[A15] Mod Announcements Thread

Started by milon, August 31, 2016, 07:31:15 AM

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milon

This thread is to announce any mods you have made or updated for this version of RimWorld.

Many times when people post smaller mods their threads get buried under the threads of bigger, more established mods which generate more activity. They go unseen because they sink to page 2 of the releases forum and people who don't check the forums daily might never even see them.

To solve this issue this thread is here. If you're modder you can make a post with a link and short description of your mod and it will always be at the bottom of the thread where people can find it easily. If you're a mod user wanting to check out which new mods have been released you can simply go to the new posts, same as any other thread and see all the new releases since your last visit.




Older Versions
A14 - https://ludeon.com/forums/index.php?topic=22304.0
A13 - https://ludeon.com/forums/index.php?topic=18353.0




Rules

  • One post per mod
    If you've just updated your mod and have already posted, you can edit your announcement post if you wish.

  • Only the mod author may post a mod
    This is mainly to help with rule #1 so we don't get situations where a mod author posts his mod, then someone else didn't see it and posts it again.

  • Only mod announcements in this thread
    Any post that is not a mod announcement will be removed. If you have feedback/criticism/etc. regarding this thread, send me a PM. If you have feedback/criticism/etc. regarding a mod, post in the mod's thread or PM the author.




To get you started, here is a quick template on what your announcement post could look like

Title of the mod
[Link to the mod's forum thread]
[Optional: State if it's on Steam or not]
A short description of what your mod is about. Should be no longer than 1-2 sentences. 

Example:

QuoteZ-levels
https://ludeon.com/forums/index.php?topic=17336.0
Not released on Steam
Adds a system of z-levels akin to Dwarf Fortress to the game.

lincore

#1
Floor Equality
Gives all indoor flooring 3 beauty, except for wood which now has 2. Also adds parquet to provide a fancy alternative.
Nexus Mods: http://www.nexusmods.com/rimworld/mods/118/?
Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=746328754


Wildlife Tab
Adds a tab containing a list of all visible wild animals.
Thread: https://ludeon.com/forums/index.php?topic=25736.0
Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=759219409
Github: https://github.com/lincore81/RimworldMods
Direct download: https://github.com/lincore81/RimworldMods/raw/master/Release/WildlifeTab_a0.15.zip

BaconBits

#2
BaconBits' Mods

Fireplace
A set of working fueled and electric fireplaces for cooking and heating.

Wall Torch
A wood fueled wall mounted torch for lighting an area.

Animal Feed Trough
A wooden trough specifically for Hay and Kibble.

Mamuffalo
Genetically engineered Prehistoric Muffalo.

Pack and Alpha Muffalo
Update of previous mod.

Barn Stall
A simple stall for your barn animals to use.

Cobblestone Floors
Adds a cobblestone floor that is built from loose stones on the ground at no cost.

Trap Defence
A set of spiked traps.

Grill Tech
2 new cooking stations and a variety of BBQ'd foods.

Hatti

PetFollow
Controll if you pets should follow their master when drafted, on hunt, on animal tame
Steam and Dropbox

PetMute
Mutes your tamed pets
Steam and Dropbox

QualityBuilder
Set a desired quality on a building, builders will keep reconstructing till the quality is met. Also option that only best builder is allowed to finish building (which have quality)
Steam and Dropbox

Jaxxa

#4
ED-ShieldsBasic
https://ludeon.com/forums/index.php?topic=18995.msg207264#msg207264
Allows you to place Shield Generators.
They are expensive and power hungry but can really strengthen your defences, the Shields will stop projectiles that try to enter it, but allow weapons to be fired out.

RemingtonRyder

#5
Solar Apocalypse and Rogue Planet (updated 07 October 2016)
Manual download: http://marvinkosh.omniloth.net/mod/marvs-disasters/
Dropbox mirror: https://www.dropbox.com/s/rctbotkq2wjwtza/MarvsDisasters104a.zip?dl=0
Available on Steam Workshop: Yes, see here.

Enables two challenging map conditions for use in your own custom scenarios. Solar Apocalypse gradually heats up your RimWorld while Rogue Planet simulates a gradual escape from the parent star with reduced solar power and colder temperatures.

The 1.0.4 update fine-tunes the Rogue Planet map condition. It will now block the Solar Flare incident after 4.5 years have passed, and the temperature will not bottom out at absolute zero unless you start in a very cold location. I goofed this update the first time around but it seems to be working properly now, thanks to a quick bit of patching.

Katavrik

Crash Landing
Forum: https://ludeon.com/forums/index.php?topic=8967.0
Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=730384702
This mod changes the game start. It adds a new event, that drop a different spaceship parts on the landing site from the sky.

SG_bun

#7
Vanilla Turrets+
Adds 2 variations of vanilla turrets

Master Bucketsmith

#8
Double Sleeping Spot
https://ludeon.com/forums/index.php?topic=26000.0
Adds a double sleeping spot. Your lovers can now sleep together on the floor.

Faux Rock Wall
https://ludeon.com/forums/index.php?topic=25834.0
Walls that look like natural rock, but is functionally the same as the regular block wall of the same stone type.

Firefoam Mortar
https://ludeon.com/forums/index.php?topic=23545
A mortar whose projectile extinguishes fire upon detonation.
Must be manned, requires specific ammo to be crafted at machining table. Research required.

Flare Mortar
https://ludeon.com/forums/index.php?topic=24463.0
Manned mortar that fires a flare to light up a large area, but is inaccurate. Removes darkness penalty for aiming colonists.

Spotlights
https://ludeon.com/forums/index.php?topic=24192.0
Manned and automated spotlights that light up the area around a target. Limited to combat range. Removes darkness penalty for aiming colonists.

Jaxxa


ED-Embrasures:
https://ludeon.com/forums/index.php?topic=18995.msg207266#msg207266
Adds embrasures for that can be shot through, while blocking passage.

ED-CheatReactor:
https://ludeon.com/forums/index.php?topic=18995.msg207283#msg207283
Adds a Reactor that produces a lot of Power, is Built Instantly and for Free.

gamerphate

#10
Not My Father!
Download and Steam Workshop page here:
http://steamcommunity.com/sharedfiles/filedetails/?id=747240493&searchtext=not+my+father

Ludeon Forum Page -
https://ludeon.com/forums/index.php?topic=25799.0

STAR WARS Jedi & Storm Trooper wear & Factions!  Lightsabers/Force Powers/Droids/Custom Guns/TIE Fighter & MORE!



hendrikpfaff

#11
[A15] Rim-Magic Magic weapons,books,clothes and Potions.
General:
Adds spells, weapons (wands, more soon) books of magic spells and wizard hats and robes.
Magical creation table for wands.
Magic-Tailoring bench for Wizard clothes.
Cauldron to create potions.

Not on steam.

RemingtonRyder

#12
Combat Readiness Check (very minor update on 25 Nov 2016)
Manual download: http://marvinkosh.omniloth.net/mod/combat-readiness-check/
Dropbox mirror: https://www.dropbox.com/s/pultpvrmyjxomy6/CombatReadinessCheck104.zip?dl=0
Available on Steam Workshop: Yes, see here.

Combat Readiness Check adds variants of the original storytellers (suffixed with CRC). They will all examine your colonists general health when deciding how many raid points they generate. Instead of using all the wealth in the calculation they will only count industrial-era or better weapons or armour, and building wealth.

CRC Double Population Addon

Adds Double Population variants of the Combat Readiness Check storytellers.

Requires Combat Readiness Check.

Manual download: http://marvinkosh.omniloth.net/mod/crc_double-pop-addon/
Dropbox mirror: https://www.dropbox.com/s/cbrvxuf5hzcincu/MarvsCRC_DoublePopAddon101.zip?dl=0
Available on Steam Workshop: Yes, see here.

ExiledAlchemist

Deep Drill Core Addons for CorePanda, Powerless!, and Industrialization

https://ludeon.com/forums/index.php?topic=26355.0
Excuse the gloom, but non may know of this meeting.

RemingtonRyder

#14
Apparel Insulation Nerf (bugfixed and updated on 07 October 2016)
Requires Mod Friendly Overrides by notfood. You should load it after Mod Friendly Overrides. Note that you may need to delete the example overrides.

Manual download: https://www.dropbox.com/s/686omhkvzo8bzaa/ApparelInsulationNerf.zip?dl=0
Available on Steam: No.

This mod overrides the amount of insulation that apparel can provide. The nerf is a bit less severe than the Alpha 14 version.


Begone Ice Sheet Wanderers!

Manual download: https://www.dropbox.com/s/mvtqblkyyukp7h3/BegoneIceSheetWanderers.zip?dl=0
Available on Steam: Yes, see here.

A quick mod that I made after I saw someone on the subreddit complaining about wanderers just turning up out of the blue on the ice sheet. This disables the Wanderer Joins event, but only on the ice sheet.

Yes, I know, there's an allowed biomes tag. It just didn't seem as elegant a solution. :P


Faster Grass Spreading (bugfixed and updated on 08 November 2016)
Requires Mod Friendly Overrides by notfood. You should load it after Mod Friendly Overrides. Note that you may need to delete the example overrides.

Manual download: https://www.dropbox.com/s/4e8dlkccyzwy0ww/FasterGrassSpread102.zip?dl=0
Available on Steam: No.

This mod speeds up the spreading of grass. To compensate, grass spreads in a shorter radius than before.


No Gravel Fertility
Requires Mod Friendly Overrides by notfood. You should load it after Mod Friendly Overrides. Note that you may need to delete the example overrides.

Manual download: https://www.dropbox.com/s/z3m4p8mtwek5exf/NoGravelFertility.zip?dl=0
Available on Steam: No.

This mod makes gravel unusable for growing by setting its fertility to 0. This makes Ice Sheet playthroughs a bit more difficult by requiring that the player invest in hydroponics (or start with it in the scenario).