RimWorld

RimWorld

RimTweaks
16 Comments
larSyn  [author] 4 Nov, 2018 @ 6:38am 
@Lukasievicz Unlikely, but not out of the realm of possibility. All depends on how much time I get free. There are probably a lot of changes that need to be made in RimTweaks, and I also want to work on some new stuff.
sievicz 31 Oct, 2018 @ 6:45pm 
1.0?
itssirtou 14 Jun, 2018 @ 5:55pm 
Does this include Skilled Crafting? As in, highest Cons level will work on beds n such?
larSyn  [author] 3 Feb, 2018 @ 6:36pm 
@55Spyder I'll look into adding in-game settings at some point. For now, everything is fairly compartmentalized in the patches. You could delete the patch for map gen in the Patches folder and everything else will work fine. Everything is seperated the same way it's listed in the changelog.
55Spyder 2 Feb, 2018 @ 5:06pm 
can we get some config enable disable feature options? there are some things to this mod that i love the idea of (pretty much the entire thing) but would like to turn off some features (ie geyser chance and river chance)
larSyn  [author] 29 Jan, 2018 @ 3:14pm 
Thanks everyone!

@LegendaryMercury I'll look into market values and casravans before teh next update.
MercuryTheLegend 28 Jan, 2018 @ 3:02am 
tweek market prices. make it so if you sell it to a base from your own carravan its work 1.50 inseed of half.
Deyon 27 Jan, 2018 @ 2:31pm 
great mod!
Lieutenant Commander Data 26 Jan, 2018 @ 10:36pm 
This is wonderful. Thank you.:GoldenG:
Izuela 25 Jan, 2018 @ 1:12pm 
@dallasbeek there are a few mods that allow neutramine and/or medicine production.

VPG Garden Medicine is my favorite one. Includes bulk recipes and a few new medications. Does require electricity. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1185274792

Medicine Kit Crafting is my backup choice. For when I have a no electricity allowed ever tribal-medieval game. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=736582979
larSyn  [author] 23 Jan, 2018 @ 2:56pm 
@The Rabid Otter I'm not even sure all of he ones it does that to. There are so many single use mods out there this mod would cover and there will probably be more in the future. Plus I wouldn't be comfortable calling out names. The best way to tell is to read the changelog and see what's there. Sorry I can't help more than that.

@dallasbeek That's something I can look into adding. It needs a a base ingredient, either a new plant or something already existing. I'll think of something.
dabeek 23 Jan, 2018 @ 2:18pm 
Would it make sense to make neutroamine craftable? I don't know much about the lore of the technology in the game; I've only played for a few days so far. It feels limiting for neutroamine to be obtained solely by trading, since it removes self-sustainability for things like Wake-up, Regular Medicine, and go-juice. Thanks!
The Rabid Otter 22 Jan, 2018 @ 12:08pm 
@latSyn, any chance you can indicate which mods this makes redundant? Even if not, thanks for doing this. The last time I played I had well over 100 mods, many of which just did one thing (and I'm not complaining; they did that one thing well, but it was a chore to organize their load order). This mod seems like it could reduce my load list by about 10 mods.
larSyn  [author] 22 Jan, 2018 @ 4:21am 
@A Fatter Man No problem! I've been slowly building htis thing up over the last few months and felt it was time to share. I too was having problems from too many mods and this cut back on quite a few qol mods that only do one thing. Glad to have helped!
Joe_z 21 Jan, 2018 @ 7:01pm 
holy crap, just started reading the change log in the files and this is going to help me a lot! a dozen times, thank you!
Joe_z 21 Jan, 2018 @ 6:59pm 
THIS IS PERFECT!!! i recently started struggling with game stability and this will let me clear out at least 5 mods. Thank You!!