[A17] Mod Announcements Thread

Started by milon, May 25, 2017, 11:04:41 AM

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RemingtonRyder

#30
Solar Apocalypse and Rogue Planet returns with an A17 version.

Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=949239217

These game conditions change the temperature of your world over the course of many years. They provide you with a motivation (or you could say a challenge) to leave the planet sooner rather than later.

I've posted a pair of ready-made scenarios which use the new game conditions.

Chill Tribe: http://steamcommunity.com/sharedfiles/filedetails/?id=949238839
Flame On: http://steamcommunity.com/sharedfiles/filedetails/?id=949238367

You can make your own scenario, all you need to do is press the edit button, add a Permanent Game Condition, and set it to Solar Apocalypse or Rogue Planet as desired.

kaptain_kavern

#31
    • Tropi[CKAPP] Rainforest Mod : The new tropical rain forest is a challenging biome with deadly diseases, strong animals, intense rainstorms and a thick jungle canopy that makes movement and expansion a challenge.


      Adds a lots of animals, plants/trees and their harvest products - Tweaks vanilla animals for new dropping butchered parts - Animal and plant density have been increased - Elephants can eat trees and can be used as a pack Animal - Alpaca, Deer and Ibex are now "milkable" - Adds a pith Helmet


  • A Dog Said... : Animal prosthetic and bionic surgery - with Spoonshortage


  • DESurgeries : Adds a whole new set of surgeries to the game.


  • Less Rebuff : Tweaks several mood penalties relating to romance. - with Dingo


    All penalties can only stack once, now.


  • As Simple As Rack : Simple storage solution for your everyday needs


    Adds a set of racked shelf declined in many size - Adds a set of racked refrigerated storage declined in many size


  • Colorblind Friendly Mod :



    Change colors in History Tabs Charts and in the Work Planner ("Restrict" button) in order to be more distinguishable






  • Corrected Workgivers : Make several changes regarding work types and workgivers

    - Re-introduce the old "Repair" work type, so now Construction and Repair are two different skills in the work-planner.

    - Moves harvesting work type into the plant cutting category so you can now prioritize harvesting over sowing. As a counterbalance, trees can "harvest fail".

    - Also contain a XML patches that makes "Stone Cutting" depending on the "Construction skill". Because "Stone Cutting" is giving XP in this skill.


    • Gun Tech Removal : Remove all guns and mechanoids raid/factions


      Remove all guns (and grenades) in pawn generation process AND remove all mechanoids raids - You still have to use scenario options if you want to completely remove mechanoids events (poisonship and psychicship) AND colonists starting guns


    • FEHT! : Female Elephants Have Tusks!


    • CCCC! : Campfires Can Cremate Corpses!



[/list]


faltonico

It is It or you.

Removes the bad thoughts and tales related to the slaughter/killing of colony animals nonsense.

https://ludeon.com/forums/index.php?topic=33882.msg345199#msg345199

Dingo

New mod titled Notification Log.



Stores a list of all received notifications so you can access them at any time. The list is stored per save file.


RemingtonRyder

Hunting Restriction

Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=953084305

It's back! The mod which allows your hunters some autonomy when deciding which of the marked animals to hunt, or whether they should even hunt at all.

New in this version:

Hunters will attempt to execute sleeping animals instead of plinking them from afar. Don't get too excited, they're still doing that with a ranged weapon.

Previously, hunters with the Trigger Happy trait were the only ones to get in close to their target. Now, hunters without the Trigger Happy trait will move to a more reasonable range before opening fire (three quarters of maximum range).

RemingtonRyder

Got a very mod that I made quickly. I had a look on Workshop and couldn't find anything like it.

No Doomed Friendlies

Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=955037057

The 'Friendlies' event doesn't check to see whether enemies are in fog. This mod fixes that.

In addition, any friendlies with a moving capacity of lower than 80% are excused from attending.


RemingtonRyder

Got yet another mod for you.

Less Annoying UI Sounds

Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=955831621

Previously, I made a mod called Silenced Tiny Bell. Which was fine, but the real problem was the grating nature of that particular sound.

This mod contains a couple of much subtler sounds (that I made in Audacity) which replace both the Tiny Bell sound and the Negative Message sound. They're much subtler.

bmartin

Billy's Improved Caravan Formation (Steam)

This mod fixes the caravan formation process, making pawn behavior more intelligent and efficient, so your colonists spend less time wandering around and more time gathering supplies. It also allows the caravan to continue forming if a pawn is downed, avoiding frustrating restarts.

RemingtonRyder

Combat Readiness Check

Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=941884273
Direct download: http://marvinkosh.omniloth.net/mod/combat-readiness-check-a17/

Combat Readiness Check finally makes it to A17. As before, the effect of wealth on raid sizes is far more limited than in vanilla, and colonist combat capabilities are considered (not skill, just whether they can move at a decent rate and hold a weapon).

New in this version though, is a check for disease and infection. If colonists require bedrest due to a potentially lethal disease or infection which they can gain immunity against, and they aren't yet at 100% immunity, they are not considered in the calculation of raid points.

Alistaire

Rimfire v2.3
https://ludeon.com/forums/index.php?topic=9536.0

Not released on Steam

Adds fourty-eight weapons to Rimworld along with a gun toggling menu (HugsLib 3.1.2+).


bmartin

Billy's Improved Load Transport Pods (Steam)

Allows more than one colonist at a time to load items into a transport pod.

RemingtonRyder

Really Toxic Fallout

Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=963276739

Toxic buildup (from fallout or other sources) can now cause complications much earlier on, and has a greater chance of complications in later stages.