RimWorld

RimWorld

Geyser activity
20 Comments
ggerom  [author] 14 Jul @ 11:32pm 
@moo Check it now, everything’s fixed. I accidentally included a file from another mod.
moo 14 Jul @ 5:55pm 
One error:
Exception loading def from file GeyserDrill.xml: System.ArgumentException: Could not find type named GGerom.Events.CompProperties_GeyserDrill from node <li Class="GGerom.Events.CompProperties_GeyserDrill" />
ggerom  [author] 13 Jul @ 3:22pm 
Updated the mod! Everything should work now.
ggerom  [author] 12 Jul @ 4:34am 
Already installed 1.6 — now I just need to tear myself away from the new DLC and get it done! Will definitely get to it soon :)

>brand new ones could also be possible with the use of a rare archotech item
I’ve made a standalone mod with a building for generating geysers — it’ll be out soon!
BreadandYeast 31 Jan @ 6:22am 
A process of plugging two geysers to create a new one where you wish would be nice

brand new ones could also be possible with the use of a rare archotech item
FelipeGames2000 28 Jan @ 9:49am 
Any plans for a Helixien Gas version?
ggerom  [author] 19 May, 2024 @ 11:30pm 
@szmtex Yes, player creation and removal of geysers through rituals and buildings is already in TODO. As soon as I have time, I'll do it.
szmtex 19 May, 2024 @ 9:33am 
honeslty for the longest time I'm looking for a mod that would allow somewhat moving geysers without using dev mode. Seeing mod name I hoped its that but it seems not... Any chance you could mod similiar to this one that would allow moving geyser? Something like: first you need extremely long research to unlock it then you pick a new place for geyser and need to build deep drill here or something that would be really costly then you need to colapse one of existing geysers and bam geyser moved to new place
ggerom  [author] 18 May, 2024 @ 1:02am 
@Dr Jimothy, Wow, I hadn't thought about it that way. I guess I could use the quality of a ritual. Something like that:
Below 50 - failed to create a geyser. From 50 to 95 - new geyser on the map, from 95 - at the place of the ritual.
I think it is possible specifically for Anomaly DLC to make spawn pit gate when ritual fails....
Dr Jimothy 17 May, 2024 @ 5:18pm 
Devious idea; ways to make geysers:
- Anomaly ritual. Requires a human sacrifice and bioferrite, because of course it does.
- Super complex machine that requires components and electricity and stuff.
- Archotech device.

Whether they should make the geysers appear on the spot or a random place in the map; idk. One gives the player more control, the other can have funny results.
ggerom  [author] 17 May, 2024 @ 12:37pm 
@摄魂狼, I think I know how to do this, it might be a good idea for a separate mod, I'll add it to my TODO list. Thanks!
摄魂狼 16 May, 2024 @ 11:07pm 
Perhaps, you can add a setting that allows us to adjust the probability of each event
Winter 14 May, 2024 @ 7:08am 
Nature ftw!
kaczorski 14 May, 2024 @ 4:47am 
Very cool!
ggerom  [author] 14 May, 2024 @ 3:12am 
Mr McNificent, right now new geysers appear outside the base, but it's a good idea. It would be nice to add such a feature in the mod settings. I'll add it to my TODO. Thanks!
Mr McNificent 14 May, 2024 @ 1:18am 
Love the sound of this, but are new geysers going to spawn in existing buildings and just wreck my stuff? lol
lol 13 May, 2024 @ 11:12pm 
Great idea, thank you!
ggerom  [author] 13 May, 2024 @ 2:47pm 
Version 1.5 support is ready
ggerom  [author] 13 May, 2024 @ 7:06am 
Support for 1.5 is coming soon, working on it