[B18] SF Mods 2018 REEEEEEE more mods

Started by Shotgunfrenzy, December 01, 2017, 10:13:08 PM

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Shotgunfrenzy



Things are expanding!

Please leave some feedback below


These are my mods for RimWorld B18.
(Download them as a pack in the second post)




1.
Priority treatment

All DoctorTend operations are set to emergency so doctors will prioritize tending to wounds first (this includes infections and illnesses), no matter how tired or hungry they are.

I recommend setting your doctors to priority one for this to be effective

Crediting User: Aristocrat for the original idea, but this mod uses patching instead of direct defs

Dropbox Link
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2.
Tired of waiting for a damn orbital trader to show up?
 
Forgot to edit your scenario to make them appear every couple of days/quadrums, and didn't want to resort to dev mode?
 
We have the solution for you. A new-fandangled artifact that calls an orbital trader to your location, no bullshit, just use and boom, orbital trader ready to take your shit and rain down silver.
 
How to get such an item you may ask?

Just crack open an Ancient Danger or ask a shaman merchant to stock you one.

Too hard? Well this handy piece of work can also be crafted with 700 silver, 10 components, 30 steel and 40 plasteel.

Happy trading ya raider loving hecks!!!

A million thanks to Mehni for doing the advanced code part!!!! Who has also put it here: http://steamcommunity.com/sharedfiles/filedetails/?id=1301120711

Dropbox Link
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3.
256X256 Vanilla Melee weapon texture pack

Just a simple texture pack that slightly changes how the vanilla melee weapons look
Enjoy

Dropbox Link
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4.
256X256 Vanilla weapon texture pack

Just a simple texture pack that slightly changes how the vanilla guns look
Enjoy

Dropbox Link
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5.

Faceplate Mod V1.3:

Adds four different faceplates to Rimworld that A. Looks Badass and B. adds armor and specialised stats

Thank You to Swenzy for creating a harmony patch to allow hats to be worn with faceplates again!!!!!!

Dropbox Link
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6.

Vanometric Tech

Adds the illustrious technology of vanometric cells to rimworld, when a reasonable amount of research is done, this mod allows you to build advanced versions of the vanometric cell, new features include the vanometric lantern, which can be used as a light source, even during solar flares, and a new component, the mini vanometric battery, which is required for building said lantern

Advanced vanometric cells can be built with 100 Steel, 40 Uranium, 16 Advanced Components and 50 Plasteel

Produces 1000W non stop

Requires research, (will take quite a while)

(Feedback for balancing is needed)

Dropbox Link
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7.

Corpse Powered Generator

After a small conversation on discord, this mod was made :0 Make a power generator that uses corpses for fuel instead of wood or chemfuel.
One corpse lasts 24 hours and the generator supplies 1000W power

(Subject to change due to balancing issues due to the fact that this generator cannot distinguish between body sizes, so one squirrel corpse provides the same amount as an elephant corpse :/  )

Dropbox Link
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8.
Rain removes all filth

Simple patch that allows rain to remove filth such as dirt, sand and animal filth. Gives your vegeta--, I mean cleaner, a little bit less work when it's raining.

Dropbox Link
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Craftable Ancient objects

9.
Simple mod that makes craftable versions of the Ancient Barricade and the Ancient Lamppost.
The Ancient lamppost creates a calming ice blue light and the Ancient barricade acts as an alternative to sandbags, being made out of 65 of any steel or stony material

Dropbox Link


10.



Trash furnace

Ever wanted to get rid of stuff, but you can't burn it or sell it for a decent price???
Well now you can
Adds a basic furnace that requires power to operate
Can be built with 100 stony materials,40 steel and 5 components
Has three recipes which allow you to destroy one thing, a stack of 25 or 75 things

WARNING: Things removed are gone forever

Dropbox Link
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11.



Stuffed animal mod

Simple mod that let's you delve into the art of taxidermy, allowing you to create sculptures of animals out of all that excess leather lying around

Dropbox Link
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12.

Simple oil lantern
Adds a simple oil lantern that uses chemfuel to work, can be switched off, can be forbidden and works during solar flares, perfect for when your colony is in a blackout

Dropbox Link
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13.



Simple underground conduit

Just a simple conduit that can be placed like vanilla conduit, but can also be placed underwater. Can be built with 5 steel and 2 cloth, has a much larger building time and HP

Dropbox Link
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14.
Craftable serums

Basic mod that makes the resurrector mech serum and the healer mech serum craftable, both require the serum research and are crafted at the drug lab.
(atm requires quite a lot of resources, subject to change based on feedback)

Dropbox Link
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15.
Building stone tiles requires research

Thanks to Discord user I_Hate_Monday's for the idea. This mod changes stone tiles so they can only be built when the stonecutting research is complete, good for tribal runs on the rim

Dropbox Link
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16.
Orbital traders sell stone chunks
Allows you to buy stone chunks from bulk traders, useful for flat maps

Dropbox Link

17.
Decreased thrumbo hunger rate

Changes the thrumbos hunger rate so that it matches the other giant class animals (elephants and megasloths)

Dropbox Link
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18.
Plasteel Fiber Jumpsuit

Just a small mod that adds a plasteel fiber jumpsuit, can be used to replace shirts and pants late game to provide apparel that has a high armor value.
Crafted at the Machining bench.

Dropbox Link



All of the mods listed are not to be copied in any way, if you want to add any of them into a mod pack, you will have to ask me first.

Shotgunfrenzy

#1
Download All Mods Here :)

Change log:

3/12/2017: Thanks to some feedback from XeoNovaDan, Craftable Vanometric cells recipe has changed, now requires 16 advanced components

Added mod: [B18] Priority treatment

4/12/2017
Added mod:
Decreased Thrumbo Hunger Rate
256X256 texture pack - weapon edition

7/12/2017
Added mod:
Rain removes all filth

9/12/2017
Added mod:
256x256 melee weapon texture pack

10/12/2017
Added mod:
Building stone tiles requires research

11/12/2017
Mod updated: Faceplates 1.3
Hat wearing issue has been fixed

16/12/2017
Mod added:
Buildable Ancient objects

16/01/2018
Mods added:
Stuffed animals
Orbital traders sell stone chunks

17/01/2018
Mod added:
Simple oil lamp

Mod updated:
Vanometric tech. (Previously known as craftable vanometric cells)
Oil lamps balanced back to 5 chemfuel/2 days

2/2/2018

Mod added:
Simple underground conduit



Harry_Dicks

More info on the Vanometric Cells? Do they require refuel (if so what, how much, and how often), how much power do they give off, and do they give off heat? Sorry but your info posted was a bit lacking..  :P

Canute

The mod just made these new B18 Vanometric Power Cells you can get from quests craftable.
500W no fuel.

nobodeex

Quote from: Harry_Dicks on December 03, 2017, 12:30:01 PM
More info on the Vanometric Cells? Do they require refuel (if so what, how much, and how often), how much power do they give off, and do they give off heat? Sorry but your info posted was a bit lacking..  :P

Check the changelog for B18. Tynan also explained what they do in his update video.
"Gehe nicht gelassen in die gute Nacht,
  Brenne, rase, wenn die Dämmerung lauert;
  Dem sterbenden Licht trotze, wutentfacht."

          - Dylan Thomas


Canute

Like all good "high armor" things, at the machining table.


SpaceDorf

@Shotgunfrenzy : I want to try all of your mods .. could you provide me with a all-in-one Link ?


==== EDIT ====

PLEASE ?
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


SpaceDorf

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


Canute

Shotgunfrenzy,
it is possible to add a second needed resources for the generator ?
Because a corpse (except mummies which are total dry) still got alot of water to be a fuel source.
I think additional wood/chemfuel is needed to be realistic.
But i don't know any mod that got a table/generator that need 2 fuel's at the same time i don't this is possible.

So what do you think to add a refinery recipe to refine corpse into chemfuel.
I think Nightinggale made a different butcher script for the bone mod in the past, to reflect the bodysize, maybe this can take into account to generate chemfuel.