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v1.5.0
- Update translations for Rimworld 1.5.4243.
- Manifest file for Mod Manager has been deleted.
- 1.5 support for Taming Artifact 1.5 (by firedragonmc )
@thaipuff288
Thank you thaipuff288 for providing me with information about the 1.5 version.
v1.4.1
- Update RimWorld 1.4.3641.
- Taming Artifact can be created even if there is no "Makeable Artifacts" mod.
However, there are warnings in the MOD list where there is no dependencies mod.
It is technically possible to create another mod. But, the mod dependence specified by the About.xml of this mod cannot be removed. Because this mod is a sub-mod of Makeable Artifacts.
For this time, a def like (MayRequire) has been added to see if "Makeable Artifacts" exists in the premise and conditions of the recipe. With this, even if you don't have Makeble Artifacts, you will get an error in the premise research and the recipe will not be disabled. However, the warning that there is no MOD in the MOD list will continue to appear. And, if Makeable Artifacts is disabled in the MOD list, there is no unfinished item, so if the creation of Taming Artifact is discontinued, all work will be reset. Please understand.
As a MOD author, it is difficult to fulfill all your wishes. Mod update after several tests.Thank you.
v1.4.0
- Update RimWorld 1.4.3580.
- Renamed the 1.2 folder to the Common folder.
This is because it became a common folder for Rim1.2/1.3/1.4.
>Kikohi [author] Oct 24 00:16
>Clear Will be updated soon!
Unfortunately, Taming Artifact , which is still 1.3, needs a dll update. Therefore, even if this xml still works, it seems that the item of feeling does not work.
v1.3.0
- Update for 1.3.3067 Preview beta
v1.2.0
- Update for 1.2 Unstable build
RimWorld 1.1.2587 rev830
- change Manifest.xml for Rimworld 1.1.
v1.1.0
for RimWorld 1.1.2557 rev1177
- Change folder structure and LoadFolders.xml
Since the specification of 1.1 is still being confirmed, it will be only 1.0 for a while. I plan to start supporting 1.1 as soon as the confirmation work is completed.
- Adjustment of production cost and production time.
- Added a bulk production menu to create two "Taming artifacts" at a time.
Make taming artifact x2:
Make 2 taming artifacts. Requires psychic animal pulser x2, and several other materials.
psychic animal pulser x2
Advanced component x8
Steel x 20
Plastic steel x 50
Uranium x 10
Gold x 20
Thanks to Thundercraft for suggesting this idea.
From a game perspective, I don't think it would be good to have a lot of production time with two artifacts, so let's test the balance adjustment.
The high cost is that production is for end games only. Secondly, the reason why it takes time is to prevent skill deterioration. If you're using the "Mad skill" Mod to prevent pawns from losing experience, that's fine. However, otherwise, experience loss at high skill levels is incredibly fast and maintaining skill levels is difficult.
What I originally assumed was that the artifacts needed to create it would be obtained from quests and used as materials. Making everything and producing this "Taming artifact" is certainly expensive in terms of cost, and I think it is cheaper to get it from a trader.
I get that these are artifacts and that they should be expensive and difficult. But with this recipe, I just don't think they're worth it. Rather, it looks like players would be better off waiting to purchase from traders.
Crafting Lv 18 + 120,000 ticks crafting + TWO artifacts just to make a single Taming Artifact?! I don't think taming a Thrumbo would be worth that much, let alone taming anything else.
If the recipe only cost a single Psychic Animal Pulser + 60,000 ticks or if it produced two Taming Artifacts, though, I'd at least consider it.