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Author Topic: [A17] Mod Announcements Thread  (Read 59609 times)

milon

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[A17] Mod Announcements Thread
« on: May 25, 2017, 11:04:41 AM »

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.



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:

Quote
Z-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.



Older Versions
A16 - https://ludeon.com/forums/index.php?topic=27962.0
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
« Last Edit: July 07, 2017, 08:42:13 PM by milon »
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Hatti

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Re: [A17] Mod Announcements Thread
« Reply #1 on: May 25, 2017, 11:40:39 AM »

My Modlist contains following mods:

QualityBuilder
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

CleaningArea
Select a area where your pawns should clean

QualitySurgeron
Only the doctor with the best surgey success chance will perform surgeries.
If he is the one on the table, the next best one will perform the operation.

Of course, only doctors with some movement and manipulation can perform surgeries!. If your doctor with the best surgery success chance is incapable of walking or manipulation, he wont be considered.

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

PetMute
Shuts up your trained animals

LongRangePodLaunchers
Just alters the max fuel for the podlauncher from 150 to 600.

AllowDeadMansAppareal
The opposite of the 'Allow non-dead man's apparel' filter for stockpiles and workbenches.
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notfood

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Re: [A17] Mod Announcements Thread
« Reply #2 on: May 25, 2017, 01:48:11 PM »

Seeds Please!
For your immersion pleasure.

Infused
A unique way to make unique items for your special colonists: Randomly enchants equipment.

Mending
Fix your items!

Miniaturisation Overloaded
If it has a name, you can shrink it.

Enlighten
Light does matter.
« Last Edit: May 29, 2017, 07:09:02 PM by notfood »
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Supes

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Re: [A17] Mod Announcements Thread
« Reply #3 on: May 25, 2017, 03:54:58 PM »

AutoSeller
Topic https://ludeon.com/forums/index.php?topic=14487.0
A18 on Steam and ModDb
A11-A18 Archived versions on Nexus
This mod adds the ability to Auto Sell or Buy items from the trade window using a set of editable rules.  These rules can be created and edited via the Autosell Tab.

Power Logic
Topic https://ludeon.com/forums/index.php?topic=27768.0
A18 on Steam
A15-A18 Archived versions on Nexus
This mod is a collection of sensors, switches and logic gates for controlling power, most notably proximity sensors, wireless controlled devices/switches and inductors for crossing conduits without connecting to them

Research Scrollbars
Topic https://ludeon.com/forums/index.php?topic=30539
A17 on Steam
A16-A17 Archived versions on Nexus
Simply adds an additional vertical scrollbar to the research window.
« Last Edit: November 18, 2017, 05:20:08 PM by Supes »
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Arcane_Chill

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Re: [A17] Mod Announcements Thread
« Reply #4 on: May 25, 2017, 06:56:23 PM »

Tangleweed mod
https://ludeon.com/forums/index.php?topic=32832.0
On Steam
Adds a new plant which can drastically slow creatures/enemies that walk through it.
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dburgdorf

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Re: [A17] Mod Announcements Thread
« Reply #5 on: May 25, 2017, 08:51:47 PM »

Most of my mods have been updated for a17.

Basic Bridges - Allows you to build bridges. Obviously. Also lets you fish from them.

Editable Backstories - Replaces the vanilla backstory database with a completely customizable database of backstories stored in XML files. Also allows you to add new names to the game's name database.

Editable Backstories Lite - Allows you to add backstories and names to the game's databases, but does *not* delete or allow editing of the default backstories.

Fewer Ruins - Reduces (or increases, as you see fit) the number of old walls and buildings on brand new maps.

Smooth Stone Walls - Allows you to smooth and even decorate natural stone walls.

Wild Cultivation - Allows you to find wild versions of cultivated plants and to cultivate a few plants formerly found only in the wild.

Not yet updated, but coming this weekend, is "Fertile Fields," which allows farming-related soil improvements as well as full terraforming.
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GiantSpaceHamster

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Moody - A colonist mood dashboard
« Reply #6 on: May 26, 2017, 12:30:07 AM »

Moody
https://ludeon.com/forums/index.php?topic=28690.0
Steam Version
Moody is a dashboard that displays mood related information for all colonists in a concise format, making it easier to monitor and manage your colony.

No game logic is added or changed and Moody can be added to existing games safely.
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historic_os

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Re: [A17] Mod Announcements Thread
« Reply #7 on: May 26, 2017, 01:55:49 PM »

Industrial Rollers updated to A17.
Lets you setup an automated conveyor belt system to transfer items directly to stockpiles and free hauler's time!

user19990313

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Re: [A17] Mod Announcements Thread
« Reply #8 on: May 28, 2017, 08:27:27 AM »

AntiAutoUnload - Keeps your inventory!
For A17

http://ludeon.com/forums/index.php?topic=32926

This mod could disable the two annoying features in vanilla game:
1.Things in the cargo slot are automatically dropped at the center of the map when you settle in world map.
2.Things in the cargo slots are automatically marked as "To be unloaded" when a player-controlled caravan enter a player base.

Steam Workshop:
http://steamcommunity.com/sharedfiles/filedetails/?id=961732375
« Last Edit: July 02, 2017, 10:39:39 PM by user19990313 »
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dburgdorf

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Re: [A17] Mod Announcements Thread
« Reply #9 on: May 31, 2017, 02:23:24 AM »

I've finally gotten the a17 version of Fertile Fields done. Fertilize and plow your farmland, and eventually reshape your landscape!
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NoImageAvailable

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Re: [A17] Mod Announcements Thread
« Reply #10 on: May 31, 2017, 02:04:29 PM »

Mass Graves
Adds a grave that can hold multiple pawns for easier disposing of raider corpses without having to rush cremation or leaving them in some giant corpse pile just outside the colony.
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Darque

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Re: [A17] Mod Announcements Thread
« Reply #11 on: June 01, 2017, 10:26:09 AM »

Cyberpunk
The Cyberpunk mod adds elements of the Cyberpunk 2020 RPG game to RimWorld.

  • New guns and melee weapons
  • New armors, helmets and apparel added, many with new graphics.
  • New cybernetic implants added
  • Gun reliability and jamming
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PeteTimesSix

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Re: [A17] Mod Announcements Thread
« Reply #12 on: June 01, 2017, 12:53:17 PM »

Simple Sidearms
Pawns can carry alternative weapons to their primary one, use them when appropriate, (optionally) drop them when forced to and retrieve missing weapons when undrafted (including primary weapons dropped due to being downed).

QOL tweaks pack
Random bits and bobs that bother me about Rimworld (like wasting storage space or tight-lipped surgeons), modded away.

I'd like to think I kept the mods straightforward and simple to use, and if any specific feature bothers you there's a comprehensive settings menu that allows for a lot of customization.
« Last Edit: June 01, 2017, 11:03:56 PM by PeteTimesSix »
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Mods: SimpleSidearms | QOLTweaksPack
Check them out, feedback and suggestions are welcome.

faltonico

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Re: [A17] Mod Announcements Thread
« Reply #13 on: June 02, 2017, 12:03:33 PM »

I guess i can say now that this is another mod:
Reinforced Indiscernible Power Conduits.
More resilient, non ugly, less burny conduits and more work and resources heavy.
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AngleWyrm

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Re: [A17] Mod Announcements Thread
« Reply #14 on: June 02, 2017, 04:36:10 PM »

Economic Stability
Tired of getting stiffed by traders? Stiff them back!
Gives the player the ability to charge the same 50% markup on their goods as other traders
Ancient Magic
Makes magic and technology drink from the same cup
Add-on for notfood's Infused mod
Fairy Lamp
A fairy lamp, powered by fairy dust.
Tuning Fork
A collection of game and mod tweaks that I enjoy

« Last Edit: June 25, 2017, 06:41:05 PM by AngleWyrm »
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