RimWorld

RimWorld

[FSF] FrozenSnowFox Tweaks
Showing 81-90 of 259 entries
< 1 ... 7  8  9  10  11 ... 26 >
Update: 8 Jun, 2024 @ 2:16am

Added a new tweak for Royalty DLC.

More Varied Refugees
- Changes the Refugee PawnKindDef so the game creates more varied refugees. This is done by giving them a wider range of item tags and a higher upper limit of money for spawning things. As a result, refugees can spawn extremely poor (like normal), or they can spawn with armour, guns and bionics.

Update: 30 May, 2024 @ 3:29pm

Sealed Power Armour
- Added a tag to Warcaskets so they are not generated for Environmental Toxic Resistance.

Update: 26 May, 2024 @ 7:55pm

Faster Components
- Changed the patch adding the research requirement to Components to use SafeAdd to prevent it having issues with my mods ABE and VBE.

Update: 24 May, 2024 @ 4:26pm

More Slaves
- Changed the targeted patch for the Empire Base so its conditional to fix an issue with Medieval Overhaul Royalty.

Update: 23 May, 2024 @ 5:23pm

Younger People
- Modified the patch to exclude PawnKindDefs below the set min max values. Note: This should fix issues with pawn generation in the event a PawnKindDef specifies very young ages meant for children. Rimworld and its DLCs do not do this, so this is potentially only a mod issue.

Update: 23 May, 2024 @ 3:36pm

More Slaves
- Fixed the targeted patch for the Empire so its more specific and doesn't cause the exact same issue I originally tried to fix.

Update: 21 May, 2024 @ 2:56am

More Slaves
- Modified the patch to not automatically target slave trade stock entries that specify a specific defname. Note: The reason for this is if one of the traders has multiple specific defname entries it resulted in every entry having the full x-y range of slaves. This could result in hundreds of slaves being generated for the trader which nukes game performance. The Empire Base specifies a defname for their slaves so I've implemented a targeted patch to change that specific trader.

Update: 11 May, 2024 @ 6:39pm

More Varied Raid Loot
- Added Chemfuel, Devilstrand Cloth and Galatross Leather (Alpha Animals) to Tribal.
- Added Chemfuel and Industrial Components to Outlander.
- Added Chemfuel, Devilstrand Cloth and Hyperweave to Pirates.
- Added Ambrosia, Antibiotics (Vanilla Races Expanded Genie), Aperitif (Vanilla Factions Expanded Empire), Neutroamine, Penoxycyline and Plasteel to Empire.
- Added support for Deserters (Vanilla Factions Expanded Empire). The loot table is similar to the Empire but cuts out the pleasure items like Ambrosia and Aperitif.
- Enabled raid loot drops for Cultists and created a loot table for them. The loot table includes Ammo Industrial (LTS Ammunition), Ammo Spacer (LTS Ammunition), Bioferrite, Devilstrand Cloth, Dread Leather, Hyperweave, Medicine, Neutroamine, Mind Numb Serum, Voidsight Serum, Synthread.

Update: 9 May, 2024 @ 1:32am

Water Movement Tweaks
- Fixed an issue for 1.4 and 1.5 where the patches for passibility weren't nested under the main option. This could result in the sub options being active still while the main option was disabled.

Update: 8 May, 2024 @ 6:04pm

More Filters Drugs
- Fixed a serious issue where ingested drugs did not lower genetic dependencies. Note: This issue itself is kind of weird because all this patch did was move the drugs into a sub category. I'm guessing there's some kind of coding that specifically looks for the drug category when it comes to genetic dependencies. I've fixed the issue by ensuring the drugs appear under the apparently important Drugs category and also the sub categories. It's a bit messier visually but its necessary to avoid the issue.