RimWorld

RimWorld

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Tech Raiding [1.1](continued)
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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1.039 MB
20 May, 2020 @ 8:10pm
4 Jun, 2024 @ 8:28am
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Tech Raiding [1.1](continued)

In 1 collection by velcroboy333
Updated Mods for 1.1-1.6
67 items
Description
Original Author:
Skoots

Original Description:
This mod adds new analyzers that can be hooked up to a research bench to unlock unique technologies. The idea is to encourage more raiding and getting players to leave their base by adding unique tech rewards.

1.0 Update! Now working with Rimworld release version 1.0! Be sure to report any bugs and definitely leave feedback on balance.

Works fine with saves

I recommend the mod RimQuest if you're having trouble coming across cores. They can be rare, especially if you have a lot of other mods installed.

Starting Scenarios:

Ancient Technology - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1596478860

Raider Technology - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1596480667

CURRENT FEATURES:

3 new analyzer-style buildings that can be hooked up to your research bench, each unlocking a new associated tech tree (Lost, Raider, and Mechanoid). All analyzers are craftable and require cores that can be obtained through world quests

Each tree gives recipes to craft the following:

LOST TECH:

Laser Rifle - Slower, more powerful Assault Rifle
Heavy Las Rifle - Slower, more powerful Laser Rifle with a 4 round burst
Neo Helmet - Power armor helmet that adds accuracy due to a built in targetting HUD
Laser Turret - Laser, on a turret
Chicken Cloning Facility - A structure that will constatly produce ferilized chicken eggs, at the cost of some eggs and a Lost core during construction.
Neo Armor - Heavy power armor with high insulation, durability, and protection. Requires Lost Core.

RAIDER TECH:

Double Barrel - A double-barreled shotgun that fires 2 shots in succession, long reload time. Longest range out of all vanilla shotguns
Sawed-off shotgun - A sawed-off version of the Double Barrel, much shorter range, but higher damage and faster aim time.
Bolter - A double-barreled rifle witha good range, high damage, and built in cleaver for melee combat. Good for pawns with high shooting and melee.
Raid Launcher - A transport pod launcher with double the fuel capacity (And therefore double the range)
Flak Turret - Double-barreled shotgun turret
Brutal Armor - Power armor that enhances melee abilties (+20% melee dodge and melee hit chance). Requires Brutal Core.

MECHANOID TECH:

Suppression Cannon - A weaker charge blaster, wieldable by humans
Scattergun - A gun that fires a large scatter of energy pellets.
Suppression Turret - Suppression cannon mounted on a turret
Drills - Automated metal drills that can mine either steel or plasteel. Require an AI persona core for crafting
Servo Armor - Power armor that enhacnes work and move speed (+0.15c move and 15% work speed). Requires AI Persona core.


Misc:
Centurion - A large laser cannon that requires both mechanoid and lost technology
Combat Rifle - A semi-auto rifle carried by outlanders, raiders, and traders. Cannot be crafted, only purchased or looted.

Many of the above items can also be carried by raiders and traders, so they are obtainable before you recover the required analyzers for research, they are just expensive and uncommon.


Please leave feedback on balance and quality. Most of the art is temporary or WIP. Feel free to leave suggestions!

Original Link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1390716397


[discord.gg]
19 Comments
velcroboy333  [author] 4 Jun, 2024 @ 8:28am 
Updated for 1.5. No changes made. Let me know if any bugs pop up.
Cheers. :isa:
Slam 3 Jun, 2024 @ 10:38am 
RIP
feydras 14 May, 2024 @ 2:44pm 
Love to see 1.5
velcroboy333  [author] 4 Jan, 2023 @ 9:05am 
Updated for 1.4
b.blanko 13 Sep, 2022 @ 11:40am 
Is the mod compatible with combat extended?
bearhiderug 24 Feb, 2022 @ 9:24pm 
Anyway to make this mod spawn more frequent?
JAS 29 Oct, 2021 @ 6:15pm 
ah yeah i just had one come up as a quest reward for a build quest. Sadly, i'm deep in a mountain and have no where to safely build it. oh well, it's in the mix at least, i'll just keep an eye out for it.
velcroboy333  [author] 27 Oct, 2021 @ 6:37pm 
So there are no quests generated by this mod. The Lost Cores can only be acquired through quests and "Exotic" traders.

I did notice that the reward generation wasn't quite configured correctly. So, I fixed that and added a chance for rewards to generate Lost Cores after the Muli-Analyzer is researched and if the colony currently has none, which should slightly increase the chances of getting them.
JAS 27 Oct, 2021 @ 3:50pm 
So I wasn't having any luck getting the quests for this mod, even hitting up every rimquest quest giver on 30+ caravan groups. I tried looking it up in the quest dev menu, but I don't see anything that looks like it was added by this mod. Do you know what the quests are listed as there?
Kaluth 19 Aug, 2021 @ 1:42pm 
Ah, fair enough. Thank you for the answer. :D