RimWorld

RimWorld

Permits: Re-Examined
27 Comments
Ben Delver 14 Jul @ 7:19am 
anyone know if theres a way to disable military aid called by permit from fleeing?
Molay 14 Jul @ 2:57am 
Trauma surgeon is such a cool idea! Installing thousands worth of bionics without failure is a very welcome thing for a solo mechanitor :)
Blueo 12 Jul @ 7:15am 
I like the medic permits, but is a single OP surgeon really better than a crew of medics after a battle? just wondering.
Wolfette 11 Jul @ 8:21pm 
Okaydokey, hope you figure out whatever the issue is! I imagine the 1.6 officially release has something to do with it.
Smxrez  [author] 11 Jul @ 5:15pm 
1.1.1
- Both medic permits cooldowns 60 -> 45
- Both medic permits aid duration 1 -> 1.5

Was planning to add VAE scrubs etc but I was having some weird issues with VAE when attempting to make the patch so that's postponed till i can figure out the problem
Smxrez  [author] 10 Jul @ 10:20pm 
@Wolfette thats a good idea actually i'll include that in the next update (tmr probably?)
Wolfette 10 Jul @ 10:19pm 
Sweet, do they wear VAE scrubs and surgical masks if the said mods are present?
IliterateAshole 10 Jul @ 9:43pm 
Y E S
Smxrez  [author] 10 Jul @ 9:40pm 
@Wolfette
Medics:
- 3 Pawns
- Skill range 8-11
- Mask + shirt and pants made out of synthread
Trauma surgeon:
- 1 Pawn
- Skill range 17-20
- Mask + shirt and pants made out of hyperweave

Both stay for 1 day
Checking this makes me realize I forgot to buff them after testing lol
Its not that great for a 60 day cooldown
Wolfette 10 Jul @ 5:52pm 
What are the specifics of the Medics and Trauma Surgeon, IE skill range, forbbiden work types, what they have equipped, how long they will stay ect?
FotisP68n 10 Jul @ 2:59pm 
@D3K43 Agreed, Way too underwhelming, I suggest adding config options and reducing timer by a LOT
Transgender Anton Chigurh 10 Jul @ 8:59am 
I found permits bearable with Auto Permits but when that mod seemed to stop working for me I def did use them less. Nice to see them get buffed though ty ty ty
lostormisplaced 10 Jul @ 7:59am 
Yay, I love the reexamined series!
Smxrez  [author] 9 Jul @ 6:35pm 
@AlphaAmpersandOmega It wont change their values but nothing should break as long as they don't use the same tiles for new permits that I do
AlphaAmpersandOmega 9 Jul @ 6:09pm 
Will this work with More Permits and Better Permits?
D3K43 9 Jul @ 5:20pm 
Resource drops are still underwhelming imo. A high-wealth colony can burn through 750 steel in a few days. Almost every building industrial-grade and above takes steel as a resource, and usually a lot of it.
IVANko 9 Jul @ 12:43pm 
This one is really nice, thank you :galelove:
Evan 9 Jul @ 11:04am 
By the way I just noticed the Antigrain permit and I must say, I love it. A reliable way to get a hold on them is lovely, and considering ORBITAL SLICING BEAM it seems reasonably balanced as far as permits go.
Smxrez  [author] 9 Jul @ 10:48am 
1.1.0
- No longer requires VFE - Empire
Smxrez  [author] 9 Jul @ 9:33am 
@Nova Solarius ill think about it
Smxrez  [author] 9 Jul @ 9:33am 
I have had people unironically do that before thats why I said something
Smxrez  [author] 9 Jul @ 9:33am 
@FLAVORTOWN 2, THE FLAVANING oh lol my bad
Evan 9 Jul @ 8:56am 
Nice, I loved the permits but some of them definitely were "Sure, I guess." compared to ORBITAL SLICING BEAM or the (pre odyssey) almighty Shuttles.
I am aware, I was continuing the trend of 'brain dead person doesnt read FAQ, asks question already answered'
Nova Solarius 9 Jul @ 8:41am 
Can you maybe make the advanced component drop not replace the regular component drop? I basically never take the advanced comp drop specifically because it replaces the regular one, and the regular one tends to be more useful for me. If I really need advanced comps, I currently just take the gold one (plasteel drop is already a standard pick for me) and make them myself.
Smxrez  [author] 9 Jul @ 8:17am 
@FLAVORTOWN 2, THE FLAVANING
Untested but like the faq says I don't see why it wouldn't work
The doctors use un-modified vanilla gear and then I just modify the resource drop amounts for permits
I have read the FAQ, but to continue the brain dead and quite stupid trend: CE compatible? (Please don't antigrain warhead my tribal hut)