Want to see YOUR mod in RimWorld?

Started by milon, January 13, 2017, 11:13:01 AM

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Brrainz

I was asked to add "Reverse Commands" to this post. It reverses the colonist-target-action sequence.

https://github.com/pardeike/ReverseCommands
http://steamcommunity.com/sharedfiles/filedetails/?id=858744731

Cheers
Andreas Pardeike

RemingtonRyder

Submitting Hunting Restriction.

This mod gives hunters a bit more autonomy over their job.

  • If there are adverse conditions like fog or toxic fallout, they can skip the job entirely.
  • If their eyesight is bad, they will only consider hunting big, easier-to-hit game.
  • Traits such as Careful Shooter or Trigger-Happy are taken into account. For example, colonists with the Trigger-Happy trait will get up close before going pew-pew.
  • Needs check. Hunters will not head out if they would probably get hungry or tired on the way there.
  • Time of day. Hunters aren't less accurate in the dark, but night is a time when their targets are likely to be lying down, so unless they have the Careful Shooter trait, they'll mostly hunt in daytime hours.
  • Known issue: It's not immediately obvious when right-clicking to prioritise hunting, why the hunter doesn't want to hunt that mark.

http://steamcommunity.com/sharedfiles/filedetails/?id=817014269

Orion

Submitting "Xeva's Hair". The mod contains 14 hair styles, many of them tribal. The graphics were originally made by Xeva and posted in the "free for usage" section. I made them into a mod so they can readily be used. So technically it's my mod. Xeva hasn't been active on the forum for years.

Xeva's Hair Mod

The mod has 48.000 subscribers on Steam.

ShadowTani

Can one submit parts of one's mod? x3

If so the C# portion of my mod, Chemicals & Neutroamine, that adds chemical extraction from animals (as an addition to milking or shearing), is welcome to be used by Rimworld if Tynan find an use for it.

The purpose of the mod beyond that affects an area Tynan already have discussed and that I personally agree with him on: that the game need items that motivate purchase of goods, in addition to all the selling of goods players do. That is an area the game is lacking and enabling production of such goods essentially make the trade system less interesting. I only use my own mod when I play specific scenario's where I disable trade events entirely. Thus I don't want to suggest the XML portion of the mod.

Marnador

#19
I will submit More Vanilla Turrets.
It adds more variations of carefully balanced vanilla looking turrets to the game.
Example.


Mod is straight forward and adds no new mechanics to the game itself, it mostly uses modified strings of existing things in the game.
From the get go this mod was designed to be as close as possible to vanilla experience.
I am personally a fan of turrets, along with tower defense type of game-play and so are many others! Everybody has a different play-style after all.

If not all at least some of the turrets could be freely added if deemed proper.
Balance is subject to change as with anything else in the game :)

MVT on Steam
MVT on Forums
Slowly progressed to top 6 most subscribed on Steam Workshop, so there is definitely a demand.

nackblad

I'd like to suggest my mod, Nackblad Inc Rimhair. Its code was based on Xeva's, and in my experience it works well.

I worked hard to try and match the artstyle of Rimworld, and I am planning to refine the art for a future update.

It does, however, include beards. I've yet to make a beardless version, but I could make one fairly quickly.

System.Linq


GHXX

People commented on my mod and said that it should be included in vanilla, thats why im commenting here:
Tech Advancing
https://ludeon.com/forums/index.php?topic=22598.0

Tynan, the source code isn't public, PM me if you are interested.

Brrainz

Another short mod that I made is called "Careful Raids". It makes raiders avoid observed/followup death and thus makes cheesing and killboxes way more difficult.

https://ludeon.com/forums/index.php?topic=30772.0#new
https://github.com/pardeike/CarefulRaids



/Andreas Pardeike

Telkir

I can't say whether any of my mods fit the kind of content Tynan wants to see - they certainly don't introduce any new systems and work more to flesh out existing ones. I'd like to submit some of them:

T-MoreFloors - A large selection of new floor styles, all with their own beauty / material / time to make costs.
T-ExpandedCrops - Three new crop types and two new meals that require them, along with a new stove that adds small-scale bulk meal preparation.
T-ExpandedCloth - Change cotton plants to drop fibre; "cotton processing" research; unlockable textile bench to turn fibre into cloth

The thread for all my mods is over here:
https://ludeon.com/forums/index.php?topic=4373.0

Obviously, you are welcome to rebalance / pick and choose from anything to your own taste. Thanks for your consideration. :)

Latta


RemingtonRyder

Submitting Sometimes... Raids Go Wrong.

This is a mod to make Randy a bit more humorous. People seem to like that, which is the reason for submission.

Features:

  • On arrival, raiders can suffer sudden ageing to 90+ biological years, with one or two age-related complications.
  • Or, they might have been tailed by wargs, who promptly try to kill said raiders.
  • Or, if they're arriving via drop pods, the drops pods may malfunction resulting in downed or dead raiders.

Mod with source

dburgdorf

Several users have suggested that I post Smooth Stone Walls here. It adds an option to the "Structure" tab of the architect menu that lets you smooth natural stone walls, just as you can smooth natural stone floors. This lets you have real stone walls in the rooms in your mountain hideaway, without needing to mine out rock and then immediately replace it with a wall built from the rock you just mined.
- Rainbeau Flambe (aka Darryl Burgdorf) -
Old. Short. Grumpy. Bearded. "Yeah, I'm a dorf."



Buy me a Dr Pepper?

Maszo pok

Anesthetic Drug Mod, "Narcos"

Adds a Drug used to render the user helpless and unconscious

Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=884846971


Duncan

You can add my realistic starvation mod. It very simple.
https://ludeon.com/forums/index.php?topic=31548.0

Bear in mind when integrating the source: The if() block at line 45 is just a hack because your code doesn't recognise my class as a valid Food_Need and it never gets added to the pawn as one. The only code changes that are really need are the values in NeedInterval() and FoodFallPerTickAssumingCategory(cat) and the constants BaseFoodFallPerTick and MalnutritionSeverityPerInterval.

I also noticed in this class never uses these constants in the vanilla game. Don't you get a bunch of annoying warnings about that?