RimWorld
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Dune (Continued)
   
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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1.077 MB
4 jul 2020 om 13:04
18 jun om 12:07
7 wijzigingsnotities (weergeven)

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Dune (Continued)

In 1 verzameling van Mlie
Mlie's resurrected mods
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Update of beans mod
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=827966051



[discord.gg]
[github.com]



Updated to B18. Apologies for delay, wife is pregnant and that takes priority. :)
Incorporating aspects from Frank Herbert's excellent Sci Fi series, Dune.

Forgive the silly sandworm drawing. :)

This initial release is designed as a testing bed to make sure the essentials are in game and working. Essentially, this release contains the following:

-- Fremen. Tribes spread throughout the land. Basic functionality, traders, etc.
-- Weapons. Basic fremen weapons. A short automatic carbine, crysknife, long rifle, and the weirding module (not on any NPCs).
-- Tech tree. Very basic. First tier access to weapons / stillsuits. Second tier access to spice refineries and the weirding module.
-- Spice. Granted, slightly overpowered. But, Frank Herbert basically made this drug overpowered in the Dune series as well. Designed to allow colonists to function in the extreme / desert environments. Suppresses hunger rate. Will be expanded in the future. Find raw spice in the desert, harvest it, and refine it, or buy it from Fremen Traders.


Interested in my other mods?
-Borg Race/Faction - if you only want the Borg, select this mod. Do not run both star trek and borg mod. :)
-Star Trek Federation (Includes the borg race)
-WWII Red Army - Soviet Faction
-WWII Wehrmacht - German Faction
-Napoleonic Age - France/Britain/Prussia


  • 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.
  • Always post your log using the Log Uploader
  • 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

| tags: sci-fi
47 opmerkingen
Mlie  [auteur] 28 jun om 8:03 
@Avram I dont have any plans on expanding the mod. But the source is open if anyone would like to do it
Avram 28 jun om 6:20 
So will this mod adapt to the Odyssey?
I suppose Spice will be necessary for interplanetary travel!
Kaz 23 jun om 13:54 
Thank you! :steamthis: @Mlie
Mlie  [auteur] 20 jun om 23:00 
@Kaz All drugs adds memes automatically, if they do not have a custom image (like this mod that was made long before Ideology) you can use this mod:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2890795292
Kaz 20 jun om 15:32 
AWESOME MOD! but the spice meme doesn't have an image just a "?" otherwise works just fine it seems.
Musterduck 23 aug 2024 om 20:27 
love this so much! thank you!
KatzenSindKool 7 jul 2024 om 14:17 
"Fremen"
My god.. I cant believe it.. GORDON FREEMAN FROM HL2?? (The hl2 rot consumed me)

in seriously, nice mod :3
Arcani 22 apr 2024 om 21:13 
@MrXarous The only mod I can think of that might interfere is Geological Landforms. And thank you for trying, but I have no idea how to patch support
MrXarous 22 apr 2024 om 20:20 
@arcani I loaded this mod and core/dlc and it worked in both Desert and Extreme Desert. Make sure any modded biomes don't override and if they do you can patch support for those biomes but it does work. On map load got around 4 "raw spice plants" on 70%+ fert soil/stony soil.
MrXarous 22 apr 2024 om 20:11 
@arcani looking at the XML in 1.5 on github:

<plant>
<fertilitySensitivity>0.5</fertilitySensitivity>
<growDays>2.22</growDays>
<harvestTag>Standard</harvestTag>
<dieIfLeafless>true</dieIfLeafless>
<harvestedThingDef>RawSpice</harvestedThingDef>
<harvestYield>25</harvestYield>
<harvestWork>950</harvestWork>
<fertilityMin>0.3</fertilityMin>
<visualSizeRange>0.7~1.1</visualSizeRange>
<topWindExposure>0.0</topWindExposure>
<wildBiomes>
<ExtremeDesert>0.22</ExtremeDesert>
<Desert>0.35</Desert>
</wildBiomes>
<wildClusterRadius>4</wildClusterRadius>
</plant>