From the main mod
Adds 36+ Custom EventsHyperTornado
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 Cainhttps://www.youtube.com/watch?v=He9PN-ngxsUHelp: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: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 LinkTechTreeMinami[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!