RimWorld
Too Many Mods - Compats and Rebalances
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Cập nhật: 30 Thg09, 2024 @ 12:52am
bởi Warachia

- (Gene rebalance) Chestburst pregnancy (VRE - Insector): met -2 -> 0
- (Other rebalance) Nerfed deconstruction yields of several ancient buildings (VFE - Ancients)

- Fixed Super-nanites market value nerf patch not working

Cập nhật: 28 Thg09, 2024 @ 1:14pm
bởi Warachia

[Minor updates]
- Makes Frost leaf -> Hay recipe (Alpha Biomes) also available to stoves
- Charge bow (Rim-Elves) also gets Greatbow research prerequisite
- (Other rebalance) Targeting module (Integrated Implants): Aiming time x80% -> x90%
- (Other rebalance) Telescopic sight module (Integrated Implants): Range x120% -> x110%
- (Other rebalance) Recoil suppression module (Integrated Implants): Weapon cooldown x80% -> x90%

[Minor patch changes]
- Removed aiming time offset -> factor patches for equipments (stat display was a bit weird)
- Exotic smelter option now moves recipes instead of copying (to prevent Exotic smelter from still showing up on info screen)
- If move recipe option is off, auto-cherry picker doesn’t remove Exotic smelter now

Cập nhật: 27 Thg09, 2024 @ 12:27pm
bởi Warachia

(Minor updates)

- Modular carbine, MRS conversion kit: gets Modular equipment manufacturing as research prerequisite instead
- If Vanilla Weapons Expanded is loaded, Triple rocket launcher gets Heavy weapon as research prerequisite instead
- If VFE - Ancients is loaded, decreases cost and power consumption of Repair shelf (VFuE - Spacer)
- (Equipment rebalance) Double-action revolver (VFE - Settler): burst shot count 3 -> 2, decreased accuracy
- (Equipment rebalance) Double-barreled shotgun (VFE - Settler): range 15.9 -> 12.9, decreased accuracy
- (Other rebalance) If VPE is loaded, Psychic reaper (Integrated Implants): psyfocus gain 5% -> 1%
- (Techprint locks) If Rimsenal Factions is loaded, adds techprint for Mass drivers (VWE - Coilguns)

Cập nhật: 27 Thg09, 2024 @ 8:40am
bởi Warachia

(Minor updates)

- Removed mending nerf patches for VFE - Ancients
- GD multi launcher (Rimsenal): gets Modular equipment manufacturing prerequisite
- (Equipment rebalance) Jumpsuit (VApE): stuff effect multiplier x0.25 -> x0.2
- (Equipment rebalance) Jeans (VApE): stuff effect multiplier x0.32 -> 0.25
- (Biocoding patch) Heaven pawnkinds (B&S): biocoding chance 0.75 -> 1

Cập nhật: 21 Thg09, 2024 @ 11:40pm
bởi Warachia

- Gene compats and nephilim/beliar integrations for Imp, Succubus, Hellguard and Gatekeeper will be also active when you have B&S - V&U but not B&S - H&H.
- Pounce (B&S): met -2 -> -1

[Anomaly Cult Expansion compats: spoiler alert!]

- Fixes display priority confliction between Anomaly Cult Expansion and Biotech Expansion
- Moves genes from Anomaly Cult Expansion to Anomalous category from Alpha Genes
- Fleshman (Anomaly Cult Expansion): uses Inhuman gene from WVC instead of Genetic Inhuman gene
- Tentacle whips: met -2 -> -1 (also for consistency with Greater flesh whip gene from Alpha Genes)
- Unnatural regeneration: met -3 -> -8 (also for consistency with Regeneration gene from Alpha Genes)

[New Cherry Picker]
Genetic inhuman (Anomaly Cult Expansion) if WVC is loaded

Cập nhật: 21 Thg09, 2024 @ 5:45pm
bởi Warachia

- Greater hemogen drain (B&S) and Hemogen gain (WVC) conflict with other Hemogen drain genes

[Gene rebalances]
Focusing buffs for weak (usually not combat-related) genes.
- Animal warcall: met -3 -> -2
- Tox immunity: met -4 -> -2
- Tox resistance: met -2 -> -1
- Longjump legs: met -2 -> -1
- Low sleep: met -4 -> -2
- Never sleep: met -6 -> -4
- Quick study: met -3 -> -2
- Super psy-sensitive: met -5 -> -4
- Extremely psy-sensitive (VRE - Archon): met 0 -> -2
- Swift meditation, Extreme meditation (VRE - Archon): met -2/-4 -> -1/-2
- Organ regeneration (VRE - Pigskin): met -3 -> -2
- Hemosmosis (VRE - Sanguophage): met -2 -> -1
- If VRE - Sanguophage is loaded, Low/~/Major(Extreme)/Greater hemogen drain: met 3/6/8/10 -> 1/3/4/5
- If VRE - Sanguophage is loaded, Hemogen gain: met -4 -> -2

Cập nhật: 20 Thg09, 2024 @ 11:16pm
bởi Warachia

[Additions to research merging option]

- Supercomputer, Indoctrination (VFE:Mechanoids - Biotech/Royalty integration) -> Mechanoid structures
- Hardware upgrade (VFEM) -> Hardware upgrade (Alpha Mechs, renamed from Alpha hardware upgrade)

(I'll try to minimize additions to this option. It's been only an hour from the previous update, so forgive me.)

Cập nhật: 20 Thg09, 2024 @ 10:15pm
bởi Warachia

[(Optional, default false) Research merging]

Unlike other patches, this option directly removes research projects instead of adding them to auto cherry picker, for many reasons (ex. to properly throw errors when you have incompatible mods: CE and VE mods are checked though). Be careful if you enable this mid-save.

Having its own research project at a leaf of the research tree can be a death sentence to the contents with limited strategic values. You will be punished for trying something new. You don’t research them unless you have “story-telling” reasons or have nothing else to do in the end-game.If you have Semi Random Research, you research them for the sake of removing them from the pool. This option aims to mitigate that. (Although some merging have different reasons.)

- Foam turret (Vanilla) -> Gun turrets + Firefoam
- Penoxycyline production (Vanilla) -> Medicine production
- Smokepop belt (Vanilla), Tactical grenades (VWE) -> Chemical warfare (renamed from Tox gas)
- Berry cultivation (ReGrowth) -> Tree sowing
- T2 corp researches (Rimsenal) -> T1 corp researches
- Magnetic plasma matrix (Rimsenal Federation) -> Energy crucible
- Plasma accelerator (Rimsenal Federation) -> Energy crucible + Mortars
- Nutrient processor (Rimsenal Spacer) -> Packaged survival meal
- Omnifoam processing (Rimsenal Spacer) -> Biofuel refining
- Casual wear (VApE) -> Complex clothing
- Formal wear (VApE) -> Complex clothing or Work attire
- Military clothing (VApE) -> Work attire
- Sterile attire (VApE) -> Work attire + Sterile materials
- Leather tanning (VArE) -> Plate armor
- Hazard protection (VArE) -> Tox gas
- Military camouflage -> Complex clothing
- Siegebreaker armor (VArE) -> Cataphract armor (which is properly locked behind techprints)
- Trooper armor (VArE) -> Fabrication
- Printing (Vanilla Books Expanded) -> Writing + Machining
- Deep frying, Grilling, Soup cooking (VCE) -> Electricity (like Electric stove does)
- Canning (VCE), Vegetable milk (+VPlaE - MP) -> Food processing (renamed from Nutrient paste)
- Cheese making (VCE), Soybean fermentation (VCES) -> Fermentation (renamed from Beer brewing)
- Industrious soups, Industrial cheesemaking (VCE + VFEM) -> Provisions packaging factory (VFEM) (+ Fermentation)
- Janissary gear (VFE - Empire) -> Marine armor
- Sweat fermentation (VFE - Pirates) -> Nutrient paste + Beer brewing (Liquor brewing if VBrE is loaded)
- Succulent sowing (VPlaES) -> Tree sowing
- Caster gear, Eltex gear (VPE) -> Royal apparel (+Smithing)
- Crossbow, Longbow (VWE) -> Greatbow
- Compound bow (VWE) -> Greatbow + Machining
- Flamethrower (VWE) -> Biofuel refining
- Laser targeting system (VWE) -> Heavy weapons + Pulse-charged munitions
- Marksman rifle, Specialized firearms (VWE) -> Pricision rifling
- Trench warfare (VWE) -> Smithing or Machining
- Frontier weapons (VWE - Frontier) -> Pricision rifling
- Quickdraw (VWE - Quickdraw) -> Pricision rifling
- Remote demolition (VFED) -> Remote activation (Integrated Implants) + IEDs

[(Optional) Faction patches]
- Reduces faction spawn rate of factions from following mods to 25%: Rim-Elves, Rim-Gnoblins, VFE - Settlers, VRE - Saurid
- Turns Mythic house of fire (Biotech Expansion Mythic) to a hidden faction
- Biotech Expansion faction patch and B&S - Stoneborn faction patch are now included here

[Equipment rebalances]
- Military jacket (VApE): stuff effect multiplier 0.3 -> 0.2 (button-down shirt has 0.2) (this also gives -10% mental break threshold)
- Military uniform (VApE): stuff effect multiplier 0.36 -> 0.25
- Shirt and tie, Suit jacket (VApE): gives negotiation ability instead of trade price multiplier (caused micro-managemets)
- Gambeson (VArE): stuff effect multiplier 0.3 -> 0.25
- Quilted vest (VArE): stuff effect multiplier 0.4 -> 0.3 (has less protected parts)

[Misc]
- Removes explicit Electricity prerequisite from: Flood light, Animal prosthetics and bionics table (Alpha Implants), Glass autodoor (ReBuild) (They already have another research prerequisite, which can only be researched after Electricity)
- Fixes Federation plasma caster (Rimsenal - Federation) disappearing on drop
- Glasses and Sunglasses (VApE) require Glass (ReBuild) to craft

Cập nhật: 20 Thg09, 2024 @ 9:54pm
bởi Warachia

(see above)

Cập nhật: 19 Thg09, 2024 @ 12:09am
bởi Warachia

- Moved “All empire psycasters except Archotechists use Stellic guards’ armors” patch to Stronger enemies option
- If Vanilla Prestige Specialist Armours Reworked is loaded, Empire conflagators equip Prestige phoenix armor instead
- If Vanilla Armour Expanded is loaded, Empire warlords equip Prestige siegebreaker armor instead