边缘世界 RimWorld

边缘世界 RimWorld

Less Expensive Grav Anchor
22 条留言
Wolfen 9 月 5 日 上午 1:04 
Thank you very much for this one.
Vhis2enty 8 月 21 日 下午 4:00 
is there a way to change these values? i would like to tweak only the component ammount, because the grav anchor allows the player to travel anywhere and get free resources, and this would be too op in the early game, so i would like to make it cost 8 advanced components.
dfifd 7 月 31 日 下午 11:14 
np
Sentinel  [作者] 7 月 31 日 下午 11:13 
Fixed, thanks for letting me now.
Sentinel  [作者] 7 月 31 日 下午 11:11 
@dfifd Could be a leftover from me copy pasting the about.xml, i'll remove it.
dfifd 7 月 31 日 下午 10:58 
For some reason your mod requires harmony (even though it just uses the vanilla patch operations) and there is no loadAfter Odyssey in your About.xml (not necessary, but it won't hurt)
Evenstaar 7 月 23 日 上午 5:30 
Thanks, now I don't have to blow up my base just to lift off.
Cyber Witch ~ 7 月 19 日 上午 9:00 
the vanilla costs are just baffling insane.
Jixxor 7 月 17 日 上午 10:12 
Brilliant, much appreciated. Feels tons better to me personally than using dev mode.
Titan 7 月 17 日 上午 10:09 
Personally I find Gravships as a solution to the situation where "Oh shit there's a cool quest, but it's on the other side of the map and it's going to take five years for my caravans to get there, never mind" and you just ignore everything else.
knopi 7 月 15 日 下午 5:08 
theres a reason this is a mod plus debug mode exists
Deggial 7 月 14 日 上午 1:30 
Does the Grav Anchor have any impact on the game?
Perhaps the excessive cost was introduced to discourage players from building anchors on every map they visit.
After all, all the buildings, farms, etc. that they created would have to be stored and possibly calculated until the end of the run.

In any case, I think this mod is great, and I will restrain myself from littering the world with anchors.
Frodo Baggins 7 月 12 日 下午 8:01 
To be fair if your running the grav ship you do get more advance components than the norm
Nepenthe 7 月 12 日 下午 7:25 
I was thinking the design was to force you to be purely nomadic instead of setting up little farming/resource generation colonies and jumping between them. Which is a valid playstyle, but sometimes you want your gravship to be more of a glorified shuttle/assault aircraft than a colony-in-a-ship.
horologium 7 月 12 日 上午 11:03 
I think the idea behind it was that, similar to ideology's archonexus quest and the ending of anomaly, the dlcs have major defining events that essentially either mechanically or thematically start a 'new game plus' kind of situation. i think thats what they were trying to do with grav ships but they understandably added the anchor since there's no real 'payoff' for losing a colony like the archonexus quest.
Piniut LEGIT 7 月 12 日 上午 11:01 
To be fair, gravships are kinda OP if you think about it. They run on chemfuel and can hop from tile to tile like a frog. So, it makes sense if we'd want to have a permament base with a gravship acting like a multi-use drop pod.
Quilava 7 月 11 日 下午 10:30 
It kinna dumb tbh, why these anchor so expensive? It only save a map, nothing else, maybe dev want us to keep hoping around like nomad, but i call it bull to make such thing so expensive, W mod
horologium 7 月 11 日 下午 3:09 
i did not realize you needed plasteel for this, thanks for helping me avoid THAT
oscillix 7 月 11 日 下午 12:15 
This is awesome
Reestock 7 月 11 日 上午 11:30 
exCUSE ME?
They made it HOW EXPENSIVE to not lose your maps arbitrarily??????????????

Five Advanced WHATS?
Karkino 7 月 11 日 上午 11:22 
the middle-point between disabling the map losing and vanilla. fair enough!:coolthulhu:
Dustin Echoes 7 月 11 日 上午 9:36 
w