RimWorld

RimWorld

[LTS]Systems
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Update: Dec 30, 2024 @ 12:59pm

- Added Tenants GUI Icons to this mod to avoid some strange steam issues people have had.

Update: Oct 3, 2024 @ 12:48pm

- Removed river generation, Use Geological Landforms instead since they finally released cool rivers!
- Fixed race condition with Geological Landforms where plants in Biosphere spawned on lands due to Harmony patch priorities.
- More unified settings changes for my mods.

Update: Sep 27, 2024 @ 8:58pm

Hotfix for missing fleck

Update: Sep 27, 2024 @ 1:25pm

- Added plant transformation logic
- Added new thinknodes and conditional checks for custom creatures
- Added new jobgivers for custom creatures
- Added new property and logic for incidentExtensions
- Improved plant self spread logic.
- Code optimization and refactoring
- Added a few simple standardized GUI elements to use for mod settings and whatnot.
- Improved readable error logging.
- Improved GetTemperatureForCell_PreFix, hopefully it'll be faster.
- Added [Experimental] river branching logic, toggleable in Mod Settings.

Update: Sep 16, 2024 @ 2:59pm

- Added 2 new "languages" to use for naming stuff. Mostly used by Xenotech but open for all to use through Systems.
Lagua
Overlord
- Renamed the previous sole language I used to Wild.
- Refactored code and a potential fix for GetTemperatureForCell_PreFix
- Updated water plant spawning logic and improved performance.

Update: Aug 3, 2024 @ 2:03pm

- Made performance changes to CheckWaterPlants as suggested by Ferris (ferriscg), thank you! ♥

Update: Jun 20, 2024 @ 9:07pm

1.4 Hotfix

Update: Jun 20, 2024 @ 8:14am

- Added PlantSpawner
- Added Incident Plant Breach.
- Added Incident Extension.
- Added new plant spread logic.
- Added new Creature type class for custom logic.
- Added Moisture Need and job/logic related to that.
- New pawn rendered for alternate graphic in water logic.
- New pawn rendered for body overlay in water logic. (Works kinda like tattoos)
- Moved Task work type priority to after hunting in the list.
- Improved performance for CalculatePlantsWhichCanGrowAt_PostFix.
- Updated Door code to use mirror more the vanilla multi tile doors and cleaned some features.
- Added conditional stat effecter check if in water.

Update: Apr 9, 2024 @ 12:38pm

- Added mod icon
- Fixed issue where Darklight fire had not its rotation drawn.
- Changes to wild water plant spawn logic.
- New plant defmod property to decide immaturity graphic at growth

Update: Mar 29, 2024 @ 3:29pm

2024-03-29
- Updated to 1.5, kept 1.4 as is.
- Added a few icons.
- Pawns no longer try to milk themselves.
- Pawns no longer try to milk pawns when their current job is forced.
- Remade CompDirectionalFire as to better mirror the new 1.5 changes to fires.
- Fixed issue with regeneration for limbs gene
- Added base cave plants def
- Added base tree plants def
- Added firing angles
- Added two more plant states (immatureLeafless and Mature)