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@Sketcher it turns out that is a classic bug that occurs when adding or removing a mod midsave. It shifts some stuff around and the value for underground commonality changes from 0 to something else. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3261311100 This reportedly helps with that. In the mean time though I guess you gotta rp it out. There's an old cyberntics factory down there.
https://www.reddit.com/r/RimWorld/comments/i8b2hf/so_my_colonists_discovered_a_resource_deposit/
(it reminds me of a 'feature' in my v1.2 game, where the scanner found Steel, but it was actually sometimes a cache of buried medieval armour, like steel helmets or steel gauntlets.) it seemed quite fitting and i could always smelt it back into steel or use them or sell them, so i didnt mind at the time :o)
Both mods add titanium
The mortar sure is effin OP.
Deals 500+ damage.
tribals...gone
medievals....gone
industrials....gone
pirates.....gone
warcaskets......gone
Any human enemies.....gone
sad to say in the description, no balancing can be done yet.
also, no in game setting to edit damage.
@dev: I mean was that comment really worth removing and shadow banning lol
about 2 years into my game, and a pirate raid of the GT faction just showed up about with 17 raiders all wearing nano suits with ABP rifles.
I mean, that is just game breaking/destroying, you cant prepare for that xD
is there anyway to fix/change this or Do i just uninstall the mod?
Either your search continues for the offending mod or you're blaming me for vanilla Rimworld mechanics.
Yes I'm being passive aggressive, I just had four of these before i finally found out your mod was the cause. "Three way battles" was just too innocuous, like it wasnt a bullshit silent event.
Why, the hell, isn't there a warning about these? I swear they werent here last time I used the mod.