rimworld мод на корабли морские

More Trade Ships

Мод Adjustable Trade Ships для Rimworld — увеличивает скорость появления торговых орбитальных кораблей. Мод работает со старыми сохранениями.

Автор мода — PinoChemicali
https://steamcommunity.com/sharedfiles/filedetails/?id=1369828656

Русификаторы

«Мод работает со старыми сохранениями»
То есть и для А16?

Нет. На старые сохранения А17

Пожалуйста! Сделайте и для A16

Вообще-то уже никто не будет делать новые моды на старые версии, актуальная, стабильная — а17

Вот ссылка на сторонний ресурс с данным модом для а16
nexusmods.com/rimworld/mods/116/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Frimworld%2Fajax%2Fmodfiles%2F%3Fid%3D116&pUp=1

Спасибо, добавил для А16

Тег под а16 добавь, админ 🙂

Теперь они прут один за одним. Не успеваешь готовить ресурсы для продажи.

Вот это мод, но можно менять частоту появления САМОМУ?

А то раньше очень редко, сейчас очень часто(((

Хоть никто и не заставляет связываться с каждым, но всё же было бы лучше указывать самим)
Kонечно если там не формула, которая зависит от богатства колонии.

Источник

Последнее обновление: 29.07.21.
Причина: Мод обновлен до версии 16.07.21

Добавляет в игру космические корабли трейдеров. Корабли будут посещать вашу колонию, предпочитая посадочные площадки (либо из расширения роялти, либо обозначение посадочной зоны, добавленные этим модом), и торговать с вами так же, как посещающие караваны, без необходимости в торговых маяках или консоли связи. Торговые корабли предназначены для замены орбитальных торговцев, но вы можете установить в настройках, чтобы они оба были активны.

Корабельные торговцы используют те же запасы, что и орбитальные торговцы. Моды, которые добавляют больше трейдеров, например Let’s Trade, совместимы: вы получите трейдеров из этих модов в качестве торговых кораблей.

Этот мод должен быть безопасен для добавления в сохраненную игру. Удаление его, когда корабль находится в середине полета, нарушит игру (черный экран и постоянные сообщения об ошибках). В противном случае вы получите некоторые строки ошибок в журнале, но игра должна восстановиться.

Версия 06.04.20 для Rimworld (v1.1)

Для того, чтобы установить мод для игры Rimworld необходимо скопировать папку из скачанного архива по пути Путь к установленной игре\Rimworld\mods и включить мод в меню.

Рекомендуем ознакомиться с полным руководством на тему: «Как установить моды для Rimworld?»

Информация о файле

    Добавил: Den Martin Автор: AUTOMATIC Формат файла: ZIP Размер: 4.4 mb Источник: Перейти

Вы можете войти в свой аккаунт или зарегистрироваться на сайте, чтобы скачивать моды без ожидания.

ТОП группа по RimWorld

Помощь по игре и масса полезного контента. Подписывайся!

Источник

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Save Our Ship 2

For more details, especially regarding the mechanics of ship combat, check out our wiki.

The requirements for launch are much simpler in SoS2 than in vanilla. A basic ship needs only a bridge, sensors, a shuttle bay, and chemfuel engines to be launched into orbit. Once there, you can expand it to your heart’s content.

SoS2 handles planet-hopping differently than its predecessor. Rather than needing to start a new game, once you’ve built a Johnson-Tanaka drive you’ll be able to jump between worlds at the touch of a button. The entire previous world is compressed and stored, allowing you to revisit planets at your leisure. When departing a world, you can transfer ownership of your colony to an allied faction, and if you decide to return it may have become a thriving settlement of that faction. Perhaps their descendants will even feel grateful enough to give you gifts.

It is possible to change scenario parts when traveling to a new world, although some may be irrelevant. Scenarios are saved alongside worlds, so when you grow tired of living on a planet where every corpse explodes, you can pack up and leave, secure in the knowledge that it will be just as explodey when you decide to return.

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Perhaps you feel bold enough to track down the source of those psychic signals that have afflicted your colonists since their arrival. With the help of your ship’s AI core, you can locate and hack into an archotech’s orbital amplifier and steal the secrets of evolving an AI into an archotech.

Every effort has been made to ensure compatibility with other mods. All commonly-used data structures, be they UtilityWorldObjects or WorldComponents, are transferred between worlds. Nevertheless, I can’t plan for every contingency. Please let me know if something fails to transfer.

This mod is dedicated to the memory of pipakin, who maintained Save Our Ship during my absence.

Thanks also to Sarg, who created new sprites for the space insects. You can find his excellent add-on «Alpha Ships» here.

Shipwrights: (Insert Boi here), AlfadorZero, choppytehbear, Dammerung, DianaWinters, Foxtrot, Inert, Jameson, Moonshine Dusk
Testing squad: Phsarjk, i am has yes, Fuji, Reviire, Ian, choppytehbear, Jameson, Generic Scout, Waipa, Xanthos, BUTTERSKY, Karim, firethestars, Haldicar, jamhax, Jenden, maraworf, Red_Bunny, rostock, sprocket, El Jojo, Zahc, Dutchman, Zero Jackal, Tiberiumkyle, swordspell, SonicTHI, Shabm, Reviire, Kasodus, Red_Bunny, melandor, Madman, K’, Jenden, Insert Witty Joke, Ifailatgaming, choppytehbear, Capitão Escarlate, Bunkier, Bumblybear, Bubbadoge, Abraxas, (Insert Boi here)

If you’re having difficulties getting SoS2 to work, please make sure Harmony is first in your load order, followed by Core, HugsLib, and then Save Our Ship 2. Linux users may need this Harmony fix if the game crashes on startup. If you are using third-party mods which explicitly reference SoS2, please try disabling them before you submit a bug report.

This mod *is* compatible with existing saved games, although vanilla ships will need to be rebuilt.

If you’d like your mod’s armor to count as EVA gear, simply add «EVA» to its apparel tags, and make sure it occupies the «Overhead» or «Shell» armor layers (for helmets and suits, respectively).

If you’re a modder who wants to create your own enemy ships, check out the SoSCK:

You may join our discord here: https://discord.gg/GK7nqgu

Keep in mind, our Discord contains multiple projects. Please keep RimWorld & SOS talk in the #Save-Our-Ship channel.

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Boats

Note:
I’m not maintaining this mod anymore, it’s being reworked into a generic vehicle mod (air, land, sea). Don’t ask about it here, if you want info on the mod, drop by the discord. I post updates regularly.


This mod adds Boats into the game, allowing you to travel across the map as well as across the world. What does this mean? Boats are not only a method of transportation, but also provide great defensive and offensive capabilities. Pawns are restricted to the world map based on whether or not they are bringing a boat with them. Deep water and Ocean Tiles are untouched so unless another mod changes that for you, your pawns will not be able to cross them without a boat. Caravans with Boats may also Dock at settlements which will initiate trading and gift options. In the future I plan to add a bonus to rest and mood when docked at a settlement.

Stats and Information of Boats

This mod adds Boats in a way that all of the necessary stats and properties are accessible via XML. They are not hard coded in. If you wish to make your own boat addon, feel free to do so! Please give me a heads up or send me a message if you plan on uploading it to the workshop. I would like to keep track of any additional Boat addons that come out.. for personal reasons. You will of course need to include Boats as a requirement and load it above your mod.

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Not compatible with multiplayer yet, it causes dsync.

Compatible with CE Fast Track.

RimCities don’t generate well on coasts, so I wouldn’t suggest bringing boats to the settlements from RimCities. No mod conflict, just poor beach generation in that mod. You’ll probably lose the boat or beach it.

If you’re unable to exit the map on a river or cannot enter a river because it says the river size is not large enough or there’s no exit direction, turn off RiverSizeMatters in the mod settings. It’s currently WIP so you might encounter this bug if you’re interacting with rivers a ton.

This mod has a lot of code into it, even though there are only 4 boats right now. This means inevitably there will be more bugs pop up in areas you would never expect. So far, everything has been pretty smooth sailing and there hasn’t been any issues that are super difficult to fix. Report them and I will get to them 🙂 Thanks.

Why does Boats have such a long load time?
I can’t emphasize this enough. this mod is huge lol even though there aren’t that many boats right now, the work behind them is. more than you guys would think. Each patch I make adds an additional amount of time to your load time, and I am required to make patches to change mechanics for pawns to better suit them towards vehicle like behavior. This is what gives Boats their boat like mechanics. Ingame, this mod is very lightweight. Load time? It’s gonna be up there with Human Alien Races and Combat Extended.

Can I add this mid game?
Yup! But then you’ll miss out on cool stuff like being able to spawn more settlements on the coastline or increase the beach sizes on tiles with coastline, which are in the mod settings and only affect new saves.

What about load order?
Load order doesn’t matter, but put it as high up as you can, cause some mods might overwrite some patches that I use. If you’re getting a duplicate statBases error for water, it’s because you’re using a mod like Water is Beautiful or Simply More Bridges, whom aren’t careful with their patches. Just move their mod above Boats and it’ll disappear.

My Boat Doesn’t Work! Help!
Well either you’re using godmode to build them or you put Boats at the bottom of your list. People. stop placing boats in godmode. Boats are not buildings, they are pawns.. So if you want to devMode them into the game, go in and spawn them like you would spawn in a pawn.

Fishing Isn’t Working!
Either you don’t have a compatible fishing mod installed or your fishing delay (in mod settings) is set to 0. Default for that is 10,000. Or you could also just be doing it completely wrong. which brings me to the 2nd part of this answer.

How Fishing Works:
Once you have a compatible mod installed with boats, and a fishing boat built, you don’t do normal fishing jobs like you would with your fishing mod. I would straight up have to create jobs or hook onto / patch the fishing mod’s jobs to do that, and no I won’t do that. Way way WAY too much of a hassle. To fish on fishing boats you must manually put the pawn onto the fishing boat, take the boat out onto a suitable water cell (the deeper the water, the better the fishing rates), and toggle fishing on. The boat will auto gather fish over time, but don’t forget your pawns! Cause they will continue to fish until you pull them back.

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In the future, I would like to fully expand upon the Ocean and events outside of normal terrain. This includes Pirate raids, Sieges from the water, other variations of boat weapons including but not limited to. Turrets, Rotatable Cannons, Submersibles, and possibly a sea based event for naval battles. This is all planned, so it may be some time before they are implemented.


Thank you Dr_Zhivago, dninemfive, Jamaican Castle, Dyrewulfe, Pelador, Mehni, and Ibmaian from the Discord Server for helping me resolve errors.

Dr_Zhivago, NECEROS, and Kerberos for helping me bug test

Github. [github.com]
[ko-fi.com]
Track this mod’s progress. [trello.com]
Twitter.

Join me on Discord [discord.gg]

Note: Please do not copy and re-upload this mod. This mod is translation capable. If you would like to add a translation please make a fork from GitHub and I will work with you to add it to the mod.

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Alpha Ships

Spice up your Save Our Ship 2 spaceships with modular pieces!

Alpha Ships adds 64 new modular spaceship parts that you can add to your spaceships to customize them in thousands of combinations. These spaceship pieces can be scavanged from random space combat encounters or acquired at a hefty price from the new Ship Parts Trader orbital merchant.

The mod includes parts in 6 different «styles»: captured asteroid, pirate, traders, imperial escort, bioship and mechanoid.






You’ll also find new buildings that you can uninstall and carry to your ship, such as super efficient vanometric heat sinks in mechanoid ships.

You can watch a video review of the mod by Quarantine Games at https://www.youtube.com/watch?v=2qsFBwtj6AM

There should be none. Keep an eye open for any bugs that might pop up, and report them to me in the mod’s comments! Ideally provide an error log, since it is almost impossible to debug things otherwise.

Mod should be compatible with everything. It obviously needs Save Our Ship 2 to work. It DOESN’T NEED Alpha Animals, though some will appear in space encounters if you have both mods active.

Q: Can I mix and match ship parts to create a monstrosity?
A: Yes! You can use any ship parts you acquire (by conquest or trading) in your own spaceship. There is no limit to the number of them you use, and there is no limit to using pieces of different categories.

Q: Will these provide defense?
A: Not much, these pieces are almost 100% aesthetics.

Q: I’m placing the ship parts and my pawns are deconstructing anything in the way!
A: That’s the way the game works. Once the ship part is placed, you can then build things above them. Most of the ship parts have been made so you need to place them adjacent to ship walls.

Q: Savegame compatible?
A: Yes

Q: Is this CE compatible?
A: I have no idea

Thanks to Thain and Kentington for SoS2 and for their help with this mod.

v1.0: Release version (12/07/20)
v0.1: Prerelease

Источник

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