RimWorld

RimWorld

Reverse Engineered Mechanoid Tech
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Update: 26 Aug, 2020 @ 3:47pm

[Auto-generated text]: Update on 8/26/2020 11:47:29 PM.

Update: 13 May, 2020 @ 4:24pm

Version 1.8.52 (May 13th 2020)

- Increased bullet shield protection radius to 8 (was 5).
- Reduced work amount of building both shields to 240 (was 300).
- Reduced power usage of both shields to 800W (was 1000W).
- Reduced recharge time of both shields to 17 hours (was 1 day).
- Increased uranium requirement for building both shields to 100 (was 50).
- Increased advanced component requirement for building bullet shields to 3 (was 2).
- Increased advanced component requirement for building mortar shields to 4 (was 3).

Update: 7 May, 2020 @ 1:39pm

Version 1.8.41 (May 7th 2020)

- Updated French translation, courtesy of yaannaa.

Update: 6 May, 2020 @ 7:11pm

Version 1.8.40 (May 7th 2020)

- Added French language support. (Ajout de la prise en charge de la langue française.)
- Added German language support. (Unterstützung für die deutsche Sprache hinzugefügt.)

PLEASE NOTE: I used Google to acquire these translations; if they are wrong, please let me know.
VEUILLEZ NOTER: J'ai utilisé Google pour acquérir ces traductions; s'ils ont tort, faites-le moi savoir.
BITTE BEACHTEN SIE: Ich habe Google verwendet, um diese Übersetzungen zu erhalten. Wenn einer von ihnen falsch ist, lassen Sie es mich bitte wissen.

Update: 1 May, 2020 @ 7:26pm

Version 1.6.40 (May 2nd 2020)

- Updated both shields with new textures, which I acquired from an 'unknown alien' (seriously, that's how they wanted to be credited).

Update: 29 Apr, 2020 @ 2:32pm

Version 1.4.40 (April 29th 2020)

At the request of the game's developers, owning the Royalty DLC is once again required in order to use this mod. I would like to offer my apologies for the mistake, and will do my utmost to prevent it happening again.

Update: 25 Apr, 2020 @ 12:22pm

Version 1.3.40 (April 25th 2020)

* Changed name of research tab to 'Mech Tech' (was 'Mortar Shield').
* Fixed shield recharge times going into negative values. (1)
* Increased techprint market value to 3000 (was 2500).
* Lowered mass of uninstalled shields to 30 (was 75).
* Changed work value of building both shields to 300 (was 750). (2)
* Made a slight adjustment to the texture of both shields. (3)

Author Notes

1) Many thanks to Fluffy from the RimWorld Discord for helping to fix this issue.
2) Actually, it was 13; I didn't realise that the work value specified in the XML file is then divided by 60 to get the in-game value.
3) Author Note: I know I could have carried on using the existing texture, but I wanted to use my own. As you'll see, it's not a good edit; if you can anything better, please let me know!

Update: 23 Apr, 2020 @ 1:02pm

Version 1.3.30 (April 23rd 2020)

* Both shields can now be uninstalled and reinstalled. (1)
* Both shields now show a tooltip showing the building's health when hovered over with the mouse cursor.
* Increased HP of both shields back to 150.
* Both shields now require 750 work to build (was 1000).
* Both shields now have a mass of 75kg (was 0). (2)

Author Notes

1)This change means that players have greater flexibility in where they can put the shields; it also means they no longer have to deconstruct them when they are not needed.
2) I had to give them a mass when I allowed them to be uninstallable; they can still not be sold to, or purchased from, any traders.

Update: 20 Apr, 2020 @ 1:07pm

Version 1.2.20 (April 20th 2020)

- Both shields no longer leave behind resources when destroyed. (1)
- Both shields now have 100HP each (was 150). (2)
- Both shields now require 1000W of power each (was 500W for the bullet shield and 750W for the mortar shield). (3)
- Both shields now require 50 Uranium for construction. (4)
- Both shields now require a pawn with a Construction skill of at least 10 (was 8). (5)
- Both shields no longer reduce beauty in the area where they are constructed. (6)

Author Notes

1) My own testing showed that these structures left behind a sizeable amount of resources and slag chunks when destroyed. This change makes it harder for players to reconstruct them, and forces them to manage their resources more efficiently.
2) This change means that players will have to rethink their defensive strategy, as any opportunistic melee attacker can easily make short work of it out in the open.
3) Increasing the power requirement means that players won't be able to construct as many of these buildings as they could before. They will have to choose between extending their power grid, thus meaning they'll have more areas to protect, or sacrificing some areas to defend others.
4) Requiring Uranium for construction means that players will have to wait a while before they can start building these structures.
5) This is advanced technology, after all; it makes sense to increase the skill required to build it.
6) Given what they do, I think colonists would say they are wonderful things, and therefore not ugly at all.

Update: 19 Apr, 2020 @ 2:33pm

Version 1.2.8 (April 19th 2020)

- Increased tech level of research to Spacer (was Industrial).
- Increased cost of research to 4800 (was 3600).
- Changed name of research to 'mechanoid shield tech.'
- Changed description of mortar shield.
- Changed description of bullet shield.
- Research now requires 2 techprints, which can be obtained (rarely) from the imperial faction.