RimWorld

RimWorld

Cybernetic Storm
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Update: 15 May, 2022 @ 1:45am

---------------------------------------- Version: V1.32 Change Log ----------------------------------------
-- Graphics Update! --

Graphics
- Workbenches: both have been improved, one has been changed, may need to reinstall devices.
- Plants: changed look of both plant and resource.
- Ultrathread: ultraweave, carbon fibre, all improved to align with the vanilla game.
- Medicine: updated and stackable images.
- Hyperchip, Processor: Reduced graphic size.
- RAINAR Armor finished!!!!....
- New nanomites graphics, something a little more legible as to what i might be.
- Battery design changes, 2x2 design needs reinstalling.
- Generator Re-design, and is now rotatable

General Improvements
- Implant code updates and improvements, including ability to uninstall.
- Nanomite stacksize changed to 36

Recipe Changes
- Ultrasteel floor changed form 5 ingredients to 2.
- Advanced hydroponics need ultrasteel not plasteel.

New Buildings
- Re-Analyser: 3 can be added to boost speeds over CS production benches.

[Auto-generated text]: Update on 5/15/2022 9:44:53 AM.

Update: 1 Oct, 2021 @ 11:48pm

-- Bug Fixes --

- Power conduit not using right ingredience. -

-- Ballancing update --

- Bionic recipies ballanced to vanilla
- Cybernetic recipies moved plasteel to ultrasteel and ultrathread to Ultraweave
- Organs recipies changed plasteel to synthread and ultrathreadto Ultraweave
-- These changed are to better align the resource tipe to the tier it represents
- Archotech organs changed to hyperweave and reduce cost by half
- Added new item Hyper Chip
- Added Cybertronic arms and legs. very powerful but highly likely to die on the operating table.

[Auto-generated text]: Update on 10/2/2021 7:48:35 AM.

Update: 30 Jul, 2021 @ 12:05am

Bug fixed.

[Auto-generated text]: Update on 7/30/2021 8:04:53 AM.

Update: 24 Jul, 2021 @ 4:50am

- Updated for 1.3 Compatibilitry update.

Plants (big Ballance check)
- Silkavine grow days moved form 6 to 14 this is halfway between cotton and devilstrand
- Silkavine can no longer be failed to harvest
- Slkavine datasheet placed between Cloth and Devilstrand, stronger properties gained when used in firther recipies.
- Silkavine harvest amount moved from 8 to 12
- Silkavine to untrathread recipies ratio corrected from 1:2 to 2:1.
- Silkvine Batch 2 added to crafting table.

Materials
- Ultraweave added which is an added process to make better use of the synthread to align with untrasteel
- Ultrawevae has the properties of old ultrathread with accurate reductions and additions as needed
- Ultraweave requires Nano-Tech to use

General
- Updated research tree with more details
- Updated flow or reaearch to better reflect items needed in recipies
- Updated workbench to better show items in them

Update: 12 Aug, 2020 @ 1:10am

Updated to 1.2

[Auto-generated text]: Update on 8/12/2020 9:10:15 AM.

Update: 13 May, 2020 @ 1:19am

[Auto-generated text]: Update on 5/13/2020 9:19:40 AM.

elStrages [author] 43 minutes ago
Thanks you. I have gone in and adjusted the stats and added missing ones too. Ultra steel is 20% better than plasteel, and ultrathread is 20% better than hyperweave. Carbon fibre is a little better than cloth now. silkvine value is low due to it being an item that is to be woven to make ultrathread. on its own it has no value, however ultrathread has a very high value. i did notice that my crafting levels were wrong on the ultrathread too, set at 3 and 5 and have moved them to same as ultrasteel at 8 and 10. everyone can grow it, not many can make it. hopefully this will ballance everything out!

Bacon 10 May @ 11:21pm
Noticed that when installing brain implants removes psychic amps; however, it only removes one psychic amp even when the pawns have used multiple amps. I few odd things I have always noticed was ultrasteel not having any armor value, silkavine having low value and ultrathread having lower durability than cloth (unless intended).

Update: 1 Mar, 2020 @ 10:38am

[Auto-generated text]: Update on 3/1/2020 6:37:57 PM.

Update: 26 Feb, 2020 @ 11:43am

---------------------------------------- Version: V1.11 Change Log ----------------------------------------
Armour
- Now created at the Fabrication Bench

Categories..
- Reworked and built into vanilla. Was over complicated.

Clothing
- Now created at either tailoring benches

Prosthetics..
- Added missing construction menu
- Bionics brought up to 125% - skill 8
-- Steel changed to plasteel as in vanilla, removed synthread and replaced with spacer component.
- Created Archotech items to the crafting at 150% - skill 10
-- Require polasteel, spacercomponent and synthread and increased qty of resource needed.
- Upped cybernetics by 200% and increased costs in most cases. - skill 12
-- cybernetic craft time increased on all items, except arms and legs that were reduced. this was to take into account archotech.

Research..
- Added research bench requirements to research
- Reorganised the tech tree
- Added archotech interval
- Nano Technology no longer need bio-mech studies

Workbenches..
- Nanotech workbench resized bigger and renamed to fit in with vanilla, now advanced fabrication bench (will not affect saves)

Update: 24 Feb, 2020 @ 4:18am

---------------------------------------- Version: V1.10 Change Log ----------------------------------------

General..
- Fixed all compile errors.

Artwork.. (all WIPs as I'm no graphics artist)
- Weapons re coloured on rank.
- Nano Generator updated slightly.

Buildings..
- Advanced hydroponics renamed.
- Advanced hydroponics needs advanced component instead of component.

Floors..
- Added them for both ultrasteel and ultrathread

Implants..
- Combined Butchering into Cooking brain implants
- Combined smithing, tailoring, artist implant into Crafting and five it the GeneralLaborSpeed modifier.
- Changes brewing implant to narcotics implant
- Removed old stages code on body part manipulation. Using % system based off of bionic parts.
- Removed prosthetic's from mod as duplicated now vanilla items.
- Cybernetc's (mostly) will work at 150% (bionic is 125% as per vanilla)
- Prosthetic's moved to machining table.
- Bionics moved to fabrication table from machining table
- Removed all duplicate in relation to vanilla

Items..
- Carbon Fibre rework, old stat bases were causing obscure results. Used steel as benchmark.
- Changed Carbon Fibre to Raw Resource and turned flammability down.
- Ultrasteel stack lessened to 75.
- Ultrasteel given a unique colour.
- Ultrasteel max hit points raised to be above plasteel.

Power..
Added ultrasteel power cables!

Research..
- General Remapped to vanilla costs.
- Fixed research queue. Adjusted where cybernetic research fits in as it was unlocking too early.
- Worker suits got their own research and is unlocked earlier and moved behind complex clothing.
- Carbon arms and legs moved to prosthetic's
- Prosthetic's renamed advanced prosthetic's and reduced by 85% as is bolt on research.
- Nano-Tech now need advanced fabrication as all items after need advance components.
- Offensive doctrine moved from behind gun smithing to behind Precision Rifling.
- Defensive doctrine moved form behind complex clothing to behind powered armour.
- Bio-mechanical studies moved form behind smithing to behind bionics, and reduced cost by 80% as is bolt on research.
- Advance Materials reduced by 30% as is bolt on research.
- Arsenal reduced by 50% and basic weapons moved here.

Weapons..
- Tier 1 weapons now use machining table
-- Weapons are all based of vanilla industrial weapons and needs Precision Rifling to unlock
- Tier 2 Weapons now use fabrication bench
-- Weapons are based of vanilla spacer weapons and needs Advanced Fabrication to unlock
- Tier 3 Weapons now use Nano-Tech Bench
-- High end weapons used by super race and require nano technology to unlock ;)
- Tier 4 weapons section added, for later expansion.
-- Currently holds the Cyber storm weapon.

Update: 1 May, 2019 @ 7:48am

[Auto-generated text]: Update on 5/1/2019 3:48:32 PM.

My Brain Hurts Update:

Fixed implant coding issues on certain entries.
Missing file which didn't throw an exception was re-added.
Prices of implants have been reduced to co-inside with vanilla.
Random varied texture bugs.
Coding updates and slimming to reduce wasted areas.