RimWorld

RimWorld

Darkest Night SK Steam
Showing 21-30 of 31 entries
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Update: 21 Feb, 2020 @ 4:49pm

Improved resources on example scenario to match that of Crashlanded (yes, you can see how my playthroughs are faring)

Update: 21 Feb, 2020 @ 2:48pm

Performance improvements to permanent darkness scenario:
- Unintended behaviour where large number of Darkness are generated in single tick in response to many vulnerable pawns are fixed.
- Max number of pawns allowed to wander the map decreased from 30 to 20.

Update: 20 Feb, 2020 @ 10:43pm

Added more resources to permanent darkness scenario.

Update: 20 Feb, 2020 @ 9:51pm

Disabled Eclipse and Solar Flare in example permanent darkness scenario.

Update: 20 Feb, 2020 @ 4:22pm

Made some further improvements to permanent night spawn algorithm.

Darkness now actively make opportunistic attacks against power structures in order to disrupt electric supply. Removed TrashNearbyColony behaviour from Darkness. The Darkness will now only break power structures and doors instead of everything.

Increased amount of resources available in example scenario.

Update: 20 Feb, 2020 @ 12:54am

Permanent Darkest Night spawn improvement

Update: 19 Feb, 2020 @ 10:11pm

1.1 Compatibility
Addition of permanent version of Darkest Night.

Update: 25 Aug, 2019 @ 6:40pm

Fixed minor UI problem on mod settings where 'close' button didn't fit into the window.
Reduced music volume on Darkest Night event by 5%.

Update: 23 Aug, 2019 @ 10:30am

Can adjust base chance, minrefiredays, earliestday value from the mod menu for easy modification of the event's frequency.

Update: 20 Aug, 2019 @ 4:06pm

Typo correction.