RimWorld

RimWorld

[B19] Expanded Incidents
20 Comments
Jaxx - pshoooo 31 Oct, 2018 @ 8:17pm 
thank you kindly. love your mods.
The Word-Mule  [author] 30 Oct, 2018 @ 7:58pm 
Updated to 1.0: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=1552461911

@mago20078 You can already do that by editing the scenario.

@123nick Could be.
mago20078 28 Oct, 2018 @ 6:52pm 
could you make a option menu so I can select the incidents I want and whose not? plox?
123nick 21 Oct, 2018 @ 3:47pm 
i think there might be some odd thing with sabotage event and fluffys breakdowns, as fluffies breakdowns changes how malfunctions/breakdowns happen in the game
Jaxx - pshoooo 18 Oct, 2018 @ 5:26pm 
hoping for a 1.0 version! i saw the Thief event happen in real time at one point, and it was awesome, could see doors open and close as someone invisible moved through then got spotted by a colonist.
jpinard 18 Oct, 2018 @ 4:58pm 
Can I enable this half-way through a game?
Be_Le_Me 17 Oct, 2018 @ 12:56pm 
Hoping there will be a 1.0 version soon! Love your mod!
jpinard 13 Oct, 2018 @ 11:58am 
I'd like to see some positive events too. Not unbalancing by any means.
BladeofSharpness 4 Oct, 2018 @ 9:50pm 
Any plan to add 1-2 positive events in the lot?
The Word-Mule  [author] 16 Sep, 2018 @ 12:26pm 
Your colonists, animals, or turrets have to spot them. They will also step on traps; however, they can walk through your doors, so they won't go through your trap hallways.
superawesomegoku 16 Sep, 2018 @ 11:40am 
Theif even just make my stuff diapear. How can I stop them?
The Word-Mule  [author] 5 Sep, 2018 @ 12:01pm 
You can disable any incident in the scenario when you start a new colony.
GIDRES 5 Sep, 2018 @ 11:26am 
can you add an option to disable thiefs?
ambi 4 Sep, 2018 @ 4:29pm 
subbed!
Proxyer 4 Sep, 2018 @ 3:53pm 
Thank you!
The Word-Mule  [author] 4 Sep, 2018 @ 3:52pm 
I will do so when I have the time.
Proxyer 4 Sep, 2018 @ 3:51pm 
Thank you for responding to the message. So I created the Japanese translation for this mod. Please confirm and merge. Thank you.

File name : B19_ExpandedIncidents_JP.zip
File size : 4.91 KB (5,026 bytes)
SHA256: 916f104671bc084aa65486b89f4cfa60859e35a5e7a0e722907151ba0c4fa0af
CRC32 : DF2BF152

DropBox DowmloadLink :
https://www.dropbox.com/s/ymlq4t1fav8b3up/B19_ExpandedIncidents_JP.zip?dl=0
Proxyer 3 Sep, 2018 @ 8:04pm 
Thank you very much!
The Word-Mule  [author] 3 Sep, 2018 @ 7:16pm 
Ok, I will.
Proxyer 3 Sep, 2018 @ 6:38pm 
Hello, author.
This is a very good Mod. So now, I am working on translation, but there is one problem. That is because the HomesickDesc specified in / Keyed / Alerts.xml is not applied to the game even though it is specified.

To see the cause, I saw the sauce. Perhaps the cause is line 14 in "Source\ExpandedIncidents\Incidents\Alert_Homesick.cs" is "this.explanationKey =" HomesickDesc";"
I guessed that this part is "this.explanationKey =" HomesickDesc ".Translate ();".
If this guess seems to be correct, please Fix. Thank you.