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Hello everyone! Let me tell you a little bit about VEE - Vanilla Events Expanded.

Vanilla Events Expanded adds several new events to the game, all in line with vanilla events - nothing too drastic. A new tier of events is added - Purple events. Instead of having strict negative or positive events, purple events force players to adapt as they last significantly longer than events like Toxic Fallout or Volcanic Winter, hence we have decided to use a more neutral colour than red or blue - black colour signifies the lack of actual negative effects but also the lack of positive effects.

Purple events are extremely rare, and can only occur after 3 ingame years pass. They can last between 15 days and 120 days.

Their minimum time before repeat is 300 days. Favorability is VeryBad. Chance is 0.04 (⅓ of Volcanic Winter, which has the lowest chance in vanilla game). Category is Big Threat.

Purple Events

  1. Ice Age:
    “Atmospheric composition of the planet drastically changed resulting in a significant drop in temperature.

    Flora and Fauna is suffering from these changes as biomes shift into their colder counterparts. Resources become scarce, forcing factions into conflict.

    It will last anywhere between a season to several years.”
    All biomes change to one level colder - Temperate Forest becomes Boreal Forest, Temperate Swamp becomes Cold Bog etc. The world temperature drops by 20 Degrees.
    During this time, more raids occur.
  2. Global Warming:
    “Global temperatures have suddenly risen to dangerous levels.

    Flora and Fauna is suffering from these changes as biomes shift into their warmer counterparts. Resources become scarce, forcing factions into conflict.

    It will last anywhere between a season to several years.”
    All biomes change to one level warmer - Temperate Forest becomes Arid Shrubland, Temperate Swamp becomes Tropical Swamp etc. The world temperature rises by 20 Degrees.
    During this time, more raids occur.
  3. Psychic Rain:
    “A dangerous psychic entity caused disturbance on subatomic levels, resonating across all particles of the atmosphere.

    A seemingly endless supernatural rain has begun, altering the very composition of time. Any person or creature not under the roof will age significantly faster.

    It will last anywhere between a season to several years.”
    A slight colour tint (just like in toxic fallout) covers the screen during the duration of this event. It rains constantly. Pawns and Creatures exposed to rain age at 200% normal aging speed.
  4. Long Night:
    “A space entity of unimaginable size has covered a local star, resulting in a long lasting eclipse.

    Terrified of this supernatural phenomenon, other factions will use this time to wage war and conflict across the surface.

    It will last anywhere between a season to several years.”
    A long eclipse. During this time, more raids occur, as well as more AnimalInsanity and Manhunter packs. Let’s see if it’s possible to make it work with a realistic darkness mod.

Regular Events

  1. Hail storm:
    “A freak, small scale hail storm is ravaging the local area. Any person or creature not hiding under the roof risks getting injured by ice pellets.”
    A very strong rain, possibly falling at an angle of 45 degrees if possible. Pawns and animals outside have a chance of receiving small amounts of blunt damage.
  2. Meteorite Shower:
    “Several large meteorites have struck ground in the area. They left behind large lumps of resources.”
    Several meteorites fall down in one place.
  3. Animal transport pod crash:
    “A crate with *animal-type* called *animal-name* is crashing in a transport pod nearby. If it survives the crash it will be badly wounded.

    If rescued, it can freely join the colony, or go back to living in the wild.”
    Transport pod crash with a random, named animal.
  4. Wandered joins (traitor):
    *Uses the exact same text as vanilla wanderer joins. After a random amount of time, pawn turns into an enemy, and a following alert appears:*
    “A colonist named *pawn-name*, which you have accepted into your ranks, turns out to be an enemy agent.

    You can capture him for recruitment or slavery purposes.”
  5. Space battle:
    “Several massive spaceships have engaged in combat in the planet’s orbit. Missed shots and debris can impact the ground in the area. This can lead to massive fires.”
    Several orbital bombardment shots and new ship chunks (art will be provided) fall from the sky. They can be deconstructed for resources.
  6. Shuttle crash:
    “A planet-bound shuttle is crashing nearby. If the crew survives the impact, they will be badly wounded. The crashed ship can be deconstructed for useful resources.

    The crew is not affiliated with any faction, which means they can be rescued and may join you freely, or captured for recruitment or slavery purposes.”
    A spaceship (art will be provided) crashes from the sky just like a transport pod. Anywhere between 2 to 5 pawns appear around it, wounded or dead.
  7. Mechanoid Arrival:
    “A small searching party of the mechanoid hive arrives nearby.

    They will hang around the colony for a few days before leaving. They don’t seem interested in your colonists, but attacking them will force them to retaliate.”
    A group of neutral mechanoids wanders in, stays for a moment and then leaves.

Comments

Anonymous

Great stuff. I'd like to ask about compatibility with "Various Space Ship Chunks" and "Incident Person Stat", the first mod could be replaced with your new art & loot for ship chunks, the second one could interfere with traitor event. Could you perhaps look into this?

oskarpotocki

The first one isn’t really a compatibility then now, is it? It’s a replacement. The ship chunks that will fall during the space battle event will essentially be new vanilla-like ship graphics. I can look into the second one no problem!

Anonymous

Hello, im super hyped about the new events.

Anonymous

Im excited about the new events, but I'm wondering will the aging in the rain event work by exposure time. Similarly to the toxic fallout event where pawns are outside toxic build up gradually gets worse.

Anonymous

For the Ice Age and GLobal warming events, will all the tiles change in one go or will it be a random chance per tick ? And what about non-vanilla biomes like those added by Alpha Biomes or Realistic Planet ? :)

oskarpotocki

It will be a gradual change. It will affect modded biomes too - we found a way to just turn all modded biomes into cold or hot biomes.

Anonymous

These look like excellent additions to the game! I wonder if, and let me know if this is much harder than it sounds, you might be able to code in an option when creating a scenario to edit the specifics of the event (for example, if I want to have a meteorite shower every year, can I control what mineral it is? Can I set it to be something specific, like steel every single time, the same thing consistently but I won't know what that thing is until I start playing, or completely random?) I would also like to see a kind of modified migration where animals stay on the map for a day or two instead of constantly moving-it would make hunting them a bit easier since my pawns can't always keep up.

oskarpotocki

Modifying actual code of the event using the scenario editor would unfortunately be impossible. There is no way to change the code during the actual game. As for the migrating animals staying on the map, I definitely agree. I will add that to the list.