RimWorld

RimWorld

Nanotech Overpower Patches
Showing 51-59 of 59 entries
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Update: 28 Mar, 2023 @ 3:09am

[Auto-generated text]: Update on 3/28/2023 12:09:42 PM.

Commented out the patch to make the nanotiles paintable.

Had done this a few days ago but I forgot to upload it like the bean I am :')

Update: 27 Feb, 2023 @ 2:17am

[Auto-generated text]: Update on 2/27/2023 12:16:53 PM.

Mostly what the description says at the moment

Adds Fine floors to the Nanotile for Royalty DLC
Makes them less likely to get dirty
If they do get dirty, they get cleaned faster

Patched the Battery and the generator to not breakdown
Generator needs 100 nanobots to build, but its fuel is filled because of it (Unless I forgot to patch the cost)

Cleaned up the nanobots so insulation, armour and whatever else it benefits, is more consistent. I can't remember the rest

Nanoberries no longer has health, so it can't deteriorate outside (hopefully)

Probably other stuff I missed but oh well :D

Update: 17 Feb, 2023 @ 1:30pm

[Auto-generated text]: Update on 2/17/2023 11:29:59 PM.

Thanks to jtseyman, Medicine recipe was restored.

Accidentally overwrote the recipeDef

Update: 20 Nov, 2022 @ 3:09pm

[Auto-generated text]: Update on 11/21/2022 1:09:40 AM.

Through some folder loading wizardry, I patched in a lower cleaning time for Nanotiles

(Sounds of rejoice)

Only works for 1.4 because it was added by 1.3
Also, if Royalty is loaded, Nanotiles count as Fine Floor

Update: 16 Nov, 2022 @ 11:09am

[Auto-generated text]: Update on 11/16/2022 9:09:19 PM.

Removed redundant code and moved some code around.

Beds made with this will now have higher surgery chances and medical tend quality.
Now even Cheryl, that dunce with 1 in Medical can tend people with enough potency to save their miserable lives :D

Update: 16 Nov, 2022 @ 9:13am

[Auto-generated text]: Update on 11/16/2022 7:13:43 PM.

Thanks to Neo Sniper for pointing out the floors and walls not being paint-able.
Made the floors paint-able which seems to have helped the walls too.. or at least I think it did.

Increased the building cost for the Nanogenerator to 100, also the initial fill to 1 so once built, there's no need to fill it for 17 years.
Removed the breakdown function from the generator and battery.

Probably something else I missed but my memory is worse than a dodo's

Update: 14 Nov, 2022 @ 7:50am

[Auto-generated text]: Update on 11/14/2022 5:50:04 PM.

Forgot to change something

BedRestEffectiveness no longer multiplied by 15 times.

Added ShootingAccuracyTurret (though I haven't tested enough to see if this works but we'll see)
Added SurgerySuccessChanceFactor
Added MedicalTendQualityOffset (for testing)

Increased some stats

Cleaned the code a little

Update: 14 Nov, 2022 @ 7:42am

[Auto-generated text]: Update on 11/14/2022 5:42:29 PM.

Added Dependency on Vanilla Expanded Framework for mod managers

Changed stats for Nanobots so a flat %300 armor for blunt, sharp and flame is added along with 500C cold and heat insulation.
These values still change depending on the item's quality.

Melee weapons get a damage increase now, though armor penetration works.. weirdly. A spear does more stabbing damage but poking and smacking someone with the blunt parts penetrates armour better.

Traps do more damage and have higher armor penetration.

Added recipes for neurotrainers as a patch.

Added recipe for Mechanoid Components from VFE-M

Update: 8 Nov, 2022 @ 4:50am

[Auto-generated text]: Initial upload.