  • Custom place worker restricter
  • Draw dynamic textures, motes
  • Custom jobs
  • Custom alert
  • Custom bill callback
  • Custom incident
  • Custom xml additional parameters

License
You are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/.
« Last Edit: August 02, 2017, 04:37:10 PM by Rikiki »
Logged

Rikiki

  • Colonist
  • ***
  • Posts: 914
    • View Profile
[A17] Caveworld flora V17.1 (02-08-2017)
« Reply #2 on: May 18, 2015, 06:12:03 PM »

Caveworld flora
    Are you tired of those void caves?
You ever wanted to crash on a caveworld?

Then this mod is for you!
Also have a look at the Cave biome mod!



Download
See first message please.
Starting a new colony is mandatory or please read carefully the installation section here bellow!

Features
Adds 4 kinds of cave plant that will enliven your dark caves.
Each plant can be harvested once mature.
Brightbells can be planted in decorative pots for a nice looking natural lightning.
  • Shimmershroom: nutritious and good as raw meal.
  • Glowbulb: nutritious but very bad as raw meal. Is better cooked.
  • Gleamcap: natural healing properties (can be used like herbal medicine). Mind the funny effect on a nearby colonist during eclipses... :D
  • Brighbells: not edible, lights up a wide area.
Note: these plants will only growth on natural floors. You can get rid of them by constructing a floor or smoothing it.

The fungiponics basin will allow you to grow your own mushrooms.

Planned features
Add some poisonous plants when I get some time... => done in Cave biome mod.

Technical support
Balancing a mod is difficult, especially with plants. Please leave me your feedback to help balancing!

Changelog
Code: [Select]
V17.1
* Added Chinese translation thanks to duduluu.

V17.0
* Alpha 17 update.
* Corrected inspect string for Cluster and ClusterPlant.

V16.0
* Alpha 16 update.
* Completely reworked source code.
* Plants now grow in cluster. This is mainly used in Cave Biome mod.
* Gleamcap breathing is now a hediff.

V15.0
* Alpha 15 update.
* Added skill requirements to grow in fungiponics.
* Various small changes.

V13.2
* Correct a bug where brightbells could not grow on plant pot if away from natural rock.

V13.1
* Correct a potential null reference exception.

V13.0
* Alpha 13 update.
* Added brighbells.
* Brighbells lights a wide area and can be used as a natural lightning source in decorative pots once Fungiponics is researched.
* Other mushies light area has been lowered.
* Mushies in cryostasis don't glow (extra challenge for the ice sheet hardcore gamers ;-p)
* General balance, may still need some tweaks.

V12.1
* Added the fungiponics basin.

V12.0
* Alpha 12d update.

V11.1
* Alpha 11b update.

V11.0
* Alpha 11 update.
* Correction of minor XML errors (nutrition values).
* Changed type of ticker type to long (improves performance).

V10.0
* Alpha 10 update.

V9.0
* Alpha 9 update (decided to change the version number to reflect the current Alpha).
* Heavily nerfed the mushies so they don't flood all the empty caves and take much more time to grow (building an underground base will no more give you infinite free food... I hope ;))

V1.3
* Small correction: gleamcapSporeSpawner parent was not correctly saved.
* Small correction: glower type on savegame loading is not updated if the plant is mature.

V1.2
* Small correction: "tried to destroy allready destroyed gleamcapSporeSpawner".

V1.1
* Small typo correction in plant def (harvestMinGrowth).
V1.0
* Alpha 8 initial release.

Installation
This mod uses a MapComponent to work.
Easy way => start a new colony.
Technical way => Follow these steps.
  • Go into the CaveworldFlora\About directory.
  • Open the "How to add CaveworldFlora to an existing savegame.txt" file and follow the instructions.

Credits
Original glowing plant idea from Igabod. :)
A big "Thank you!!!" to Shinzy for all the beautiful art! :D
Thanks Haplo for the hint about the MapComponent. I used your well detailed "How to add XXX to an existing savegame.txt" mini-tutorial. ;)

Modders note
You may be interrested in the following features:
  • Custom plant generation algorithms.
  • Magic and so powerful MapComponent use!!!

License
You are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/.
« Last Edit: August 02, 2017, 04:38:12 PM by Rikiki »
Logged

Rikiki

  • Colonist
  • ***
  • Posts: 914
    • View Profile
[A12d] Mechanoid terraformer (V12.0 30-08-2015
« Reply #3 on: May 18, 2015, 06:12:10 PM »

Mechanoid terraformer

  Everyone knows the mechanoids ultimate purpose is to eradicate every trace of organic life. To achieve this objective, they invade and colonize every planet they come across.

Their relentless logic has lead them to prepare their invasions. Beware if a mechanoid terraformer is landing near your home! You planet will soon be doomed...

Warning! Spoiler ahead! If you want a full experience, please only download the mod and play until you encounter the mechanoid terraformer incident. Reading the following may ruin a part of the suprise.

Download

Mechanoid terraformer V12.0
Mechanoid terraformer V12.0 source
=> for modders



















Still reading?

















Okay, you wanted it! Here is the mechanoid terraformer harnessing some power.



Features

Adds a new very bad event: the mechanoid terraformer.
Adds a hidden defensive building unlocked after extracting the weather controller from the mechanoid terraformer: the skywrath controller. Unleash the sky's wrath upon your ennemies! 8)

Skywrath controller targetting:


Skywrath controller unleashing its (evil) power:


Planned features
Balance, balance and balance!

Technical support
Balancing a mod is difficult. Please leave me your feedback to improve this mod.

Changelog
Code: [Select]
V9.0
* Alpha 9 initial release.

V10.0
* Alpha 10 update.
* Fixed some possible exploits (extracting weather controller without disabling beacon first for example).
* Small UI improvements.
* Slightly reduced the frequency of strange thunderstorm.

V10.1
* Small correction in the Skywrath controller xml definition.

V10.2
* Skywrath controller power consumption increased during charge (6000 -> 7500).
* During other phases, needs only 20% of this power (so 1500).

V11.0
* A11b update.
* Skywrath controller power consumption increased during charge (7500 -> 10000).
* Balance in research skill requirements (reduced skill min level to study, extract and reroute).
* All job on the mechanoid terraformer now give some XP in research skill and take into account the research speed.
* Modified the strange thunderstorm so it is much shorter but also more powerful.
* Increased the rerouted terraformer power output: reliable 5000W output + variable energy during thunderstorms (up to 37000W with 8 pylons, may need some balance...).

V12.0
* A12d update.
* Skywrath controller research is now properly hidden.

Compatibility notes
Should be compatible with any mod.
This event does not include additional mechanoid types (like the crawler).

Credits
mrofa for the beautiful mechanoid terraformer and pylon textures. :D
Haplo for his job tutorial. I made good use of it! ;)

Modders note
You may be interrested in the following features:
  • Incident worker.
  • Custom job and workgiver.
  • Weather control! 8)

License
You are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/.
« Last Edit: August 30, 2015, 04:04:19 PM by Rikiki »
Logged

Rikiki

  • Colonist
  • ***
  • Posts: 914
    • View Profile
[A13] Campfire party V13.1 (29-04-2016)
« Reply #4 on: May 18, 2015, 06:12:19 PM »

Campfire party

  This mod adds a pyre to organize campfire parties.



Download
See first message please.
Starting a new colony is NOT necessary!

Features
  • Organize campfire parties for your colonists!
  • Some character traits will impact the revelers behavior (psychopaths, chemical interest level, trigger-happy, nudist).
  • Provide them some beers because your colonists NEED some beers in this harsh world! ;D

How to start a party
See image below (sorry it is an old placeholder texture...):
  • Gather your colonists near the pyre.
  • Click on the pyre's button "Start campfire party".
  • Enjoy!


Important notes
To stop a colonist from partying, pressing R twice (drafting/undrafting) is not enough...
You must draft and give him/her any order (move, bill, ...).


Technical support
Please leave me your feedback so this mod's balancing can be improved!
Any constructive criticism is always welcome! :)

Changelog
Code: [Select]
V13.1
* Readded abstract base def (improve compatibility).

V13.0
* Updated to A13.

V12.1
* Integrated pyre texture from skyarkhangel.

V12.0
* Initial release.

Credits
Pyre texture is a donation from skyarkhangel. Thank you mate! :D

Todo
  • Maybe add a tribal-style ritual?

Modders note
You may be interrested in the following features:
  • Draw dynamic textures, motes
  • Many custom jobs

License
You are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/.
« Last Edit: April 29, 2016, 03:15:24 PM by Rikiki »
Logged

Rikiki

  • Colonist
  • ***
  • Posts: 914
    • View Profile
[A17] Cave biome V17.1 (02-08-2017)
« Reply #5 on: May 18, 2015, 06:12:28 PM »

Cave biome

  This mod adds a new biome: caves! Explore and settle a new colony into the deep and labyrinthic tunnels deep underground.

This mod requires the Caveworld flora mod!




Download
Starting a new world is necessary.
See first message please.

Features
  • Adds a new biome with custom caveworld flora.
  • Permanent darkness so growing will be hard.
  • Plants can serve different purposes: food, wood, ...
  • Most events can still happen (you will get raided!).
  • Adds a new mineral: cold crystal. Can be used as a permanent torch but it drains surrounding temperature.
  • Adds underwater power conduit (so you can build a colony across the river).

Technical support
Any constructive criticism is always welcome! :)

Changelog
Code: [Select]
V17.1
* Added Chinese translation thanks to duduluu.

V17.0
* Alpha 17 update.
* Now use patches for incidents, mortars and solar generator.
* Added underwater power conduit.
* Removed mechanoid ship building copy as it is no more internal.
* Fog weather now removes filth.
* Reworked cave well light with help from jtgibson01!

V16.0
* Initial release.

Modders note
You may be interrested in the following features:
  • Map generation (GenStep)

License
You are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/.
« Last Edit: August 02, 2017, 04:38:50 PM by Rikiki »
Logged

Rikiki

  • Colonist
  • ***
  • Posts: 914
    • View Profile
Re: [MOD] A10 Rikiki's Miscellaneous (19-05-2015)
« Reply #6 on: May 18, 2015, 06:12:38 PM »

Reserved

Rikiki

  • Colonist
  • ***
  • Posts: 914
    • View Profile
Re: [MOD] A10 Rikiki's Miscellaneous (19-05-2015)
« Reply #7 on: May 18, 2015, 06:12:47 PM »

Reserved

Rikiki

  • Colonist
  • ***
  • Posts: 914
    • View Profile
Re: [MOD] A10 Rikiki's Miscellaneous (19-05-2015)
« Reply #8 on: May 18, 2015, 06:12:57 PM »

Reserved

Rikiki

  • Colonist
  • ***
  • Posts: 914
    • View Profile
Re: [MOD] A10 Rikiki's Miscellaneous (19-05-2015)
« Reply #9 on: May 18, 2015, 06:13:16 PM »

Reserved: pfiou, got it all! ;D

Adamiks

  • Planetologist
  • ****
  • Posts: 2484
  • W O K E
    • View Profile
Re: [MOD] A10 Rikiki's Miscellaneous (19-05-2015)
« Reply #10 on: May 18, 2015, 06:15:12 PM »

Oh, these are great ones! I really want to see more reserved mods! ;D

By the way, feel free to reserve more - i can delete this post ^^
« Last Edit: April 18, 2016, 11:30:01 PM by Adamiks »
Logged

Shtuka

  • Drifter
  • **
  • Posts: 34
  • Refugee
    • View Profile
Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
« Reply #11 on: May 18, 2015, 07:36:45 PM »

what the shame to create empty topics from nothing, I hope you will be banned!
Logged

Match

  • Colonist
  • ***
  • Posts: 103
  • Refugee
    • View Profile
Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
« Reply #12 on: May 18, 2015, 08:23:27 PM »

what the shame to create empty topics from nothing, I hope you will be banned!

He is in the process of building the thread mate.

Reserved: pfiou, got it all! ;D

Thanks for all the fish Rikiki!
Logged

Rikiki

  • Colonist
  • ***
  • Posts: 914
    • View Profile
Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
« Reply #13 on: May 18, 2015, 08:30:08 PM »

This thread is under building...
Please be patient and come back later! ;)
@Shtuka: I thought it was clear enough... ::)
Do you really think I would mess up on this forum with more than 500 posts?

rexlord

  • Super Translator
  • Muffalo
  • ***
  • Posts: 13
  • Refugee
    • View Profile
Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
« Reply #14 on: May 19, 2015, 03:36:12 AM »

i love this mod
Logged
Pages: [1] 2 3 ... 42