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Author Topic: [MOD] (Alpha 7) TTM[Custom Events] v2.3d 5 New Events! Alpha 7!!  (Read 79199 times)

minami26

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From the main mod





Adds 36+ Custom Events
HyperTornado
FlashFlood *somewhat
Wild TuskBeasts
Static Signals
Animal Genocide
Faction War
Wanted Outlander
Suspicious Crates
Tribe Migration
Muffalo Migration
Colonist Regeneration
BrokenBuildingGeothermal
BlackVoid
Earthquake
EclipseSubEventA (Eclipse animalFeral)
EclipseSubEventB (Eclipse Meteor)
EndRescue (Game Ender)
MeteorShower
PrisonBreak
PrisonerAssault
PrisonerRampage
PrisonRiot
RageVirus
RaiderSyndicate
SolarFlareSubEventA (Cosmic Radiation)
Stroke
Mechanoid Swarm
Raid Command
Resource Prescience
Colonist Kidnappers
Terminator
Buzzant Hill
Mysterious Ship Transmission
Colonist Stash
Risk/Reward Event
Nausea

+22 Text only Events

v2.3 New Feature:
Made an Initializer to provide a 55% chance to call a trader once every month.
This serves as a measure to make sure that a trader should come into your colony rather than just relying on the Incident chance of a trading ship to pass.



Please start a NEW WORLD and NEW GAME before playing with the mod.
Should be compatible with any mod. Post here if you have problems.

Recommended:
The greatest RimWorld story ever told! *Features TTM[CustomEvents]!!
Rebecca Cain
https://www.youtube.com/watch?v=He9PN-ngxsU

Help:
This mod is not compatible on old Saves that do not have [CustomEvents] installed, please start a new World and a new Game before playing with this mod.

Installation:
- After downloading the .rar file, just Extract its contents to your RimWorld/Mods folder and enable TTM[CustomEvents] in the mods panel within RimWorld.

How to Update:
- Delete the old TTM[CustomEvents] folder and replace it with the new update file.

Screenshots:


Changelog:
Code: [Select]
Changelog:
v2.3d
Changes:
Adds a condition for Animal Genocide Event to not kill MAIs when it is installed.
TuskBeast movespeed increased to 3, Meat yield Lowered.

v2.3c
+Fixed
- Removed Abomination explosion mechanic to prevent loop error.
v2.3b
+Fixed never ending faction war when loading a game when this is occurring.

v2.3a
+Fixed
 - Fix Tuskbeast error when killed.

v2.3
Alpha 7 Compatibility

New Feature:
Made an Initializer to provide a 55% chance to call a trader once every month.
This serves as a measure to make sure that a trader should come into your colony rather than just relying on the Incident chance of a trading ship to pass.

New Events:
HyperTornado - A hyper destructive force of nature!
FlashFlood - Be wary of dense forests FlashFloods are a killer!
WildTuskBeast - Majestic Beasts :3
Static Signal - This is how the Atmospheric Interruption should be!
AnimalGenocide - A super mysterious RimWorld phenomena D:

Changes:
Cosmic Radiation:
affected colonists should only get tired and need rest.

Mysterious Transmission:
Changed Mutated Abomination mechanics.

Earthquake:
should now only damage some buildings!
no more mini explosions.

Fixes:
Black Void:
fixed voids dying.

-- Spawner Buildings are now forced to undo the claim button effect.

v2.2
New Events!

Scenario Events:
Faction War
- Pirates vs Outlanders! = lots of corpses.
Wanted Outlander
- It's a manhunt!
Suspicious Crates
- Not all dropped goods from orbit are items.

Normal Events:
Tribe Migration
- Tribals get raided too.
Muffalo Migration
- Muffalos on the go.
Colonist Regeneration
- Miraculous healing properties. *limited to wounds only

Changes:
Changed RaiderSyndicate to only choose prisoners.
Recalibrated ColonyWealth Requirement for hard events.
Removed PrisonerSuicide Event.
Removed AtmosphericInterruption Event.
Removed ColonistDeath Event.
Nerfed RageVirus to affect only half of the colonist population.

Fix:
Fixed Risk/Reward event scenario[1](Bomb Chest/Silver Reward) not killing/removing the colonist.
Fixed Abomination exploding over and over again.

v2.1.4
Alpha6 Compatibility and Removed Events

Removed Sickness Events
- The sickness events caused colonists to die prematurely.

Download:

Alpha 7 Custom Events v2.3d:



Alpha 6:
TechTreeMinami[Custom Events] v2.2 Mediafire Link

TechTreeMinami[Custom Events] v2.1.4 Mediafire Link

------------------------------------

Do you have a nice idea for an event? Do you think its doable in rimworld?
Here are some questions and guidelines that makes it doable:

Does it involve a falling object in space and releasing something?
Does it involve destruction?
Does it involve killing pawns?
Does it involve altering mindstates?
Does it involve spawning something?
Is it a random chance?
(Thats all I could think of for now.)
If yes! then it "might" be doable! *not totally sure

Or If you have a totally out of this world, but super awesome idea give it a try and post your Ideas!

Compatibility:

Compatible with every other mod that doesn't edit the Original Incidents in the IncidentsDef folder.
-If a particular mod edits the original incidents you must load this in the mods panel last.

License:
Please ask for permission to use for integration, dissection, and whatnot. Please do not redistribute individual parts as your own. Give credits please, thankyou!
« Last Edit: May 01, 2015, 09:34:53 AM by MarvinKosh »
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Tuvka

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Re: [MOD] (Alpha4E) Tech Tree Minami [Custom Events] v1.1
« Reply #1 on: June 05, 2014, 05:57:58 AM »

Oh, yes! Super :) Thank you so much :)
Way at the expense of compatibility with other mods. In those modes, that any added craft walls etc. will also be used by the system of this mod?
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Celthric Aysen

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Re: [MOD] (Alpha4E) Tech Tree Minami [Custom Events] v1.1
« Reply #2 on: June 05, 2014, 06:13:57 AM »

Nice mod i love it there is one issue tho..
its that your not allowed to allowed to get money out of Rimworld by the use of mods.
as stated on "Modding how-to and EULA.txt" which can be discovered on your mods folder states that.

-You're welcome to make whatever mod you like and distribute it as broadly as possible.
-You may only distribute RimWorld mods non-commercially (for free).

I could be wrong on understanding this tho... if only it was clarified more.
I have no problems with Adfly.. its just that i dont think Tynan would be happy about this.
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Crimsonknight3

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Re: [MOD] (Alpha4E) Tech Tree Minami [Custom Events] v1.1
« Reply #3 on: June 05, 2014, 06:33:01 AM »

Woooooooo Alpha4 minami :D >.<
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Goatlike

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Re: [MOD] (Alpha4E) Tech Tree Minami [Custom Events] v1.1
« Reply #4 on: June 05, 2014, 07:00:57 AM »

Events! More events! It's good. Thank you.
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minami26

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Re: [MOD] (Alpha4E) Tech Tree Minami [Custom Events] v1.1
« Reply #5 on: June 05, 2014, 07:45:59 AM »

a89a89

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Re: [MOD] (Alpha4E) Tech Tree Minami [Custom Events] v1.1
« Reply #6 on: June 05, 2014, 07:48:59 AM »

So is the tech tree removed?
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minami26

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Re: [MOD] (Alpha4E) Tech Tree Minami [Custom Events] v1.1
« Reply #7 on: June 05, 2014, 07:54:03 AM »

So is the tech tree removed?

nope, im releasing the other features of tech tree minami for compatibility. because everybody is asking for them apparently :D

Ill have the main mod (techtree) ready tomorrow.
« Last Edit: June 05, 2014, 08:04:36 AM by minami26 »
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insanevizir

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Re: [MOD] (Alpha4E) Tech Tree Minami [Custom Events] v1.1
« Reply #8 on: June 05, 2014, 05:44:18 PM »

I get these errors, in yellow letters:


Config error in Sick: Sick has duration > 1 but also has an active condition. Duration only works for memories.
 
(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

Config error in TerribleHeadAche: TerribleHeadAche has duration > 1 but also has an active condition. Duration only works for memories.


Edit: Also, meteor strikes made my game soooooooooooo slow, until it rained and the fires stoped.
ps.  300x300 map.
(Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)

hope it helps ^^
« Last Edit: June 05, 2014, 06:55:24 PM by insanevizir »
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spatula

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Re: [MOD] (Alpha4E) Tech Tree Minami [Custom Events] v1.1
« Reply #9 on: June 05, 2014, 06:03:33 PM »

so awesome, installing immediately. this is my fav part of the full mod, hopefully this is more compat with others... very excite. will post more suggestions- good idea offering guidelines!

UPDATE: Oh I love this mod. Works fine with all the others and adds so much flavour, tension and variety to the game!
« Last Edit: June 05, 2014, 11:53:25 PM by spatula »
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minami26

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Re: [MOD] (Alpha4E) Tech Tree Minami [Custom Events] v1.1
« Reply #10 on: June 06, 2014, 10:03:52 AM »

I get these errors, in yellow letters:

Edit: Also, meteor strikes made my game soooooooooooo slow, until it rained and the fires stoped.
hope it helps ^^

Yeah, just ignore those. I wanted to have durations for a conditional thought, it says that error but its doing fine. :)

About the meteors, its the Fire. Too much fire in the map slows the game until they are extinguished. Ty addressed this lately. so it will be optimized in Alpha5. :)


UPDATE: Oh I love this mod. Works fine with all the others and adds so much flavour, tension and variety to the game!

Haha, Thanks dude! will add more events soon! I just finished updating the main mod! hope you check that out! :)

minami26

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Re: [MOD] (Alpha4E) Tech Tree Minami [Custom Events] v1.1
« Reply #11 on: June 10, 2014, 07:25:49 AM »

Heres a sneak peak for v2!

iame6162013

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Re: [MOD] (Alpha4E) Tech Tree Minami [Custom Events] v1.1
« Reply #12 on: June 10, 2014, 07:26:48 AM »

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minami26

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spatula

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Re: [MOD] (Alpha4E) Tech Tree Minami [Custom Events] v1.1
« Reply #14 on: June 10, 2014, 08:11:57 PM »

Thought up a few events:
- a trader ship is destroyed by pilots and it rains bodies, human meat, scrap metal and fire. How horrific.
- the colonists gather together for drinks. Morale Happiness Boost for 7 days, but hangover detriment for 1 day.
- a large black alien monolith has spawned- anything that goes near it will go insane.
- that's strange... it looks like a crazy muffalo... and somebody strapped it up with boomrats! Exploding muffalo! Look out!
- a local raiding party gives you a rare chance to pay 300 silver and avoid a raid
- your colony was not chosen to host the Rimworld olympics
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