RimWorld

RimWorld

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TTM Custom Events (Continued)
   
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Mod, 1.5
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1.655 MB
Jul 26, 2024 @ 8:14am
Mar 21 @ 8:50pm
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TTM Custom Events (Continued)

In 1 collection by Zaljerem
Zal's Continued Mods
501 items
Description
Original mod by Minami Tech Tree
https://ludeon.com/forums/index.php?topic=3859.0
CC Share-Alike license
All the same; if the original author requests it, I will remove this update.

Supports translations.

--

"No upgrade path, the code is rather a mess, trust me!" - Skullywag, 2015
"Not sure it's worth it ..." - Mlie, 2020
"Hold my beer." - Zal, 2024

They said it couldn't be done, that it probably wasn't worth it. They were wrong. ;)

A collection of 21 events, most originally created for Alpha 7 - now reworked for the modern era.

The code is still a mess in places, sure ... but it's now a FUNCTIONAL mess.

I had a great -- and challenging -- time upgrading this, and learned a lot about C# and RimWorld old and new.
This is definitely the oldest mod I've ever attempted to continue, and unless some interesting abandoned pre-Alpha 7 mod comes swirling out of the ether, it's likely to always retain that honor.
This went quite a bit past a simple continuation ... this was archaeology. I feel a bit drained now, like I need a stiff drink and a long sleep. What have I done? Where do I go from here?

--

All events can be disabled in the mod settings. I hope to implement a slider for event chance soon
(Currently I have adjusted them in reference to original settings, modern RimWorld events, and my own judgment).

Please see the discussion posted below for details on the events (and events left out). Spoiler alert!
Popular Discussions View All (1)
0
Jul 26, 2024 @ 8:15am
PINNED: Event Info (Spoilers!)
Zaljerem
29 Comments
Zaljerem  [author] Mar 21 @ 8:51pm 
New update: Crate defName is now "TTMCrate", many fixes and improvements to the Risk/Reward Event, other fixes
Zaljerem  [author] Jan 5 @ 5:05am 
No, but I'll check it out if you like.
csfireworks Jan 5 @ 5:01am 
hello,is the crate event has some special linkage with the Crate (Continued) mod (https://steamcommunity.com/sharedfiles/filedetails/?id=2591098624)

I found it has a same defName
Zaljerem  [author] Dec 6, 2024 @ 8:37am 
Hahaha, the baby thing is especially great. I should probably put in a check for that, eh?
darth_lame-o Dec 6, 2024 @ 8:35am 
It definitely feels like old-school Rimworld when using this mod. Text events will mention crashlanding even if I choose one of the many other starts available now, and a risk/reward event chose a newborn baby as the colonist who wanted to go looking for their lost stash of silver.

I find it hilarious. Don't change a thing about it.
Zaljerem  [author] Nov 9, 2024 @ 6:31am 
Updated: some fixes to events. Please let me know if you are seeing issues or untranslated strings. Remember that all events can be disabled from the mod menu.

Current status:
Earthquake - working, possibly too well
Mechanoid Swarm - kinda working, janky, need fixes
Rage Virus - was broken, now fixed
Raid Command - issues on save/load, needs fixes
Raider Kidnappers - working, needs refinement
Raider Syndicate - broken, not kicking off the drop raid
RiskReward - working, but needs refinement (text strings, percentage determination)
Suspicious Crates - working
Zaljerem  [author] Oct 17, 2024 @ 8:52am 
I think the recent patch affected them somehow. I'll take a look ASAP.
物理系魔法师 Oct 17, 2024 @ 8:50am 
The Rage Virus event and the Crate event didn’t work properly, especially the Crate. Although it was airdropped, it didn't open for a long time. Errors were reported only when it was accidentally destroyed by fire.
csfireworks Oct 1, 2024 @ 2:04pm 
Hello , I found the MechSwarm and the RaidCommand can spawn under the thick roof .

When I knock the RaidCommand , raider just spawn in it , but it like a wall ,so the raider just stick on it and starve to death .
Zaljerem  [author] Sep 8, 2024 @ 10:45am 
I'll take a look at that one for the next update (already in progress, with a few other things I found).