RimWorld

RimWorld

Too Many Mods - Compats and Rebalances
Showing 31-40 of 322 entries
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Update: 24 Apr @ 6:39pm

[Conflict fixes]
- (research merging 2) Basic furniture removal is inactive with Progression: Aesthetics
- (research merging 2) Grape plant sowResearchPrerequisites patch is inactive with Progression: Agriculture
- Siege equipment patch is inactive with Progression: Defenses

Update: 24 Apr @ 1:30am

- (techprint locks) With Semi Random Research, Genetic mechahybridization requires analyzing Mechanoid chip to start researching
- (research merging 2) Updated removal for Nutrient injector research (With this option, WVC’s update resulted in an empty research project, which is removed: would cause one-time harmless error on existing saves.)

[Research merging 3] - Optional, default false
- Light/Standard/Heavy/Ultra-heavy alpha mechs (Alpha Mechs) -> Basic/Standard/High/Ultra mechtech (inactive if Progression: Robotics is loaded, as it does the same thing)
- EMI shielding (RT Solar Flare Shield) -> Electromagnetic shielding (renamed from Electromagnetic Insulation) (Integrated Implants) (also changes its prerequisite to Fabrication, research costs are summed)
- Concussion breach charge (Rimsenal AVP) -> Precision rifling (+ Heavy weapons (VWE))
- Dumbfire ammunition (Rimsenal AVP) -> Heavy weapons (VWE)
- Directed electromagnetic pulse (Rimsenal AVP) -> Mass drivers (VWE Coilguns)
- Underbarrel weapons (Rimsenal AVP) -> Precision rifling
- Industrial beekeeping (VFEMech + VFEM2) -> Provisions packaging factory + Beekeeping (It didn’t have Beekeeping as prerequisite)
- Genetic alteration, Genetic creation, Genetic duplication (VGE) -> Basic genetics (inactive with Progression: Genetics)
+- Xenogenetics now has Basic genetics as prerequisite
+- Genetic mechahybridization now has Basic genetics and Basic mechtech as prerequisites
- Serum retuning (WVC) -> Xenotype serums (also solves redundant prerequisites)

Update: 23 Apr @ 1:52am

- Tailoring loom and Mannequin stand (VFEM2) additionally get Complex clothing as research prerequisite
- Smithing anvil and Forge bellows (VFEM2) additionally get Smithing as research prerequisite

Update: 23 Apr @ 1:43am

- Chisel rack and Stone clamp (VFEM2) additionally get Stonecutting as research prerequisite
- Added Giant bow (B&S), Crossbow, Long bow (VWE) and Warbow (VFEM2) recipes to Crafting spot (or they should additionally get Smithing as research prerequisite)
- (gene rebalance) Body size traits (B&S) lose construction/mining/drilling speed factor (as they scale with body size with this option)
- (trait rebalance) Small and Dwarfism lose negative move speed offset
- (equipment rebalance) Quiver (VAEA) also covers utility slot
- (techprint locks) With Semi Random Research, Bronze working/Cement making/Tyrian production require analyzing Bronze/Concrete blocks/Tyrian to start researching, respectively.

Update: 22 Apr @ 12:04am

- (minor fix)

Update: 18 Apr @ 12:49am

- Caravans from Spacer faction (Rimsenal Spacer) don’t bring mechs as guards (had a frequent bug where mechs are left behind and roam around the colony map forever) (The idea is borrowed from https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3407831843)

- minor patch tweak

Update: 14 Apr @ 9:33am

- (equipment rebalance) Carrying capacity modifier of equipment, if any, is affected by its quality. (for consistency with VEF's mass carrying capacity)

Update: 14 Apr @ 8:32am

- With VFET, Throwing rocks (VWE): research prerequisite: Weapons -> Hunting (weaker and more primitive than Throwspikes, which has Hunting prerequisitge) (Throwing chunks patch for B&S is also changed as well)
- With VFET, Healtruffle (VPEMushrooms): research prerequisite: Agriculture -> Medicine (same as Healroot)
- With VFET, Healshroom (VPEMP): research prerequisite: Agriculture -> Medicine (same as Healroot)
- (equipment rebalance) Backpack (VAEA) also increases normal carrying capacity (in addition to mass carrying capacity)

[Note around VFET mods]
- Incense holder (Erin's JF) gets redundant prerequisite: currently don't want to force loadorder with Progression: Core D:
- Cobblestone walls (VFEM2) can be built from the start: difficult to patch (They will show up on faction bases unless you patch otherwise: be careful to cherry-picker them.) (I personally patched them out but I think that's too invasive to include in this mod.)

Update: 13 Apr @ 4:46am

- Giant club and Giant primitive hammer (B&S) get Weapon prerequisite with VFET
- Giant salvage club and Giant shard knife (B&S Weapons) get Weapon prerequisite with VFET
- Aurum fuel and Revered psylinker (Biotech Expansion Mythic) get Culture prerequisite with VFET
- Hay sunhat (Det’s Brawnum) gets Tribalwear prerequisite with VFET
- Bodhrán and Reed flute (Roo’s Satyr) get Culture prerequisite with VFET
- Faecap, Fae crown, Fae rose and Fae scarf (Roo's Satyr and Faun Xenotypes Expanded) get Tribalwear prerequisite with VFET
- Mycothread -> Cloth recipe (VPlaE Mushrooms) recipe gets Tribalwear prerequisite with VFET

Update: 13 Apr @ 3:06am

- Fueled andon (Erin’s Japanese Furniture) gets Construction prerequisite with VFET
- Floating lantern (Goji's Fantasy Race: Merren) gets Construction prerequisite with VFET
- If Security: Re-Examined and VFET are loaded, Platform and Trench get Construction prerequisite
- (research merging 2) Fixed Complex furniture losing Culture prerequisite with VFET and VFuE