RimWorld

RimWorld

102 ratings
Permits: Re-Examined
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.6
File Size
Posted
Updated
528.901 KB
9 Jul @ 7:47am
11 Jul @ 5:14pm
3 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Permits: Re-Examined

In 1 collection by Smxrez
Re-Examined Mod Series
8 items
Description


VFE - Empire HIGHLY recommended but not required. The infographics and mod page text assume you have it.

I’ve used permits in every single run since getting Royalty, and not once have I touched the resource permits.

Why would I want 250 steel every 45 days when I can just go mine 6 steel ore and instead use that permit point on something actually strong, like an orbital strike or trooper squad?

It feels like almost every resource permit is just totally outclassed by the offensive ones. The resource drops are very small, while the combat ones let you easily handle strong raids or off home tile fights with ease.

So I made this mod to give the resource permits some love.

Be warned that this mod is strictly buffs, so yes it will make the game easier.

What’s changed:
  • Big buffs across the board to resource permit yields.

  • Improvements to the Striker Turret Drop and Burnout Shield Drop, which were just underwhelming compared to other combat options.
Whats been added:
  • Call medic team: heal up your troops after a rough fight.*

  • Call trauma surgeon: for surgery, bad infections, or near-death pawns.*

  • Antigrain Warhead Drop: because sometimes, you just want something gone.
(*Medical supplies not included)

As always, if you run into a bug, please leave a comment containing a hugslib log + what you were doing when it happened. (If you don't give me a hugslib log and I chop off your limbs)


[ko-fi.com]





Full list of changes:
- 3 New permits (Antigrain warhead drop, Call medics, Call trauma surgeon) - Steel drop (250 -> 750) - Gold drop (50 -> 100) - Plasteel drop (55 -> 110) - Jade drop (100 -> 300) - Uranium drop (80 -> 240) - Stone drop cooldown (45 -> 30) - Food drop (20 -> 35) - Noble food drop (15 -> 25) - Wood drop (400 -> 1250) - Chemfuel drop (220 -> 685) - Cloth drop (330 -> 1000) - Synthread drop (125 -> 375) - Devilstrand drop (90 -> 270) - Hyperweave drop (55 -> 165) - Component drop (15 -> 25) - Advanced component drop (3 -> 5) - Silver drop 500 -> 1500 - Herbal medicine drop (40 -> 50) - Industrial medicine drop (25 -> 30) - Glitter tech medicine drop (5 -> 8) - Shell drop (10 -> 20) - Striker turret drop (3 -> 4) - Burnout shield cooldown (45 -> 30)


Q: CE Compatible?
A: I don't see why not.
Q: This sounds op! muh balance!
A: I tried my best to keep things balanced while also keeping things fun. If you think something is off, let me know!
Q: Save game compatible?
A: Should be safe to add and remove as long as you don't have any of the new permits.
Q: 1.5?
A: I haven't tested but I don't see why not. however I wont be offically supporting 1.5.
25 Comments
Blueo 12 Jul @ 7:15am 
I like the medic permits, but is a single OP surgeon really better than a crew of medics after a battle? just wondering.
Wolfette 11 Jul @ 8:21pm 
Okaydokey, hope you figure out whatever the issue is! I imagine the 1.6 officially release has something to do with it.
Smxrez  [author] 11 Jul @ 5:15pm 
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  [author] 10 Jul @ 10:20pm 
@Wolfette thats a good idea actually i'll include that in the next update (tmr probably?)
Wolfette 10 Jul @ 10:19pm 
Sweet, do they wear VAE scrubs and surgical masks if the said mods are present?
IliterateAshole 10 Jul @ 9:43pm 
Y E S
Smxrez  [author] 10 Jul @ 9:40pm 
@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 10 Jul @ 5:52pm 
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 10 Jul @ 2:59pm 
@D3K43 Agreed, Way too underwhelming, I suggest adding config options and reducing timer by a LOT
Transgender Anton Chigurh 10 Jul @ 8:59am 
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