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 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)

Solar Apocalypse & Rogue Planet mod returns!

I just posted one of my favourite old mods to Steam Workshop:

Aside from the transition from map condition to game condition (which means that it persists across the entire planet) I cleaned up the code and made a minor performance improvement.

Previously, when the Solar Apocalypse condition raised the temperature to 85 degrees, it would slowly kill off all the plants on the map. However, because it was trying to kill all the plants at once there would be quite a bit of a performance hit. I’ve alleviated this by making the plant deterioration random. It’ll take longer for the plants to die, but at least your framerate won’t tank.

I will be uploading the new version of the mod here on the site as well along with a couple of mods that I’ve neglected to add.

In other news, I’m considering setting up a Patreon. As always, I will continue to make¬†mods without putting up any kind of paywall, but¬†I¬†anticipate that I won’t be¬†doing well financially over the next few weeks (possibly months), so¬†if that’s a¬†way that I can earn a few extra pounds to keep the lights on, I’m going to look into it.

RimWorld thumbnail tagging kit

Contains scalable vector graphics which can be imported into your painting program and used to tag your uploaded thumbnail for a RimWorld mod. Depending on your setup, they may need to be scaled up or down (I work at 2948×1658).

Credits to Marnador for the RimWorld font.

You can use SteamCMD with a customised VDF file to make the process of updating your thumbnails easier.

Potential incoming time suckage (also, mods updating to A17!)

I’ve begun the process of porting my mods from RimWorld A16 to A17.

First of all, I’m not completely sure that everything will work as it should. I haven’t run into any problems, but that doesn’t mean they don’t exist.

Secondly, I’m probably going to update as and when needed. In other words, if I run into a problem which requires one of my mods, then I’ll probably work on that.

Lastly, I’m expecting that next month (June) may introduce some time suckage. It might not happen, but then again it might, so at least I’ve forewarned you.

Yes, the loop can be broken

Hi guys,

No doubt you’re aware now that RimWorld Alpha 17 is in the works. This post is not about that, but rather what my plans are for modding once it releases.

I released¬†a lot of mods for RimWorld Alpha 16. Part of the reason for that was an increasing familiarity with libraries like HugsLib and with the game’s decompiled source. Also, I had a lot of free time on my hands.

I’m writing today to let you know that the same may not be true for RimWorld Alpha 17.

Okay, but why?

Lots of reasons.

First of all, especially when mods gain a following on Steam Workshop, there is this expectation that the mod will continue on and on from one alpha to the next. When the next version of the game is released, there is a hell of a lot of ‘please update to new version of the game’ interaction. Hardly ever does anyone actually say thank you when I spend hours updating and re-releasing a mod, and¬†I’m not sure it’s warranted because a lot of the time it’s a straight port to the next version, with no new features.

I don’t get a chance to explore new features because my inbox is full of plz update and I’m like fine, fucking have it, hope you choke on it.

No, that’s not actually a thing that happens with enough regularity to make me drop f-bombs. But the constant trickle of notifications is annoying enough that I have in some cases turned them off entirely.

I’ve gone from annoyance-fixing to annoyance-getting. That’s not good.

I can take a break from modding and because I need one, I will.

When other mod authors read this post or notice that I’m not updating my mods, they’re going to fill the void quite soon after RimWorld Alpha 17 releases.

Secondly, Steam Workshop is saturated with mods. I’m not just talking about the big mods that have been there since Alpha 14, I’m also talking about new mods for all sorts of things. Some mods are basically the same as others but with different approaches.

Increasingly, when I release a mod on Steam Workshop, I have an idea based on my own or someone else’s complaint, and turn it into a working mod before¬†another mod author does it.

It’s becoming a tired formula and a recipe for burnout.

Thirdly, RimWorld isn’t the firm favourite game of mine that it has been in the past. I’ve been avoiding it. Maybe it’s a combination of spending a lot of time modding the game, testing to see that the game works with mods, and¬†consequently finding that I still don’t get the sort of stories that I¬†want.

Finally, like I said, I need a break. I need to do new things. Time loops are not as fun from the inside as they appear on the outside.