RimWorld

RimWorld

Nanotech Overpower Patches
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Update: 13 Feb @ 7:03am

[Auto-generated text]: Update on 2/13/2025 5:03:09 PM.

Added support for Vaults of Vagar, mostly the Vagar quantron since.. that's all the pew pews need.

Update: 12 Feb @ 9:47am

[Auto-generated text]: Update on 2/12/2025 7:47:23 PM.

Added stuff I forgot with the previous update, basically everything mechinator related. Had been meaning to for a while and that was meant to be the main reason for this update but forgot it like the boob I am Q_Q

Update: 12 Feb @ 9:20am

[Auto-generated text]: Update on 2/12/2025 7:20:48 PM.

Changes

Added a touch more compatibility for DLCs. I didn't notice the Psycast stuff I added could throw errors for those who don't have Royalty or Biotech
Added a slight incoming damage reduction
Toned down the mega carrying capacity and caravan mass capacity
Upped toxic resistance and the environment resistance by 0.05
If I did it correctly:
Ranged and Melee damage is increased by 25%
Ranged aiming and attacks are 25% faster
Melee attacks are 25% faster
Added a slight regeneration as a test
Nanobots should be able to put fires out right? RIGHT? Pawns aren't flammable now.
Added Apptitudes. This will give the pawn who uses nanoaura 10 to every skill.
Toned down learning speed
Added a more balanced version of Nanoaura which is a blanket 10-40% increase in certain areas. Not listing it all, it would be a change note like 23948 years long.

As usual, if there's a bug you find or something you'd like tweaked, let me know in the comments.

Update: 13 Jan @ 8:08am

[Auto-generated text]: Update on 1/13/2025 6:07:56 PM.

Added support for Life Lessons.. all 102 recipes for damn neurotrainers.

Update: 8 Jan @ 6:38am

[Auto-generated text]: Update on 1/8/2025 4:38:45 PM.

Added support for Kraltech Industries Rebalanced

Update: 8 Dec, 2024 @ 1:46pm

[Auto-generated text]: Update on 12/8/2024 11:46:04 PM.

Added support for The Dead Man's Switch

Tried to organise the recipe menu a little for Dubs Mint Menu.. didn't work. Still recommend using Dubs Mint Menu because it's easier to search for recipes
Restored some of the recipes prior to the main mod's update

Dunno if anyone reads these but leave a comment if changes are needed Q_Q

Update: 6 Nov, 2024 @ 7:38am

[Auto-generated text]: Update on 11/6/2024 5:38:52 PM.

I've added a Serum that adds Nano Aura if you have Anomaly. This should help get around the body part issue of the implant.

Update: 29 Oct, 2024 @ 11:56am

[Auto-generated text]: Update on 10/29/2024 8:56:22 PM.

Quick Fixes

Forgot to add assembly packs to the list

Various crafting quantity changes for [RWY]Advanced Mechanoid Warfare(Continued) items. Hopefully they'll be fine this way

Update: 29 Oct, 2024 @ 10:51am

[Auto-generated text]: Update on 10/29/2024 7:51:14 PM.

Aha! An update. I'll be doing tests so these might change.

Reverted additions to the main mod:

Mechanoid Components 50 > 5
Eltex 50 > 5
Bioferrite 200 > 100
Shards 20 > 10
All Anomaly Serums 5 > 1

Support added for Artifacts Expanded (Continued). If found, replaces all the Neurotrainers with the Archotech version

Changes to the Aura Implant:

Fixed the Aura Implant's Injury healing factor. It was meant to add 100% but it added 0%
Added VEF_MassCarryCapacity so pawns can carry up to 3500KGs in Caravans.. (until I "balance" this)
If you have Anomaly:
Added StudyEfficiency so it's around as fast as researching normal stuff
Added EntityStudyRate so studying entities is faster

Changes to Nanobots

Changed the WorkToMake to 1
Changed the WorkToBuild to 1
These should hopefully stop stuttering because of pawns building too rapidly

Added support for [RWY]Advanced Mechanoid Warfare(Continued)

Please report any found bugs or change requests

Update: 2 Sep, 2024 @ 6:30am

[Auto-generated text]: Update on 9/2/2024 3:30:04 PM.

Added support for Beyond Our Reach