边缘世界 RimWorld

边缘世界 RimWorld

Permits: Re-Examined
45 条留言
Ben Delver 17 小时以前 
ooooooh shit gotem
Nova Solarius 22 小时以前 
You know what's nice about mods? If you don't want them to impact your game, you can simply not install them.
Dealer Mangan 10 月 10 日 下午 6:29 
Okay, here's the thing. When you are good on resources, you have no reason to take the resource reward even if it's high number. The only reason to choose a resource reward in the first place is when you have a deficiency.

When facing a deficiency, the original values for the resource drops are more than enough to save you and give you a bit more time to come closer to solving the deficiency on your own. They're not meant to permanently solve your shortage.

With the values in this mod, however, you can permanently solve shortages for all crucial resources, trivializing the game. Imo, the challenge from facing shortages is what makes the game engaging, it gives you problems to solve. These kinds of overwhelming increases in permit rewards go beyond making them "useful", it permanently prevents a lot of resource-related problems to ever reappear.

To each their own :er_sweat:
Smxrez  [作者] 10 月 10 日 下午 5:33 
@Dealer Mangan resource permits were beyond useless meanwhile combat permits provided huge value
This mod aims to make resource permits actually useful but as a side effect things are going to be easier yes because most things are stronger
Dealer Mangan 10 月 10 日 下午 4:29 
imo permits were never meant to be your main source of materials, this mod just makes them insanely op. would rather like to see some kind of system that scales the number of resources from permits based on your title, or colony wealth, etc.
Stupid kid 9 月 14 日 上午 3:46 
Very nice but could it be possible to change the quantities with a slider/decrease the uranium (it's the only one that feels a bit overpowered)
ggfirst 8 月 31 日 上午 9:46 
its re-examined mod I think it can be cool to add such function to this mod. then people can generally use this mod as a QoL mod in expension for Royalty. Just suggestions.
Smxrez  [作者] 8 月 31 日 上午 9:36 
@ggfirst
Q1: you would have to modify the xml files for each respective mod
Q2: Read the FAQ
ggfirst 8 月 30 日 下午 9:12 
Q1 : Is it possible to make disable some permits? Just like cherry picker. I would like to erase some absurd permits from VFE-E and Royalty, but cherry picker woudlnt' let me to modify permits

Q2 : Does it work on 1.5?
thanks
Jan2607 8 月 29 日 下午 1:23 
Ah okay, that makes sense
Smxrez  [作者] 8 月 29 日 下午 1:12 
@Jan2607 ah its very likely related to translations in that case
I didn't think about that so im pretty sure it only overwrites the english description
Jan2607 8 月 29 日 下午 12:14 
No, just mods that touch psycasts, but not the permits. Maybe it's a translation thing? Because I use German. Well, since it sends the correct amount of resources it does not matter that much. Thanks for the reply.
Smxrez  [作者] 8 月 29 日 上午 9:06 
@Jan2607 thats odd on my end they have the correct values in the descriptions
are you using any mods that might touch permits too?
also yes antigrain is only for VFE Empire
Jan2607 8 月 29 日 上午 3:44 
Okay, tried the steel drop. It drops the correct amount of 750 steel.
Jan2607 8 月 29 日 上午 3:42 
Antigrain warheads drop is for VFE Empire only? And for some reason in the resource drop permit desriptions it says still the vanilla values.
Smxrez  [作者] 8 月 11 日 下午 4:17 
@[PR] 3XLThobe the Royalty DLC's permits
[FAI] Bibi Netanyahu 8 月 11 日 下午 2:50 
pause... Building Permits? Land Use Permits? Dawg What Is A Permit
rainydays100 8 月 9 日 上午 12:34 
ill lyk how 1.5 goes
Blueo 7 月 24 日 下午 6:12 
Is the anti grain drop exclusive to VFE - Empire? don't see it in vanilla
Ben Delver 7 月 14 日 上午 7:19 
anyone know if theres a way to disable military aid called by permit from fleeing?
Molay 7 月 14 日 上午 2:57 
Trauma surgeon is such a cool idea! Installing thousands worth of bionics without failure is a very welcome thing for a solo mechanitor :)
Wolfette 7 月 11 日 下午 8:21 
Okaydokey, hope you figure out whatever the issue is! I imagine the 1.6 officially release has something to do with it.
Smxrez  [作者] 7 月 11 日 下午 5:15 
1.1.1
- Both medic permits cooldowns 60 -> 45
- Both medic permits aid duration 1 -> 1.5

Was planning to add VAE scrubs etc but I was having some weird issues with VAE when attempting to make the patch so that's postponed till i can figure out the problem
Smxrez  [作者] 7 月 10 日 下午 10:20 
@Wolfette thats a good idea actually i'll include that in the next update (tmr probably?)
Wolfette 7 月 10 日 下午 10:19 
Sweet, do they wear VAE scrubs and surgical masks if the said mods are present?
The Helldriver 7 月 10 日 下午 9:43 
Y E S
Smxrez  [作者] 7 月 10 日 下午 9:40 
@Wolfette
Medics:
- 3 Pawns
- Skill range 8-11
- Mask + shirt and pants made out of synthread
Trauma surgeon:
- 1 Pawn
- Skill range 17-20
- Mask + shirt and pants made out of hyperweave

Both stay for 1 day
Checking this makes me realize I forgot to buff them after testing lol
Its not that great for a 60 day cooldown
Wolfette 7 月 10 日 下午 5:52 
What are the specifics of the Medics and Trauma Surgeon, IE skill range, forbbiden work types, what they have equipped, how long they will stay ect?
FotisP68n 7 月 10 日 下午 2:59 
@D3K43 Agreed, Way too underwhelming, I suggest adding config options and reducing timer by a LOT
Salt Dagger 7 月 10 日 上午 8:59 
I found permits bearable with Auto Permits but when that mod seemed to stop working for me I def did use them less. Nice to see them get buffed though ty ty ty
lostormisplaced 7 月 10 日 上午 7:59 
Yay, I love the reexamined series!
Smxrez  [作者] 7 月 9 日 下午 6:35 
@AlphaAmpersandOmega It wont change their values but nothing should break as long as they don't use the same tiles for new permits that I do
AlphaAmpersandOmega 7 月 9 日 下午 6:09 
Will this work with More Permits and Better Permits?
D3K43 7 月 9 日 下午 5:20 
Resource drops are still underwhelming imo. A high-wealth colony can burn through 750 steel in a few days. Almost every building industrial-grade and above takes steel as a resource, and usually a lot of it.
IVANko 7 月 9 日 下午 12:43 
This one is really nice, thank you :galelove:
Evan 7 月 9 日 上午 11:04 
By the way I just noticed the Antigrain permit and I must say, I love it. A reliable way to get a hold on them is lovely, and considering ORBITAL SLICING BEAM it seems reasonably balanced as far as permits go.
Smxrez  [作者] 7 月 9 日 上午 10:48 
1.1.0
- No longer requires VFE - Empire
Smxrez  [作者] 7 月 9 日 上午 9:33 
@Nova Solarius ill think about it
Smxrez  [作者] 7 月 9 日 上午 9:33 
I have had people unironically do that before thats why I said something
Smxrez  [作者] 7 月 9 日 上午 9:33 
@FLAVORTOWN 2, THE FLAVANING oh lol my bad
Evan 7 月 9 日 上午 8:56 
Nice, I loved the permits but some of them definitely were "Sure, I guess." compared to ORBITAL SLICING BEAM or the (pre odyssey) almighty Shuttles.
im grugging it 7 月 9 日 上午 8:45 
I am aware, I was continuing the trend of 'brain dead person doesnt read FAQ, asks question already answered'
Nova Solarius 7 月 9 日 上午 8:41 
Can you maybe make the advanced component drop not replace the regular component drop? I basically never take the advanced comp drop specifically because it replaces the regular one, and the regular one tends to be more useful for me. If I really need advanced comps, I currently just take the gold one (plasteel drop is already a standard pick for me) and make them myself.
Smxrez  [作者] 7 月 9 日 上午 8:17 
@FLAVORTOWN 2, THE FLAVANING
Untested but like the faq says I don't see why it wouldn't work
The doctors use un-modified vanilla gear and then I just modify the resource drop amounts for permits
im grugging it 7 月 9 日 上午 8:16 
I have read the FAQ, but to continue the brain dead and quite stupid trend: CE compatible? (Please don't antigrain warhead my tribal hut)