Author: nash076a
Mod count: 168
A tool to display exceptions in a graphical way with all involved mods visualized
No description provided.
No description provided.
No description provided.
Mod intended for versions [1.4, 1.3, 1.2, 1.1, 1.0]
this MOD fixes a pandemic that has plagued many a world on the Rim: doors being wedged open. whether it's prisoners escaping, invaders rushing in, or temperature leaking out, unwanted open doors have led to disasters in many colonies. my MOD prevents items from being dropped on the same tile as a door, allowing it to close just as intended. after installing this MOD, please avoid placing stockpiles on the same tile as a door.
これは RimWorldのシステムを少し改変し、ドアの上にアイテムを置けなくするようにするMODです(´・ω・)昨晩、襲撃者に資材が詰まって開けっぱなしだった扉から侵入され、お家が全焼しまい悲しくなったのでこのMODをつくりました(´・ω・
)導入すると、何人たりともドアの上にアイテムが置けなくなります(´・ω・)溢れてしまった資材のせいで、ドア開けっぱなしなんてことはなくなると思います(´・ω・
)やるじゃん
Bug reports other than bugs that can be reproduced with this MOD alone will not be accepted. We do not intend to resolve issues that occur when playing the game using other MODs, so please resolve them by changing the load order or uninstalling this MOD yourself. Additionally, if you are reporting a bug that can only be reproduced with this mod, please be sure to provide the following information.
* What happened?
* When and under what circumstances did it happen?
* How can I replicate the issue?
* What's your RimWorld version?
* Post an error log! (If you have HugsLib -> Ctrl+F12 and paste the link in the comments!)
Q) Is the mod compatible with...?
A) We do not accept questions regarding compatibility with other MODs. If you can't resolve it yourself, please contact the mod's author.
Q) I want to report a bug!
A) Guidelines for reporting bugs can be found in Bug Report
.
Q) Please add the features I came up with!
A) This MOD was originally written for my own use, so I generally do not accept requests. I feel more motivated and happy when I receive positive feedback rather than requests.
Q) Your translation is terrible!
A) If you think my translation is terrible, you can send the correct translation to me. If you sent the correct translation, I replace it and old translation after checked.
Q) May I upload a game video taken with this mod installed?
A) No problem of course. I give permission for you to upload videos taken with this mod installed and for you to monetize those videos. I also give you permission to use thumbnail images of this mod in your videos to showcase this mod.
© 2019 tikubonn
Redistributing my MOD is prohibited.
These Terms of Use supersede CC BY-NC-ND 4.0.
Don't Block Door © 2019 by tikubonn is licensed under Attribution-NonCommercial-NoDerivatives 4.0 International. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/
* Don't Block Door uses Harmony (https://steamcommunity.com/sharedfiles/filedetails/?id=2009463077). To view a copy of that license, visit https://github.com/pardeike/HarmonyRimWorld/blob/master/LICENSE
本MODのライセンスを CC BY-NC-ND 4.0 に設定し、それに合わせてMOD説明欄の文章を新しいものに変更いたしました。MOD名を"Don't Block Door"に変更しました。
The license of this MOD has been set to CC BY-NC-ND 4.0, and the text in the MOD description has been changed accordingly. Changed MOD's name to "Don't Block Door".
Due to a number of reports, the source code has been modified so that the doors do not push out the monument markers. However, I have not purchased Royalty(DLC), so we do not know if this fix will work fine. Some methods were inefficient, so we partially optimized them.
報告が多数ありましたので、扉がモニュメントマーカーを押し出さないようにソースコードを修正しました。ただし、作者はRoyalty(DLC)を購入していないため、この修正が正常に動作するかはわかりません。いくつかのメソッドが非効率的だったので部分的に最適化を行いました。
Fixed a bug that break some construction by corpse on the door on load save data. Refactored source codes a little for continuous updates.
死体が扉に置かれた状態でセーブ・ロードを行うと、扉周辺の建造物が破壊されてしまう不具合を修正しました。継続的な更新のためにソースコードを少しだけ整理しました。
Updated for 1.3 and 1.4. Fixed some methods so that door don't push any buildings, blueprints and pawns.
ドアの配置時に生物・建築物・建設予定地が押し出されないよう、いくつかのメソッドを修正しました。この更新は RimWorld 1.3/1.4 ともに適用されます。
This Mod has supported to RimWorld 1.4 unstable experimentally, so and it will finish update for old RimWorld versions after this update. Refactored source codes for continuous updates.
本Modを試験的に RimWorld 1.4 unstable に対応させました。それにともない前バージョンに向けた更新を終了します。継続的な更新のためにソースコードを整理しました。
this MOD has supported for RimWorld 1.3 unstable experimentally.
試験的にRimWorld 1.3テスト版に対応しました。
this MOD has supported for RimWorld 1.2 experimentally, so I finished support old versions(1.0 ~ 1.1).
RimWorld 1.2 に試験的に対応しました。それに伴い過去バージョン(1.0 ~ 1.1)への対応を終了しました。
Fixed some source codes for fix bug. Maybe ok, but it could be not perfect work, because information is a little.
何かしらの条件でマップ外の座標のアイテムを読み込もうとし、エラーが発生してしまう不具合を、暫定的に修正しました。多分大丈夫だとは思いますが、寄せられた情報が少なかったため、完璧な修正ができたかはわかりません。
I refactored all versions source code for continuation updating. fixed a bug in a processing when load a save data.
更新を継続しやすくするために、すべてのバージョンのソースコードを整理しました。セーブデータ読み込み時に発生する不具合を修正しました。
since this version, if you use this MOD in RimWorld 1.1, this MOD has required Harmony (https://steamcommunity.com/workshop/filedetails/?id=2009463077).
RimWorld 1.1 でこの MOD を使用する場合、この MOD は前提 MOD として Harmony (https://steamcommunity.com/workshop/filedetails/?id=2009463077) を要求するようになりました。
updated Harmony 2.0.0.6 to 2.0.0.8.
Harmony のバージョンを 2.0.0.6 から 2.0.0.8 に更新しました。
changed Harmony version 1.x to 2.x, so rewrote source code too much. this MOD has supported multiple version 1.0 and 1.1. but I finished update this MOD for RimWorld 1.0.
Harmony を最新版の 2.0 に更新し、それに伴い多くのコードを修正しました。この MOD はこのバージョン以降 RimWorld 1.0 と 1.1 双方のバージョンで使用できるようになりました。ただしこれ以降 RimWorld 1.0 用の更新は終了します。ご留意ください。
this MOD has supported for RimWorld 1.1 unstable experimentally.
試験的にRimWorld 1.1テスト版に対応しました。
finished support.
サポートを終了しました。
since this update, anybody won't haul item to stockpile area's cell that overlapped by door. anybody won't haul the product to floor that is overlapped the door. and I fixed small bug.
備蓄ゾーンの上に扉が配置されている場合に、扉の上にアイテムを運搬しないように改良しました。また、製作作業の成果物を扉の上に運搬してしまわないように改良しました。生き物の解体とストーンカッターで正常に動作していることを確認したので、他の精密加工台などでも同様の振る舞いをすると思います。それと扉をアイテムの上に建設した際にアイテムが壁にめり込んでしまうしょうもないバグを修正しました。
since this update, this MOD move the item to another place when built door upon it.
アイテムの上に扉が建設された際に、そのアイテムを扉の外に再配置するよう改良しました。
Mod intended for versions [1.4, 1.3, 1.2, 1.1, 1.0]
Higher resolution textures for base game apparel.
Includes:
- body and face textures
- bowler hat, cowboy hat, tuque
- duster, jacket, parka
- t-shirt, button-down shirt
- tribalwear
- flak helmet, simple helmet
- flak jacket, flak vest
Mod intended for versions [1.4, 1.3, 1.2, 1.1, 1.0]
Higher resolution textures for all 18 base game sculptures.
Mod intended for versions [1.3, 1.2, 1.1]
Alternative textures for Royalty expansion, to go with the amazing Vanilla Expanded series of mods. Please support their author if you can.
Mod intended for versions [1.4, 1.3]
Retexture some Gizmo cleaner.
Vanilla Expanded Framework incorporates a multitude of functionalities for different mods in order for us to boost performance by not duplicating code across several mods. Examples of shared functionality include custom base generation code with an amazing building export tool, customisable sieges, faction-based pack animal textures, faction based apparel colouring system, Orion’s Faction Discovery revamped and improved, Item processor code, shields, and many, many others.
Orion's Faction Discovery?
Yes!We have negotiated a deal with Orion and included his Faction Discovery mod within Vanilla Expanded Framework. Now, if you decide to add a faction to an existing playthrough, upon loading up the save you will have an option to spawn it's settlements and define how many of them you would like to spawn, as well as how far away from the player.
Patches to stuff power generators and batteries. Works with VFE Power, Vanilla Materials Expanded, Rimfactory Materials, M13, RadioThermonuclear Generator, SOS2, Higher Power, Advanced Power Plus, and Glitter Tech.
Some graphics, particularly the vanilla ones, have been given +50% brightness so the colour shines through :) Masks have been added to many generators to ensure the new colours look great!
Conduits will be in a separate mod in case people want to not use it.
Mod that makes your colonists look like they're actually sitting on the chairs!
Now supports:
-Core
-Royalty
-Rimkea
-Gloomy Furniture
-Vanilla Furniture Expanded
-Vanilla Furniture Expanded - Spacer Module
-and various mods that add chairs!
Vanilla Textures Expanded is a full-scale overhaul of vanilla (unmodded) RimWorld textures, with its main aim being not only to fix less aesthetically pleasing textures, but also to bring vanilla aesthetic in-line with that of Vanilla Expanded mod series.
This texture pack includes over 450 textures remade in vector-based software (same method used for Vanilla Expanded mods), exported into 2x the size of vanilla textures. What used to be blurred before, now will be sharp and crisp, even if zoomed in fully using mods by the likes of Camera+.
When redrawing vanilla textures, our main focus was on keeping them consistent with what players are used to - don’t expect any drastic design changes - we have only changed the look of things that were really bad or ambiguous.
We plan to keep adding new textures in the future, so make sure to let us know what particular textures in vanilla game require changes!
Mod intended for versions [1.4, 1.3, 1.2, 1.1]
Changes the texture for the vanilla column in RimWorld so that it better fits the style of the Utility Columns mod by NEPH.
Extends the functionality of XML patch operations, and allows for the easy creation of mod settings. While this mod is loaded, XML errors will generate a stack trace.
packageId: imranfish.xmlextensions
Adds more tribal hair styles.
Romance overhaul inspired by Rational Romance, with support for race mod authors to customize romance for their race.
This mod adds watchtowers from which you can shoot behind walls and other buildings all while reducing cover of enemies the closer they are to a watchtower
Adds Wall Mountable Items To The Game,
Items Included:
Wall Mounted Heater (Same stats as default heater)
Wall Mounted Cooler (Slightly less powerful vs the standard cooler to offset the lack of need for venting)
Wall Mounted Climate Controller (Controls temperature around a set value, heating and cooling as needed, uses the power values from the heater and cooler)
Wall Mounted Flatscreen Television (Same stats as default flatscreen)
Wall Mounted Replicator (1000W power usage can spawn a specific item(s) once a day, available items can be switched with a button for each replicator (this resets the timer) the list of available items is configurable in the Mod Settings (With thanks to the QuarryMod where I stole most of the saving code from)
In Wall Vent
Small Wall Mounted Flatscreen Television (Smaller range than the full size wall mounted but only takes 1 tile, perfect for Hospital entertainment)
Wall Mounted Trade Beacon (Works same as the vanilla version)
Wall Mounted Comms Console (Works same as the vanilla version, can summon Mech threat but only by directly clicking on it, cannot do so from selecting the pawn)
Wall Mounted Battery (1 cell, holds less power than normal battery but more efficient for slightly more steel cost)
Wall Mounted Tool Board (2 cells, does the same job as a vanilla Tool Cabinet, stuffable to can be made from Wood, Plasteel etc.)
Wall Mounted Firefoam Popper (Works same as the vanilla version)
Wall Mounted Nano Cloud Dispenser (Repairs all weapons and apparel in a room, even ones worm by pawns, settings tunable in the mod settings)
Wall Mounted Power Switch (As vanilla, no research required)
If the RT Fuse mod (https://steamcommunity.com/sharedfiles/filedetails/?id=728314182) is present:
Wall Mounted Circuit breaker (1 cell, designed to handle 3 of the wall mounted batteries so slightly less powerful than the default 2 cell version from RT Fuse)
If the Vanilla Nutrient Paste Expanded mod (https://steamcommunity.com/sharedfiles/filedetails/?id=2920385763) is present:
Wall Mounted Nutrient Paste Tap (1 cell wide only)
If the Vanilla Trading Expanded mod (https://steamcommunity.com/sharedfiles/filedetails/?id=2785616901) is present:
Wall Mounted Trading Terminal (Same as original)
If the Replimat mod (https://steamcommunity.com/sharedfiles/filedetails/?id=1715402900) is present:
Wall Mounted Replimat (Same as Original)
Power levels of the heater and cooler are also configurable in the mod settings.
Original mod by zzz
https://steamcommunity.com/sharedfiles/filedetails/?id=1334289344
Original mod notes (1.4)
Can install directly on wall.
Requires Vitals Monitor research.
Doesn't require a new game.
Compatible with:
Most medical beds
Vanilla Furniture Expanded - Medical Module
Android tiers (Unofficial 1.5 Update)
Pre 1.5 this mod adds lights that go on walls. Post 1.5 this mod lets the user configure the costs of the vanilla wall lamp, and adds a configurable wall sun lamp.
Adds wall mountable heater to the game. Identical to vanilla heater, but wall mountable.
Retexture for natural Rocks, as well as resource-walls.
Allows you to build a vault. Walls and doors. Embrasures now too! Thanks to TeflonJim for making the embrasure images and configuration.
Essentially this mod adds walls, embrasures, and doors that are nearly indestructible. Think bank vault. No amount of shooting a gun at a bank vault is likely to break a section of it down, and this provides for that.
The walls, embrasures, and doors are nigh on unbreakable. If you're really heavy with resources (materials and labor), this mod will allow you to build a base that no sapper is going to get through any time soon. The walls, embrasures, and doors cannot be bashed through with blunt objects, and they are very resilient to all other types of attacks. The walls, embrasures, and doors are not flammable.
All that said, the 'Indestructible' label is a bit of a misnomer, as the walls, embrasures, and doors do have hitpoints (albeit very high hitpoints, and the damage amount from all types of attacks is reduced).
Mod order should not matter for this mod. You can add this to a game that is already in progress without issue. These items are industrial in tech, and do require stone or metal, and devilstrand.
Want steel, steel and only steel to be retextured ? Well there you go.
HugsLib is a library that provides shared functionality to other mods.
Version: 11.0.4
This mod contains various core functions for other Miscellaneous parts.
It must be loaded before the other parts!
It also comes with the following functions/items:
-Colonist Keys: Place/Group
This allows you to use the keys 6, 7, 8, 9 to create teams
The key 0 releases all drafted colonists
(Note: This needs a new colony to work; the keys can be reconfigured)
-BrainPals
Some brain implants to enhance your colonists
(an idea from 'Old Mans War')
-Railgun
A high-tech long range weapon of ancient design.
Note: Mod-Settings for Colonist Keys available
Language: English, German, Chinese, Russian
Thanks to duduluu and Biscuit for the Chinese translation
Thanks to fox_kirya and Well for the Russian translation
This adds some training facilities:
- Shooting Target
Train up your shooting ability.
- Martial Arts Dummy
Train your martial arts ability.
- Archery Target
Your colonists like to shoot some arrows for joy.
Language: English, German, French, Chinese, Russian
Thanks to BlastCom and qux now with a translation for French
Thanks to duduluu and Biscuit now with a translation for Chinese (both)
Thanks to fox_kirya now with a translation for Russian
Thanks to Edu now with a translation for PortugueseBrazilian
Want more vanilla textures for Misc. Training ? this is the place, fancy new sprites made with love to replace those very out-dated textures.
You are using camera+ ? you appreciate quality ? then you are at the right place, this is a retexture of every base game melee weapons on a higher, crisipier resolution and with a touch of medieval to it. Enjoy!
Want more vanilla textures for the base game mechanitor gear ? Well you are at the right place!
High resolution pawn textures, mostly true to vanilla, with some adjustments where I felt necessary. Includes the same treatment for genes.
A retexture of the in-game mech detritus from Ideology.
Just a simple retexture of all vanilla hair, making them higher resolution for a cleaner result and making the style more consistent and in places just less fugly.
Vanilla Furniture Expanded - Security module is a result of hours upon hours of hard work. It has been a long time since we began working on this mod, and with a team of brilliant programmers, I am not honored to present to you a Vanilla Expanded approach to base defenses. Every word and every stat in this mod have been carefully prepared to be as balanced and as “vanilla” as possible.
This module introduces 27 new defense structures, all neatly filling up the Security tab in the Architect menu. With research technologies spread out across all stages of the game, this mod itself is enough to provide you with hours of entertainment.
now can use chemfuel instead of woods.
Nobles are no longer angry because of the lack of a brazier in ice sheet.
Control where Trade Ships will drop their drop pods when sending items.
Just a simple retexture of all vanilla beards, making them higher resolution for a cleaner result. Also gets rid of the gradient their outlines have.
Spoonshortage's additional Rimworld Hairstyles
Gives your pawns the ability to try calm down a pawn in a mental break.
This Mod makes Smooth Walls and Floors buildable.
[img]https://i.imgur.com/iCj5o7O.png[/img]
Since visitors decide when they want to leave, it may not always happen at the best time.
This mod checks the map when visitor-groups decide to leave and can delay this from happening.
Included in the mod is also a Visitor-spot that lets you set a specific spot where your guests will hang around. This can make it easier to protect them from dangers.
You can select what type of conditions should delay visitors from leaving in the mod-options:
[list]
[] Dangers on the map. These are things like raids, maddened animals, toxic fallout etc. If present visitors will ask you if they could stay for another day. You have the option to deny this to make them leave anyway, approve it to make them try again in 24 hours or just ask again in an hour.
[] Health-issues. If any pawn in the group are suffering from health-issues that require medical rest, they will check again in an hour until all pawns are healthy enough to travel.
[] UV-sensitivity (Biotech gene). If any pawn have the intense UV-sensitivity gene, the group will delay their travel until the sun has gone down. This also includes Vampires from [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1187010034]Rim of Madness - Vampires[/url].
[/list]
There is also an option for visitors getting negative thoughts if staying around longer than they planned. This increases for longer delays.
You can also add extra food-rations to visitors inventories to make longer delays less of a problem.
The mod works well with the excellent mod [url=https://steamcommunity.com/sharedfiles/filedetails/?id=753498552]Hospitality[/url] by Orion. The check for dangers on the map is adapted from the same check that hospitality-groups do when entering the map.
The mod only triggers when visitors leave triggered by time, things like low temperatures or hostile actions are not affected. If you have any other ideas on what visitors or other groups should check when leaving, please leave a comment and Ill try to implement it!
[table]
[tr]
[td][url=https://dsc.gg/mlie][img]https://i.imgur.com/zdzzBrc.png[/img][/url][/td]
[td][url=https://github.com/emipa606/SmarterVisitors][img]https://i.imgur.com/kTkpTOE.png[/img][/url][/td]
[/tr]
[tr]
[td][img]https://i.imgur.com/WjDSfUn.png[/img][/td]
[td][img]https://i.imgur.com/h5VwTNL.png[/img][/td]
[/tr]
[/table]
[img]https://i.imgur.com/Ds0rBAD.png[/img]
Since modding is just a hobby for me I expect no donations to keep modding. If you still want to show your support you can gift me anything from my [url=https://store.steampowered.com/wishlist/id/Mlie]Wishlist[/url] or buy me a cup of tea.
[url=https://ko-fi.com/G2G55DDYD][img]https://i.imgur.com/VWG0yff.png[/img][/url]
[img]https://i.imgur.com/5xwDG6H.png[/img]
[list]
[] See if the the error persists if you just have this mod and its requirements active.
[] If not, try adding your other mods until it happens again.
[] Post your error-log using [url=https://steamcommunity.com/workshop/filedetails/?id=818773962]HugsLib[/url] or the standalone [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2873415404]Uploader[/url] and command Ctrl+F12
[] For best support, please use the Discord-channel for error-reporting.
[] Do not report errors by making a discussion-thread, I get no notification of that.
[] If you have the solution for a problem, please post it to the GitHub repository.
[] Use [url=https://github.com/RimSort/RimSort/releases/latest]RimSort[/url] to sort your mods
[/list]
[url=https://steamcommunity.com/sharedfiles/filedetails/changelog/3012491521][img]https://img.shields.io/github/v/release/emipa606/SmarterVisitors?label=latest%20version&style=plastic&labelColor=0070cd&color=white[/img][/url]
Stop your pawns from constantly building themselves into a wall or blocking something that isn't built yet. Save game compatible.
Turrets can be covered by adjacent objects, but 2x2 or larger turrets can only take cover on the bottom-left-most tile.
In other words, when attacked from the upper right, turrets are considered uncovered and don't receive any cover effect.
This mod allows 2x2 or larger turrets to be covered by adjacent object in all directions.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
砲塔は、隣接するバリケードなどで掩蔽できますが、2x2以上の大きさを持つ砲塔は、左下のタイルしか掩蔽されません。
言い換えれば、右上から攻撃された場合は(仮に障害物があっても)掩蔽されていないと見なされ、掩蔽率は0になります。
このMODは、2x2以上の砲塔も隣接する障害物で全方位から掩蔽できるようにします。
Doctors will use medicine from their inventory. What a concept!
Doctors can also use medicine from the patient's inventory, or anyone else on the map, even pack animals brought on a caravan.
They can also keep their inventory stocked with medicine. The Gear Tab has Settings for each Colonist.
An option to use cheaper medicine, if it will do just as well ( due to doctor skill, bionics, medical bed, etc. ) Note this doesn't affect surgery.
An option to use minimal medicine for non-urgent wounds, or none at all.
An option to tend patients in the field - if there are no beds available, or just always.
Multiple doctors can reserve the same stack of medicine. The game actually supports multiple reservations, but the feature was just not used.
Now technically, inventory medicine is dropped and immediately picked back up - but what can you do.
Check Steam page for any updated info.
[img]https://i.imgur.com/buuPQel.png[/img]
Update of Lanilors mod
https://steamcommunity.com/sharedfiles/filedetails/?id=1420241138
[h2]Floors and bridges are of the same type in the game, terrainDef. That is why you cannot build floors on bridges, you can only replace one with the other. This is a limitation in the game and nothing I can change[/h2]
- Splitted up the research-requirements for the bridges to make it more compatible with medival playthroughs.
- Added an option to generate bridges from all materials, even from other mods.
- Also wooden bridges will be generated from all woody materials.
- Added option to build bridges using other visuals; Flagstone, Paved tile and Concrete-visuals.
- Added russian translation, thanks Uncle Shvya
- Added slider to set the cost of the bridges
- All bridges (except Flagstone) are now considered Floor for Royalty
- All bridges built from beautiful material (Gold/Jade etc.) are considered Fine Floor
- Added french translation, thanks qux!
- All bridges should now inherit the beauty-value from the material they are made of
[img]https://i.imgur.com/pufA0kM.png[/img]
[table]
[tr]
[td][url=https://dsc.gg/mlie][img]https://i.imgur.com/zdzzBrc.png[/img][/url][/td]
[td][url=https://github.com/emipa606/SimplyMoreBridges][img]https://i.imgur.com/kTkpTOE.png[/img][/url][/td]
[/tr]
[tr]
[td][img]https://i.imgur.com/WjDSfUn.png[/img][/td]
[td][img]https://i.imgur.com/Be8E2qJ.png[/img][/td]
[/tr]
[/table]
[img]https://i.imgur.com/Z4GOv8H.png[/img]
[h1]New bridges types for heavy structure support and building in deep water![/h1]
A simple mod that adds more briges types on top of the wood bridges that rimworld core provides. Heavy briges work the same way as wood ones, but also provide support for heavy stuctures. Deep water bridges can be built in deep water.
You can build these new bridges out of steel, plasteel and stone types.
Research "heavy bridges" and "deep water bridges" to build them.
Can be added to an existing save. (To remove this mod, remove all steel bridges from your world first.)
(This mod has nothing to do with any old bridges mod from B18. It reuses and extends the 1.0 core bridges code and adds a steel version.)
[img]https://i.imgur.com/PwoNOj4.png[/img]
[list]
[] See if the the error persists if you just have this mod and its requirements active.
[] If not, try adding your other mods until it happens again.
[] Post your error-log using [url=https://steamcommunity.com/workshop/filedetails/?id=818773962]HugsLib[/url] or the standalone [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2873415404]Uploader[/url] and command Ctrl+F12
[] For best support, please use the Discord-channel for error-reporting.
[] Do not report errors by making a discussion-thread, I get no notification of that.
[] If you have the solution for a problem, please post it to the GitHub repository.
[*] Use [url=https://github.com/RimSort/RimSort/releases/latest]RimSort[/url] to sort your mods
[/list]
[url=https://steamcommunity.com/sharedfiles/filedetails/changelog/2012484790][img]https://img.shields.io/github/v/release/emipa606/SimplyMoreBridges?label=latest%20version&style=plastic&color=9f1111&labelColor=black[/img][/url]
A simple mod that adds bulk drug production recipes. Produce wake-up, medicine or other drugs in bulk to save time when crafting and carrying ingredients.
No research required (currently, may change). Only higher skill requirements than the single recipes to balance the increased efficiency.
[img]https://i.imgur.com/buuPQel.png[/img]
Update of Mittsies mod
https://steamcommunity.com/sharedfiles/filedetails/?id=933010556
- Replaced old code with a patch-based code instead.
- Added support for [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2195733555]Doors Expanded[/url]
[img]https://i.imgur.com/pufA0kM.png[/img]
[table]
[tr]
[td][url=https://dsc.gg/mlie][img]https://i.imgur.com/zdzzBrc.png[/img][/url][/td]
[td][url=https://github.com/emipa606/SilentDoors][img]https://i.imgur.com/kTkpTOE.png[/img][/url][/td]
[/tr]
[tr]
[td][img]https://i.imgur.com/WjDSfUn.png[/img][/td]
[td][img]https://i.imgur.com/h5VwTNL.png[/img][/td]
[/tr]
[/table]
[img]https://i.imgur.com/Z4GOv8H.png[/img]
[Mittsies' Tweaks - Silent Doors]
Removes the sound effect from doors.
[img]https://i.imgur.com/PwoNOj4.png[/img]
[list]
[] See if the the error persists if you just have this mod and its requirements active.
[] If not, try adding your other mods until it happens again.
[] Post your error-log using [url=https://steamcommunity.com/workshop/filedetails/?id=818773962]HugsLib[/url] or the standalone [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2873415404]Uploader[/url] and command Ctrl+F12
[] For best support, please use the Discord-channel for error-reporting.
[] Do not report errors by making a discussion-thread, I get no notification of that.
[] If you have the solution for a problem, please post it to the GitHub repository.
[*] Use [url=https://github.com/RimSort/RimSort/releases/latest]RimSort[/url] to sort your mods
[/list]
[url=https://steamcommunity.com/sharedfiles/filedetails/changelog/2012447929][img]https://img.shields.io/github/v/release/emipa606/SilentDoors?label=latest%20version&style=plastic&color=9f1111&labelColor=black[/img][/url]
[img]https://i.imgur.com/iCj5o7O.png[/img]
Pawns show their hands on their weapon when drafted.
Should work with most weapons, vanilla and modded.
Based on [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2171708109]Clutter Weapon Hands[/url] but dynamically sets the hands based on the graphics of the weapon. It will however still use the old hand-definitions if they exist.
There is also mod-settings where you can modify the settings for each weapon. These settings can be exported and included in a mod to add native support.
All my "Continued"-mods should have native support.
There is also support for [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2543371889]Enable Oversized Weapons[/url], [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2038409475]Yayo's Combat 3[/url], [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2513695736]Yayo's Combat 3 [Adopted][/url], [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2575938407]Yayo's Animation[/url], [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1204108550]RunAndGun[/url] and [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1628211313]Dual Wield[/url]. Hands will follow the weapons even during the extra animations.
Verified to work with [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1631756268]Combat Extended[/url]
Also shows hands when using [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2355912467]Grab your Tool[/url]
Settings
[list]
[] Coloring the hands based on apparel/armor color
[] Coloring the hands based on artificial limbs
[] Resizing the hands based on the bodysize of the pawn, this also works with [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2373187996]Children[/url]
[] Repositioning the hands based on the weaponsize, to support oversized weapons
[] Showing the hands when pawns carry stuff
[] Showing only one hand if the pawn is missing one
[] Showing the hands at all times
[/list]
[h2]Credits[/h2]
Arcanant for providing hand-definitions for a lot of mods.
Telefonmast for the support with the texture-code.
qux for the updated hand-texture.
shiuanyue for the Chinese translation.
Preview-image includes armor and weapons from the excellent XCOM-mods by velcroboy333
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2317335843]XCOM Armor[/url]
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2062766405]XCOM Weapons[/url]
For more realistic hand textures, see [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3302328100]Nice Hands Retexture[/url] by Andromeda
[table]
[tr]
[td][url=https://dsc.gg/mlie][img]https://i.imgur.com/zdzzBrc.png[/img][/url][/td]
[td][url=https://github.com/emipa606/ShowMeYourHands][img]https://i.imgur.com/kTkpTOE.png[/img][/url][/td]
[/tr]
[tr]
[td][img]https://i.imgur.com/WjDSfUn.png[/img][/td]
[td][img]https://i.imgur.com/h5VwTNL.png[/img][/td]
[/tr]
[/table]
[img]https://i.imgur.com/Ds0rBAD.png[/img]
Since modding is just a hobby for me I expect no donations to keep modding. If you still want to show your support you can gift me anything from my [url=https://store.steampowered.com/wishlist/id/Mlie]Wishlist[/url] or buy me a cup of tea.
[url=https://ko-fi.com/G2G55DDYD][img]https://i.imgur.com/VWG0yff.png[/img][/url]
[img]https://i.imgur.com/5xwDG6H.png[/img]
[list]
[] See if the the error persists if you just have this mod and its requirements active.
[] If not, try adding your other mods until it happens again.
[] Post your error-log using [url=https://steamcommunity.com/workshop/filedetails/?id=818773962]HugsLib[/url] or the standalone [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2873415404]Uploader[/url] and command Ctrl+F12
[] For best support, please use the Discord-channel for error-reporting.
[] Do not report errors by making a discussion-thread, I get no notification of that.
[] If you have the solution for a problem, please post it to the GitHub repository.
[] Use [url=https://github.com/RimSort/RimSort/releases/latest]RimSort[/url] to sort your mods
[/list]
[url=https://steamcommunity.com/sharedfiles/filedetails/changelog/2475965842][img]https://img.shields.io/github/v/release/emipa606/ShowMeYourHands?label=latest%20version&style=plastic&labelColor=0070cd&color=white[/img][/url]
Prevent your pawn from going bald when wearing a hat.
2 features:
- Show hair under "Upper HeadGear" (like hats)
- Show hair and beards under "Full HeadGear" (like marine armor helmets)
Each one is on by default, but they can individually be turned off.
Allow pawns to paint their clothes on their own.
When they match it's good, when they do it automatically with any mod retexture too? It's better.
[h1]Scenario Amender 1.5[/h1]
[strike]PASSED DOWN THE ARMSTRONG LINE FOR GENERATIONS[/strike]
Prior incarnations:
[list]
[]krafs: https://steamcommunity.com/sharedfiles/filedetails/?id=2012264335 (workshop page removed?)
[]mlie: https://steamcommunity.com/sharedfiles/filedetails/?id=2201715440 (1.1 - 1.3)
[*]AngryHornet: https://steamcommunity.com/sharedfiles/filedetails/?id=2896988266 (1.4)
[/list]
[hr][/hr]
[h2]Please remember to unsubscribe to previous versions to avoid mod conflicts if you are playing RimWorld 1.5.[/h2]
[hr][/hr]
[h2]Original mod description[/h2]
[h3]Edit scenarios midgame[/h3]
[b]NB![/b]
This mod has been reported to have an issue where the Save-button not working. This is either a mod conflict or a recent game update having changed some code. I have not looked into this yet, and can not make any promises that I will in the foreseeable future.
[b]About scenarios[/b]
A scenario is the basis of a new game. You choose starting pawns, some items, maybe disable infestation-incidents, and so on.
At the start of a game, the scenario sets everything according to your choices. Likewise, when you click [i]Save[/i] in the scenario editor in Scenario Amender, it will grab your newly edited scenario settings and apply them to your game. This is complex, and can have unforeseen consequences with mods that do things I have no knowledge about.
[b]DISCLAIMER[/b]
Backup your save before using this! Especially if you're using mods that extend or alter scenario options. I am not responsible for broken games.
[b]Usage[/b]
Load your save, open the [i]Main menu[/i] tab and click [i]Review Scenario[/i].
Click [i]Edit[/i], make your changes, and click [i]Save[/i]. Done.
[b]Notes:[/b]
- Changes to starting pawns do not affect existing pawns, only new ones.
- Changes to starting items, such as silver and equipment, do not work.
- Changes to player faction do not work.
- Adding starting research will not remove finished research - only add to it.
- Safe to add and remove from existing saves.
- Edited scenarios retain their changes even without [i]Scenario Amender[/i] active.
Researchable (RT Mods research tab) magnetic shield to protect colony electronics from EMI and solar flares. The device heats up considerably while engaged, so plan accordingly!
Does not require a new colony to add or remove (might throw a one-time error).
Texture by LastXsile.
Refer to forum thread for additional information.
A new researchable (RT Mods research tab) function for the power switch: when enabled, the switch will automatically turn on when an adjacent powernet is about to run out of power, and turn off once the batteries are all full.
Does not require a new colony to add or remove (might throw a one-time error).
Refer to forum thread for additional information.
Retextured! is a series of retexture mods that aim to bring back old textures from select mods to modern standards. Vanilla friendly guaranteed.👍
This installment deals with retexturing the good old RT Fuse mod.
Researchable (RT Mods research tab) electric fuses to mitigate short circuits. When placed anywhere on a power network, each fuse will safely discharge up to three of network's batteries, mitigating or preventing the explosion.
Does not require a new colony to add or remove (might throw a one-time error).
Refer to forum thread for additional information.
Updated to 1.5
This mod will allow you to build patios, covered walkways, or massive rooms without collapsing the ceiling. These supports do not impede movement, nor provide cover. Don't forget to use the build roof command.
Also, a safe radius will be shown when placing a support column.
Special thanks to Nommy, Igabod, Minus, Shinzy, Vas, Syrchalis, Beschi,and Proxyer.
Adds more hair styles.
Just a simple retexture of Rimsenal - Rimhair, making them higher resolution for a cleaner result and closer to the vanilla style in places.
Mod version: v1.2.0.
Adds refrigerated racks to keep food and other perishables cold. Ideal for use in dining rooms, freeing up labour from feeding prisoners, or keeping food on hand for cooks.
RimFridges that are placed next to Nutrient Paste Dispenser will act as hoppers.
Base RimFridge comes in 1x1, 1x2, and 2x2 versions. A "Wall" version of the 1x1 and 1x2 can be used to divide rooms and separate the kitchen from the dining area, or create hard, impassible aisles of freezers. Wall RimFridges are accessible by pawns from both sides.
Each cell of a RimFridge can store three stacks of items, much like shelves since version 1.4 of RimWorld.
Beer and some other alcohols such as RimCusine 2's Stout, Ale, Grog and Cider gain a "Frosty" moodlet if chilled in a RimFridge and drunk by a colonist, because who doesn't like a cold one after a long day's work? Additional items from other mods can be easily added to the XML files in Defs\ThingDefsBuildings.
A note to modders, this mod no longer destroys Rottables with its own version and all destructive prefixes were removed. All code was moved to a ThingComp which can be attached onto any BuildingStorage that has power to give it Refrigeration capabilities.
Thanks to everyone who's helped translate this mod!
- Dragomano & qeqwrqweqweter - Russian
- 53N4 - Spanish
- duduluu & Schr0d & Jiunejai & failucha - Chinese
- phmalu - Portuguese
- Breakyt & Kiliak - French
- Ɲơɴɑɱɛ & twonky4 - German
- KondenEinenShizainoLaw - Japanese
- silverjoy & Orange_Mushroom - Korean
- drerp - Hungarian
- WebsterBolek - Polish
- Firty & MrCaka - Portuguese / Brazilian
Thanks to everyone who's added/edited code!
- Demonseed Elite - Refactored code for better compatibility and additional features
- towhead - Made the fridges hide the ugliness of food
- kbatbouta – Found a more efficient way to keep track of what food is stored and frozen in fridges.
- SokyranTheDragon – Improved a Harmony patch such that it has less performance cost and is less likely to be incompatible with other mods and game updates.
- MrMatsay – Fixed an issue which could cause InvalidCastException
s to be thrown.
Many thanks go towards the original authors of this mod: Vendan, and then Kiame Vivacity.
The source code for this mod can be found at: https://github.com/Just-Harry/rimworld-rimfridge-now-with-shelves
Towards Even Better Research Management
Original mod by Fluffy, Not Food and Skyarkangel
1.3 update, graph layout algorithm, quality of life update and various fixes by VinaLx.
Templarr, Russian translation
Suh, Junmin: Korean translation
rw-chaos, German translation
53N4, Spanish translation
Qux, French translation
1.4 repackage by NeighMeansNeigh
1.5 update by Maruf61
Replace the stuff that a thing is made from, e.g. replace a wall's materials.
This mod does NOT deconstruct and reconstruct. It preserves the existing building and replaces materials in-place.
Also, blueprints are allowed over rock and fog.
A new button in the Architect/Structure menu to replace any building's materials.
Regular buildings that are ordered to be built on top of a copy are replaced instead of reconstructed.
It doesn't break down the existing building, which means:
Replacing walls doesn't break the room, and keeps freezers cold.
Replacing workbenches doesn't delete bills.
Check Steam page for any updated info.
A small content mod which adds stronger versions of Vanilla doors and autodoors.
Updated: 15.03.2024
Continuation of the original mod by NECEROS: https://steamcommunity.com/sharedfiles/filedetails/?id=1929389479
Adds expensive heavy reinforced walls and embrasures, with triple base hit points over vanilla walls. They also have a significant damage resistance against breach weapons, mining, thump cannons, basic projectiles, and explosions. Unlocked by researching one new industrial level technology, which (by default) has a pre-requisite to Microelectronics and requires a hi-tech research bench.
Several aspects of the mod can be tweaked in the mod settings, powered by XML Extensions (required mod dependency).
Should work with all woody, stony, and metallic materials, even modded if they belong to one of those categories.
Multipliers by damage type:
Bomb 0.75
Thump 0.75
Demolish 0.65
Mining 0.35
Bullet 0.30
ArrowHighVelocity 0.20
Arrow 0.15
Credits
All credit for the idea and used wall artwork goes to the original mod creator, NECEROS.
Makes room sizes more reasonable.
1.3+
Unofficial Update of Machine mod
https://steamcommunity.com/sharedfiles/filedetails/?id=1776143665
All credit goes to author for the work.
Build a variety of thick roofs for protection against drop pods, mortars and tornadoes.
Roof types:
Steel (Requires 50 steel)
Solar (Requires research, 50 steel and 1 component and provides 50 watts power)
Transparent (Requires research, 50 steel and 10 synthread)
Transparent Solar (Requires research of the other roofs, 50 steel, 10 synthread and 1 component and provides 50 watts power)
Other Features:
Added ability to remove overhead mountain (through research)
These roofs are equivalent to overhead mountain but code is handled to prevent infestation spawns
When you select roof zoning you can see the colored draw area of all different roof types:
Orange = Overhead mountain
Yellow = Thin rock roof
Cyan = Constructed roof
Blue = Constructed steel roof
Teal = Constructed solar roof
Pink = Constructed transparent roof
Purple = Constructed transparent solar roof
AreaBuildRoof and AreaRemoveRoof area zones:
Green = Build constructed roof area
Red = Remove constructed roof area
Option Settings to enable/disable auto roof building, power outputs and roof cost adjustment sliders
Compatibility:
I would not install other roof building mods with this one. They would not see each others roofs.
It is compatible with existing save games and if you decide to remove it, I would remove all the mods roofs beforehand.
v1.3 adds performance improvement with solar generating roofs! Includes options to enable/disable roof types.
v1.2 had some save functionality issues, it may be necessary to debug remove solar roofs and re-add them to make them generate power.
This mod uses Harmony for easy detours
https://github.com/pardeike/Harmony/wiki
Mod ID # 1776143665
[img]https://i.imgur.com/buuPQel.png[/img]
Update of Vampiresbanes mod https://steamcommunity.com/sharedfiles/filedetails/?id=2896163437
- Added scrollbar for road-types
- Added back the ISR2Gs
[img]https://i.imgur.com/pufA0kM.png[/img]
[table]
[tr][td][url=https://dsc.gg/mlie][img]https://i.imgur.com/zdzzBrc.png[/img][/url][/td] [td][url=https://github.com/emipa606/RailsAndRoadsOfTheRim][img]https://i.imgur.com/kTkpTOE.png[/img][/url][/td]
[/tr]
[tr]
[td][img]https://i.imgur.com/WjDSfUn.png[/img][/td]
[td][img]https://i.imgur.com/Be8E2qJ.png[/img][/td]
[/tr]
[/table]
[img]https://i.imgur.com/Z4GOv8H.png[/img]
[h1]Rails and Roads of the Rim[/h1]
[b]RRotR - A Rimworld mod allowing rail and road construction on the world map.[/b]
[h1]Introduction[/h1]
This is an continuation and expansion on Loconeko's "[url=https://steamcommunity.com/sharedfiles/filedetails/?id=1613783924]Roads of the Rim[/url]" which was a successor to Jecrell's [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1156492920]RimRoads[/url] from beta Rimworld. This expansion on Roads of the Rim adds buildable rail to the buildable road options. The rail portion of this mod is intended to be used alongside mods such as [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2846959702]SRTS Trains[/url] and/or [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2844194752]Decorative Railway Props[/url].
[h1]Features[/h1]
[list]
[]Create Rail or Road Construction Sites on the world map
[]Send Caravans with skilled colonists, pack animals, and resources to build the rail or the road
[]Enjoy faster movement than the base game on high tier roads, including for all already existing roads (can be switched off in the settings)
[]Part or all of the biome, hills, swamps and season movement difficulty is also cancelled depending on the rail or road
[]Asphalt roads, glitter roads and rail tunnels can be built through impassable terrain
[]Get your allies to help you build
[/list]
[h1]Details[/h1]
[b]Construct[/b]
With RRotR, caravans can create a construction site on the world map, players can then select a type of rail or road, [b][u]left click[/u][/b] from neighbouring tile to neighbouring tile until they reach their desired goal and then right click to build. If you make a mistake, clicking on a planned section of rail or road will remove it and all sections after it. Clicking on the Construction Site or right-clicking anywhere will finalise the construction.
Do note that rail overpasses should not be used to go over more than one tile of road or rail. Due to a limit to the core or mod coding, this does not render properly.
[b]Work[/b]
By using resources and colonists with Construction skill, the current section (or leg) can be built. A progress bar is shown on the world map. Once a leg is finished, the caravan automatically moves on to the next leg.
Note : Rail and road legs must be built in the order they were placed on the world map.
Having all colonists down, resting during night time, or a moving caravan will prevent work. Similarly, some rail and roads require a certain percentage of the workforce to have a certain construction skill. If only a lower percentage is available, work will be reduced. If no colonist in the caravan has the required skill, work will be impossible. Prisoners don't work.
[b]Cancel construction[/b]
A site can be removed by selecting it and clicking on the "Cancel Construction" button. A Caravan does not need to be there to do so. All resources spent so far will be lost.
[b]Building costs modifiers[/b]
Construction costs have two components : base costs that depend on the road and modifiers that depend on the terrain. Rail and roads cost more at higher elevation, starting from 1000m. Hills and swamps also have an effect, which can be checked when clicking on a site.
The total cost can be further reduced from 100% down to 10% in the settings. The original author, Loconeko, believed that anything lower than 100% is probably quite unrealistic, but I believe that 10% is actually realistic if playing with a small settlement or you want to be able to build a lot of roads and rail. To adjust the cost settings be sure to turn off the setting for enabling ISR2G which I've disabled anyways due to the ISR2G causing too many bugs. Adjust to your liking and taste.
[b]Important note[/b]
It is not necessary to bring all resources at once in one caravan. A fraction is enough for a certain amount of work. However, it is necessary to bring each material with you. As an example a tenth of the asphalt road: 360 Stone, 60 Steel, 30 Chemfuel is enough material for a tenth of the work (180 work.)
[b]Upgrade[/b]
When building a road over an existing one that is slower, 30% of the cost of the existing road will be deducted from the cost of the new road, as long as both roads use that same resource (e.g. A dirt road will provide 120 work and 36 wood when upgrading to a Stone road.)
Note: Railroads cannot be upgraded.
[b]Allies help[/b]
Allied factions can help building rail or roads.
[b]Impact on movement[/b]
The roads of RRotR do not only provide a customized movement cost multiplier compared to the base game, they also cancel some or all of the movement cost of the terrain.
Rails only provide a partial movement cost multiplier. This is because SRTS Trains, which provides loadable and usable trains, uses retextured drop pod sprites and so the trains ignore terrain on the world map and their speed is modifiable through SRTS Trains' settings. Because of this, the buildable rails are for mostly aesthetic purposes only. The general movement cost multiplier (60%) used for both railroad track and glitterrail is to reflect the general speed increase a person and/or animal would gain by walking on railroad track instead of normal terrain or a specifically built type of road.
To see required resources for each type of road or rail, see construction menu preview above.
See the Terrain Feature summary above to see what percentage of a specific terrain feature is cancelled, depending on the rail or road type. Note that these effects apply both to generated roads (from the base game) and built rail and roads from RRotR. Lastly, both glitter roads, glitterrail, and railroad can be built over water, but no roads or rail of any kind, sadly, can be built on ice sheet or sea ice. The base game does not allow for this and neither Loconeko nor I ever figured out a solution.
[h1]Giving Feedback[/h1]
Feedback is more than welcome on Steam.
You're welcome to also alter the base xml code that I added for the
[img]https://i.imgur.com/PwoNOj4.png[/img]
[list]
[] See if the the error persists if you just have this mod and its requirements active.
[] If not, try adding your other mods until it happens again.
[] Post your error-log using [url=https://steamcommunity.com/workshop/filedetails/?id=818773962]HugsLib[/url] or the standalone [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2873415404]Uploader[/url] and command Ctrl+F12
[] For best support, please use the Discord-channel for error-reporting.
[] Do not report errors by making a discussion-thread, I get no notification of that.
[] If you have the solution for a problem, please post it to the GitHub repository.
[*] Use [url=https://github.com/RimSort/RimSort/releases/latest]RimSort[/url] to sort your mods
[/list]
[url=https://steamcommunity.com/sharedfiles/filedetails/changelog/3271115410][img]https://img.shields.io/github/v/release/emipa606/RailsAndRoadsOfTheRim?label=latest%20version&style=plastic&color=9f1111&labelColor=black[/img][/url]
A small vanilla friendly mod that adds 9 unique turret variations, ready to defend your colony from merciless raids and attacks.
Original by Marn, updated to 1.1+ by legodude17, rebalanced by Rah.
With QualityBuilder you are able to set a minimum quality you want on a Object you want to build.
Tired of placing, deconstructing and replacing 100 of beds just to get some decent ones? This has an end now! You can set the minimum quality you want to get from you selected objects.
If the finished object does not met your minimum quality requirements, it will get deconstructed and replaced in same position and same stuff
Thanks to
Ludeon Forum User 'g66mocv3' for Spanish and Spanish-Latin translation
Steam User 'Sy1102', Id 76561198366004211 for Chinese traditional translation
Steam User 'WexMan', Id 76561198018947335 for Russian translation
Makes tending medical an emergency priority for your doctor pawns.
"Greatest hauling mod ever" - Chicken Plucker
v1.1.2¼
Colonists will gather stuff in their inventory, then haul it all to a stockpile.
This hauling mod will greatly increase hauling efficiency, because pawns can now carry more than one gun or t-shirt. Those smart and intelligent colonists can use their inventory!
Safe to add to existing games.
Fully compatible with Combat Extended.
- AlexTD, for his direct contributions
- erdelf, Zorba, Whyisthat and Dingo for code and advice (yet again!)
- Chicken Plucker, for the preview image
- Brrainz, for the amazing Harmony library
- mlie, for keeping it warm
- Spanish translation, courtesy of mora145 and 53N4
- Russian translation, courtesy of HanabishiRecca
- Korean translation, courtesy of Defo and Pu Rn Ha Ni
- Chinese translation, courtesy of 烨灬 and shiuanyue
- PortugueseBrazilian translation, courtesy of Bambinoff/Edu
- Italian translation, courtesy of kenciccio
- German translation, courtesy of Prism
- French translation, courtesy of qux
Ludeon: https://ludeon.com/forums/index.php?topic=35832
Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1279012058
GitHub: https://github.com/Mehni/PickUpAndHaul/releases
Not all injuries are equal; pharmacist prescribes the right medicine for the job.
Does not require a new save game
Can safely be enabled in an ongoing save-game, disabling will cause a one-time error message upon loading the save again for the first time. The error message is mostly harmless.
Pharmacist allows you to set the maximum level of medicine that may be used for certain treatments. Doctors will use the best medicine that is available, and that is at most the level of the targets' medical care setting and the pharmacists' advice. Four levels of injuries are distinguished;
- Minor (bruises, non-lethal diseases, small cuts)
- Major (larger cuts, potentially lethal diseases)
- Life-Threathening (extreme bleeding, heart attacks, etc.)
- Operations (all implants, harvesting, etc.)
The Pharmacists' advice for each of these can be set for Colonists, Guests, Prisoners and Animals separately with the 'Pharmacist' button on the main bar.
Doctors out on the rim treat wounds in batches, and use the same medicine for each treatment in a batch. I did not want to confuse them too much, so I've left that behaviour intact. That means that the worst injury determines what medicine is used for the whole batch, and doctors may still use Glitterworld medicine for treating a bruise if they were treating a heart attack at the same time.
As far as I know, the mod should be compatible with everything. Mods that directly alter the available number of medical care options may cause issues, and I think I've seen such a mod at one point, but I've been unable to find it again. If you find any incompatibilities, please let me know!
I'm not quite happy with the UI yet, but for now it's functional. If you have suggestions, I'm always willing to listen.
Some injuries might be diagnosed wrong, and receive medicine that is either not good enough or too good. If the treatment is too good, make sure that it wasn't part of a batch treatment (see above). If the treatment is not good enough, that's a bigger problem, and I'd like to know about what injuries are diagnosed badly.
A simple retexture I made for the Parka outfit, as I hated how plain it looked and I couldn't find any up-to-date vanilla styled retextures.
Adds a customizable general overview tab, allowing you to see any stats on all your colonists or prisoners in a single window. Original by koisama. Updated, expanded and maintained by Mehni.
[img]https://i.imgur.com/iCj5o7O.png[/img]
I get a lot of requests to update mods and some of them have no issues except that they are marked in the mod-list as incompatible with the current Rimworld version.
Instead of me republishing these mods with the only change being that the latest game-version tag is added I made this mod instead.
This mod adds the required tag to mods that have been reported working with the current version of the game.
Can be put anywhere in the mod-list as it just modifies the mod-list loader.
If you know of a mod that should be added here, leave a link to it and Ill add it.
[h2][url=https://github.com/emipa606/NoVersionWarning/blob/main/MODS.md]Currently supported mods[/url][/h2]
[table]
[tr]
[td][url=https://dsc.gg/mlie][img]https://i.imgur.com/zdzzBrc.png[/img][/url][/td]
[td][url=https://github.com/emipa606/NoVersionWarning][img]https://i.imgur.com/kTkpTOE.png[/img][/url][/td]
[/tr]
[tr]
[td][img]https://i.imgur.com/WjDSfUn.png[/img][/td]
[td][img]https://i.imgur.com/h5VwTNL.png[/img][/td]
[/tr]
[/table]
[img]https://i.imgur.com/Ds0rBAD.png[/img]
Since modding is just a hobby for me I expect no donations to keep modding. If you still want to show your support you can gift me anything from my [url=https://store.steampowered.com/wishlist/id/Mlie]Wishlist[/url] or buy me a cup of tea.
[url=https://ko-fi.com/G2G55DDYD][img]https://i.imgur.com/VWG0yff.png[/img][/url]
[img]https://i.imgur.com/5xwDG6H.png[/img]
[list]
[] See if the the error persists if you just have this mod and its requirements active.
[] If not, try adding your other mods until it happens again.
[] Post your error-log using [url=https://steamcommunity.com/workshop/filedetails/?id=818773962]HugsLib[/url] or the standalone [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2873415404]Uploader[/url] and command Ctrl+F12
[] For best support, please use the Discord-channel for error-reporting.
[] Do not report errors by making a discussion-thread, I get no notification of that.
[] If you have the solution for a problem, please post it to the GitHub repository.
[*] Use [url=https://github.com/RimSort/RimSort/releases/latest]RimSort[/url] to sort your mods
[/list]
[url=https://steamcommunity.com/sharedfiles/filedetails/changelog/2599504692][img]https://img.shields.io/github/v/release/emipa606/NoVersionWarning?label=latest%20version&style=plastic&labelColor=0070cd&color=white[/img][/url]
Your turret shooting does not require the consumption of bullets, so you will not rearm the turret.
炮塔射击不会消耗子弹,即不用装载子弹了。
This mod creates a new option in the "Architect" menu, called "Planning", with more options for planning.
Features:
- 10 customizable planning designations;
- Show/hide planning designations;
- Control planning opacity;
- Cut/copy/paste planning designations;
- An option for control if planning designations should be removed when something is built or deconstructed on top of it.
- Holding shift you can override others planning designations.
Contributors:
- 53N4 - Spanish translation
- Dango998 - Chinese Simplified translation
- alextd - Option to reverse shift key usage
Inspired by the mod Realistic Darkness, this mod varies the level of darkness each night. Around the 8th and 9th, the night's darkness will resemble vanilla darkness. But on the 1st, the darkness will resemble what users of Realistic Darkness may be familiar with. And on the days in between, it gradually shifts between the two, night by night.
The mod will check other mods for various errors and show them on startup with mod names. The following errors can be caught:
- Old assemblies that aren't compiled against the newest game version and contain missing fields or methods references.
- Various XML errors like missing thing class, worker class, comp classes, or sound files.
Useful if you have mods updated to 1.4 but still have old assemblies not working properly or have some misconfigured XML code.
You can use the log output to file bug reports to mod authors but check if you have the mods updated to latest versions.
Are your best weapons always in an awful condition, with no way to repair them?
Do you have multiple less quality weapons of the same kind just laying around, doing nothing for you?
Rejoice, now you can use spare parts from your low quality weapons of the same kind to repair your legendaries!
--- Needed machining table and skills not included ---
Language: English, German, Chinese
Thanks to duduluu and Biscuit now with a translation for Chinese (both)
OriginalAuthor:RShingeton
Based on Julia Ellie's VeinMiner MOD:
Click on a visible ore and you will mine the whole vein.
Strip mining tool to mine a grid.
Mine brush tool (use q and e to modify brush sizing).
Simple milk retexture.
Adds a comprehensive medical overview tab, showing your colonists' health at a
glance.
Does not require a new save game
Can safely be enabled/disabled in ongoing saves.
Shows vital medical statistics for Colonists, Animals, Prisoners, Visitors and Hostiles*.
Medical care designation, including mass and default assignments
Overview of bleeding rates, pain and infection/disease/immunity progress
See efficiency on all capabilities
Schedule new operations and see planned operations
Sort by everything
*: The hostile tab will by default only show downed hostiles, as I consider showing all
hostiles cheating. There's a toggle in the mod options to show all hostiles instead.
Version: 2.8.4
Allows to randomize your starting maps and geyser locations until you find something you like.
Every reroll has a cost- in the form of unmined resources from your map.
Start a new game, or settle a new map. In the top right corner of the screen you will find a button with red dice. Click that.
Use "Reroll Map" to pick a new map from a list of previews, or "Reroll Geysers" to get random new geyser positions on the current map.
Each page of previews and geyser reroll operation will cost you an amount of unmined resources from the map- both the cost and the amount of remaining resources are displayed in the window.
The resource cost is optional, and can be disabled in the Options > Mod Settings menu.
Adds a map preview to the world map.
Continued from https://steamcommunity.com/sharedfiles/filedetails/?id=1796223954
Github link is https://github.com/dougbenham/Rimworld-MapEditTools
Adds new tools that make editing the map easier.
To use, just open Architect -> MapTools
Tools:
Add/remove any roof type
Change terrain to any type
Instantly smooth floor/walls
More options for customizing maps! Use from mod settings under Options > Mod Settings > Map Designer.
Mountains:
- make flat or solid maps
- hill size, shape, and positioning
- hill shape
- disable caves
Terrain:
- fertility
- water
- stone types per map
Things - increase or decrease amount of:
- plants
- animals
- ruins
- steam geysers
- ore
- disable rock chunks
- anima trees (if Royalty is active)
- ideology map junk (if Ideology is active)
- Biotech map stuff (pollution, polux trees, ancient mechs)
- Medieval Overhaul map stuff
Rivers:
- size
- style: vanilla, forked, confluence, oxbow, or spring
- add river banks of sand, rich soil, or other terrain around rivers
- pick river location and direction
Beaches:
- pick coast direction
- custom beach terrain
Map Features: optional special features you can add to your home map.
- perfectly round islands: your map will generate as one or more perfectly round islands, surrounded by shallow water. Raids and trade caravans will still path in normally from the sides.
- natural lakes: adds a configurable lake to your map.
Compatibility:
Map Reroll - Compatible. You can change settings between rerolling!
Map Preview - Compatible. You can access Map Designer settings from the preview, and the preview will update as you make changes! (Thanks to m00nl1ght for the integration)
Compatible with most modded biomes.
Biomes! Islands-- Islands should generate normally, terrain will not be changed. Plant and animal density adjustments will work.
Coastlines-- compatible
Real Ruins-- compatible
Grand Rivers reborn-- overridden by this mod
Japanese translation by Proxyer
Russian by TbMA and m0nka
Github: https://github.com/Zylleon/MapDesigner/releases/latest
Discord: https://discord.gg/4EFv76C
ko-fi: https://ko-fi.com/zylleon
This mod allows you to produce reinforced barrel by yourself. Although it's expensive, you don't have to be controlled by others.
[img]https://i.imgur.com/iCj5o7O.png[/img]
When making a trade-deal with a caravan, they will now try to place your bought items in storages instead of just dropping it on the ground.
If there are no available storage space that they can reach the items will be left on the ground as normal.
Also, if the caravan is currently leaving the map, items will be left on the ground.
Guests will also try to leave any gifts in storage if possible. This includes guests from [url=https://steamcommunity.com/sharedfiles/filedetails/?id=753498552]Hospitality[/url] as well.
Idea by: ʟᴇɢɪᴏɴ
[table]
[tr]
[td][url=https://dsc.gg/mlie][img]https://i.imgur.com/zdzzBrc.png[/img][/url][/td]
[td][url=https://github.com/emipa606/JustPutItOverThere][img]https://i.imgur.com/kTkpTOE.png[/img][/url][/td]
[/tr]
[tr]
[td][img]https://i.imgur.com/WjDSfUn.png[/img][/td]
[td][img]https://i.imgur.com/h5VwTNL.png[/img][/td]
[/tr]
[/table]
[img]https://i.imgur.com/Ds0rBAD.png[/img]
Since modding is just a hobby for me I expect no donations to keep modding. If you still want to show your support you can gift me anything from my [url=https://store.steampowered.com/wishlist/id/Mlie]Wishlist[/url] or buy me a cup of tea.
[url=https://ko-fi.com/G2G55DDYD][img]https://i.imgur.com/VWG0yff.png[/img][/url]
[img]https://i.imgur.com/5xwDG6H.png[/img]
[list]
[] See if the the error persists if you just have this mod and its requirements active.
[] If not, try adding your other mods until it happens again.
[] Post your error-log using [url=https://steamcommunity.com/workshop/filedetails/?id=818773962]HugsLib[/url] or the standalone [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2873415404]Uploader[/url] and command Ctrl+F12
[] For best support, please use the Discord-channel for error-reporting.
[] Do not report errors by making a discussion-thread, I get no notification of that.
[] If you have the solution for a problem, please post it to the GitHub repository.
[*] Use [url=https://github.com/RimSort/RimSort/releases/latest]RimSort[/url] to sort your mods
[/list]
[url=https://steamcommunity.com/sharedfiles/filedetails/changelog/2856471776][img]https://img.shields.io/github/v/release/emipa606/JustPutItOverThere?label=latest%20version&style=plastic&labelColor=0070cd&color=white[/img][/url]
Do you hate when raiders easily break into your rooms via coolers? This mod is for you! With this mod coolers and vents can be built on top of the walls. So after a cooler destruction the wall remain still.
[Installation] Compatible with existing saves. Just place additional walls in coolers and vents positions to stop the air get through.
[Uninstallation] All coolers and vents placed on top of the walls will be disassembled into components.
Mod Version: 3.1
Shows bubbles when pawns perform a social interaction with the text that would normally only be found in the log.
[img]https://i.imgur.com/buuPQel.png[/img]
Update of Vaniats mod
https://steamcommunity.com/sharedfiles/filedetails/?id=1414697588
[img]https://i.imgur.com/pufA0kM.png[/img]
[table]
[tr]
[td][url=https://dsc.gg/mlie][img]https://i.imgur.com/zdzzBrc.png[/img][/url][/td]
[td][url=https://github.com/emipa606/IncidentPersonStat][img]https://i.imgur.com/kTkpTOE.png[/img][/url][/td]
[/tr]
[tr]
[td][img]https://i.imgur.com/WjDSfUn.png[/img][/td]
[td][img]https://i.imgur.com/h5VwTNL.png[/img][/td]
[/tr]
[/table]
[img]https://i.imgur.com/Z4GOv8H.png[/img]
Add more details of person's stats on the following incidents window:
wanderer join
chased refugee
incapacitated refugee quest
prisoner rescue quest
[h1]Languages:[/h1]
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=1546729164]Spanish of Latin America by CANALETA[/url]
[h1]Credits:[/h1]
Kiame Vivacity for the original code.
RicoFox233 for preview tex.
If you like my mods and want to support me, you could buy me a coffee.
[url=http://ko-fi.com/vaniat]Buy me a coffee[/url]
[img]https://i.imgur.com/PwoNOj4.png[/img]
[list]
[] See if the the error persists if you just have this mod and its requirements active.
[] If not, try adding your other mods until it happens again.
[] Post your error-log using [url=https://steamcommunity.com/workshop/filedetails/?id=818773962]HugsLib[/url] or the standalone [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2873415404]Uploader[/url] and command Ctrl+F12
[] For best support, please use the Discord-channel for error-reporting.
[] Do not report errors by making a discussion-thread, I get no notification of that.
[] If you have the solution for a problem, please post it to the GitHub repository.
[*] Use [url=https://github.com/RimSort/RimSort/releases/latest]RimSort[/url] to sort your mods
[/list]
[url=https://steamcommunity.com/sharedfiles/filedetails/changelog/2896052868][img]https://img.shields.io/github/v/release/emipa606/IncidentPersonStat?label=latest%20version&style=plastic&color=9f1111&labelColor=black[/img][/url]
Allows you to recruit visitors. At a price, of course.
You can also improve your relationship with visiting factions and sell items to visiting guests. Guests will buy and use things inside of their allowed area.
Errors and bugs: If you get errors, most likely Hospitality is clashing with another mod you're using.
So to help me fix bugs, please describe clearly what happened. I also need a log. You create it by pressing Ctrl-F12 after you get an error or the problem first occurs. You'll get a link that you can post with your description.
Hospitality should be loaded as late as possible in the load order.
Adds a vending machine, and a fridge vending machine if rimfridge or simple fridge is installed.
Guests can buy items here, and you can roughly set a pricing strategy.
It fills the gap between the hospitality shopping area and the hospitality storefront.
A vending machine requires a small bit of electricity. It requires you to research Complex Furniture.
Adds an overlay toggle button to show a temperature based colour gradient over indoor areas: green for the human comfort zone, getting bluer and redder for colder and hotter rooms respectively.
ユーティリティスロットに装備が可能な周囲を照らす軽量の携帯型ランタンをゲームに追加します。
採掘作業や屋根の下のキルゾーンの修理の時にトーチランプ用の木材8kgを携帯しないで済みます。
ランタンは最大で24時間明かりが継続、地面に置いても照明として利用可能、給油することで再使用可です。
ただし、狩りの際に獣に見つかりやすくなる点がこのランタンの欠点です。
更にクエスト報酬トレジャーとして燃料不要、病気と老化障害を予防する永遠ランタンを追加します。
当MODの再配布を禁じます。
Add to the game a lightweight handy lantern that illuminates the surroundings that can be equipped in the utility slot.
You don't have to carry 8kg of wood for torch lamps when mining or repairing the kill zone under the roof.
The lantern can be lit for up to 24 hours, can be used as lighting even when placed on the ground, and can be reused by refueling.
However, the drawback of this lantern is that it makes it easier for the beast to find you when hunting.
In addition, as a quest reward treasure, we will add an eternal lantern that does not require fuel and prevents common disease and decline with aging.
Caution
Redistribution of this MOD data is prohibited.
This mod introduces glass into the game and all the wonders that go with it including: walls of varring strengths, ceiling lamps of varring colors, wall lamps, and even outdoor lamps. To get started, find the new research tab in the research screen.
[img]https://i.imgur.com/buuPQel.png[/img]
Update of LingLuos mod
https://steamcommunity.com/sharedfiles/filedetails/?id=1973531614
[img]https://i.imgur.com/pufA0kM.png[/img]
[table]
[tr]
[td][url=https://dsc.gg/mlie][img]https://i.imgur.com/zdzzBrc.png[/img][/url][/td]
[td][url=https://github.com/emipa606/GiveUpYourBuilding][img]https://i.imgur.com/kTkpTOE.png[/img][/url][/td]
[/tr]
[tr]
[td][img]https://i.imgur.com/WjDSfUn.png[/img][/td]
[td][img]https://i.imgur.com/h5VwTNL.png[/img][/td]
[/tr]
[/table]
[img]https://i.imgur.com/Z4GOv8H.png[/img]
Give up your buildings so that enemies won't attack them.
The function of this mod is the same as "Not Mine- Unclaim Structures", but he makes these buildings belong to insect, and I make these buildings not belong to anyone, which will be different in the face of insect
languages:
Simplified Chinese;
English.
[img]https://i.imgur.com/PwoNOj4.png[/img]
[list]
[] See if the the error persists if you just have this mod and its requirements active.
[] If not, try adding your other mods until it happens again.
[] Post your error-log using [url=https://steamcommunity.com/workshop/filedetails/?id=818773962]HugsLib[/url] or the standalone [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2873415404]Uploader[/url] and command Ctrl+F12
[] For best support, please use the Discord-channel for error-reporting.
[] Do not report errors by making a discussion-thread, I get no notification of that.
[] If you have the solution for a problem, please post it to the GitHub repository.
[*] Use [url=https://github.com/RimSort/RimSort/releases/latest]RimSort[/url] to sort your mods
[/list]
[url=https://steamcommunity.com/sharedfiles/filedetails/changelog/2564783983][img]https://img.shields.io/github/v/release/emipa606/GiveUpYourBuilding?label=latest%20version&style=plastic&color=9f1111&labelColor=black[/img][/url]
Hopefully the power grid doesn't blow.
Ver1.5からはダウンから回復した時に落とした武器の再装備をするようになりましたが、倒れている間に武器のことを忘れてしまうケースが多発しプレイヤーの期待する動きができていません。
このmodは入植者と奴隷が落とした武器を忘れないようにすることでより確実に再装備を試みるように変更し、更に再装備ジョブの優先度も上げます。
Starting with Rimworld Ver1.5, players will now be able to re-equip dropped weapons when they recover from being knocked down, but there are many cases where players forget about their weapons while they are knocked down, and the movement is not working as expected. not.
This mod makes Colonist and Slave more reliably attempt to re-equip by not forgetting dropped weapons, and also increases the priority of re-equipping jobs.
Caution
Redistribution of this MOD data is prohibited.
Also know as:
- Don't melt my GPU
- Don't eat my battery
Disables VSync and allows you to control the max FPS
[img]https://i.imgur.com/buuPQel.png[/img]
Update of Dyrewulfes mod
https://github.com/Dyrewulfe/RW-FoodPoisoningStackFix
[img]https://i.imgur.com/pufA0kM.png[/img]
[table]
[tr]
[td][url=https://dsc.gg/mlie][img]https://i.imgur.com/zdzzBrc.png[/img][/url][/td]
[td][url=https://github.com/emipa606/FoodPoisoningStackFix][img]https://i.imgur.com/kTkpTOE.png[/img][/url][/td]
[/tr]
[tr]
[td][img]https://i.imgur.com/WjDSfUn.png[/img][/td]
[td][img]https://i.imgur.com/h5VwTNL.png[/img][/td]
[/tr]
[/table]
[img]https://i.imgur.com/Z4GOv8H.png[/img]
[h1]Food poisoned meals no longer taint whole stacks[/h1]
This changes the mechanism that handles food poisoned meals and how they stack. Normally, if one food poisoned meal gets put onto a stack of 9, each of the 10 total meals will have a 10% chance of causing food poisoning. I felt that was silly, and reworked it so that the number of poisoned meals in a stack is tracked, and when meals are picked up, there is a proper chance of picking up the tainted one(s).
This will make food poisoning cases feel more consistent with your cook’s skill and kitchen’s cleanliness.
Credits:
Dyrewulfe
[img]https://i.imgur.com/PwoNOj4.png[/img]
[list]
[] See if the the error persists if you just have this mod and its requirements active.
[] If not, try adding your other mods until it happens again.
[] Post your error-log using [url=https://steamcommunity.com/workshop/filedetails/?id=818773962]HugsLib[/url] or the standalone [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2873415404]Uploader[/url] and command Ctrl+F12
[] For best support, please use the Discord-channel for error-reporting.
[] Do not report errors by making a discussion-thread, I get no notification of that.
[] If you have the solution for a problem, please post it to the GitHub repository.
[*] Use [url=https://github.com/RimSort/RimSort/releases/latest]RimSort[/url] to sort your mods
[/list]
[url=https://steamcommunity.com/sharedfiles/filedetails/changelog/2843483188][img]https://img.shields.io/github/v/release/emipa606/FoodPoisoningStackFix?label=latest%20version&style=plastic&color=9f1111&labelColor=black[/img][/url]
Allows customization of the cycle duration, required nutrition, biotuning duration, and power consumption of the biosculpting pod.
Displays both fahrenheit and celsius in the temperature display.
"Faction Control" provides you with a number of configuration options that you can use to tailor which and how many faction groups and faction bases show up on your map. Simply visit "Mod Settings" from the game's "Options" menu.
You can define the total number of faction groups which should appear on your world map (anywhere from 0 to 30), as well as individually adjust the minimum number of groups from each faction which should be present, even removing some factions entirely if you prefer. So you could, for example, play on a planet without any tribal groups, or without any outlanders, or on a planet with no pirates, or perhaps on a planet on which the only faction groups are pirate bands.
The mod also gives you the same level of control over individual factions added by mods (up to 42 total) that it provides for vanilla factions. So, for example, if you're playing with a mod that adds several related factions, only some of which you actually want to have present on your world, well, you'll be able to tailor the planet accordingly. (This also gives you the ability to pick and choose which modded factions you want to use in any particular game without having to disable or uninstall the mods that add them.)
As you increase the total number of faction groups on your world, the number of groups which are hostile to you will scale upward, as well. So unlike most mods which increase faction counts, this one won't allow you to create a world with 30 faction groups of which only three are hostile.
You can also adjust your world map's faction base density, so you can create planets on which each faction group has only a few bases, or heavily populated planets with settlements everywhere.
The mod also gives you the option to organize bases geographically, with each faction group's bases in close proximity to each other, so that the planet looks like it's populated by actual nations, rather than just having bases scattered all over the map randomly.
- Rainbeau Flambe (dburgdorf) (original)
- Kiame Vivacity (previous versions 1.0 to 1.3)
Compatibility:
Credits:
The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)
[b]Designer225[/b] for improving map generation and allowing this mod's settings to apply to new settlements after world generation.
Translators:
Proxyer - Japanese
53N4 - Spanish
WexMan & kr33man - Russian
RunningMelos - Chinese
Erazil & Qux - French
Danimineiro - German
Offers alternative textures for the bionic and Archotech eyes
Adds the ability to craft tons of prosthesis and artificial organs in various forms and shapes. Version 4.4.6.
New option settings available if XML Extension mod is active, available on Steam workshop at:
https://steamcommunity.com/sharedfiles/filedetails/?id=2574315206
It comes built in options for Remove workbenches, Allow direct crafting, Direct crafting only and Legacy mode, so you no longer require the add-on modules if you have this active and simply use the mods settings to apply them.
Features:
* Two prosthetic workbench: Bionic workbench and Synthetic nano printer.
* The workbenches can link up with each other and the Fabrication workbench to improve production speed.
* Patches for Cyber Fauna and Vanilla Furniture Expanded - Production to allow additional link ups.
* Two new orbital ship traders: Prosthesis and Textile trader.
* Ability to additionally harvest Stomach, Eye, Nose, Ear and Jaw body parts. Plays well with QEE.
* Can mince natural body parts for human meat.
* Can heal scars and numerious chronic health conditions. Additional patch to work with Scar Removal Plus mod.
* Some prosthesis can be further upgraded.
* Body purist friendly augmentations in the form of Organic Optimizers and Instinct Optimizers.
* Ability to scrap unwanted prosthesis for materials.
* Different add-on modules to further customize the mod:
- Royalty DLC expansion, adds new implants and bionics based off the new Royalty DLC content.
- Alien expansion + patcher, helps expand upon bionic content and certain issues with certain alien race mods.
* The following add-on modules are built-in with using the XML Extension mod, but if you do not use that, then they are:
- Remove workbenches, adds crafting to vanilla workbenches, but disable building new EPOE workbenches.
- Allow direct crafting, enables higher tier recipes to be made in one go at the same total costs.
- Direct crafting only, enables higher tier recipes to be made in one go at the same total costs, and removes upgrading methods.
- Legacy mode, reverts crafting costs and methods to version 3.3.13 of the mod.
Has unique compatibility with [FSF] Advanced Bionics Expansion on game version 1.5. When running both mods at the same time, you agree to:
* EPOE-Forked and ABE are not liable to any errors generated with other mod interactions due to running both mods.
* EPOE-Forked and ABE are not liable to texture inconsistencies due to running both mods.
* EPOE-Forked and ABE will not attempt re-balancing stats to each other when both mods are active. Requests for this situation will be ignored by both parties.
Compared with original EPOE, this mod will see continued development and rebalancing, active bug fixes, and strives to follow vanilla's standard.
Adds new prosthesis and three new improvement type research for the Royalty DLC.
- Advanced drill arm (Removed movement speed penalty)
- Advanced field hand (Removed movement speed penalty)
- Bionic hand talon (Improved damage and melee accuracy)
- Advanced hand talon (Further improved damage and melee accuracy)
- Bionic elbow blade (Improved damage)
- Advanced elbow blade (Further improved damage)
- Bionic knee spike (Bionic leg version, with less movement speed bonus)
- Advanced knee spike (Improved damage, normal bionic leg movement speed)
- Detoxifier Enhancer (Toxic sensitivity reduction implant)
- Synthetic detoxifier liver (Toxic sensitivity reduction organ replacement)
- Synthetic immunoenhanced kidney (Immunity gain speed organ replacement)
- Circadian refresher (Rest rate increase)
The compact weaponry implants becomes artificial body parts in their upgrades.
Power arm receives an improvement to keep up with what it can bring to the table, by literally making one faster! A slight change in their description can be noted.
Power arm: new +20% construction speed
Advanced power arm: new +35% construction speed
Requires Royalty DLC and load this after EPOE-Forked.
Customize your colonists, choose your gear and prepare carefully for your crash landing!
If you get a set of starting colonists that you like, save them as a preset so that you can start your game the same way next time.
[Version 1.5.12]
Simple window for allowing sunlight to pass through constructed roofs. Powered by Harmony
Patches the skylights in Dubs Skylights mod to use the Glass from NanoCE's Glass+Lights mod, nedops's "Just Glass" mod, or any other mod that adds an object with the defName "Glass". It will also patch the additional skylight sizes added by BJR1984's "Dubs Skylights Addon" mod.
Dubs Skylights - https://steamcommunity.com/sharedfiles/filedetails/?id=833899765
Dubs Skylights Addon - https://steamcommunity.com/sharedfiles/filedetails/?id=2016959026
Glass+Lights - https://steamcommunity.com/sharedfiles/filedetails/?id=826153738
Just Glass - https://steamcommunity.com/sharedfiles/filedetails/?id=2045368641
Also removes the "Glass Pane" recipe and item from the Dubs Skylights mod
Requires Dubs Skylights. Will not modify anything unless there is an item with the defName "Glass".
Not compatible with my other mod, "Dubs Skylights TMaterials - Glass Patch". Please choose either this mod or that mod, depending on whether you want to use the glass from "Glass+Lights"/"Just Glass", or the glass from "TMaterials - Glass".
Change Log:
Version 0.1.1.0 - Updated for RimWorld version 1.1. Thanks to BJR1984 for help with 1.1 updates.
Version 0.1.2.0 - Updated for RimWorld version 1.2. Adjusted number of panes of glass required for the skylights to match the changes Dub made in the main mod. Added support for nedops's "Just Glass" mod, or any other mod that adds an object with the defName "Glass"
Version 0.1.3.0 - Updated for RimWorld version 1.3.
Version 0.1.3.1 - Updated patch to remove bulk glass recipe added in Dubs Skylights Mod
Version 0.1.4.0 - Updated for RimWorld version 1.4. Modified patching code so it also patches the additional skylight sizes added by BJR1984's "Dubs Skylights Addon" mod.
Version 0.1.5.0 - Updated for RimWorld version 1.5. Updated mod description to reflect spoden changing his steam handle to nedops.
Version 0.1.5.1 - Merged pull request from Rogue to fix error with Biomes Caverns mod
Adds a minimap, with some options, doesn't hurt fps much, ping tool for multiplayer
Adds new surgeries to Rimworld.
-
Ear and Nose.
-
Bad back, Frail, Cataract, Hearing loss, Dementia, Alzheimers, Asthma, Cirrhosis and Heart artery blockage.
-
Bliss Lobotomy.
-
Burn, Chemical Burn, Crush, Crack, Cut, Surgical cut, Scratch, Bite, Stab, Gunshot, Shredded, Bruise, Frostbite.
-
Digested, EnergyBolt, Psychic Burn, Psychic Burn (Skin), Psychic Burn (Solid).
Note: For Digested injuries, the usual treatment is given priority, so click directly on the patient and select the surgury from the click menu.
-
Muscle Parasite, Gut Worms
-
Finger, Toe, Mandible, Pelvis, Clavicles, Sternum, Ribcage, Radius, Humerus, Femur, Tibia and Spine.
-
infection, Flu, Plague, Malaria, Sleeping sickness, Chemical damage, Severe chemical damage, Lung rot
-
Animal Flu, Animal Plague
-
Animal Hearing loss, Animal Blindness
Note:
Parts of the lost body (Destroyed/Cut off/Crushed etc.), arms, legs, hands, and feet can not be formed with this mod. Please use "healer mech serum" to regenerate their organic flesh.
The more the surgery difficulty increase, the more the Quality/Cleanliness of the hospital bed/room and the Medical skill value will impact chances of success.
To treat animals, not only medical skills but also animal skills are necessary. The skill level required depends on the degree of difficulty of surgery.
You can choose to quickly treat those injuries instead of waiting for them to slowly heal (and maybe cause infections), but it will cost you more medical resources.
Subject of surgery:
Burn, Crush, Crack, Cut, Surgical cut, Scratch, Bite, Stab, Gunshot, Shredded, Bruise and Frostbite.
Work Amount : 2,000.
Medicine Requires : 2 units of medicine (herbal medicine can be used).
Skill Requires : level 5 or higher in Medical.
Subject of surgery:
Mandible, Finger, Toe, Clavicles, Ear, Nose and Hearing loss, Flu, Chemical damage, Animal Flu, Animal HearingLoss, Animal Blindness, Lung rot.
Work Amount : 3,000.
Medicine Requires : 2 units of medicine (herbal medicine cannot be used).
Skill Requires : level 8 or higher in Medical. Need with level 3 or higher in Animal skills to treat animals.
Resource Stuff Requires :
Mandible and clavicles surgeries requires 10 Plasteel.
Cure flu and Cure chemical damage requires 5 units of medicine (herbal medicine can be used)
Cure animal blindness and Cure animal hearing loss requires 3 glitterworld medicine.
Repair body parts requires 10 units of medicine.
=== IMPORTANT ===
On failure there is 10% chance to kill the patient.
You can try to heal Muscle Parasites and Gut Worms in one operation (instead of waiting for the 5 treatments in Vanilla) but it will cost you 5 units of medicine in one time. Also be aware of the risk of lethal failures (if the operation fail then there is a 10% chance of killing the patient)
Subject of surgery:
Asthma, Heart artery blockage, Cataract, Ribcage, Sternum, Radius, Humerus, Femur, Tibia, Muscle Parasites and Gut Worms, infection, Plague, Severe chemical damage, Animal Plague, Malaria.
Work Amount : 4,500.
Medicine Requires : 3 units of medicine (herbal medicine cannot be used).
Skill Requires : level 10 or higher in Medical. Need with level 4 or higher in Animal skills to treat animals.
Resource Stuff Requires :
Sternum repair also requires 24 Plasteel.
Ribcage repair also requires 8 Plasteel.
Muscle Parasites and Gut Worms treatment requires 5 units of medicine.
Cure wound infection requires 5 units of Penoxycyline.
Cure plague and Cure malaria requires 5 Penoxycyline and 2 glitterworld medicine.
Cure severe chemical damage requires 5 glitterworld medicine.
=== IMPORTANT ===
On failure there is 20% chance to kill the patient.
Also be aware of the risk of lethal failures (if the operation fail then there is a 20% chance of killing the patient). Colonist who succeed in this difficulty surgery are called honorary doctors or legendary healers (tribes).
Subject of surgery:
Spine, Pelvis, Dementia, Alzheimers, Bad Back, Frail, Cirrhosis, Sleeping sickness.
Work Amount : 6,000.
Medicine Requires : 3 units of medicine (herbal medicine cannot be used).
Skill Requires : level 15 or higher in Medical.
Resource Stuff Requires :
Spine and Pelvis repair also requires 80 Plasteel.
Cure Dementia and Cure Alzheimers also requires 3 glitterworld medicine.
Cure/repair Bad Back requires also requires 80 Plasteel and 3 medicine.
Cure Frail requires also requires 120 Plasteel and 3 medicine.
Cure Cirrhosis requires also requires 3 glitterworld medicine.
Cure sleeping sickness requires 5 Penoxycyline and 3 glitterworld medicine.
Since this Mod only adds a surgical recipe, it can be introduced into saved data in the middle of the game without any problem.
Shamelessly updated through B19 and 1.5 without permission by Proxyer, A14 to A18 update by KapTaiN_KaVerN, Originally by DarknessEyes.
Update for 1.1-1.5 : Proxyer
- RU : by Man232 and Desert Rain
- ZH : by tlerbao
- FR : By Jozay
- DE : By Erdnussbrot
- JP : By Proxyer
- KR : By Doctor
Adds a powerful ultra-tech cryogenic power generator on any ground.
Simple crib retexture but an actual retexture.
With this mod you will be able to not only view your entire power grid (like the blue lines that show up only when using the "Place Conduit" tool) but also designate mass amounts of conduits to be deconstructed in a single sweep.
Introducing the ultimate in construction power for your home or fortress! This incredible package brings exceptionally strong walls, doors, and embrasures to your building arsenal.
But wait, there’s more! Just one simple research unlocks the ability to craft these mighty materials in your Electric Smelter. Our concrete walls are five times stronger than traditional stone walls, offering unparalleled protection.
And that’s not all! This package is fully compatible with Vanilla Furniture Expanded Armored Walls. Plus, we've added Armored Embrasures that resist explosions and breacher attacks just as effectively as VFE Armored Walls.
Don’t miss out on this amazing offer! Strengthen your defenses with these top-of-the-line building materialstoday!
Alters the health tab hediff listing to be slightly less ugly and slightly more customisable.
- Customisability
- Body part replacement names (ex: peg legs, archotech eyes, Pawnmorpher morphs) get folded into the body part's name
- Multiple icons for various severities of bleeding and tending quality
- Merging hediffs by type rather than by label, treated and untreated hediffs share same entry
- One icon per wound instead of vanilla's averaged single icon
- Sorting hediffs for body part by severity
- Per-body part health bars
- Severity/Immunity progress bars
More to come ...?
Alternative colors to help colorblind people.
[img]https://i.imgur.com/buuPQel.png[/img]
Update of Killfaces mod
https://steamcommunity.com/sharedfiles/filedetails/?id=729908976
[img]https://i.imgur.com/pufA0kM.png[/img]
[table]
[tr]
[td][url=https://dsc.gg/mlie][img]https://i.imgur.com/zdzzBrc.png[/img][/url][/td]
[td][url=https://github.com/emipa606/ColonistBarKF][img]https://i.imgur.com/kTkpTOE.png[/img][/url][/td]
[/tr]
[tr]
[td][img]https://i.imgur.com/WjDSfUn.png[/img][/td]
[td][img]https://i.imgur.com/h5VwTNL.png[/img][/td]
[/tr]
[/table]
[img]https://i.imgur.com/Z4GOv8H.png[/img]
[b]Development stopped.[/b]
[i]I've ceased all my modding activities, due to lack of free time and new found hobbies.
Please enjoy this mod while it's still working with RW 1.0, but don't expect any updates or fixes.[/i]
More options for the Colonist Bar.
- Allows custom sorting as well as custom scaling.
- All options available with Right Mouse Button click on any icon.
- FollowMe™ functionality via Middle Mouse Button click.
Includes icon stats based on 'Pawn State Icons™' by Dan Sadler
Includes 'FollowMe™' functionality by Fluffy with updated code by alexschrod
Includes 'ZoomToMouse™' functionality by Fluffy
To access the new options menu + sorting, right mouse click on any colonist icon.
[h1]Mood bar explaination[/h1]
The mood bar is calculated for each colonist individually. Each time you have a minor break risk, the first blue bar is depleted, then you have a full yellow bar that will become a major break risk if depleted. So each break risk color is just a tiny bit of the vanilla mood.
[h1]Supported languages[/h1]
Chinese (simplified and traditional) – thx to duduluu
English
French – thx to Gorgious
German
Russian – thx to skyarkhangel (taken from HardCore SK)
Spanish – thx to Ninnetyer
[b]Don't forget to rate this mod if you like it.[/b]
[h1]License[/h1]
All textures ©Killface. Please don't repost without asking.
[img]https://i.imgur.com/PwoNOj4.png[/img]
[list]
[] See if the the error persists if you just have this mod and its requirements active.
[] If not, try adding your other mods until it happens again.
[] Post your error-log using [url=https://steamcommunity.com/workshop/filedetails/?id=818773962]HugsLib[/url] or the standalone [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2873415404]Uploader[/url] and command Ctrl+F12
[] For best support, please use the Discord-channel for error-reporting.
[] Do not report errors by making a discussion-thread, I get no notification of that.
[] If you have the solution for a problem, please post it to the GitHub repository.
[*] Use [url=https://github.com/RimSort/RimSort/releases/latest]RimSort[/url] to sort your mods
[/list]
[url=https://steamcommunity.com/sharedfiles/filedetails/changelog/2270454746][img]https://img.shields.io/github/v/release/emipa606/ColonistBarKF?label=latest%20version&style=plastic&color=9f1111&labelColor=black[/img][/url]
Color code each pawn's mood bar within the colonist bar based on their current mood.
Red: extreme mental break threshold
Orange: major mental break threshold
Yellow: minor mental break threshold
Gray: neutral mood
Light Blue: content
Green: happy
Also includes:
Break Box, an outline to highlight when the colonist is in a break mood, useful for "larger" colonists (default on). This can be drawn beneath or on top of the colonist to further highlight the colonist (default beneath).
Schedule Box, an outline to show the colonists current schedule (default off).
Illness Icon, an icon that is displayed when the colonist has an illness that requires immunity (default on).
Bleeding Icon, an icon that is displayed when the colonist is bleeding with 3 different sizes based on bleed rate, Large lt 8 hours until death, Medium lt 24 hours, Small gt 24 hours (default on).
Thermal Icons, icons for when colonists are suffereing hypotherma/heatstroke (minor and above).
Love Relationship Icons, icons for colonists that are in relationships (heart for lovers and fiancés, rings for married couples).
Updates:
PorqueNoLosDos:
24-09-2017: Removed unnecessary error log messages.
18-11-2017: Updated for RimWord version 0.18.1722, and added content and happy mood colors.
04-05-2019: Updated for RimWorld version 1.0.2231.
CrashM:
24-02-2020: Updated for RimWorld version 1.1 (1.1 only, won't work on 1.0), and made it better reflect break thresholds.
27-02-2020: Added outline box for break risks as previously extreme had such a small bar it was usually not visible.
29-02-2020: Added Mod Settings to allow changing the color of each threshold and disable the mental break outline box if needed.
01-03-2020: Fixed memory leak.
04-04-2020: Added option to put the break box on top of the colonist (default off) so it is more visible for the larger colonists.
15-06-2020: Added optional neutral break box (default off).
28-07-2020: Added Optional Schedule Box to show colonists current schedule.
04-09-2020: Added optional illness icon for illnesses that require immunity.
05-09-2020: Added optional bleeding icon with 3 sizes based on bleed rate.
15-09-2020: Performance updates and caching. I have improved performance by an average of 25% over the previous version (test has 20 colonists, same settings), I also removed the schedule box for when colonists are on the Anything schedule as this also helps performance. There is also a new Refresh Rate setting where you can decide how often the cache is refreshed (150ms seems more than enough for 20 colonists, 0 disables the cache).
23-09-2020: More performance improvements. Please note, the performance improvement has made the cache mandatory, if this causes problems please let me know.
27-09-2020: Bug Fix (error when enabling schedule box when in game), Added optional ability to hide portraits (helps performance).
27-09-2020: Bug Fix.
01-10-2020: Extended the allowed caching to 2s, and made the selection highlighting uncached.
24-10-2020: More performance improvements (removed some reflection).
25-10-2020: Bug Fix + Another performance improvement that make it faster than vanilla.
25-10-2020: Bug Fix + Minor performance improvments + the bleeding icon now flashes when lt 3 hours + the illness icon will flash when severity gt immunity and severity gt 80% + the illness icon will turn yellow when immunity gt severity + the illness icon will turn green when immunity gt %5 more than severity.
20-12-2020: Bug fix + An optional (disabled by default) alternative label that is faster but may have bugs + Thermal warning icons (colors customisable in the settings).
27-03-2021: Added proper tooltips to the settings.
06-04-2021: Additional Performance Improvment when enabling the Alternative Label in the settings.
09-04-2021: Bug Fix
23-04-2021: Added an option to force a portrait update when colonists drafted status changes (as requested by Deco)
05-07-2021: 1.3 Compatibility
07-07-2021: Fixed Problem with RW1.2 loading the 1.3 dll.
23-07-2021: Ideology Update
24-07-2021: Fixed Settings
28-07-2021: 1.3.3074.1: Added a Version Number to help prevent issues with old versions being used. It will be included in the initialisation message in the games log and the mod settings.
15-08-2021: 1.3.3087.1: Fixed compatibility issue with QEE by Mario55770
18-08-2021: 1.3.3094.1: Added Compatability with Colony Groups, please note this is a work in progress so some things might be weird or broken.
20-08-2021: 1.3.3096.1: Bug Fix
25-08-2021: 1.3.3102.1: Fixed thermal icon still showing after death.
16-09-2021: 1.3.3117.1: Additional compatibility with Colony Groups (fixed issues with pawn/box sizes).
18-09-2021: 1.3.3117.2: Added optional Gender icon.
30-09-2021: 1.3.3136.1: Added optional Cryptosleep Icon.
18-07-2022: 1.3.3389.1: Added Compatibility for Pawn Badges and Job In Bar when used in combination with Colony Groups.
06-10-2022: 1.4.3509.1: Update for Rimworld 1.4.
11-10-2022: 1.4.3542.1: Fix Null Error.
25-11-2022: 1.4.3558.1: Added Love Relationship Icons (optional, enable in settings).
03-12-2022: 1.4.3566.1: Added Pregnancy Icon (enabled with Illness Icon setting).
04-12-2022: 1.4.3566.2: Disable mouse over on pregnancy icon.
04-12-2022: 1.4.3566.3: Fix Pregnancy icon remaining after birth.
04-12-2022: 1.4.3580.1: Additional null checks on relationship.
14-01-2023: 1.4.3607.1: Fixed compatability with latest version of Colony Groups.
15-01-2023: 1.4.3607.2: Fixed Relationship symbol not changing on marriage.
14-03-2024: 1.5.4034.1: Update to 1.5.
18-03-2024: 1.5.4038.1: Added support for vanilla mood "glow".
12-04-2024: 1.5.4062.1: Fixed colour picker in settings.
When pathfinding costs are calculated, any terrain tiles that generate filth are taken into account and given some degree of avoidance. Also, roads can be given a bonus attraction, and the overall pathfinding range can be adjusted. Other features such as light attraction and extra range can also be enabled.
v1.5.10 build on 2024-05-01 for RimWorld v1.5.4069
Editor for humanlike pawns on map and for crashlanding (colonists, enemies, dead pawns)
MOD FEATURES
• editor for pawns on map and for crashlanding
• editable: body, head, hair, skin color, apparel color, gender, name, age, skills, passion, traits, backstory, health, needs, thoughts, attraction, relations, favorite color
• list for all available pawns, on map, in world, animals, etc
• create, edit, remove, find, load, save pawns
• edit or shift pawn inventory items
• equip, edit or place weapons, apparel, items
• change faction, race, mental state, inspiration
• recruit, resurrect, heal or hurt pawns
• redress, undress pawns
• teleport pawns
• change or edit ideology
• give or remove titles
• add or remove psy abilities
• add or remove xenotypes and genes
• edit records
• edit mutations
MOD LOAD ORDER
Harmony
Core
Royalty (optional)
Ideology (optional)
Biotech (optional)
Anomaly (optional)
HugsLib (optional)
...
Character Editor
MOD SETTINGS
• ARGB/HDR [Enable/Disable] (image of selected pawn)
• Create with race specific clothes [Enable/Disable]
• Create nude [Enable/Disable]
• Create no start weapon [Enable/Disable]
• Create no start inventory [Enable/Disable]
• Editor pauses game [Enable/Disable]
• Show editor tabs [Enable/Disable]
• Show pawn list [Enable/Disable]
• Mini view [Enable/Disable]
• Show in main tabs [Enable/Disable]
• Architect menu objects [Enable/Disable]
• Optional map settings [Enable/Disable]
• Automatic Apparelcheck [Enable/Disable]
• Stay in cascet [Enable/Disable]
• Show dead logo [Enable/Disable]
• Use sorted pawn list [Enable/Disable]
• Use name files [Enable/Disable]
• Hotkeys for UI and Teleport
• Resolution (image of selected pawn)
• Stack Limit [1..9999] (max value for the inventory slider)
• Num capsule slots [10..100]
• Custom saved armor changes
• Custom saved weapon changes
• Custom saved item changes
• Custom pawns [90 slots]
HOW TO USE
a) start the editor from the crashlanding screen
b) start the editor from the main tabs after the map has loaded (near to menu)
c) start the editor from mod settings
d) start the editor by entering 'Zombrella' or 'Zombgrella' cascet with pawn
e) start the editor by pressing hotkey button (set a hotkey in settings)
HOW TO CHANGE GRADIENT COLOR
1. Precondition Gradient Hair mod is active.
2. Click on the Hair-Label to open the color picker dialog.
3. Select your Color for ColorA and ColorB.
COMPATIBLE MODS
should be compatible to almost every mod
HINTS
• To see add / remove pawn buttons - click on the star button left of the bio tab. that will show you all extended functions for pawn creation and more. click it again to hide them.
• Click on the 'star' button on the right corner of the pawn image, to activate randomizers.
• To choose the color with color picker, click on the hair label or apparel label or skin label.
• There are 90 slots for pawns. Saved items are limited to 5. Gradient Hair is saved, when available.
• When starting editor while pawn is selected, then selected pawn will be auto-selected in editor.
HINTS FOR ITEM STAT EDITING
• stat changes are instant for the current game session
• you can rollback all stat changes by clicking on reset all to default
• when you want to keep your changes after game restart, than you can use the save button
• should also work with combat extended, but the functionality is limited
• the editable changes for weapons is a lite version of the weaponry mod
• the editable changes for armors is from my unreleased armory mod
• you can buy the items instead of adding them to a pawn, by clicking on the item texture
LANGUAGES
• Most of the ui elements are auto-translated to all in-game languages.
• Full language support for german, english, french, polish, spanish, russian, japanese, simplified chinese
SPECIAL THANKS TO
• Proxyer for japanese translation
• 黄俊浩 for simplified chinese translation
CHANGES OF LAST UPDATE
• 2024-04-16 build 0
- mod updated for RimWorld 1.5.4066
• 2024-04-18 build 1
- fixed compatibility to NL Facial Animation mod
- added heterochromia iridum
• 2024-04-18 build 2
- fixed bodysize bug, occurring when a bodysize gene was applied to a pawn
• 2024-04-18 build 3
- fixed problem with translation label's not being set
- fixed problems that could occur when choosing pregnancy health conditions in the wrong way
- added extra buttons in full heal dialog
- added confirmation dialog on save pawn (can be suppressed)
• 2024-04-18 build 4
- after fixing health conditions dialog
• 2024-04-18 build 5
- fixed graphical updates not being drawn on change, such as those for alien race addons
- slider color in main view will show up again
• 2024-04-19 build 6
- fixed selected race button is now considered when adding a pawn with selected pawntype 'all'
- fixed bug occurring on cloning a pawn, making the portrait of the clon-originator become invisible
- fixed bug occurring on loading pawn, making the portrait of one of the previous pawns become invisible
• 2024-04-19 build 7
- fixed bug caused by the recent change to selecting races
• 2024-04-20 build 8
- added editable mutations
• 2024-04-21 build 9
- mutations are saveable to slots
- increased stability for slot loading
- mod info can be shown on slot loading
• 2024-05-01 build 10
- fixed not working shader option in 1.5
- fixed skin color for faces when using Facial Animation mods will change accordingly, when body skin color is changed
- fixed ideology parameter can now be changed when playing in non dev-mode
- changed - trait and backstory change now also trigger a graphic update
Simple retexture for the UI elements of Character Editor.
This is a rebuild for 1.5 of JangoD'Soul's Castle Walls mod (here: https://steamcommunity.com/sharedfiles/filedetails/?id=2526479603 ).
Camping Stuff: Come for the deployable tents, stay for the portable stove.
See Steam change notes or readme file for changelog
This mod enables your pawns to request an orbital trader from the 'Orbital Traders Hub' using the commons console.
* Adds the option to call an orbital trader using the commons console.
* Adds an incident event where you can choose if you want to receive an orbital trader in the near future.
* Costs, Delay, Cooldown and Letter-Timeout for the call-action are configurable.
This mod was inspired by KiameV's "Call Trade Ships" mod which can be found here: https://github.com/KiameV/rimworld-calltradeships
Rimworld meal prep.
updated for 1.5
will run on v1.0 1.1 1.2 1.3 1.4 and 1.5
this mod contains buildable terrains any tile can be replaced and built over
all terrain tiles are now found under terraforming tab
all terians can be built currently only costs time to build and are in cheap mode for testing
please remember there will be possible issuses with any mod that alters terrain !
known issues
land value becomes very high quickly 1.4 it doesnt seem to grow as fast
cant build over smmothed floors they are not defined like other terrain so its hard to add too
lava and such tiles are still lifeless
credit to FrozenSnowFox who first made this mod
[img]https://i.imgur.com/buuPQel.png[/img]
Update of peladors mod
https://steamcommunity.com/sharedfiles/filedetails/?id=2000287305
[img]https://i.imgur.com/pufA0kM.png[/img]
[table]
[tr]
[td][url=https://dsc.gg/mlie][img]https://i.imgur.com/zdzzBrc.png[/img][/url][/td]
[td][url=https://github.com/emipa606/BrrandPhew][img]https://i.imgur.com/kTkpTOE.png[/img][/url][/td]
[/tr]
[tr]
[td][img]https://i.imgur.com/WjDSfUn.png[/img][/td]
[td][img]https://i.imgur.com/h5VwTNL.png[/img][/td]
[/tr]
[/table]
[img]https://i.imgur.com/Z4GOv8H.png[/img]
[h1]Overview[/h1] V1.1
Colony AI to help avoid negative effects of hypothermia, heatstroke, toxic buildup and cabin fever.
[h1]Details[/h1]
The vanilla game reacts to hypothermia and heatstroke only when a colonist reaches the initial injury stage or severe aspect of those conditions. This occurs at 35% buildup.
This mod allows you to configure an early response (between 10% and 30%) as "common sense" behaviour to react to initial build-up of these conditions.
When colonists take preventative steps to incurring severe aspects of these conditions they will go to their owned bed, an unoccupied bed if they do not have one or even just use the floor of a room that is within a comfortable temperature range if needed. They will then rest and potentially sleep as normal until the condition(s) have been fully recovered from and recommence normal duties/activities. (This recovery period is not as long as a full sleep cycle as a result).
Similarly "Yuk", allows you to avoid the effects of Toxic buildup. The recovery process here however can be longer than those associated with temperature conditions and significant effects can occur at earlier levels. As a result the levels for safety are slightly lower.
"Ooh", will provide pawns who are suffering from "cabin fever" the opportunity to take a forced break. This will be either a wander outside or sky watching behaviour. The joy gained from this is accrued at a lesser rate (50%) than normal recreation, which is in itself helpful, since if they are at a high recreation value anyhow, they will still continue with the "Ooh" activity in order to at least achieve 75% fulfilment of their "outdoors" need. The activities are still limited in themselves with an expiration time, so they may not always achieve this of course.
"Ooh" - will also ignore area restriction settings also, though you have control of the pawn by drafting, though they will still attempt to follow the Ooh settings after interrupting the process (change the settings or restrict access to the outdoors with a combination of a "drafting" interruption if you need to cancel something temporarily). For "normal" behaviour this will allow you to specify indoor zoning for them if you like and allow "Ooh" to find outdoor recreation if and when it is needed, but only at the low response levels that you can set for it. (Normal pathing rules apply).
"Ooh" will not trigger if it is in conflict with the settings for other conditions relevant in the mod. But this may still allow a pawn to go outside during unwelcome environmental conditions for a brief respite period. It is only when another trigger is relevant. Also, since Ooh is in itself a joy activity, there is no need to allow for other joy activities whilst it is active, so Joy interruptions are not relevant to Ooh.
The mod will allow for food and joy (optional and if relevant) that has the capability to interrupt the recovery cycle temporarily and also will stagger activity as a result of when these needs need to be met.
[h1]Animals[/h1]
Colony animals will also mirror reactive behaviour to relevant environmental situations. (Includes "Brrr", "Phew" and "Yuk"). Just ensure that they have a suitable place that they can retreat to as part of their area restrictions and pathing so that they can respond. Note if set to follow a master when trained in obedience this will override their response.
[h1]Mod options[/h1]
Allows you to turn the AI-behaviour on and off for each condition as well as set the level at which recovery is initiated. (See screen example above).
Option to decide if joy activities are allowable during recovery periods and at what level this should occur. This allows for at least some recreation during a recovery process, though is more applicable to conditions that have a longer recovery period. (Please note this could allow for occasional but brief outdoor activities). (Not relevant to "Ooh").
Option to enable/disable animal mirrored behaviour for relevant reactions.
[h1]Mod details[/h1]
Can be added and removed from save games as required (uses only thought and job behaviour).
Does not use mental breaks so compatible with psychology related mods.
[h1]Compatibility[/h1] * Subject to conversion
"Gasp" provides support similarly to Yuk as a common sense reaction to the mod "More Events": Heavy air event.
Multiplayer support - Beta
[h1]Credits[/h1]
Chinese (Simplified) translation - 南北
German Translation - Trunken
(CC BY-NC-SA 4.0)
[img]https://i.imgur.com/PwoNOj4.png[/img]
[list]
[] See if the the error persists if you just have this mod and its requirements active.
[] If not, try adding your other mods until it happens again.
[] Post your error-log using [url=https://steamcommunity.com/workshop/filedetails/?id=818773962]HugsLib[/url] or the standalone [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2873415404]Uploader[/url] and command Ctrl+F12
[] For best support, please use the Discord-channel for error-reporting.
[] Do not report errors by making a discussion-thread, I get no notification of that.
[] If you have the solution for a problem, please post it to the GitHub repository.
[] Use [url=https://github.com/RimSort/RimSort/releases/latest]RimSort[/url] to sort your mods
[/list]
[url=https://steamcommunity.com/sharedfiles/filedetails/changelog/2195938471][img]https://img.shields.io/github/v/release/emipa606/BrrandPhew?label=latest%20version&style=plastic&color=9f1111&labelColor=black[/img][/url]
Out with the old raggedy and torn, in with the shiny and fresh. Wear T-shirts with style in HD.
[img]https://i.imgur.com/buuPQel.png[/img]
Update of Dyrewulfes mod
https://github.com/Dyrewulfe/RW-BetterMessagePlacement
[img]https://i.imgur.com/pufA0kM.png[/img]
[table]
[tr]
[td][url=https://dsc.gg/mlie][img]https://i.imgur.com/zdzzBrc.png[/img][/url][/td]
[td][url=https://github.com/emipa606/BetterMessagePlacement][img]https://i.imgur.com/kTkpTOE.png[/img][/url][/td]
[/tr]
[tr]
[td][img]https://i.imgur.com/WjDSfUn.png[/img][/td]
[td][img]https://i.imgur.com/h5VwTNL.png[/img][/td]
[/tr]
[/table]
[img]https://i.imgur.com/Z4GOv8H.png[/img]
Dynamically adjusts the location messages are written at, to avoid blocking the colonist bar.
If you use [url= https://steamcommunity.com/sharedfiles/filedetails/?id=2345493945] [LTO] Colony Groups[/url] use [url= https://steamcommunity.com/sharedfiles/filedetails/?id=2392574347] Dynamic Message Positioning[/url] by pointfeev instead
[img]https://i.imgur.com/PwoNOj4.png[/img]
[list]
[] See if the the error persists if you just have this mod and its requirements active.
[] If not, try adding your other mods until it happens again.
[] Post your error-log using [url=https://steamcommunity.com/workshop/filedetails/?id=818773962]HugsLib[/url] or the standalone [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2873415404]Uploader[/url] and command Ctrl+F12
[] For best support, please use the Discord-channel for error-reporting.
[] Do not report errors by making a discussion-thread, I get no notification of that.
[] If you have the solution for a problem, please post it to the GitHub repository.
[*] Use [url=https://github.com/RimSort/RimSort/releases/latest]RimSort[/url] to sort your mods
[/list]
[url=https://steamcommunity.com/sharedfiles/filedetails/changelog/2259516339][img]https://img.shields.io/github/v/release/emipa606/BetterMessagePlacement?label=latest%20version&style=plastic&color=9f1111&labelColor=black[/img][/url]
Enables custom map sizes through the Advanced menu on the world map during map generation.
Also allows for setting the default map size to use when generating tiles (in case you forget to use the Advanced menu)
This mod adds an automatic vent that opens and closes to try to make a room reach your desired temperature.
It has been designed to make early game indoors growing more easy by harnessing geothermal temperature.
Works best with Dubs Skylight.
Removes the (arbitrary) limit to the number of areas you can create, change area colours.
<size=28>Notes</size>
While this completely removes the limit on the number of areas you can create, the area selection widget in other parts of the UI is untouched - and designed for 5 areas per type. If you create too many areas, you may run into issues. This practical limit depends largely on your resolution and UI size factor. I have no plans to update these UI issues, nor could I do so for all the mods that use areas.
<size=28>Known Issues</size>
- reordering areas is currently broken (2024-03-15, 1.5)
<size=28>Powered by Harmony</size>
Adds extra functionality to the Animals tab
<size=28>Important</size>
Does not require a new save game.
Can safely be enabled/disabled in ongoing saves.
<size=28>Notes</size>
First released back in A12 (or was it 11?) this mod vastly improved the vanilla animals tab. Evidently, Tynan agreed and the mod is now (mostly) part of the vanilla game. I still feel this mod looks better, and adds enough extra functionality (sorting, filters, renaming) to make it a worthwhile replacement.
<size=28>Known Issues</size>
Domestication (wildness) and the loss over training over time is not visible in the tab. I plan on adding some kind of indicator to show this, but don't know when I'll have time. Note that this information is also not shown in the vanilla animals tab.
This mod uses a relatively thin 'wrapper' around the vanilla animal tab to implement filtering. This wrapper cannot co-exist with other mods that depend on overriding the vanilla animal tab, e.g. ~~~Better Pawn Control~~~.
<b>Voult, the awesome person behind Better Pawn Control is working on compatibility, the two mods should now work together fine</b>.
<size=28>Features</size>
- Gender and lifestage icons on the animals tab. Easily keep track of your chickenfarm!
- Butchery designation right from the animals tab.
- Sort by name, gender, lifestage/age, and bodysize (meat).
- Filter by race, and a variety of attributes.
- Rename (named) pets. Don't like the name Buttercup for your Warg? Change it!
- Mass assign masters, or assign all to bonded masters.
[img]https://i.imgur.com/buuPQel.png[/img]
Update of BaconBits mod
https://ludeon.com/forums/index.php?topic=25580.msg259998#msg259998
- Included patch for [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2007061826]VGP Vegetable Garden[/url] Silage
- Included patch for [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2012735237]Fertile Fields[/url] Plant scraps
- Included patch for [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2553700067]Medieval Overhaul[/url] Straw
- Included patch for [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2562519366]Rim Cuisine 2[/url] Various crops
- Added Portuguese translation, thanks Kyo
- Added russian translation by younyokel
- Added a smaller trough
[img]https://i.imgur.com/pufA0kM.png[/img]
[table]
[tr]
[td][url=https://dsc.gg/mlie][img]https://i.imgur.com/zdzzBrc.png[/img][/url][/td]
[td][url=https://github.com/emipa606/AnimalFeedTrough][img]https://i.imgur.com/kTkpTOE.png[/img][/url][/td]
[/tr]
[tr]
[td][img]https://i.imgur.com/WjDSfUn.png[/img][/td]
[td][img]https://i.imgur.com/Be8E2qJ.png[/img][/td]
[/tr]
[/table]
[img]https://i.imgur.com/Z4GOv8H.png[/img]
Tired of watching your animals eat off the floor like filthy...um ???...animals?
Not any more. Get the 'Animal Feed Trough' and those pigs will be eating in style.
A wooden trough specifically for Hay and Kibble
[img]https://i.imgur.com/PwoNOj4.png[/img]
[list]
[] See if the the error persists if you just have this mod and its requirements active.
[] If not, try adding your other mods until it happens again.
[] Post your error-log using [url=https://steamcommunity.com/workshop/filedetails/?id=818773962]HugsLib[/url] or the standalone [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2873415404]Uploader[/url] and command Ctrl+F12
[] For best support, please use the Discord-channel for error-reporting.
[] Do not report errors by making a discussion-thread, I get no notification of that.
[] If you have the solution for a problem, please post it to the GitHub repository.
[] Use [url=https://github.com/RimSort/RimSort/releases/latest]RimSort[/url] to sort your mods
[/list]
[url=https://steamcommunity.com/sharedfiles/filedetails/changelog/2071757940][img]https://img.shields.io/github/v/release/emipa606/AnimalFeedTrough?label=latest%20version&style=plastic&color=9f1111&labelColor=black[/img][/url]
Version: 3.13.1
A set of tools to make your life on the Rim a bit easier.
Easily forbid and unforbid items, select similar things, have things hauled urgently and affect the entire map with powerful new tool extensions.
All tools are found in the Architect > Orders menu. Right-click tools with the small mouse icon to access their special context actions.
Pressing the Context Action key ("Equals" by default) will activate the first right-click menu action of the tool you are holding.
All tools are accessible from anywhere by pressing their shortcut key without opening the menu. See the Keyboard configuration panel in the options menu to customize the hotkeys.
Add spot for staying allied forces.
- Allies wander only near designated spot.
- When allies uses drop pods, they fall only near designated spot.
- Only one allies spot can exist at map.
old save is maybe compatible.
Bigger, better, faster, heavier and stronger. This advanced moisture pump solves all your problems with the vanilla one.
No more waiting for years to remove just a bit of marshland.
Adds prosthetics/bionics and surgeries for animals.
Updated to 1.4 by Rain. Removed fine carpet, updated other carpets to the new carpet system. Due to the new carpet system, they are hard coded to be in Floors and not More Floors. All floors taht could be convertaed to paintable are now paintable. Added pollution overlay for biotech users.
Adds a wide selection of new flooring to decorate your colony with.
● Six new styles of wooden flooring (plus straw floors for that barn feel)
● Eleven new styles of stone flooring in all five stone colours (for a total of 55 variations)
● Eight styles of chequered stone floor in various combinations
● Six new cloth carpet colours - orange, yellow, turquoise, purple, black, and white
● New checkered carpet style in all colours
● New wool carpet style in all colours using wool cloth, woven at the added loom workbench
● Two end-game floors for larger colonies built with plasteel and jade
Note: The new types of stone flooring only become available to build once the Stonecutting research project has been completed.
Special mentions and thanks to folks who have contributed:
● Candacis - German translation
● Latta - Korean translation
[img]https://i.imgur.com/buuPQel.png[/img]
Update of sulusdacors mod
https://steamcommunity.com/sharedfiles/filedetails/?id=760088748
- A more advanced version can be found here:
https://steamcommunity.com/workshop/filedetails/?id=2032409628
Made by Meltup
[img]https://i.imgur.com/pufA0kM.png[/img]
[table]
[tr]
[td][url=https://dsc.gg/mlie][img]https://i.imgur.com/zdzzBrc.png[/img][/url][/td]
[td][url=https://github.com/emipa606/SdAdvancedPowergeneration][img]https://i.imgur.com/kTkpTOE.png[/img][/url][/td]
[/tr]
[tr]
[td][img]https://i.imgur.com/WjDSfUn.png[/img][/td]
[td][img]https://i.imgur.com/Be8E2qJ.png[/img][/td]
[/tr]
[/table]
[img]https://i.imgur.com/Z4GOv8H.png[/img]
not doing anymore updates for any rimworld mods, please feel free to update and upload the mods on steam, i dont mind.
[h1]"advanced powergeneration"[/h1]
a light in every corner, an extra workbench there, maybe another cooking stove - wondering where your power went?
- a simple try to add some "late game" power supply
- no maintenance/refueling, just place it and get the power.
[h1]Details:[/h1]
Adds advanced windturbine, advanced solar panels, advanced geothermal and advanced nuclear power plants. All must be researched before they can be build. Research is dependend on vanilla research (electricity/solar/geothermal). placement restrictions for wind/geothermal still apply.
[b]power output:[/b]
- advanced windturbine: max 6k (double normal windturbine)
- advanced solar: max 3,4k (double normal solar)
- advanced geothermal: 7,5k
- nuclear power: 20k
- adv watermill: 2,2k
[b]research:[/b]
- all are tech level spacer and need a higtech research bench and the multianalyzer
[b]research "tree":[/b]
electricity research - advanced winturbine research
solar research - advanced solar panels
geothermal research - advanced geothermal research - advanced nuclear power research
The research is currently using the positions after the ship research in the tree (x 13 and 14). I could not get the placement to work how i wanted it to in the vanilla tree. This might cause/is causing some strange looking connection lines in the research tree and might "conflict" with other mods. Currently a bit unsure if/how to fix that.
as of a16 the buildings have weight:
adv wind: 500
adv solar: 450
adv geo: 1000
adv nuclar: 1250
costs:
calculated from the vanilla values of the current alpha over the wealth/powe values. the dropbox folder has an openoffice table with the stats+calc.
[b]additional Languages:[/b]
- ChineseSimplified by WishingLaws
- Russian by Hanabishi
- Japanese by Proxyer
- spanish by CANALETA
- spanish latin by CANALETA
- german by sulusdacor
[i]Ludeon forum topic:[/i]
https://ludeon.com/forums/index.php?topic=26276.0
(has dropbox links,since steam don't seem to like them for soem reason -.-)
[b]Dropbox:[/b] https://www.dropbox.com/s/5aisir6ti2poh1t/sdadvpowergenv1.7z?dl=0
[b]GitHub:[/b] https://github.com/sulusdacor/sdadvpowergen/releases
source code for modders: https://www.dropbox.com/s/qdav6d72msfclr2/sdadvpowergenv1_source.7z?dl=0
Dropbox link to folder with old mods in forum topic for the mod.
Changelog in forumtopic or about folder of mod.
[b]「advanced powergeneration」[/b]
全てのコーナーに照明を取り付けて作業台を取り付けたら、電機コンロの電源が切れてた...なんて事ありませんか?
1) シンプルに「もっと後の時代」の発電機を追加してみました。
2) 正しい場所に設置すれば整備や燃料の追加を必要としません。
[h1]詳細:[/h1]
改良された風力発電機、太陽光発電機、地熱発電所および原子力発電所を追加します。建設する前にすべての研究を終わらせる必要があります。これらの研究はバニラの研究(電気/太陽/地熱)に依存しており、風力や地熱の配置できる条件がバニラと同じように適用されます。
[h1]電力の出力:[/h1]
[table]
[tr]
[th]発電機の名前[/th]
[th]最大出力(W)[/th]
[th]注記[/th]
[/tr]
[tr]
[td]風力発電機(改良型)[/td]
[td]6000[/td]
[th]バニラと比較して2倍の発電量[/th]
[/tr]
[tr]
[td]太陽光発電(改良型)[/td]
[td]3400[/td]
[th]バニラと比較して2倍の発電量[/th]
[/tr]
[tr]
[td]地熱発電(改良型)[/td]
[td]7500[/td]
[th]-[/th]
[/tr]
[tr]
[td]原子力発電[/td]
[td]20000[/td]
[th]-[/th]
[tr]
[td]水力発電(改良型)[/td]
[td]2200[/td]
[/tr]
[/tr]
[/table]
[h1]研究:[/h1]
すべて技術レベルは宇宙時代であり、ハイテク研究設備とマルチアナライザが必要です
[h1]研究ツリー:[/h1]
「改良風力発電機」の研究 前提条件:「電気工学基礎」の研究が必要
「改良太陽光発電」の研究 前提条件:「太陽光発電」の研究が必要
「改良地熱発電」の研究 前提条件:「地熱発電」の研究が必要
「原子力発電」の研究 前提条件:「改良地熱発電」の研究が必要
改良された発電機の研究は、現在、宇宙船研究の後の位置を使用しています(13行目と14行目)。私はバニラの研究ツリーの中で、ベストな配置を設定できませんでした。これは、研究ツリー内で繋がりが変なツリーラインが発生している可能性があり、他のModと場所が「競合する」可能性があります。現在のところ、それを修正するかどうかはわかりません。
[h1]Alpha 16 時点で建物は持つ重量:[/h1]
(翻訳者注:発電機が襲撃者によって持ち去られる危険性があります)
[table]
[tr]
[th]発電機の名前[/th]
[th]重量[/th]
[/tr]
[tr]
[td]風力発電機(改良型)[/td]
[td]500[/td]
[/tr]
[tr]
[td]太陽光発電(改良型)[/td]
[td]450[/td]
[/tr]
[tr]
[td]地熱発電(改良型)[/td]
[td]1000[/td]
[/tr]
[tr]
[td]原子力発電[/td]
[td]1250[/td]
[/tr]
[tr]
[td]水力発電(改良型)[/td]
[td]1000[/td]
[/tr]
[/table]
[h1]建設コストと富の評価:[/h1]
現在はバニラの値から価値や襲撃パワー計算値が自動的に計算されます。dropboxフォルダにはstatoff + calcというopenofficeのテーブルがあります。
[h1]翻訳:[/h1]
英語、ドイツ語、簡体中国語 (WishingLaws ありがとう)
DropboxまたはSteamworkshopの為のダウンロードリンクはludeonフォーラムスレッドのリンクで見つけられるかもしれない。
Ludeon forum topic:
https://ludeon.com/forums/index.php?topic=26276.0
Original mod : [url=https://steamcommunity.com/sharedfiles/filedetails/?id=760088748][sd] advanced powergeneration[/url]
Original Mod author : [url=https://steamcommunity.com/profiles/76561198253463663]sulusdacor[/url]
Official Ludeon forums Link : https://ludeon.com/forums/index.php?topic=26276.0
[img]https://i.imgur.com/PwoNOj4.png[/img]
[list]
[] See if the the error persists if you just have this mod and its requirements active.
[] If not, try adding your other mods until it happens again.
[] Post your error-log using [url=https://steamcommunity.com/workshop/filedetails/?id=818773962]HugsLib[/url] or the standalone [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2873415404]Uploader[/url] and command Ctrl+F12
[] For best support, please use the Discord-channel for error-reporting.
[] Do not report errors by making a discussion-thread, I get no notification of that.
[] If you have the solution for a problem, please post it to the GitHub repository.
[*] Use [url=https://github.com/RimSort/RimSort/releases/latest]RimSort[/url] to sort your mods
[/list]
[url=https://steamcommunity.com/sharedfiles/filedetails/changelog/2079579039][img]https://img.shields.io/github/v/release/emipa606/SdAdvancedPowergeneration?label=latest%20version&style=plastic&color=9f1111&labelColor=black[/img][/url]
Re-color Stockpile and Growing Zones.
Thanks to the translators:
- Proxyer - Japanese
- 53N4 - Spanish
- Dimos - German
Path Avoid allows you to "nudge" the pathfinding system for your pawns, to make them prefer and avoid different areas. Use it to make your pawns follow pathways in your base, or avoid passing through a freezer to get to the other side! Avoidance won't prevent pawns from pathing, it'll just make them take an alternate path...
Can be added to an existing save.
Thanks to everyone who's helped translate this mod!
Ɲơɴɑɱɛ - German
53N4 - Spanish
Tuvka - Russian
Thanks to "NotFood" for helping fix a bug in Linux versions!
Original Author: Vendan
A large collection of 26 new stone types.
Give QualityBuilder a new texture.
Give EPOE a new texture.
Adds some much-needed configurable features, add-ons, tweaks and fixes to the awesome [JDS] Castle Walls mod.
A designated spot for traders to stop at.
Auther this release is based on: Kiame Vivacity
Original Author: TheUbie
Fills out the vanilla bionics to include numerous omitted body parts
Adds buildable soil floors that can be placed on any terrain
Changes the base filth def so every type of filth washes away with rain/snow and disappears after 14-15 days.
Provides an Electric Brazier that satisfies throne room requirements.
Requires Royalty DLC installed.
May not work for custom Empires and Royalty Titles.
Thanks to Solarius Scorch for the texture work.
Link to original:
https://steamcommunity.com/sharedfiles/filedetails/?id=2555623506
Like my mod? Donate at:
https://ko-fi.com/papercrane1001
I use the MIT license: https://opensource.org/licenses/MIT
which mostly says that if you use my code, please give me credit.
GitHub at: https://github.com/papercrane1001/-1001-ElectricBraziers-Continued-
Version 2.0.2
For version 1.4 and 1.5
Save and Load Dump/Stockpile and Outfit settings. These saves can be carried over from new games to old saves.
Future Plans: Add support for other types of Storage Zones.
Thank you to the translators:
-Proxyer for Japanese
-HawnHan for Chinese
-Qux for French
Special Thanks:
-SineSniper for updating Everybody Gets One support
Changes Vanometric Power Cells to give double their power.
This Generator produce 500W per manpower.
pawns can also do exercise together. (increase pawn's melee stat!)
compatible with 'simple slavery' and 'PrisonLabor' mods.
Mod intended for versions [1.4]
Adds a 'market value' filter to stockpile and ingredient selectors.
Inspired by Perishable Spoil Time Filter and it's 1.4 port.
https://github.com/zed-0xff/RW-MarketValueFilter
https://ko-fi.com/K3K81Z3W5 or https://www.patreon.com/zed_0xff
Portable generators that easy to carry.
[Update log]
V1.00 - Portable generators
V1.01 - Changed work requirement for build port.gens 7500 -> 4000
V1.02 - Added Scenario - The Wanderer
V1.03 - Added new building, Portable cooking tables
V1.04 - Scenario - The Wanderer now start with portable electric cooking table
V1.05 - Now player can sell and purchase portable generator and portable cooking tables from outlander factions.
V1.06 - Fixed that portable cooking table causing red error on V1.4 rimworld, Added Portable mechanoid chargers
V1.07 - Changed research icon location for V1.5 rimworld.
Adds alerts for when your power grid needs attention, including: Disconnected generators, batteries close to being empty, buildings at risk of short circuit and fueled generators almost out of fuel. Configuratable options included.
Handy inspector tab for checking the status of your power network.
Power tab adds in an inspector tab, selectable on any conduit, which will show the output of every power producer, consumer and battery on the power network.
This mod requires Harmony. Load it before this mod.
Be sure to inform me if you have any bugs, suggestions, questions or otherwise, I'd love the feedback!
This version has been fully rewritten to dynamically resolve power network elements at runtime; this fixes a bug wherein some mods will cause the mod to break.
This version is a re-upload, as the original author appears to have abandoned the project. The original mod can be found at https://steamcommunity.com/sharedfiles/filedetails/?id=1904234465.
Source code available at https://github.com/Mersid/Power-Tab
“Vanometric Generator” is a standalone and improved version of the one found in “Reinforced Mechanoids 2”. It allows the player to trade and find mechanoid power cells which can be jury-rigged into a vanometric generator. It generates a lot of power, but at the same time generates a lot of heat.
It is heavily based on an old time favourite mod of mine, ”Mechanoid Power” which was first made by Skullywag, then Trunken and finally a version of it is currently maintained by Mlie. My version however does not use any assets or code from that mod, it was remade from scratch.
Every aspect of it was made to fit into Rimworld perfectly. From the artstyle, do the way it works. For people who disagree with my balancing, the mod includes extensive mod options to tweak it to your liking!
Mod Version: 1.15.3
RimHUD is a UI mod that displays detailed information about a selected character or creature. The HUD display is integrated into the inspect pane which can be resized to fit the additional information. Alternatively, the HUD can display a separate floating window and can be docked to any position on the screen.
Visual warnings will appear if a pawn has any life-threatening conditions, has wounds that need tending to, or is close to a mental breakdown.
Mod intended for versions [1.3]
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Alternative version of the doormat mod. The original version works by making pawns drop a single filth stack regularly if they are on a doormat. This version makes them drop a single stack too, but clears any other filth they might still have on them, so no matter how much filth they have on them it will be condensed into a single stack.
The result is that the doormats are far more powerful in keeping your base clean. Note that this is not necessarily balanced.