RimWorld

RimWorld

Reverse Engineered Mechanoid Tech
Showing 11-20 of 32 entries
< 1  2  3  4 >
Update: 8 Dec, 2021 @ 5:12pm

Version 2.10.14 (December 8th 2021)

* Added option to customise the research cost of the technology.
* Added option to customise the tech level of the research.
* Added option to customise the number of techprints needed for research.

Update: 18 Nov, 2021 @ 12:54pm

Version 2.7.14 (November 18th 2021)

* Added Simplified Chinese translation, courtesy of zerrrrrrrrrrrrrrrrrrrrrrrrrrrrrg.
* Fixed techprints not being available from outlander factions.
* Reduced commonality of techprints to 0.3 (was 0.4).

Update: 15 Sep, 2021 @ 8:32am

Version 2.6.12 (September 15th 2021)

* Added option to customise the protection radius of the bullet shield.
* Added option to customise whether or not a broadshield core is needed to build a bullet shield.
* Added option to customise the protection radius of the mortar shield.
* Added option to customise whether or not a broadshield core is needed to build a mortar shield.

Update: 21 Aug, 2021 @ 4:21am

* Are your bullet and mortar shields putting a huge strain on your power grid? Well, now you can change that... literally!
1) You can now change how much power each shield consumes by going to Mod Settings > More Mod Settings > REMS.
2) You will need to restart the game when you change a setting.
3) This feature is possible thanks to the XML Extended mod by Imranfish (which is now required in order to use REMS).
4) REMS must be loaded after XML Extended.
5) I may add more configuration options in future, such as changing the protection radius or required materials.

Update: 26 Jul, 2021 @ 1:00pm

Version 2.0.12 (July 26th 2021)

* You should no longer receive messages about failed PatchOperations if you are missing the MSF and/or UAC faction mods.

Update: 23 Jul, 2021 @ 7:22am

Version 2.0.11 (July 23rd 2021)

* Reduced techprint cost of shield research to 2 (was 3).
* Increased commonality of techprints to 0.4 (was 0.25).
* Reduced techprint market value to 2500 (was 3000).
* Techprints may now be found with outlander factions (both civil and rough).
* Shield research is now at the Industrial tech level (was Spacer).
* Lowered base research cost of shield tech to 5400 (was 7200).
* Fixed the mechanoid shield trader not arriving as a caravan.
1) Only outlander and imperial factions will send them.
2) If you have the MSF and/or UAC faction mods installed, they will also send them. At least this way you get a bit more variety.
3) I wanted to add the mod to factions that would have the tech level needed to build these; these two both have big R&D teams, so it stands to reason they'd have access to the technology.
4) Also, you are now able to request them via the comms console.

Update: 11 Jul, 2021 @ 10:51am

Version 2.0.1 (July 11th 2021)

* Mod is now compatible with the RimWorld 1.3 patch.

Update: 23 Jan, 2021 @ 8:42pm

Version 2.0.0 (January 24th 2021)

A lot has changed in the months that have passed since the first mech clusters touched down on the rimworlds.

First of all, with so many people using the tech to defend themselves against the mechanoids (and each other), it was only a matter of time before traders decided to get in on the action. As a result, numerous caravans and orbital traders have begun offering either the basic materials required to build shields, or completed units which only need to be installed. Secondly, human understanding of the tech has finally reached the point where constructed shields are now on par with their mechanoid counterparts.

* Increased mortar shield protection radius to 25 (was 10).
* Increased bullet shield protection radius to 20 (was 8).
* Researching the shields now requires 3 techprints (was 2).
* Increased the steel cost of building a bullet shield to 600 (was 450).
* Increased the plasteel cost of building a bullet shield to 150 (was 100).
* Increased the uranium cost of building a bullet shield to 200 (was 100).
* Increased the uranium cost of building a mortar shield to 200 (was 100).
* Increased the advanced cost of building a bullet shield to 5 (was 3).
* Increased the advanced cost of building a mortar shield to 5 (was 4).
* Increased power usage of mortar shields to 1200W (was 800W).
* Increased power usage of mortar shields to 1000W (was 800W).
* Increased charge duration of mortar shields to 60000 ticks (was 43200).
* Increased charge duration of bullet shields to 60000 ticks (was 43200).
* Increased hitpoints of mortar shields to 200 (was 150).
* Increased hitpoints of bullet shields to 200 (was 150).
* Bullet and mortar shields can now be traded.
* Added a trader who will buy and sell both varieties of shield.
* The trader also carries the quantities of steel, plasteel, uranium and advanced components needed to build shields.
* The price of materials at this trader will fluctuate, up to a maximum of 100% of the item's market value (50% for advanced components).
* The trader also carries 20000 silver.
* Set market value of bullet shield to 15000 silver (was 7500).
* Set market value of mortar shield to 10000 silver (was 5000).

Update: 26 Aug, 2020 @ 3:50pm

Version 1.8.58 (August 26th 2020)

- Mod is now compatible with the RimWorld 1.2 update.
- Increased the cost of researching the technology to 7200 (was 4800).
- Reduced the steel cost of the bullet shield to 450 (was 600).
- Reduced the steel cost of the mortar shield to 600 (was 800).
- A broadshield core is now required to build a bullet shield.
- A broadshield core is now required to build a mortar shield.

AUTHOR NOTE: Requiring a broadshield core adds a bit more realism to the mod; you get the cores from mechanoid shields, so it stands to reason you'd use them to build your own. This will, of course, restrict how many shields you can actually build, unless you get a lot of mech clusters, though there are mods which let you craft your own broadshield cores.

Update: 26 Aug, 2020 @ 3:48pm

Reverting to Version 1.8.52 because I forgot to do something.