RimWorld

RimWorld

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Miscellaneous 'CORE'
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4
Tiedostokoko
Julkaistu
Päivitetty
1.542 MB
15.6.2016 klo 8.18
2.12.2022 klo 9.34
44 muutosilmoitusta ( näytä )

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Miscellaneous 'CORE'

Kuvaus
*** This mod contains various core functions for other Miscellaneous parts. ***
*** It must be loaded before the other parts! ***

The following video shows all that Miscellaneous can add to your game:
Miscellaneous Showcase by Soapie Plays

It also comes with the following functions/items:

-Colonist Keys: Place/Group
This allows you to use the keys 6, 7, 8, 9 to create teams
The key 0 releases all drafted colonists
(Note: This needs a new colony to work; the keys can be reconfigured)

-BrainPals
Some brain implants to enhance your colonists
(an idea from 'Old Mans War')


The source code for all Miscellaneous mods can be found on my GitHub:
Miscellaneous Source[github.com]


(Version: 1.4.3)

Language: English, German, Russian, Chinese

Thanks to duduluu for the Chinese translation
Thanks to fox_kirya and Well for the Russian translation

The latein american translation by CANALETA can be found here.


Detailed Description: Keybinding:

The keys 6, 7, 8, 9 can be used to define where colonists should go to.
Use them like this: Draft all the colonists you want to set the positions for and position them.
Now press SHIFT+7 (for group 7) and the positions of your drafted colonists will be saved.
To recall the positions just press 7. All this can be done for the keys 6, 7, 8 and 9.

Key 0 has another function:
Once you press it, all your drafted colonists, who don't have an active job, will be undrafted.
Press SHIFT+0 to switch the recall mode between POSITION and GROUP.
Another key is the F1 key. If you press it, you will jump to a random position inside your home zone.

Note:
You can rebind the keys to your own desire with the normal keybinding options.
438 kommenttia
2962342497 18.11.2023 klo 2.51 
Can authors make grouped mods individually?
lilwhitemouse 16.8.2023 klo 12.25 
Is there an option to not load the brain pals? For those who want more incidents but not more items?
Haplo_X1  [tekijä] 3.12.2022 klo 15.04 
I did it in one move with the brainpal fix :)
@theothersteve7: Thanks for the reminder. It turned out I didn't need to change the parent. I just needed to switch the assigned class :)
Lotan flan 3.12.2022 klo 5.28 
thank you for adding the ability to group animals, i didnt expect it added this fast, if at all.
Lotan flan 1.12.2022 klo 6.52 
Is it possible to have the group system also work with animals that can be drafted?
theothersteve7 18.11.2022 klo 20.47 
BrainPals are broken because they are considered "prosthetic brains" rather than implants, causing issues when installing them in a mechanitor. It destroys the mechlink rather than ejecting it.

@Haplo_X1 You can fix this quite easily in the data files. Use parent="SurgeryInstallImplantBase" in the surgery RecipeDefs instead of the custom parent that you made. You'll also need to remove the workerClass, it'll inherit that from the parent. This mod is super old and I'm going to guess that it predates these things - impressive that it still works!

I hope that helps! Keep up the great work!
William07142 12.11.2022 klo 4.33 
Is there any chance you could make standalone versions of the grouping and implant?
AlotMaster 12.11.2022 klo 0.38 
the Brain Pals eject all other brain stuff installed, including Mechlinks.
michal.stangel 5.11.2022 klo 9.52 
Traders no longer sell Railgun (1.4, Biotech).
Haplo_X1  [tekijä] 12.8.2022 klo 13.33 
I've read all books from that series.
It is still one of my favorites :)