[A16] Mod Announcements Thread

Started by milon, December 13, 2016, 09:47:46 AM

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milon

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

Want to see your mod integrated into vanilla RimWorld? Check this thread: https://ludeon.com/forums/index.php?topic=29505.0

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
A15 - https://ludeon.com/forums/index.php?topic=25286.0
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.

Zhentar

Better Pathfinding
Thread: https://ludeon.com/forums/index.php?topic=26563.0
Github: https://github.com/Zhentar/BetterPathfinding
Improves pathfinding so that pawns take near optimal paths to their destination.

Diana Winters

Orassans
Link
Avaliable on steam

Adds an alien race of cat people, as well as a new faction, weapons, and armor!

notfood

#3
Infused
https://ludeon.com/forums/index.php?topic=21884.0
A unique way to make unique items for your special colonists: Randomly enchants equipment.

Miniaturisation Overloaded
https://ludeon.com/forums/index.php?topic=22763.0
If it has a name, you can shrink it.

Seeds Please!
https://ludeon.com/forums/index.php?topic=24443.0
For your immersion pleasure.

Enlighten
https://ludeon.com/forums/index.php?topic=24427.0
Light does matter.

Mending
https://ludeon.com/forums/index.php?topic=22894.0
Fix or recycle your items!

Hatti

#4
QualityBuilder
Link
Only best constructor will construct things with quality component and you can set desired quality you want to get. Constructor will deconstruct and reconstruct till the quality is met or even better


DeadMansClothing
Link
Removes the big "D" for dead mans cloth mark on apparel from stripped dead pawns

jecrell

#5
Call of Cthulhu - Rim of Madness Expansion

  • Cosmic Horrors
  • Industrial Age
  • Factions
  • Cults
  • (Not Ready) Storyteller
...Psst. Still there? If you'd like to support
me and my works, do check out my Patreon.
Someday, I could work for RimWorld full time!

https://www.patreon.com/jecrell

LewisDTC

LewisDTC's Weapon Expansions
https://ludeon.com/forums/index.php?topic=27608.0
Rebalances almost every weapon in the game and adds many more in a tiered progression system.

GHXX

GHXX's Tech Advancing
https://ludeon.com/forums/index.php?topic=22598.0
Allows the player to set conditions for advancing their colonies techlevel. Once at least one condition is fulfilled, the techlevel is increased.

Proxava


Shift-Click



This mod adds a shift-click ability to the bill amount changing mechanic. Shift-Clicking it changes 5 at a time.
Have a look at my QoL mod!

EdB


hwfanatic

Miniaturisation
https://ludeon.com/forums/index.php?topic=20619.0
Enables core game mechanics of miniaturisation for more than just furniture.

Tammabanana

"Kitchen Counter" and "Smokepit and Jerky" updated to A16, and posted to the forums for the first time, yo.

Thread: https://ludeon.com/forums/index.php?topic=28381.0
Tam's tiny mods: forum thread: Kitchen Counters and other shelving *** Smoked meat *** Travel rations: MREs *** Pygmy Muffalo

ZorbaTHut

Almost all of Zorba's Miscellaneous Tweakery Mods have been updated to A16. The two that haven't been are going to be ignored because they're now part of A16 core.

Sweet.

Here's a list!

These are make-the-game-slightly-less-irritating mods. And they're generally not big mods, either.

Crafting Hysteresis - Reduces the amount of churn caused by your crafters running around and topping off stores.
OSHA Compliance - Deters colonists from walking through already-triggered traps, preventing a rare situation where a trap would be reset at the wrong moment and unexpectedly behead a colonist.
Look At Me, I'm The Worker Now - Makes the prioritize-work feature a lot more powerful, automatically interrupting other colonists and even allowing prioritization of jobs that aren't currently enabled.
Silly Builder, Surgery is for Doctors - Changes mechanoid surgery to take colonists with Doctoring enabled. Note that mechanoid surgery already uses the Medicine skill and has never used Construction.
I Can Fix It! - Destroyed buildings will automatically place a replacement blueprint that a builder will use to patch things up (eventually).
Step Away From The Medicine - Allows you to set medical defaults for colonists, allies, enemies, and animals.

Slightly larger gameplay-modifying mods!

The Mad Rabbits of Caerbannog - Allows any animal to appear in manhunter packs.

Cosmetic-only mods!

Let's Be Honest Here (scroll down after hitting link) - Space weed.
A World Without Hat - Hides people's hats in the quickbar, but not in-world.

historic_os

Industrial Rollers updated to A16.
Lets you setup an automated conveyor belt system to transfer items directly to stockpiles and free hauler's time!

Ratys

Updated (apparently much-anticipated?) Mad Skills to A16.
Comes in 3 flavors: turns off the overtime skill decay, makes it half as bad, or simply prevents it from bringing skills down a level.