RimWorld

RimWorld

Too Many Mods - Compats and Rebalances
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Update: 31 Mar @ 9:04am

- If VFuE - Architect or ReBuild is loaded, renames Security door research to “Reinforced structures”. Armored door/wall, Wall armor and Reinforced glass/clerestory walls/autodoors alternatively or additionally require Reinforced structures as a research prerequisite.
- (other rebalance) Castle doors/gates (VFEM2): base HP 1600/1200/800 -> 600/450/300 (Grand granite castle door had 2720HP: replacing Security door with this turned containment strength of 9x9 wooden containment room with 4 platforms from 108 to 388) (still has 1020 HP: stronger than Security door but weaker than Large security door from ReBuild, with less opening speed)
- (other rebalance) Armored door (VFuE - Architect): base HP 450 -> 225 (Plasteel armored door had 1260 HP, which is more than 1.5x of Secutiry door with less ingredient cost.)

Update: 31 Mar @ 6:43am

- Production amount of Jelly sacs gene scales with body size (req: B&S Framework) (same as B&S genes)
- Production amount of Chemfuel production, Devilstrand wool grower, Excess milk production and Rapid coat growth (Biotech Expansion Mammalia) scales with body size (req: B&S Framework) (same as B&S genes) (also buffed to around 100 market value per day*met discounting other effects with standard body size, in accordance with Jelly sacs gene in Alpha Genes)
- (gene rebalance) Chocolate production and Insect jelly production (B&S) are buffed to around 100 market value per day*met with standard body size, in accordance with Jelly sacs gene in Alpha Genes (Spider abdomen genes have around 0.4 met worth of productions in this context, and untouched.)

- (minor change) Cannon (VFE - Pirates) require Siege equipment (VFE - Security) as prerequisite even without VFEM2 now

Update: 30 Mar @ 6:11pm

- “Allow biocoded apparel” and “Allow tainted apparel” are unchecked in Mend apparel/armor recipe (VFE - Ancients) by default
- Humanlike races added by B&S are checked in Cremate corpse recipe by default
- Chocolate production gene (B&S) doesn’t change meattype if Alpha Genes is also loaded (to avoid overlap with Chocolate flesh gene) (still produces milk when butchered) (also met -2 -> -1 so that it will be the same when combined with Chocolate flesh gene)
- Revived Genetics supplier (VGE) - B&S gene tool compats (also made market values of B&S gene tools determined by ingredient/labor cost instead of being fixed to 1000)

Update: 30 Mar @ 11:02am

[Research merging 2]
Optional, Default false. Independent from research merging option.

- Miscellaneous artisanal crafting, Complex artisanal crafting, Artisanal diary processing, Artisanal grinding, Bottling techniques, Oil extraction (Alpha Crafts) -> Food processing
+- Pickle vegetables, Pickle eggs, Sour cream -> Fermentation + Food processing
+- Scented candles, Soap -> Artisan Furniture (with VFuE) / Complex Furniture (otherwise) (also makes them craftable with Crafting spot too)
- Artisanal fermentation (Alpha Crafts) -> Fermentation + Food processing
+- Sake -> Liquor brewing + Food processing
- Vinegar brewing (Alpha Crafts) -> Fermentation
- Inferno shot (Reinforced Mechanoid 2) -> Rocketswarm launcher + Fabrication
- Tesla coils (Reinforced Mechanoid 2) -> Mass drivers (VWE - Coilgun)
- Bile processing (Rim-Gnoblins) -> Chemical warfare / Fermentation
- Fae craftables (Roo's Satyr and Faun Xenotypes Expanded) -> Long blades / Plate armor / Recurve Bow / None (Hunting / Tribalwear / Weapons instead of None if VFE - Tribals is loaded)
- Espresso machine (VBE - C&T) -> Fermentation + Food processing
- Industrious roasting (VBE - C&T + VFE - Mechanoids) -> Provisions packaging factory + Fermentation
- Toga (VFE - Classical) -> Complex clothing (For VFE - Classical mergings, senators' research projects are also changed along.)
- Temperature control (VFE - Classical) -> Passive cooler (but renamed to Temperature control) (If VFEM2 is loaded, also moves Hearth and Darklight hearth.)
- Meat drying (VFE - Classical) -> Pemmican (but renamed to Food drying)
- Mosaics (VFE - Classical) -> Stonecutting
- Centrion armor, Legionary armor, Heavy shield (VFE - Classical) -> Plate armor
- Legionary armaments (VFE - Classical) -> Long blades (Tent -> Complex furniture)
- Wood-fired crematorium (VFE - Classical) -> Complex furniture
- Crafting bench (VFE - Classical) -> Complex furniture (Complex workbench if VFEM2 is loaded)
- Basic furniture (VFuE) -> Furniture (VFE - Tribals)
- Pottery (VFuE - Art) -> Agriculture (VFE - Tribals) (None if not present)
- Rugs (VFuE - Art) -> Carpet making
- Artillery (VFuE - Security) -> Mortars
- EMP cannon, Railgun (VFuE - Security) -> Advanced turrets (renamed from Uranium slag turret) + Mass drivers (VWE - Coilguns) (Pulse-charged munitions if not present)
- Pulse-charged defenses (VFuE - Security) -> Advanced turrets + Pulse-charged munitions (compatible with Security: Re-Examined)
- Sentry gun (VFuE - Security) -> Mortars + Gas operation
- Statues, Obelisks, Monuments, Carvings, Artful display, Wallpapers -> Culture (VFE - Tribals) (None if not present)
- Sprinkler (VFuE - Farming) -> Electricity + Farming Techniques (inactive if Progression: Agriculture and Medieval Overhaul are loaded)
- Wine (VFEM2) -> Fermentation
- Simplest xenogenetics (WVC) -> Medicine production / Food processing / Packaged survival meal

[Other changes]
- Mortars research additionally require Siege equipment as prerequisite (req: VFuE - Security)
- Cannon (VFE - Pirates) additionally require Siege equipment as prerequisite (along with Matchlocks) (req: VFuE - Security, VFEM2)
- (techprint locks) With Semi Random Research, Basic hivetech (VFEI2) require studying insect jelly to start researching
- (other rebalance) Decorative plant pot (VFuE - Art): base beauty 50 -> 20 (the same as Pottery: had the same amount with Small sculpture with the half ingredient cost)

Update: 29 Mar @ 5:51pm

- Removed redundant research prerequisites from VFE - Tribals + ReGrowth: Core
- (research merging) Fixed an error with VFE - Tribals + ReGrowth: Core

Update: 29 Mar @ 5:36pm

- Removed redundant research prerequisites from VFE - Tribals + Erin's Japanese Furniture / More Ritual Seats / ReBuild / VPE - More Plants / VFEE / VFuE - Spacer

Update: 29 Mar @ 4:52pm

- Added research prerequisites to Subcore gestation vat and Uranium recycler (was empty)
- Removed redundant research prerequisites from VFE - Tribals + VFuE / Biotech

Update: 29 Mar @ 1:28pm

- (minor conflict fix)

Update: 29 Mar @ 1:21pm

- (gene rebalance) amplified or simplified some genes for B&S - VU xenotypes so that they stay in -5~5 total metabolic efficiency after gene rebalances

Update: 29 Mar @ 11:35am

- (techprint locks) Climate adjuster, Sun blocker, Vanometric generator and Weather controller research projects (Reinforced Mechanoids 2) require studying the corresponding chip to start researching (similar to mechanitor chips: this doesn’t consume chips)
-(gene rebalance) Dryad queen (WVC): met +7 -> -1 (effectively -2 as it conflicts with Sterile)