RimWorld

RimWorld

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Mechanoid Butchery Reversion
   
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Mod, 1.1
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1.224 KB
29 Apr, 2020 @ 6:39am
1 Change Note ( view )

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Mechanoid Butchery Reversion

Description
Reverts changes in update 1.1.2618 where butchered mechanoid corpses no longer produce plasteel and produce reduced amounts of steel.
14 Comments
Adara Firecaster 4 May, 2020 @ 8:08pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2085300850 For those who want the components back, as well as the crashed ship part rewards back in full.
Sheep  [author] 4 May, 2020 @ 11:24am 
I reverted and compared the Defs when making this mod; feel free to do so on your own using this mod as a base if you feel something twas missed.
Adara Firecaster 3 May, 2020 @ 2:43pm 
1.1.2618 removed the components as well as the plasteel. If you use the beta to go to the previous version you will find listed under butcher products for mechanoids: For centipedes it was 50 steel, 10 plasteel, and 2 ComponentIndustrial, and for other walker types it was 20 steel, 5 plasteel, and 1 Component Industrial. In order to be an actual reversion of the change, those are the values that would need to be there. Also included in that same 1.1.2618 nerf were how much you get from killing psychic and defoliator ship chunks. They used to give 100 steel, 35 plasteel, 8 steel slag chunks, 4 industrial components, and 1 advanced component. Now they give only 4 steel slag chunks and a single industrial component.
Sheep  [author] 3 May, 2020 @ 12:02pm 
This is only a reversion to the changes in 1.1.2618; I will not be adding any other changes or reverting any changes made in previous matches in this mod. You are however free to take this mod and do with it whatever you want, including incorporating reversions to previous changes.
Adara Firecaster 3 May, 2020 @ 1:12am 
I second the desire for components on disassembly as it was before.
John McCain 30 Apr, 2020 @ 9:46am 
Thanks a lot! Some of the nerfs added in 1.1 are super frustrating.

Couple of other "back to normal" mods that you might find helpful

Rollback to Charge Lance 1.0
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2028661417

Rollback to Turrets 1.0
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2028662113

I wish someone came up with an aggregated mod to have all those things added in bulk :)
Think3r 30 Apr, 2020 @ 7:41am 
@Fasalrod If you read the last changelog properly, you would have seen that turrets have been slightly buffed, again.
"- Increased human turrets damage and fuel consumption.
- Increased uranium slug turret range."
Carmen Paprika 30 Apr, 2020 @ 5:54am 
I think it should be like before, giving the same amount of steel, plasteel and also components, not only plasteel. :)
Ashiver 29 Apr, 2020 @ 6:12pm 
Thanks. I was going to edit the values myself, but this solves that. Much appreciated.

Fasalrod, I don't know how you feel about mod turrets but I would just download one of those, not all of them are terribly imbalanced. Although they might feel that way if half effective compared to vanilla.

I feel like Tynan is hellbent on the storyteller having more control over the game than the player. If it wants to grind you down and kill some colonists with mechs, it better be able to do that. It doesn't matter if that's an extremely negative experience or that constant late game raids were already slogging people's campaigns into unfinished halts.

As much as I love the game I hate his design philosophy behind it. It's like he hates player agency and he doesn't care if parts of his game feel awful. The game is supposed to be as hard as a player wants it to be, and it is thanks to mods and land site differences, so why does it matter if mechs give resources?
Fasalrod 29 Apr, 2020 @ 3:30pm 
It seems like dissembly gives more steel than it used to, back to normal plasteel (I think), but no components.