RimWorld

RimWorld

1,157 ratings
[LTS]Systems
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
13.446 MB
26 May, 2022 @ 1:12am
30 Dec, 2024 @ 5:59am
39 Change Notes ( view )

Subscribe to download
[LTS]Systems

Description



Systems is a framework that contains code that are used by many of my mods, other modders can also utilize this framework if they wish. Feel free to contact me directly or join my discord if you have any questions or need any guidance.


[ko-fi.com]

  • Task Work Type that is basically "basic" work type but allowed to be used by guests
  • Custom multi-tiled doors - Uses the vanilla multi tile doors code but with some additions like assymetric doors.
  • Aquatic plants, spawner logic, Aquatic plant zones, plant spread logic and more aquatic stuff
  • Plant logic and states
  • Directional fireplace logic, draws fire in certain directions only.
  • Alternative Graphic states (e.g. lamps with on/off/darklight graphics)
  • Simple freezer storage
  • Tabletop placeworker
  • Creature class with custom logic
  • Amphibian Pawn render
  • Pawn body overlay render
  • Conditional stat affecter "In Water"
  • Need moisture
  • Namer rule pack
  • Extract work
  • Numerable components
  • Custom motes
  • Genes
  • Dialog option
  • Custom projectiles
  • Turret aiming angle logic















Partial Incompatibility list:
  • None at this moment
Incompatibility list:
  • Jecrell's Doors Expanded – Causes one side of the double doors not to expel heat.
  • Prepare Carefully – This may cause random errors due to how it overrides pawn generation, especially late game.



Q:How can I report bugs?
A: Comment down below, or report it over at our discord, make sure to include your player log files.


Q: I get an error regarding ritual graphics not found?
A: I shall fix this in an upcoming patch, it's related to Ideology DLC not being loaded. I forgot to consider that. Apologies.


Q: Framework doesn't seem to work?
A: Make sure you have all dependencies required by each mod, make sure each mod and its dependencies are updated to their latest versions by resubscribing to said mods.


[discord.com]

ELIF_ – art

Many thanks to the folks over at Yggdrasil and Gjallarhorn for their support

Code by LTS, art by ELIF_. Contact LTS for any inquiries.
Rimworld is owned by Tynan Sylvester.


  • None at this moment
Popular Discussions View All (1)
1
23 Dec, 2024 @ 5:25am
Issue with RimFridge
NPOu
259 Comments
Gogmagog 1 hour ago 
Lets Keep the community positive guys.
Gogmagog 1 hour ago 
@John Showdown Being rude is not productive in any way, calm down and have a cup of tea mate, its not that serious.

@Jet Too clarify, yes you can remove this mod and Tenants should still continue to work. Just ignore the RimPy warning.
John Showdown 4 hours ago 
@Jet , what you can do is read the comments. Mod author clearly said this mod is not needed anymore and will be deprecated.
Jet 11 Jul @ 10:46am 
agree with radiohead. also is this mod updated for 1.6 or can i ignore that rimpy alert
Radiohead 21 Jun @ 3:47pm 
Small issue, your tenants mod still has this listed as a dependency apparently? Rimpy gave me that alert.
RAD EMERALD 12 Jun @ 5:10am 
thank!
LimeTreeSnake  [author] 12 Jun @ 2:42am 
My mods will be updated to 1.6 shortly, this mod will be deprecated however as the mods themselves will be standalone. I have updated the code themselves but are still some stuff that need to be dealt with.
If anyone wishes to use my code for their own projects or whatever, feel free to contact me on my discord.
RAD EMERALD 12 Jun @ 1:42am 
pls update1.6?
timbersaw 25 May @ 12:53pm 
Any update on the ideology fixes?
dom 13 Mar @ 2:53am 
Hi! This could 100% be my fault with my modlist size, but putting it here either way. The creator of the Big & Small mod noticed LTS had an error, so I'm guessing - could it be due to a gene integration issue between LTS and Big & Small?

https://gist.github.com/HugsLibRecordKeeper/62321d4990ef57a38e8aaf656d93ac32

Basically: the pawn was a Frankenstein, which had the ability to steal one gene from a pawn/corpse and make it a xenogene for them. They also had the ability to incorporate all xenogenes into their baseline. However, every time I used the incorporate ability, the pawn would duplicate itself when I reloaded my game save; I would have an identical pawn who had the xenogenes "incorporated" but not visible as baseline, and I would have one pawn before everything got incorporated. The new pawn would function and behave like any other pawn, but if I drafted the dupe/original pawn, they were not able to attack but just stand still. Thank you in advance!