RimWorld

RimWorld

Disease Cauldrons
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Update: 11 Apr, 2024 @ 1:01pm

Changes Version 0.33

-Updated for version 1.5.

Notes

I haven't fulfilled my promise yet. I'm sorry. Uni keeps getting in the way. maybe something will turn up before June, but I can't say for certain.

That's all for now.

Update: 23 Apr, 2023 @ 5:18pm

Changes Version 0.32

-Updated for version 1.4. (I basically changed a number in a text file, cuz the mod still works fine.)

-Enhanced Scaria cannot be contracted by unspawned entities. I never added Enhanced Scaria to the disease pool, so this shouldn't have any impact, but at least you won't get an error message in the debug console on startup.

Notes

As seen, I've left this thing kind of abandoned, mostly because of Uni, but that's bound to change soon, so keep an eye.

That's all for now.

Update: 16 Sep, 2022 @ 6:45pm

Changes Version 0.31


-Changed Preview PNG.

That's All. See previous patch notes for actual changes.

Update: 16 Sep, 2022 @ 5:57pm

Changes Version 0.3

-Cauldrons can now be crafted with stony materials.

-Added textures, so they finally look like cauldrons.

They still utilize electricity, as the protective suits are not yet done.

Notes

-Work hasn't started on the protective suits. Might get to it soon.

-My drawing skills are a bit shitte, sorry.

That's all for now.

Update: 2 Apr, 2022 @ 9:16pm

Changes version 0.2

-Enhanced Scaria Cauldron has been added. Enhanced Scaria triggers its effects sooner than the normal strain of Scaria, it also kills its host sooner. As a side effect, pawns affected by the disease are incurable, so watch out!

Notes

-Feedback is appreciated regarding the buildings functionality, specially the new one since it took me a bit to figure out how to put in a fun, usable way. im open to tweaking stuff.

-As of writing work hasn't started in the custom assets for the items, but i will get to them soon.

-I'm not sure when I'll be able to do this, but I plan to merge all the builidings into one in order to reduce menu clutter, this feature will likely be added as this mod's development nears it's full release, since I still haven't figured out how to do it.

That's all for now.

Update: 1 Apr, 2022 @ 7:46pm

Changes version 0.1

-The Cauldrons now use electricity in addition to the fuel, this should allow you to decide when to activate and disactivate their effects with relative safety using switches. This change will be reverted once there is proper integration of the protective suits, or not, depending on feedback.

-The Cauldrons no longer require human meat in neither construction materials nor fuel. Cauldron Recipe now asks for 3 components, and accepts every type of meat as fuel. This change was made in order to allow colonies that dislike butchering humanlike access to the cauldrons regardless.

Notes

-Scaria will probably be added in the next update hopefully.

-As of writing work hasn't started in the custom assets for the items, but i will get to them soon.

-I'm not sure when I'll be able to do this, but I plan to merge all the builidings into one in order to reduce menu clutter, this feature will likely be added as this mod's development nears it's full release, since I still haven't figured out how to do it.

That's all for now.

Update: 27 Mar, 2022 @ 8:01pm

Initial upload of my first ever mod for Rimworld, so excited!!!

This mod doesn't have textures yet. it reuses the model for the autobong, item from which the mod is based from.