RimWorld

RimWorld

86 ratings
Yayo's EndGame (Continued)
   
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Mod, 1.2, 1.3, 1.4, 1.5
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683.778 KB
17 Nov, 2022 @ 1:44pm
3 Apr @ 2:11pm
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Yayo's EndGame (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
845 items
Description

Update of Latki, YAYOs mod
https://steamproxy.net/sharedfiles/filedetails/?id=2260853046



[dsc.gg]
[github.com]


* Add a new ending



* About
I was always dissatisfied with experiencing only one biome at Rimworld.
But it wasn't fun to travel the biomes for no reason.
This mod gives you a reason to travel to many biomes.

This story is a long epic.
We will settle for several years in each of the 3 biomes in rimworld, extract biome energy,
and leave for a planet called by the unknown who created this teleporter.





1. Extract 100 biome energy shards from each of 3 biomes.
- Extracts energy shards from the biome.
Depending on the working biome, the types of biome energy shards generated differ.
- So you have to travel through 3 biomes. (number can be modified in options.)



2. Make a planet energy core.
- A key material for building planet energy teleporters. To make this, you need biome energy shard.
- 3 types of biome shard required is randomly determined.



3. Build a planet energy teleporter.
- Lights from planetary energy shard explain this device.
We figured out how to make this device and that it is a device for moving to another planet,
but we haven't figured out where this is pointing us.
Those who made this seem to want us to come to them.



4. 15-day raid defense.




5. Escape.
- There is a new ending text.




* Compatibility
- Compatible with biome add-on mods.
- Saved game compatible



* Incompatible !!!
- SOS2-save our ship 2



* Creadit
- Latki (Art)
- Yayo (Dev)



Please take this mod and modify it. The source code is included.
I'd love to see variations come out with various ideas.
I'm a game designer, and I haven't implemented many ideas yet due to lack of time.
If you are proficient in C# and are interested, please contact me on the rimworld discord.



  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods


18 Comments
Espiovvv 15 Jun @ 4:56am 
There's a bug with Tunneler mechanoids, they keep interacting with the biome energy extractor but not actually advancing progress to the next portion, and instead endlessly causing the flash effect from when a pawn begins interacting with the biome energy extractor, it works fine when a human pawn uses it though.

Here's my hugslog: https://gist.github.com/HugsLibRecordKeeper/9f5609c1c554559532fb1439c1a9f5f2

This mod completely did not work for me in 1.4, glad it finally works in 1.5 :D
Signal 9 Mar @ 8:13pm 
What units does the "Biome shard extraction rate" setting represent? Shards/day?

Is it okay to add this mod to an ongoing game? When I tried that, I can build an energy extractor, but nothing tells me which biomes have to be worked.
The Bard of Hearts 5 Jan @ 6:44pm 
I did some testing. I found the issue. Its a mod conflict of a very specific nature. For anyone using the mod "More Vanilla Biomes", there is a minor incompatibility. The biome "Sandbar" from that mod causes this one to have the previously stated errors show up. However, if you disable Sandbar in that mod's options before creating your game world... no problems. Hope this helps if anyone else comes across this little hiccup.
The Bard of Hearts 5 Jan @ 6:12pm 
Confused about this mod somewhat. First, there are 4 Energy Core tasks?? number 2 and 3 of which don't list any requirements and the window looks funky for (like the close button his half off the window). Is something just wrong on my side or is this a known bug? Or is that how its suppose to be and I just don't understand what the mod wants of the player?? Please help.
jaylemeux 11 Nov, 2023 @ 6:30am 
Same issue as Ecke here. No raids spawn.
doomswell 6 Sep, 2023 @ 11:48am 
Does this have any interaction with pollution? Like is it slower/impossible to extract shards in a polluted biome? Cause I think it would be neat to try racing against Yayo's Pollution.
ZAX 2 Sep, 2023 @ 2:17pm 
@Ecke Maybe you have Rimwar installed? that mod is unusable for any mod that spawns raids, as far as i know.
Ecke 11 Feb, 2023 @ 6:55am 
First of all: I love this mod & Thanks for your hard work!

Sadly it appears that my Countdown ist not properly working, because i don't get raided -.-"
I'm playing "Loosing is Fun" but still nothing.
It could be because of the other 50+ Mods but I wanted to report the issue in case that i'm not the only one.
Have a good one ;)
Mlie  [author] 13 Dec, 2022 @ 12:40pm 
@jaylemeux Seems reasonable, added a mod-setting for the extreme-biome now
jaylemeux 11 Dec, 2022 @ 3:05pm 
Hi, I have an update: I deep-scanned the sea ice until a mineral was discovered. Then I was able to plop the extractor on the mineral deposit. Problem solved.

FWIW I actually strongly prefer that extreme biomes are included, or even prioritized, in the extraction sites. The reason I subscribed to this mod was that the base game has gotten too easy.