[1.4] Ryder's Stuff

Started by RemingtonRyder, February 12, 2017, 07:35:10 AM

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RemingtonRyder

#15
I've got a pre-release version of a new mod called Less Often Drug Binges for A18. Check Twitter or Discord.

RemingtonRyder

Hey guys,

I'm working on (Steam Workshop) thumbnails for mods this morning. It's not difficult, just time-consuming. :)

RemingtonRyder


RemingtonRyder

Please Haul Perishables is now in testing. No pre-release for it yet, as I've only had a few hours with it (so there may be bugs and things that I didn't anticipate) but I didn't do much, just a recompile.

SpaceDorf

Patiently waiting for the none steam download.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

RemingtonRyder

Okay. I added the recent batch of six mods to my site.

SpaceDorf

Thank you.

I can report, that every link works.  ;D
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Tsunamy

Really hope to see the Cleaning mod from A16 updated finally. I used CleaningArea in A17 and while that was okay, I didn't really like the extra micromanagement.

RemingtonRyder

I'm starting to think I should take on an apprentice, what with all the requests. :)

I'll try and look into it.

RemingtonRyder

Got a new mod called Weed Cutter out for testing. As usual, see Twitter or Discord.

RemingtonRyder

Been working on Sometimes Raids Go Wrong today.

I've changed the wargs to random manhunters that are native to the map's current biome. Wargs are still used if there isn't a suitable native manhunter.

I've added two new random things to go wrong. One is working, the other one sort of works but isn't quite there yet. I have an idea for at least a couple more things so I'm going to keep plugging away at it. :)

RemingtonRyder

#26

Here's a prerelease version of Sometimes Raids Go Wrong for B18. Feel free to play around with it.

Changes from A17:
- Raiders can be attacked by a variety of manhunters depending on your current biome, not just wargs.
- New thing that can go wrong. Meteorite swarm falls randomly near the raiders.
- New thing that can go wrong. Raiders enter the map on fire and are pursued by a centipede.
- Mod settings. Alter the minimum and maximum possible rolls of the dice. Default 1 to 20, rolls of 1 to 4 actually do something. You can set the minimum and maximum to the same value to test a particular thing that goes wrong.
- Known issue: Raiders coming in by drop pods are not currently affected by a roll of 3 or 4.

In the latest version I've also improved search speed for impact spots for multiple meteors.

Download from Dropbox: https://www.dropbox.com/s/01x491a3a3a3smi/MarvsSometimesRaidsGoWrong114_TEST.zip?dl=0

gearsofcandy

Yes!
It's been updated, I've seriously missed this mod.

Thanks Marvin

RemingtonRyder

Just keep in mind, there's more stuff potentially going into it. :)

RemingtonRyder

Ready for use

Weed Cutter
Adds an order which cuts plants that slow down your colonists, without cutting absolutely everything.

https://www.dropbox.com/s/obnn54247eipgc0/MarvsWeedCutter101.zip?dl=0

More testing required

Less Often Drug Binges
Colonists with the chemical fascination/interest traits will go on drug binges less often, and drug binges are much shorter.

https://www.dropbox.com/s/xtgqeiqgcfvb9jc/MarvsLessOftenDrugBinges.zip?dl=0

Pre-release

Solar Apocalypse & Rogue Planet
Is it getting hot or is it just me? Two permanent game conditions that slowly decrease or increase the temperature to extremes.

https://www.dropbox.com/s/0d2o5igz0wu8zsc/MarvsDisasters108_TEST.zip?dl=0