[B19] Rainbeau's Mods

Started by dburgdorf, September 15, 2018, 07:30:50 PM

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dburgdorf



-=- Rainbeau Flambe's B19 Mods -=-

(Versions for 1.0 can be found here.)











































Advanced Bridges 10/05/18 Steam Dropbox Allows you to build bridges, obviously, out of stone or metal as well as wood, and over deep water as well as shallow. Originally called "Basic Bridges," but now that vanilla itself offers basic bridges....

Archipelagos 09/29/18 Steam Dropbox Adds archipelago (island chain) biomes to the world map, so you can now play RimWorld on islands.

Concrete 10/09/18 Steam Dropbox Adds concrete to the game. Changes a few existing items to require concrete instead of steel, as well as adding concrete walls, embrasures, and reinforced concrete "bunker" walls.

Editable Backstories and Names 10/12/18 Steam Dropbox Replaces the vanilla backstory and name databases with completely customizable databases stored in XML and text files.

Fertile Fields 10/13/18 Steam Dropbox Fertilize and plow your farmland, and eventually reshape your landscape! (Despite the name, this isn't a simple farming mod, but rather, is a full-featured terraforming mod.)

Fishing 09/21/18 Steam Dropbox Lets your pawns fish from bridges or from the shore, catch shellfish in traps, and cook various seafood dishes. Originally an add-on for my "Basic Bridges" mod, it's now fully independent.

Packed Lunches 10/12/18 Steam Dropbox Turn meals into packed lunches, and your pawns will happily eat on the go and stop whining about tables!

Pawns Are Capable! 09/29/18 Steam Dropbox A mod which replaces pawn "incapabilities" with mood debuffs and/or other penalties when pawns are required to do types of work they hate. Never again will you have to watch a colony burn to the ground because your last conscious colonist would rather die than fight a fire!

Rainbeau Flambe - Storyteller 10/03/18 Steam Dropbox Adds, obviously, a storyteller.

Tribal Pawn Names 09/18/18 Steam Dropbox Overhauls the game's tribal pawn names to give them a more Native American feel. Also allows for more interesting tribal nicknames, and ensures that tribal pets have tribal-style names.

Tribal Raiders 10/07/18 Steam Dropbox Adds a new "tribal raider" faction. Like pirates, tribal raiders raid you just because they can, and cannot be appeased with silver or by releasing prisoners. Also allows creation of "tribal planet" worlds, on which outlander and pirate factions are disabled, so that they generate with only tribal and tribal raider settlements.

Wild Cultivation 10/05/18 Steam Dropbox Allows you to find wild versions of cultivated plants and to cultivate a few plants formerly found only in the wild.




Mods Updated from B18 to B19 and Now Maintained by Kiame Vivacity:

















Configurable Maps Allows you to adjust the number of old walls and buildings, the amount of ore, the number of geysers, the "biodensity" of plant and animal life, the size and quantity of lakes and marshes which will appear on new maps, and many other aspects of map generation.

Consolidated Traits Adds a lot of traits to the game.

Faction Control Provides you with complete control over which and how many factions and faction bases show up on your map. Also allows you to group faction bases geographically, with different factions' bases located in different parts of the world, to simulate the existence of actual nations.

More Trait Slots Lets your pawns start with more traits, and makes sure you can actually see them all on the character tab!




Mod Updated from B18 to B19 and Now Maintained by Dracoix:








Tribal Essentials A mod which adds a wide variety of new tribal items to the game for those players who want to play a tribal scenario and who don't want to rush into research.




If you're a modpack maker and want to include any of the mods that I'm still maintaining myself in your pack, or if you're a modder and want to use them as the basis of derivative mods, please feel free to do so. I ask only that you let me know about it.

If you have any (helpful) suggestions for improvement, please let me know!



- Rainbeau Flambe (aka Darryl Burgdorf) -
Old. Short. Grumpy. Bearded. "Yeah, I'm a dorf."



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dburgdorf

#1


Last update: 09/29/2018

Tired of pawns who refuse to do certain types of work, even when their own lives and the survival of the colony depend on it? This mod changes the way in which the game handles "incapabilities." On the pawns' character tabs, you'll see that the "Incapable of" list has been replaced with a list of "Hated work types." These types of work are marked in amber on the work tab, and aren't assigned by default. But they can be assigned if necessary, as any pawn can be assigned to any type of work. Be aware, though, that if you assign a pawn to do hated work, there's a mood penalty (and eventually movement and even manipulation penalties) that will only grow worse the longer the assignment lasts. This mod is intended to allow you to assign pawns to work they hate in emergency situations. It is *not* intended to allow such assignments to be made on a long-term basis.

Note 1: Since "violent acts" aren't a specific work type, pawns who abhor violence are capable of violent acts -- combat, etc. -- if and only if they're carrying a weapon. But so long as they're armed, they will suffer mood debuffs just as if they were assigned to a work type they hate.

Note 2: As there are easy ways to "get around" restrictions on tasks like hauling, anyway, "incapable of dumb labor" is treated a bit differently than other incapabilities. Pawns who hate dumb labor are simply given an extra trait that reduces their carrying capacity and their unskilled labor work speed. They won't be assigned to hauling or cleaning by default, but can be assigned to those tasks indefinitely with only a minor mood penalty, which doesn't get worse over time. For similar reasons, pawns who hate plant work or skilled labor can still be assigned to plant cutting with only a minor static mood penalty.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link

Dropbox Link

Compatibility:

"Pawns Are Capable!" can safely be added to a game in progress. It's probably also safe to remove from a game, but I'd recommend making sure before you remove it that none of your pawns are assigned to "hated" work types or have lingering mood debuffs from such assignments.

Credits:

Obviously, credit goes to RimRue for the idea and for allowing me to assist in the development of her original version of the mod.

The Korean language files were provided by sogo100. The Japanese language translation files were provided by Steam user Proxyer.

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)
- Rainbeau Flambe (aka Darryl Burgdorf) -
Old. Short. Grumpy. Bearded. "Yeah, I'm a dorf."



Buy me a Dr Pepper?

rawrfisher

Professional jerk
Want something broken let me know

dburgdorf

Quote from: rawrfisher on September 15, 2018, 07:39:15 PMAny hints?

And now that I've updated the first two posts, your question no longer makes sense. So I'll just give you a random hint: "It works best if you're walking backwards in the dark." :D
- Rainbeau Flambe (aka Darryl Burgdorf) -
Old. Short. Grumpy. Bearded. "Yeah, I'm a dorf."



Buy me a Dr Pepper?

rawrfisher

I really do hope you didnt leave the mood debuff at such a high level...
My researcher needs to pull her weight by either cleaning or hauling <,<
Professional jerk
Want something broken let me know

dburgdorf

Quote from: rawrfisher on September 15, 2018, 09:18:29 PMI really do hope you didnt leave the mood debuff at such a high level...

The mood debuffs are and will remain high. As I've said many times, the point of the mod is to allow *emergency* job assignments, not long-term assignments. :D
- Rainbeau Flambe (aka Darryl Burgdorf) -
Old. Short. Grumpy. Bearded. "Yeah, I'm a dorf."



Buy me a Dr Pepper?

rawrfisher

Professional jerk
Want something broken let me know

Harry_Dicks

Welcome back dburgdorf. Even though I haven't touched B19 yet, I was hopeful that your essential mods would continue to be updated ;D

rawrfisher

Had somone assigned to hated work types so long they ended up immobile
Professional jerk
Want something broken let me know

dburgdorf

#9


Last update: 09/16/2018

This mod gives pawns the ability to catch and cook fish.

It's possible to create "fishing spots" adjacent to water, where pawns can catch fish. It's also possible to build "shellfish traps" that might net you shellfish, shrimp, snails or small fish. And your pawns can now prepare sushi and various other seafood dishes.

(Is it ironic that this mod was created by someone who finds fishing to be mind-numbingly dull, and who hates seafood in any form? I think it's a bit ironic.)

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link

Dropbox Link

How Fishing Works:

Fishing is a custom work type, which relies on the "Animals" skill. Pawns with higher skill will fish faster, and have a higher chance of successfully catching something. (Additionally, fishing serves as a joy activity for pawns with a passion for the Animals skill.) Fishing spots can become depleted if overfished, and so will occasionally need to be allowed to "recharge."

Fish and eels can be caught at any fishing spot, though the type of fish available varies with the biome, and eels are more common in marshes than in water tiles. Squid can only be caught in ocean tiles.

Shellfish traps will periodically catch shellfish or tiny fish automatically, without any pawn interaction. They will sometimes take a bit of damage in doing so, though, and will thus occasionally need to be repaired.

Fish and shellfish can be cleaned (butchered) for meat, while squid and eels can be butchered for both meat and leather.

Compatibility:

If you try to remove "Fishing" from a game in progress, you will very likely make the map unplayable, at least if your pawns have actually caught any fish and/or made any seafood dishes.

This mod shouldn't conflict with any other mods.

Credits:

Most of the fish graphics were provided to me by Steam user Draegon.

The ability to fish from bridges draws both conceptually and specifically from Rikiki's "FishIndustry" mod, though what I've done here is less elaborate than, and over time has diverged rather significantly from, what's he's done in that mod.

The traditional Chinese language files were provided by Steam user Alane. The simplified Chinese language translation files were provided by Steam user kghostSATORI. The Japanese language files were provided by Proxyer.
- Rainbeau Flambe (aka Darryl Burgdorf) -
Old. Short. Grumpy. Bearded. "Yeah, I'm a dorf."



Buy me a Dr Pepper?

dburgdorf

The most significant change in the update to "Fishing," obviously, is that it's now a fully-independent mod. It no longer requires that you have "Basic Bridges" installed, which is good, since I'm still not sure if I'll even be updating that one!
- Rainbeau Flambe (aka Darryl Burgdorf) -
Old. Short. Grumpy. Bearded. "Yeah, I'm a dorf."



Buy me a Dr Pepper?

rawrfisher

I found out that you can get pawns to be compleatly incapacitated if you leave them assigned to hated worktypes too long :P
Professional jerk
Want something broken let me know

dburgdorf

Quote from: rawrfisher on September 16, 2018, 02:09:22 PMI found out that you can get pawns to be compleatly incapacitated if you leave them assigned to hated worktypes too long :P

Which is precisely why you shouldn't do it. :)
- Rainbeau Flambe (aka Darryl Burgdorf) -
Old. Short. Grumpy. Bearded. "Yeah, I'm a dorf."



Buy me a Dr Pepper?

dburgdorf

#13


Last update: 10/05/2018

"Advanced Bridges," as the name so subtly suggests, allows you to build bridges which are, well, a bit more advanced than those available in vanilla RimWorld. (Well, technically, you could also create piers or even a boardwalk. It's really up to you.) All you need is wood, stone or metal. And a bit of extra steel for reinforcement if you're building over deep water. (Yes, this mod allows you to build bridges over deep water as well as over shallow water.)

Light bridges (built from wood) require no special research, and support light construction, so you can, for example, use a light bridge to run a power conduit across a river. Heavy bridges (those built from stone or metal) do require research, but will support heavy construction, so you can actually place walls on them.

NOTE: "Advanced Bridges" does not disable construction of default vanilla bridges, so you can actually use both types of bridges on your maps if you so desire. But you won't be able to build vanilla bridges over deep river water, and won't be able to place walls over them. (In other words, they'll function just like the mod's light bridges.)

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link

Dropbox Link

Compatibility:

"Advanced Bridges" can safely be added to a game in progress, but if you try to remove it from a game in which you've actually built any bridges, you will of course make the map unplayable.

The mod should be compatible with any mods that add additional water tiles to the game, so long as those mods have assigned the "bridgeable" affordance to those water tiles.

There seem to be some issues when using "Advanced Bridges" together with Jec's "Doors Expanded." I haven't tracked down the cause yet, but if a boardwalk or bridge is built under a large door or gate, the door will (not always, but sometimes) stop working properly. Doors seem to work fine if built on top of existing bridges or boardwalks, though, so if you must build a large door on top of a bridge or boardwalk, make sure to place the bridge or boardwalk first. But to be perfectly safe, try to avoid putting such doors on bridges or boardwalks at all.

If you want to be able to catch fish from your bridges, you'll need to utilize an additional mod to add that capability. Obviously, I'd recommend my own "Fishing," though it's not the only option.

IMPORTANT NOTE: If you remove bridge tiles with dev tools, or "minify" them to move them (which isn't possible in vanilla, but might be thanks to other mods), you will end up with problematic "pseudo" terrain tiles on your map where the bridges used to be. Please don't do this! If you need to remove a bridge tile, deconstruct it properly!

Credits:

The code in "Advanced Bridges" borrows a bit from Sulusdacor's "[sd] Bridges" mod. And obviously, the mods are very similar on a conceptual level.

The traditional Chinese language files were provided by Steam user Alane. The simplified Chinese language translation files were provided by Steam user kghostSATORI. The Japanese language files were provided by Proxyer.
- Rainbeau Flambe (aka Darryl Burgdorf) -
Old. Short. Grumpy. Bearded. "Yeah, I'm a dorf."



Buy me a Dr Pepper?

dburgdorf

#14


Last update: 09/29/2018

Have you ever wanted to play RimWorld on an island map? Of course you have! And now you can!

"Archipelagos" adds exactly what its name implies. You'll now find island chains dotting the coastlines of your world maps. More specifically, the mod adds a variety of new biomes to the game, each of them an island-based variant of the corresponding vanilla biome.

If you play on an archipelago map that happens to be adjacent to the mainland, you'll be able to send caravans to settlements on the mainland without difficulty. If you play on an archipelago map that doesn't connect directly to the mainland, you'll find trading a bit more difficult, but no more so than if you were playing on a vanilla "island" tile.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link

Dropbox Link

Compatibility:

Adding "Archipelagos" to a saved game shouldn't cause any trouble, but removing it from a game in progress could potentially create problems, even if you're not actually playing on an island map.

"Archipelagos" is not, at this time, compatible with Lanilor's "Terra Core" mod. That mod makes extensive changes to map and terrain generation which would be very difficult for this mod to work around.

"Archipelagos" should be compatible with most any other mods.

If you use any mods that add animals or wild plants, those animals or plants will have the same chance of appearing on archipelago maps that they have of appearing on corresponding vanilla biome maps. (For example, if you use a mod that adds penguins to tundra maps, you may also see penguins on tundra archipelago maps.)

If you're going to build a base on an island chain, you should probably make sure you can build bridges and catch fish. I, of course, would recommend my own "Advanced Bridges" and "Fishing" mods to fill those needs, but there are obviously other options available, as well, any of which should work just fine with this mod.

Credits:

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

The simplified Chinese language translation files were provided by Steam user kghostSATORI.
- Rainbeau Flambe (aka Darryl Burgdorf) -
Old. Short. Grumpy. Bearded. "Yeah, I'm a dorf."



Buy me a Dr Pepper?