边缘世界 RimWorld

边缘世界 RimWorld

Kraltech Industries Rebalanced (1.6)
96 条留言
Gamer330 10 月 21 日 下午 10:22 
This mod is literally intended to be unfair OK?
Holy_Gray_Knight 10 月 19 日 上午 5:37 
i don't even call this mod challenging,i call it unfair, i have no idea how powerful the other mechanoids are, but i always have my colony wiped out by a mech cluster with insane turret with a totally unfair damage, fire rate and especially the range, even the backup cant avoid being wiped out with five or six seconds, and the militors? they are the main ones that gives me rage in the beginning,they have one unfair regenerative shield,they never miss a shot even though in theory a machine gun should have recoil, an they always kill my best colonists in two seconds,i cant even take cover because their damage is so high that they destroy the wall quick with bullets, if their range,their shield,and their damage werent unfair enough,they also can freeze.
ACrow 10 月 17 日 上午 9:07 
Its actually a good idea to leave everyone balance it on their own way, but it will also be amazing to have a option of the original values, specially because the original mod seems it´s not gonna be updated for a long time
Snow  [作者] 10 月 12 日 上午 6:15 
i had the idea to instead add ingame settings to change the balancing and other things about the mod. but i have never made a ingame options menu so i gotta read into it first.
Gamer330 10 月 12 日 上午 1:17 
No, and probably wont be. Also Snow, do you think about continuing Unbalanced one to 1.6?
MiksaMark 10 月 11 日 上午 4:17 
This mod is amazing! Does anyone know if its compatible with Combat Extended buy any chance?
chrollo lucilfer 10 月 9 日 下午 10:02 
successfully migrated from 1.5 thank god you kept the same assembly and all the references it saved my playthrough :Gifting::Gifting:
tho i was migrating from 1.5 3250496402 non rebalanced version
Wrath 10 月 9 日 上午 9:31 
Im not gonna lie, I rarely close the game even when I go to sleep... It takes 80 mins for me to start the game xD
Snow  [作者] 10 月 9 日 上午 6:11 
im at 800 mods and normally just start up the game and make some food for the session lol but i moved all my stuff to a faster drive and it takes like ~10 minutes to start
Wrath 10 月 9 日 上午 5:51 
I started a new run and Im very happy about all the new research. But man, +15mins on my loading time to launch the game, haha 500mo no joke
Snow  [作者] 10 月 9 日 上午 5:45 
pretty sure it can theoretically be added mid run but you would need to spawn in the faction else you cant get most stuff. but it "just" adds items and enemies it doesnt create or modify any core mechanics
Six Feet Under 10 月 8 日 下午 10:20 
It contains new research trees.
Wrath 10 月 8 日 下午 8:08 
Man I love your work it looks so neat !!
2 questions

Can it be added mid-run ?
Does it contain new research trees ?
George 10 月 8 日 下午 1:53 
Snow thankyou so much for the update super appreciate it :D
Snow  [作者] 10 月 8 日 下午 12:30 
oh and i also reduced the militor mk2 gun accuracy so its not 100% on all distances
Snow  [作者] 10 月 8 日 下午 12:28 
Okay quick bugfix update:
- fixed militors MK2 despawning instantly (i set a invalid bodytype very sorry)
- fixed alpha tesseron not firing
- fixed alpha tesseron and alpha termite not being in the mech gestator
Snow  [作者] 10 月 8 日 上午 10:56 
i only know it for sure needs biotech because of the mech gestation stuff, ill check for ideology later
Six Feet Under 10 月 8 日 上午 7:37 
Could you also show the dependencies it currently requires? Also, does it still need Ideology? Since hacking has been incorporated into the base game in 1.6
Snow  [作者] 10 月 8 日 上午 5:58 
I pushed a new update, it should fix the permanent hostility and make the mechs more rare to encounter and in lower numbers.
George 10 月 7 日 上午 10:36 
The faction is permanently hostile to me is there anyway to change that?
darkfiretim 10 月 6 日 上午 8:29 
The carry capacity from backpacks doesn't seem to work for me. Do the backpacks need another mod to work?
Six Feet Under 10 月 1 日 下午 9:11 
What mechanics from Ideology did Kraltech need?

If it's just the hacking mechanics, then it should no longer require ideology, right?
Snow  [作者] 10 月 1 日 上午 1:52 
it requires the same things the old version does, i did not fundamentally change its workings.
Six Feet Under 9 月 30 日 下午 4:27 
Does this require Ideology, Royalty and Biotech? Since the 1.5 version did.
Salted_Edge 9 月 24 日 下午 8:42 
Is there a way to reduce the frequency of kraltech mechs appearing compare to vanilla ones? Also is there a toggle to disable or resist the stun some of them give my colonists with their weapons?
Luckspeare 9 月 7 日 下午 1:45 
Error when loaded with Rimsenal - Augmented Vanilla Pack. I don't know which mod this error belongs to, so reporting to both. Whichever the case, in my full 800-mod loadout, I was getting these errors in 6 or 7 mods, so whatever is causing it, is causing it in multiple mods. I just could isolate it down to this combination for now.



Config error in Gun_EMPRifle: verb 0: has incorrect forcedMiss settings; explosive projectiles and only explosive projectiles should have forced miss enabled

Possible Matches:
[Source: Rimsenal - Augmented Vanilla Pack]
[File: C:\Games\Indiv\Rimworld\Mods\849231601\1.6\Defs\ThingDefs\Weapons_Charge.xml]



https://gist.github.com/HugsLibRecordKeeper/0227014effad868f3da1699668b4d7da
ACrow 9 月 7 日 上午 11:22 
Hi I know it will be so much extra work, but considering the original Kraltech doesn´t have any update yet, it will be amazing to have in the mod options, to change the original OP values of the mod
elĐeve 9 月 1 日 下午 3:56 
@nikism in any case you can try modifying it with rimmsqol
Snow  [作者] 9 月 1 日 上午 11:25 
I have not changed the psi brain, i dont know it. Try using chatgpt for translating, its very good.
NikiSm 9 月 1 日 上午 8:04 
There is a psi brain in fashion, which I cheated into the mechanoid of maids from another fashion. In 1.5 versions, it gave a frantic increase in% to the speed of work, and now it is as if this% has been reduced. Have you changed the parameters in fashion? Sorry for the clumsy English, write from a translator.
Snow  [作者] 9 月 1 日 上午 7:55 
the what?
NikiSm 9 月 1 日 上午 7:54 
Hello, did you fix the great psi brain?
Snow  [作者] 8 月 27 日 上午 8:17 
well, i also use infocards personally and i dont have said bug, in fact i didnt have any collisions from using kraltech at all yet which is impressive lol (on another note i cannot make caravans because some other mods are shit)
elĐeve 8 月 26 日 下午 6:23 
maybe it's my 500modlist, when opening the info card of kaltrech pawns armor or clothes it's just bugs out and spams the console, it's avoidable but i can't read the defensive stats of the things lol
i'm sure i had the same bug on 1.4 or 1.5 with the normal mod
Snow  [作者] 8 月 26 日 上午 5:28 
in what way? i dont know i never noticed it lol
elĐeve 8 月 26 日 上午 4:35 
haha it's still bugged with better info cards, WELCOME BACK KRALTECK I MISSED YOU :SG0_OK:
elĐeve 8 月 26 日 上午 1:28 
holy shit is thi real?
Pain-peko 8 月 22 日 上午 9:40 
Yes, even with the non-rebalanced versions you weren't able to trade with their settlements, so you either have to wait for a Kraltech orbital trade ship to drop by or you can call in a trade caravan with their faction via the comms console. Their trade caravans are guaranteed to have the 4 documents you can analyze, and said trade caravans are fitted up to the nines (even in this rebalanced version) so they can act as a pseudo-defense for any potential raids or threats that may come.
freackyfreac 8 月 21 日 下午 7:17 
but i seem that i cant trade with them via the settlement, i guess thats also intended and i have to wait for them to drop by?
freackyfreac 8 月 21 日 下午 7:09 
i just opened my savegame and have this as faction description wich i think is the default of the odyssey start. but ill check the mod xml

<playerFaction>
<def>PlayerFaction</def>
<factionDef>GravshipCrew</factionDef>
</playerFaction>
i added it to the xml of kraltech and theyre neutral to me now :)
Pain-peko 8 月 21 日 下午 4:23 
You could either a) choose to delete the <permanentEnemyToEveryoneExcept> lines altogether or, b) if you want to still keep them hostile to everyone in case you have faction interaction mods like Factional War or sumn, add in a <li> line of code to that section of your modded scenario faction so they'll be neutral only to you; honestly speaking, the former is the easier way to change this but the latter is worth the effort if you still want the surprise/challenge for seeing them in Factional War events.
Pain-peko 8 月 21 日 下午 4:23 
@freackyfreac This is an intended part of the mod, albeit one that feels like an oversight; if you go to the Faction_Kraltech.xml in the mod folder, there are lines in the code that go along the lines of

<permanentEnemyToEveryoneExcept>
<li>PlayerTribe</li>
<li>PlayerColony</li>
<li>Empire</li>
</permanentEnemyToEveryoneExcept>

This essentially makes them hostile to every other faction, including the player faction if the non-DLC Vanilla scenarios aren't chosen, as different mod scenarios give the player faction an entirely different tag than the listed two above. This is perfectly exemplified if one chooses the Anomaly or Odyssey scenario and after generating a world, it'll still list the Kraltech faction as "-100 Permanently hostile".
freackyfreac 8 月 20 日 下午 6:48 
i could add another fraction (void) with no issues
freackyfreac 8 月 20 日 下午 4:36 
okay i took out the mod i thought would interfere. and tried to set them neutral via dev mode. even that doesnt work.. any idea wich i could do?
freackyfreac 8 月 20 日 下午 3:58 
yeah i started with a modded scenario where i 'lend'' the ship from a fraction thus having to pay them, wich rendered the influence gain for sending money to zero. probably buggs with the addition of a new fraction. but i guess i can set the kraltech fraction to 0 then via devmode
Snow  [作者] 8 月 20 日 上午 3:55 
The Faction is no different to any other factions added by other mods so i dont think its caused by this Mod. I also use Vanilla Expanded Framework and it all works fine, maybe some small mod interfering with Goodwill somehow
freackyfreac 8 月 19 日 下午 6:55 
heya, i added the mod mid game and the kraltech fraction (inserted via vanilla expanded framework) is hostile -100 with natural to 0. they offered peace talks with increase of 68 standing. i also sent gifts to them and still the relation is at -100. is that intended by the mod or buggy?
Cuerniito 8 月 15 日 上午 1:48 
My English isn't very good, but is it normal that as soon as the rage virus event starts, colonists and animals (including mechanoids) go into a rage after just a few seconds of exposure?
I lost all my Bumapoles livestock without being able to react, lol
VexationStation 8 月 12 日 下午 5:06 
Thank you!
Snow  [作者] 8 月 12 日 上午 1:53 
- Fixed Stat calculations on Implants
- Made it say 1.6 on the preview image (yeah i know it looks shit)