My plans for RimWorld Beta 18 mods

RimWorld Beta 18 was just officially released. I still have a little bit of work to do on my mods before they’re all ready but I have some available on Workshop and here on the site.

Here’s an updated list of my mods with brief notes on what attention they need.

  1. Combat Readiness Check – available here and on Steam Workshop.
  2. Hunting Restriction – available here and on Steam Workshop.
  3. Less Annoying UI Sounds – available here and on Steam Workshop.
  4. Nerf the Overpowered Wool – available here and on Steam Workshop, some additional things to be added.
  5. Snow Clearance Sanity – this mod hasn’t been updated since A15 – when it was called Smarter Snow Clearance – but I had a lot of snow on my A18 test colony, and I decided it was needed.¬†Available here and on Steam Workshop.
  6. Ugh You Got Me – available here and on Steam Workshop.
  7. New mod! Less Often Drug Binges – in testing.
  8. Please Haul Perishables – updated, in testing.
  9. Sometimes Raids Go Wrong – There are a few variations I want to add to this one, and maybe some changes too, so it’s not going to be a simple update like last time.
  10. Solar Apocalypse and Rogue Planet – Again, there are a few things I’ve been meaning to add, so the A18 version will be a chance to add some features and keep it fresh.
  11. No Doomed Newbies – It’s been a while since I played on an extreme temperature map, but I think this is still relevant, even if it does conflict with every goddamn mod out there.
  12. No Doomed Friendlies – This will likely get downsized now that some of the bugs in A17 have been addressed.
  13. Harsher Tundra – Low on the list of priorities, but it’s a simple mod so I don’t expect any problems.
  14. Really Toxic Fallout – I think it would be nice to expand on this a bit and add new consequences for spending too much time in toxic fallout. That might take some time though, so it’s likely going to the end of the queue.
  15. Peaceful Fixes, Difficulty Expansion – I’ll have to check to see if these mods are still relevant.
  16. Limited Blight, Blight Containment – Alpha 18 changed how crop blight works. I’ll have a look and see how much has changed.
  17. Less Incident Trolling – I did an Alpha 17 version but never released it. I may do an Alpha 18 version, we’ll see how things go.
  18. Less Infestation Cheese – I did a test release of this for Alpha 17, never got any feedback. I might update it, or I might not.
  19. Less Construction Frustration – This is a new mod that I’m planning to do. I do get a bit frustrated when colonists fail to construct something and then a couple of haulers immediately reserve the building materials that they just dropped on the floor. So instead of may have the constructing pawn pick up those materials and put them back in the blueprint if they fail. No guarantees that this will work, by the way.

There are a bunch of my other mods that never made it to Alpha 17 (released or not) and I may look at those again, but I think that the above list will keep me busy for a few months.

Status

Marvin Kosh
Marvin Kosh September 28, 10:47 UTC

Whoops! I uploaded the wrong thing yesterday. I’ve re-uploaded No Doomed Friendlies.

Status

Marvin Kosh
Marvin Kosh September 27, 21:01 UTC

I updated No Doomed Friendlies again tonight. There was a bug which meant that the v1.0.1 update which I released recently didn’t work. Rookie mistake. Sorry about that. Please re-download!

Status

Marvin Kosh
Marvin Kosh July 21, 0:50 UTC

I updated Hunting Restriction again. There was a bug, it’s been fixed now. I also improved the safety of hunters attempting to shoot at boomrats or boomalopes (or anything else which explodes on death).

Status

Marvin Kosh
Marvin Kosh July 19, 23:38 UTC

I added Harsher Tundra and Really Toxic Fallout. I also updated Hunting Restriction here and on Workshop.

EA Game Review – RimWorld Alpha 17: On the Road

I thought that it would be nice to write a review of the latest update to RImWorld now that it’s been out for a while and I’ve had a chance to play it.

Freaking roads, man!

The first and most obvious thing about this update is that there are road systems. They add some flavour to a world map which was previously populated only by settlements. Using flagstones (also added in this version) you can build your own outdoor-styled paths. You can’t do any road-building with caravans, however.

The world map generation itself take a tiny bit longer because rivers are being run downrange in a more realistic way, and the building of ancient and modern roads are also being simulated. I think the result is worth the effort.

If you settle on a map with a river or have a hostile caravan encounter on one, you’ll find that there are parts which you can move across and some that you can’t. This can make maps more interesting as colonists and their enemies alike have to cross at particular places.

Improved modding is always a win

Also in this update are some much-needed improvements for modders.

Previously, if you wanted to override something in the game, you would need to either override the entire definition in XML, or make an assembly file to change just the one part you wanted to change. In Alpha 17, you can patch individual entries in an XML definition (with conditionality, if necessary). This is a major improvement and significantly improves scope for mod compatibility… if modders take advantage of it and mod users realise that it’s not a magic bullet.

Additionally, there is now support for mod settings and all sorts of other cool modding stuff. This is a game which has a very active modding community, so this is also a welcome change.

Game conditions can affect the whole world (kinda)

Also in Alpha 17, there are some changes to things like the Solar Flare condition, which would previously would only affect a single colony. Although multiple colonies are still a fairly new feature, the new update improves the multi-colony experience by making some of these conditions into Game or World conditions, which allows them to affect more than one settlement, and if the conditions are permanent, they should (in theory) affect all settlements until the end of the game.

However you can still escape these permanent game conditions by settling in another place via caravan. The new settlement does not get the game condition, unless it’s a game condition from a mod, in which case the mod maker can avoid this problem. As with all new features, there are usually some kinks to be worked out. Hopefully this will be fixed in Alpha 18.

They shall taste my steel!

Melee combat also got a bit of polish in this version. Previously, if an attacker would score a hit, the defender always took damage. Melee attacks can now be dodged, and particularly skilled melee fighters can dodge better. This makes it more favourable to hold a choke point against primarily melee opponents using melee weapons.

In my experience, your colonists will still take some hits, but if they’re skilled at melee may well come away from a battle with fewer missing extremities.

Nooo my armchairs got nerfed

Trading has a bit more of a random element to it, apparently. I honestly haven’t noticed, although with some new sell price penalties I have found that only superior quality furniture is worth selling. Which is good. I’m sure if someone tried to sell you an armchair which is only ‘good’ as opposed to ‘superior’ you would try to pay less money for it.

The carrot

What is very noticeable in this new version are the various opportunities which act as an incentive to get you on the road to somewhere. Whether there’s a stash of long-forgotten items somewhere or a raider camp which someone wants eliminated, or even just a lucrative trade offer (bring us a thousand of your finest shrubberies, and we will give you a legendary boomstick) there’s always going to be something new to keep you engaged with the world map instead of just hiding out in Castle Grayskull.

Meatier swarm

Additionally, it’s a bit more worthwhile to raise livestock for slaughter in Alpha 17. There’s a greater yield of meat. My latest colony, where I have domesticated snowhares, pigs, wild boar and alpacas, is almost never short of meat. The challenge is keeping the meat from spoiling, the animal populations controlled, and growing enough hay to keep them all fed. I’m still working on that last part, generally once I start feeding animals hay it disappears very quickly.

However, I’ve noticed that animals are still a bit dumb when it comes to finding food. Particularly if you have a Castle Grayskull colony, there are just too many walls and doors between them and some tasty grass. It’s too bad I can’t train my huskies to herd the grazers to a good spot.

Well, the game is still in alpha, so maybe that’s something worth putting on the list, and it’s a nice way of fixing the problem without making all animals really smart.

Dapper and defensive gear

If you like seeing your colonists walking around with new headwear, this new version adds a bowler hat, which can be crafted at the tailoring bench. Like the cowboy hat, it improves the effect of social interactions, and also keeps the heat off in warm weather.

If that wasn’t enough, shield belts (previously known as personal shields) can be researched and crafted, along with a new smokepop belt. Smokepops are single-use, but when they are triggered (this is currently when the wearer takes damage) they let out a blast of smoke which temporarily obscures the area from automated turrets and makes it difficult to be hit. I like the idea, it potentially makes things more interesting, but I’ve yet to see any raiders wearing smokepop belts.

When friendlies show up and you’re like, wat?

One of the unfortunate minor bugs in Alpha 17 is that friendlies will show up when they aren’t needed. As far as I know, this happens when you have mechanoids lurking in an ‘Ancient Danger’ room that hasn’t been opened.

These friendlies mean well, but they don’t react well to changing conditions. For example, if it gets really cold thanks to a Cold Snap event, they will attempt to leave the map, but then get stuck at the edge of the map for some reason. When I check in on them, well, let’s just say there was one guy left and a lot of headless frozen corpses, and he wasn’t too happy with himself.

As I’ve said before, this is a game that is still in alpha, so a couple of minor bugs are to be expected.

Bugged pathfinding

Colonists sure like to take some odd paths to get around the map, and this version is particularly bad for it. This means that if you’re playing in the tropical rainforest biome, you’re out of luck, as no matter how many paths you build over the tall grass, colonists will keep finding some kind of road block.

That’s all folks

Too long, didn’t read? There’s a fair bit of content in RimWorld Alpha 17, quite a few changes that I’ve taken notice of and have improved my experience, and good news for anyone who makes or uses RimWorld mods.

There’s also the usual little bugs that will probably be fixed in the next version.

What I probably like most about this version is (surprise surprise) the improved modding support.

However the pathfinding is inexcusably bad, and therefore I can’t recommend the game at this time. Unless you enjoy watching colonists moving in slow motion over chunks of rock, uphill through thick snow.

Status

Marvin Kosh
Marvin Kosh July 10, 19:14 UTC

Combat Readiness Check and Hunting Restriction have both been updated, here and on Steam Workshop.

I also added a mod called Harsher Tundra to Workshop.

More RimWorld mods added

I added a number of my RimWorld Alpha 17 mods to the site so that you can download them directly instead of using Steam Workshop, if you prefer.

Here’s the details for all seven of them.

Combat Readiness Check

Mod for: RimWorld Alpha 17

Latest version: 1.1.4

Last updated: September 28, 2017

Overall downloads: 718

Latest version:


Combat Readiness Check (718 downloads)

Uses Harmony to point at a new raid points calculation.

Raid points are used to ‘buy’ raiders from a list to make up the group that will raid your colony.

New! The default mod values listed below can be adjusted. Use the in-game Mod Settings menu, select Combat Readiness Check, and edit the values. They will stay in effect as long as you’re using the same saved game folder.

Wealth from weapons and armour counts at 0.25% of market value (much less for neolithic weapons).
Wealth from other items is not counted (vanilla: 1.1% of value)
Wealth from buildings counts at 0.15% of value (vanilla: 0.55% of value).
Colonists by default count for 99 points instead of 40.
Colonists who have impairment to their combat ability will count for less points.
Colonists who can’t fight at all will count for zero points.
Colonists who are suffering from an infection or disease which needs bed rest will count for zero points if they haven’t developed immunity.
Colonists who have enhanced capabilities (from bionics, trauma savant or mechanites) don’t count any more than 99 points.

(Combat Readiness Check)

Solar Apocalypse & Rogue Planet

Mod for: RimWorld Alpha 17

Latest version: 1.0.6

Last updated: June 29, 2017

Overall downloads: 757

Download:


Solar Apocalypse & Rogue Planet (757 downloads)

This mod enables two game conditions – Solar Apocalypse and Rogue Planet. These should be used in a scenario as a permanent game condition. Strange things will happen if you add both of them, so please don’t.

Solar Apocalypse

Solar activity increases at an alarming rate, creating a never-ending heatwave and runaway greenhouse effect.

This map condition slowly increases the temperature over the course of many years. At first this increase is quite small, but with each passing year the rise becomes more evident.

In addition, fewer animals will migrate into your part of the world, and plants will become scarce.

As even more time passes, your cooling systems will be unable to sink heat fast enough and this means you will be unable to grow crops or keep animals even indoors. Plants which are outside in the searing heat will die.

This necessitates eventually building a spaceship to escape the searing heat. You will need to acquire the materials to do so while continuing to fight off raiders and the like in ever-increasing temperatures.

Rogue Planet

Through misfortune, this rimworld has broken from its orbit and is steadily escaping its parent star.

This map condition decreases the temperature over the course of many years. Like Solar Apocalypse, the decrease starts out small but gets bigger with each passing year.

Again, plant and animal density will decrease as the temperature gets lower.

Because of the nature of the map condition, less light will reach the surface and you will get less power from solar panels.

The temperature will now eventually reach a point slightly above absolute zero, and solar flares will stop affecting the colony after a certain time.

(Solar Apocalypse & Rogue Planet)

Difficulty Expansion

Mod for: RimWorld Alpha 17

Latest version: 1.0.0

Last updated: June 29, 2017

Overall downloads: 408

Download:


Difficulty Expansion (408 downloads)

Alters the scaling of threats in a simple fashion, making raids at higher difficulties more difficult but making raids at lower difficulties slightly easier.

(Difficulty Expansion)

No Doomed Friendlies

Mod for: RimWorld Alpha 17

Latest version: 1.0.1.1

Last updated: September 27, 2017

Overall downloads: 771

Download:


No Doomed Friendlies (771 downloads)

Friendlies will only show up if the thing threatening your colony is unfogged.

Additionally, only friendlies with a moving capacity of 80% or above will show up. No more 93 year olds with Bad Back and Frail crawling toward your colony at snail-like speed!

Finally, combat music should no longer play if there is an unopened ancient danger. Colony naming should also happen normally.

(No Doomed Friendlies)

Hunting Restriction

Mod for: RimWorld Alpha 17

Latest version: 1.1.3

Last updated: July 21, 2017

Overall downloads: 713

Download:


Hunting Restriction (713 downloads)

Hunters will consider the current conditions before and during hunting.

Things which affect the decision to hunt:

Toxic fallout
Distance to target
Target’s size (big or small game)
Their own needs (food and rest)
Their own movement efficiency
Their own eyesight
Outdoor temperature
Current stocks of edible nutrition

If some of these in combination would make hunting more dangerous or much less efficient or negatively affect their mood, the hunter will skip that target or the job entirely. The reason why will be listed on the right-click menu.

In particular, if stocks of food are low, hunters will ignore their needs in favour of increasing the food stock level.

Also, hunters with sight worse than 55% will not do hunting until their sight is restored.

Things which affect the distance they will try to maintain when shooting:

By default, the distance is set to 3/4 of maximum weapon range.
If the target is not currently downed and would explode on death, the hunter will potentially add an extra four tiles of safety range to account for the target moving towards the hunter.
Weather (fog in particular) reduces the distance.
The Trigger Happy trait reduces the distance greatly.
If the target is asleep, the hunter will move to the same close range they would if an animal is downed.

(Hunting Restriction)

Peaceful Fixes

Mod for: RimWorld Alpha 17

Latest version: 1.0.0

Last updated: June 29, 2017

Overall downloads: 142

Download:


Peaceful Fixes (142 downloads)

Makes changes to some incidents so that they do not trigger on Peaceful difficulty.

(Peaceful Fixes)

Less Annoying UI Sounds

Mod for: RimWorld Alpha 17

Latest version: 1.0.0

Last updated: June 29, 2017

Overall downloads: 399

Download:


Less Annoying UI Sounds (399 downloads)

Makes changes to a couple of the UI sounds so they aren’t as annoying.

This currently affects Tiny Bell, which plays when a colonist is about to have a minor mental break, and Negative Message, which plays if a negative event occurs.

(Less Annoying UI Sounds)