RimWorld

RimWorld

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Mo'Events (Continued)
   
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
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557.164 KB
Mar 25, 2020 @ 11:58am
Mar 23, 2024 @ 11:53am
18 Change Notes ( view )

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Mo'Events (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
909 items
Description

Update of ilawz mod
https://steamcommunity.com/sharedfiles/filedetails/?id=835151481

- Almost all of the update-work done by Taranchuk
- Strings opened for translation
- Added settings where you can change the trigger-chance of the events
- Chinese translation added, thanks gast!
- French translation added, thanks qux!



[dsc.gg]
[github.com]



This mod should speak for itself, it adds a few more events and incidents to the game.

Current events/incidents added:

I think this mod is played best 'blind', but if you want to know what each event does, then here's a summary:

- Abomination,
just like a normal rescue pod, but after a while the person that you rescued turns into an Abomination!
Watch out for corpses lying around, cause they will go after them and transform them into abominations too. They also have extreme regenerative purposes, so killing them will be really hard.

- Amnesia
A random pawn forgot what they were doing! They'll start a new job after, but if it happens to a pawn who was in the middle of crafting, doctoring etc. they will have to start over.

- Animal Migration
A pack of animals is migrating through your area! You can hunt, tame or leave them be.

- Calm Weather
The weather got remarkably calm, wind turbines will be useless but shooting will be easier.

- Hungry Insects
A group of manhunting starving insects have wandered into your area, searching for flesh!

- Luxury Cargo Pods
A chunk of your spaceship has fallen down, the chunk came from a rather rich part of the ship.
Watch out for wounded people and luxury items!

- Nausea
A random pawn suddenly felt really sick! He/she needs rest immediatly.

- Stroke
A random pawn suddenly felt down to the ground and lost control over his body! He/she needs medical care immediatly!

---- Events added in V1.1 5/1/2017

- Survival Pods
A few survival pods are landing nearby, they must've come from our ship. There's a few essenstial survival items inside such as high quality clothing, a firearm and some food.

- Tribal Aid
One of the tribes has contacted you, although you dont understand them well you know what their intention is:
They want us to heal one of their members that got hurt in a hunting trip, because they dont have the medical potency to do so.. You can rescue the tribal to improve relations with the corresponding faction or capture them for slavery/recruitment purposes.

- Thanksgiving (requires a friendly tribe faction)
One of the tribes are grateful having you as friend, so they sent some spare food.
They hope this will further help your friendship with them.

Credits:
- Skyarkhangel, for some of the event's updated code for A16
- minami26, for most of the original events

Found any bugs? Let me know!



  • 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 HugsLib or the standalone Uploader 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 RimSort[github.com] to sort your mods


156 Comments
Mlie  [author] Apr 5 @ 12:09pm 
@mo Please see the Reporting Issues section described above
mo Apr 5 @ 11:59am 
This mod means that any neutral units being rescued will not attempt to leave the map, they will only starve to death on the map. No error reports are generated.
Mlie  [author] Jan 20 @ 10:03pm 
@NBB Sure, the code is open so anyone is free to release such a patch. If so I can link to it here
NBB Jan 20 @ 8:10pm 
what about a stand along patch
Mlie  [author] Jan 20 @ 6:59am 
@NBB That would lock it behind DLC, I generally do not do that
NBB Jan 20 @ 6:57am 
abomination could be an entity
BladeofSharpness Nov 11, 2024 @ 5:25am 
Hi Mlie,
About Abomination. You can force the colonists to fire and engage but it's not done automatically; not a big issue but it asks for some monitoring. Perhaps if you can check for that you can also register it as part of the Entity menagerie, that would be a plus.
toilet clogger Jun 19, 2024 @ 8:26am 
Abominations made me have to use dev mode because the people would not fight back aganist them if you are able to fix this I would be very thankful.
EnderNyktos May 20, 2024 @ 10:40pm 
The colonist don't attack to the abominations even when they are set to fight. The same with the allies, the abomination just kills them and multiplies.
Dealer Mangan Mar 8, 2024 @ 5:17pm 
after abandoning a settlement that had around 30 abominations in there, TPS tanked abysmally