RimWorld

RimWorld

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Luciferium Rain (DISCONTINUED)
   
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10 Jul, 2017 @ 9:56pm
28 Jul, 2017 @ 11:47pm
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Luciferium Rain (DISCONTINUED)

Description
Ahoy citizens of the rim!

While this game is a work of art as it is, I just had the urge to make life on the rim a little more difficult, and little more interesting.

Have you ever wondered what goes on beyond the confines of your adopted home planet? Well here's one scenario that hopefully paints a small picture for ya.


I proudly present to you my Luciferium Rain mod!

While passing through your particular rimworld's gravity well, a spacer vessel transporting glitterworld nannites is set upon by an unknown entity and completely destroyed. As a result, chunks of dormant nannites are pulled in towards the planet and enters its atmosphere, both liquifying and activating on entry. As the nannites fall to the surface, any and all living things out in the open is targetted as a potential host body and used as such.

Changes
- Adds a new world condition, Luciferium rain, to the game (shares the same category as toxic fallout)

=> Any living thing (human, animal, insect, whatever) not under a roof when the event begins becomes a host body for the luciferium nannites, and therefore must find more to survive.

=> The event is extremely rare, starting to occur a little over a year into the game, and only lasts a couple minutes at most.

Regarding Known Issues/Bugs
- As of right now, placing this mod as high up in the mod list as possible (hugslib, etc can go above it) does not seem to yield any issues.

- Post any issues on the discussion board and I'll do my best to squash em

- Standard "works well w existing saves and other mods" thing applies (but its c# so maybe make a backup this time? :P)

ATTENTION: This is my first c# mod and as such is most likely extreeeemely buggy. So standard buyer beware clause applies :D

For Use In Other Mods
If you plan to use this mod in any other mod, just gimme a shoutout in your credits and we'll call it even.
Popular Discussions View All (2)
0
10 Jul, 2017 @ 10:16pm
PINNED: Bug Trap
AgentBlac
20 Comments
Mlie 7 Aug, 2020 @ 12:23pm 
sir Evans 13 Apr, 2019 @ 5:08am 
Agree, this would be something on par with Planetkiller event for the story teller, but definitelly something amazing in it's own right!
Author, thanks for the disclaimer, I might add it to my planned Quality of Life mod pack :P
PKPenguin 16 Dec, 2017 @ 9:55pm 
Super interesting mod, though way too much potential to just wipe your colony for my tastes. Not going to use currently but this is incredibly unique and admirable.
AgentBlac  [author] 22 Jul, 2017 @ 5:44pm 
@Jamaican Castle Hmm interesting idea. I'll mess around with it and see what happens :P thanks for the suggestion.
Jamaican Castle 22 Jul, 2017 @ 2:34pm 
If you're still looking into delay, you could try this: instead of directly giving luci addiction, the rain causes a dummy hediff that builds to 100% over the course of, say, half an hour or an hour. At 100%, that hediff causes luci addiction with a MTB of basically nothing (a decimal value should put it at less than a day). You can adjust how quickly it falls off when people are under a roof if you don't want them ducking in and out like you can with a normal toxic fallout.
AgentBlac  [author] 16 Jul, 2017 @ 9:40pm 
Welp, upon a couple days of trying to implement a delay into the code itself, I don't think there's a way to make a delay in between the event notifying you and the actual effect of the event. The section of the code that modifies the delay for EVERY event cannot be editted so... yeh. I'll continue to work on maybe making protective gear or having on full clothing(maybe power armor/shieldbelt?) counteracting the effect.
Erik 16 Jul, 2017 @ 7:44am 
luciferium isn't that bad though, it can be quite good and if it is just for one person, it's easy to find more luciferium. You only need to take it once every 5 days
sjelin 15 Jul, 2017 @ 9:52pm 
I kind of love it but there should be some way of avoiding the addiction. Like, maybe you get addicted within 30 in-game minutes. If you're near hope you should be able to run back. If you're near a wall maybe you can build a roof. If you're out in the open you're fucked. Or maybe just some kind of warning. Just getting unlucky and losing a colony doesn't sound fun.
Popo Bigles 15 Jul, 2017 @ 6:28am 
Thank you!
AgentBlac  [author] 14 Jul, 2017 @ 7:34pm 
@Myuym & @ManOfGod413 I hear you guys, and I'm diggin this idea. Keep your eyes out :o