RimWorld

RimWorld

Mo'Events
200 Comments
Mlie 25 Mar, 2020 @ 11:59am 
I uploaded Taranchuks GitHub version updated for RimWorld 1.1
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2035143365
Hopefully this helps someone!
Mardex 4 Jan, 2020 @ 9:16am 
Update pls:cozycsgoctwhite:
Simplistic Views 10 Oct, 2019 @ 7:13pm 
update please, im an SO curious to find out about the abomination!
Alex 4 Aug, 2019 @ 7:15am 
Update please !
Winnie the pooh 10 Jun, 2019 @ 12:58pm 
Updata please :'(
Terminus Est 5 May, 2019 @ 8:56pm 
F
WilburKit 26 Apr, 2019 @ 11:13pm 
Great mod NEEDS UPDATE
:steamsalty:
Trunken 25 Feb, 2019 @ 11:07pm 
Update plx
The Blue Savior 13 Dec, 2018 @ 2:55pm 
Any possibility of someone else updating this mod to 1.0? This mod makes gameplay so much more interesting to just be forgotten, especially the abomination. And I'm starting to doubt the author is going to return to this.
raydarken 6 Nov, 2018 @ 12:31pm 
Still hoping for an update to this mod!
jpinard 24 Sep, 2018 @ 10:49am 
Are there any other mods that add events?
Calozard 9 Sep, 2018 @ 10:50am 
I saw something like those abominations...in the sparkling worlds mod wich killed most of my colonists in two minutes
Harry_Robinson1 11 Apr, 2018 @ 1:52pm 
I wish this would get updated. I don't care about most of it, I just want the abomination back.
costa 6 Jan, 2018 @ 1:56am 
You've probably heard it before but I really hope this mod sometime gets updated A18
Radical Rust 20 Nov, 2017 @ 5:08am 
I loved this mod, it was in my must-have list every time I started a new game. Shame the author seemingly abandoned it.
Mr_Awesome88 13 Nov, 2017 @ 4:56pm 
A17 or 18?
someonesneaky 27 Oct, 2017 @ 2:20am 
Still hoping to see an update eventially. :<
raydarken 26 Oct, 2017 @ 10:45am 
update? :)
Khorne Flakes 20 Oct, 2017 @ 6:13pm 
Update?
Hanfi 17 Jul, 2017 @ 6:05am 
Hi. I love Rimworld with close to 700hrs played. I have to say the thing it lacks most imo is variety and depth, I know this is due to the game not being finished but that is where mods like this come into play. The description sounds amazing. If possible at all please update this mod or give the project to another modder willing to do so. Have a nice day. :)
brickhouse427 30 Jun, 2017 @ 10:38am 
This Author seems to have abandoned this project. Shame. I'm a new RimWorld player and would have loved to try this out.
Mr_Awesome88 19 Jun, 2017 @ 4:34pm 
A17?
Hex: ecute Order 66 16 Jun, 2017 @ 11:04pm 
The Author isn't going to update this any time soon, just accept it.
KillerKing198 15 Jun, 2017 @ 7:59am 
plz a17
MaxenWolf 10 Jun, 2017 @ 1:03am 
pls update this to alpha 17!!!!!
supster 7 Jun, 2017 @ 2:44am 
ples a17
Totalani 3 Jun, 2017 @ 11:34pm 
Please A17!
BlueTressym 30 May, 2017 @ 5:32pm 
Adding my voice to the pleas for an update to A17. I know there are several mods that add events, but this is the only one I like!
DioWithIt 29 May, 2017 @ 4:12pm 
Come on, alpha 17 is here, are you going to update this yet?
daan_son 26 May, 2017 @ 2:25am 
is this getting update for a17 ?
LordCowslayer 21 May, 2017 @ 7:02am 
Love the mod, and when I played vanilla for a while again I really felt like part of the base game was missing. I've got one question though; could you perhaps change the migration to something more along the lines of a thrumbo visit? They show up, stick around for a few days before toddling off again.
The way it is now it's nearly impossible to hunt any animals, much less tame them
Dr. Quackers M.D. 9 May, 2017 @ 4:21pm 
I had to unsub until another version comes out sorry
Dr. Quackers M.D. 9 May, 2017 @ 4:20pm 
And strokes should only come with high blood pressure and other heart or circulatory issues. For realism you know
Dr. Quackers M.D. 9 May, 2017 @ 4:19pm 
Abomanition event is causeing crash i have mods that add needs and body parts to pawns i think its conflicting. Could you please make a version with evrything but the abomination. PLEASE!
CANALETA 7 May, 2017 @ 9:36pm 
I would like to see a manhunter pack of abominations, it will be fun hahahaha
magnum2016 3 May, 2017 @ 9:48am 
Save game compatable?
Graega 21 Apr, 2017 @ 11:42pm 
I agree that aboms are way too powerful early on (they can solo 10 tribals with ease) and too feeble later on (A prepared colony can just put escape pod survivors into separate secure, locked rooms with no risk, or blast them with massed charge rifles).

I think rather than one big bullet sponge with fast regen, that either pops as an abom or not, it'd be much more interesting to make them remain hidden until there are corpses nearby to eat like after a big tribal raid, and then they suddenly go into a feeding/splitting frenzy before you know what's going on. In that context and weaker individually, they'd scale to events that already scale to your colony, and would even pop at an opportune moment (After a battle, you're already weak and tired). Or, leave it a single monster but have its stats scale like a raider's gear to the wealth of the colony they're attacking.
Feels 20 Apr, 2017 @ 1:28pm 
i think abominations not as strong as imbalanced in part of benefits which killing them gives. I mean u just farm them, make furniture out of their skin and completely ruin game economics
neko587 20 Apr, 2017 @ 7:51am 
Could you remove the abomination please?
BioVenom 13 Apr, 2017 @ 2:26pm 
I hope your spelling of "immediatly", is immediately corrected. :P
Dalianth 11 Apr, 2017 @ 4:18am 
i'm gettting an error cannot generate apparel for factionless spawn abomination. for the trojan event. The abomination spawns invisible and all that can be seen is the 'pain' animation . pwns can still target it but
Solitude 11 Apr, 2017 @ 12:56am 
Abominations are way too strong for early game; otherwise it's a neat mod.
someonesneaky 10 Apr, 2017 @ 2:08am 
So I've got a very interesting, and amusing, bug. I'm using the Orassan Empire mod (spacecats ftw!) along with Mo'Events, and ended up recruiting two kitties from two separate Cargo Rain events. Eventually, I got a 'refugee from pirates' event that happened to be married to one of the two rescues.

And I just realized why I keep seeing notices for pawns I don't recognize: Those three individuals (two cargo rain rescues and the spouse) change names every time the game loads. Everything else about them stays the same (skills, appearance, traits); it's just their name that changes, though it can be either masculine or feminine names. I have no idea why it happens, or how to make it stop.
bluemoonshark 5 Apr, 2017 @ 1:59pm 
I love this mod -- I saw "abomination" pop up on the list of possible carcasses before it happened ad thought "what the hell," and then the first time it happened, I was like "WHAT THE HELL" in an awesome way. Very creative and enjoyable little additions to game play.
someonesneaky 3 Apr, 2017 @ 1:53pm 
I get a bug every time an escape pod with an abomination is about to land:

Exception ticking RTWorker1065345: System.NullReferenceException: Object reference not set to an instance of an object
at MoreIncidents.Ticker_RTWorker.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
DSD 2 Apr, 2017 @ 11:50pm 
can you make a separate version without the abominations plz?
pmcd124 1 Apr, 2017 @ 5:33pm 
Hey I found a bug with the abomintations, I love them personally but it sucks that the 2nd one after the first transforms a corpse doesn't attack. It's kinda annoying honestly, I was hoping I'd have to fight them both but I can get as close as I want to the 2nd and it doesn't attack.
PIT_DEFENDER 1 Apr, 2017 @ 9:02am 
Was there any balancing done since the complains ?;p
PrittyPinkOne 31 Mar, 2017 @ 2:29pm 
Hi, me again (not getting as many Trojans...think i did some tweeks so not happening as much) but now i need to bring up something else. One of my pawns had a stroke, and reported them having a gunshot...yet nobody shot them, and they werent even carrying a gun (or any type of weapon) Im guessing this is nitpicking or oversight, but the Suspention of Disbelief only gose so far.
very_average_guy 31 Mar, 2017 @ 3:50am 
Dude the Trojan event is too harsh. I think it's very neat event and a great idea - but the abomination is just too OP and unbalanced.

You should revert its HP to a sane value such as at most 300% of what a regular humanoid has and seriously relax its regeneration effect to 1 HP healed every 6 seconds. This would mean it could heal itself 5 HP in half a minute.

Regen effects are very powerful in all games where it is present so you should as a rule of thumb be very careful on how you implement it.

Alternatively you could increase the cost of the event so that the director don't spawn it unless it's very late in the game or make different abominations depending on when in the game it spawns. A powerful one for the late game and a weaker one in the early game.

Otherwise a really cool mod! You have my like.