RimWorld

RimWorld

Wing's Blights Expanded
15 Comments
winggar  [author] 2 Sep @ 1:19am 
it should be like 20mb
winggar  [author] 2 Sep @ 1:18am 
@filipfrantz yeah I can fix that later, it's unnecessarily including some deps in the install
filipfrantz 1 Sep @ 1:33am 
Pretty cool mod, but why is it 111 mb?
winggar  [author] 5 Aug @ 3:43pm 
@Skegg to clarify, you'd need to load your mod after mine in order to use my custom blight def loader. Feel free to look at this mod's source XML files as a example, it should be pretty straightforward.
winggar  [author] 5 Aug @ 3:35pm 
@Shadow That would be interesting! Gill rot seems a bit trickier to design around considering how little design space there is, but I'm open to suggestions.

@Skegg All that would require is a single texture and an XML file, so feel free to make that mod yourself. If I do anything fungal in this mod it'll probably be something like you described but with psilocap instead for Odyssey integration.
Skegg 5 Aug @ 9:25am 
Was in the rimworld discord's ideas threads and saw a suggestion for a blight inspired by huitlacoche/corn smut (edible fungus that grows on corn), and thought it'd be right at home in this mod. Something like "increases crop yield, but all the output turns into nutrifungus" sounds in line with undesirable but potentially useful.
Shadow 3 Aug @ 5:01am 
This is a very interesting mod, thank you for making this. I wonder if it's possible to make a similar mod for gill rot, adding new types of gill rot with their own up and downsides.
turkler 28 Jul @ 10:26am 
awesome mod, thank you!
winggar  [author] 26 Jul @ 11:06pm 
Realistically speaking all of the blights tend to function like the default blight in that you'll usually want to cut them. But unlike default blights, there are uncommon situations where you might not want to cut these.
winggar  [author] 26 Jul @ 11:04pm 
@EnderMelody
Regular blights are disabled by default, yes. All of the functionality of the mod can be tweaked from its Defs file in a pinch. I might end up adding in-game settings later, but it's low priority compared to other projects right now.
EnderMelody 26 Jul @ 5:50am 
do normal blights still happen or is a complete replacement? and is there or could you add a config for the rates of these appearing? id like to still mostly get normal blights but occasionally get these special ones.
winggar  [author] 23 Jul @ 8:58pm 
But basically it'd take no code to make a mod that depends on this one and adds more blights, so feel free to do so if you'd like.
winggar  [author] 23 Jul @ 8:57pm 
@Krazyfan1 yeah definitely. This mod includes a new def interpreter for blights, so adding something like that would mean adding one texture and a little xml—no code required. Maybe I'll add a psilocap one later for Odyssey.
Krazyfan1 23 Jul @ 6:26pm 
Nice. wonder if Corn smut is doable? replaces half of the crop yield with mushrooms?
Thebrokenbucket 23 Jul @ 4:25pm 
Interesting very decent mod