RimWorld

RimWorld

Random Chance
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Update: Jan 8 @ 9:45am

[Auto-generated text]: Update on 1/8/2025 12:45:53 PM.

  • fixed a hardcoded possessive pawn string in the keyed language file (thanks Halicade)
  • patches class updated with new RemoveBuildingMakeNewToilsPostFix method
  • patches util class added
  • deleted the shitty and unused JobGiver_SwitchFlickingSpree class
  • added the MapComponent_TimeKeeping class
  • some small def fixes

Update: Dec 22, 2024 @ 11:59am

[Auto-generated text]: Update on 12/22/2024 2:58:57 PM.

  • Fixed an issue with Medieval Overhaul where the RandomChance.HarmonyPatches.MakeRecipeProductsPrefix patch would throw an error for a null WorkGiverDef when pawns used either the rustic cooking table or the furnace from MO
  • Added a pawn.IsColonyMech check in the GameCondition_FlickeringLights class because it doesn’t make sense to let colony mechs get mood buffs for seeing flickering lights throughout the colony
  • Added null checks in every applicable patch method for WorkGiverDefs
  • Fixed an issue with the right-hand side mod settings not having enough vertical space to properly display each setting and causing the last two to overlap visually

Update: Sep 30, 2024 @ 10:23pm

[Auto-generated text]: Update on 10/1/2024 1:23:37 AM.

  • fixed an issue with "wildman" throwing an error when attempting to forage for food via the "PlantWork" job

Update: Sep 26, 2024 @ 4:28am

[Auto-generated text]: Update on 9/26/2024 7:28:10 AM.

  • added RC_FilthyRoomSpawnMHChance and RC_FilthyRoomSpawnMHChanceDesc language keys
  • updated all work/job harmony patches to check for "worker.RaceProps.Animal"
  • added the highly requested PlantHarvestAgitatedWildAnimalChance so players can adjust the chance of finding agitated wild animals while doing plant work
  • completely removed the FilthyRoomSpawnMHChance as players seem to really hate manhunter rats :sip:
  • updated all mod settings accordingly
  • updated RCSpawningUtil with the removal of manhunter rats

Update: Aug 1, 2024 @ 3:23pm

  • Added a toggle for the rat spawning via dirty rooms in the mod settings. Disable if you don't like the feature. Otherwise, learn how to keep your home area clean. It's pretty simple really.
  • Added a setting to control the cool-down time between possible rat spawning.
  • Added two new checks for body size and combat power when spawning native animals via failed plant work.

Update: Jul 31, 2024 @ 2:37am

  • Fixed a dumb bug I somehow accidentally introduced with the last update that prevented original recipe products from being output if no random output was successfully rolled for and picked.
  • Affected both cooking, mining, and stone-cutting jobs.

The better part of this update...
  • Completely refactored the mods' settings page.
  • The filthy room + pest animal spawning logic checks have all been offloaded to the improved settings page (left-hand panel in picture).
  • Every numeric setting now has both a slider and a text field input for better accessibility
  • Be sure to hover over each setting label to read the associated tooltip to understand what each setting actually does.

There may still be an issue with pawns donning apparel/gear... I don't get this error personally but some people seem to. If you do please send me a full error report. Otherwise I cannot help you.

Update: Jul 31, 2024 @ 2:21am

[Auto-generated text]: Update on 7/31/2024 5:21:51 AM.

Update: Jul 28, 2024 @ 11:40am

[Auto-generated text]: Update on 7/28/2024 2:40:48 PM.

Update: Aug 13, 2023 @ 9:02am

[Auto-generated text]: Update on 8/13/2023 12:02:40 PM.

- fixed a bug where colony mechs could be allowed to do plant or animal work and would thus throw NRE's if the chance roll for either jobdriver succeeded since mechs do not have skill levels and the second chance check is based on skill level.

Update: Aug 11, 2023 @ 3:11pm

[Auto-generated text]: Update on 8/11/2023 6:11:35 PM.

- Added a mod setting to enable/disable all top-left alert messages.
- Added mod settings for all chance events.
- Added a chance for pawns to find eggs from animals native to the current biome while foraging for food.
- If a pawn finds eggs there is a slight chance an angry momma or pappa animal will come out from hiding to protect it's young.
- Added a chance for pawns to find usable meat from prey animals while butchering predatory animals.
- Added a chance for pawns to get electrocuted and potentially worse while attempting to repair electrical equipment with components.
- Added a chance for pawns to get injured by farm animals while collecting resources.