RimWorld

RimWorld

Slave Outfits Cosmetic [Depreciated]
Ergebnisse 1–10 von 10
Update: 25. Jul. 2021 um 10:31

V1.6.1 7/25/21
Added SlaveSuppressionOffset to clothes.

Update: 21. Jul. 2021 um 17:42

V1.6 7/21/21
Added 1.3 to supported versions. Moved clothes to vanilla research. Fixed defName naming convention. Finally removed depreciated workbench.

Update: 13. Aug. 2020 um 22:04

V1.5.0b 8/13/20
Added 1.2 to supported versions.

Update: 21. Mrz. 2020 um 16:56

V1.5.0 3/21/20

Rimworld 1.1 update. Added packageID to About.xml. Removed ability to disable research. HugsLib no longer required.

Update: 2. Nov. 2019 um 12:23

V1.4.7 11/2/19
Brought mod up to date with the other version of the mod. Temperature and armor values will change with material the clothing is made from. Spacer helmet made on machining table. Some recipes changed to allow fabrics other than cloth to be used.

Update: 25. Jan. 2019 um 16:38

V1.4.6 1/25/19

Unfixed config non-errors. All is well.
Updated targetVersion (depreciated) to supportedVersions in About.xml

Update: 15. Jan. 2019 um 15:31

V1.4.5 1/15/19

Disabled building of workbench added by mod. Added recipes to vanilla tailoring benches and smithies.

Fixed config errors.
Changed name of neolithic clothes. tier 1 ragged dress -> slave rags. tier 2 ragged dress -> servant outfit.
Cleaned up description grammar.

Update: 18. Dez. 2018 um 13:01

V1.4.4 12/18/18

Increased resource costs of clothes to reduce the reported high spawn rate of clothes.

As far as I know clothes spawn point cost is related to how expensive the clothes are.. which depends on how many resources they cost to make and the quality of the worksmanship (awful, normal, etc.). So raiders have a set amount of points to pick weapons and clothes with. The clothes from the mod were so cheap they could end up being picked much more often because they were the only clothes the raiders could afford with the points left over from picking other items.

That is my theory at least as I could never reproduce the excessive spawn rate. As such I could not test out these changes to see if they fix the problem or not.


Neolithic 20/40 -> 75/85

Medieval
Cloth 40/60 -> 80/80
Leather 10/30 -> 20/40

Victorian 110/150 -> 120/160

Industrial 90 -> 120

Spacer Unchanged

Update: 19. Okt. 2018 um 18:22

10/19/18
Recompiled for Rimworld Version 1.0
Fixed typo in texture file for Hulk body type coveralls. Reduced costs to make spacer clothes. Reduced research costs by half.

Update: 28. Sep. 2018 um 1:31

A requested version of the mod. The clothes are just that, clothes. No work speed buffs or social interaction malus.

9/28/18
Added poorly coded settings menu. :P

Lets you disable the mod's research for various eras. ONLY the research.. the clothes are still in the game, you just cant research them if you disable the era. Which of course means you can't make them either.

V1.4.1 9/28/18 Added mod settings that let you disable research for various eras. Removed extra stats from clothes. They are now mostly cosmetic.