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medical skill.. I personally use RBSE, but EPOE is one of the most subscribed mods on rimworld, so including it as it would probably be requested at some point anyways. Also, vanilla cooking expanded has a few sub mods, that has seperate research, unsure if thats included in the already integrated patch
There is also Rimworld:Altered Carbon, which adds a few traits, weapons, armor, and research along with those weapons. (I have no idea what could be done with some of the mods main research, but the weapon research is straightforward)
(edited, sep 24 Altered carbon turned out to have only one research, all the rest of the mod is raider/possibly trader only, this research was patched to work in the mod at some point, yet wasn't included in patch notes)
The vanilla cooking expanded expansions aren't integrated. I've been trying to decide between vanilla cooking, rimcuisine and VGP for my own play-throughs, which is why all of the base mods got included. I think Vanilla cooking is going to win out, so I'll probably end up doing those expansions too.
https://pastebin.com/wQNTSxVR
Did the same thing for Salted Meat mod, that came out in the past day or so
some of these patchs would do better with multiple skills attached but i haven't figured out how to do that yet, the backup power and power switch and the furniture expanded power module could use construction as well as crafting, some of art module could use crafting as well, like the rugs, just unsure how to patch them into multiple categories. Will try duplicate patch, only with different tech category
No need to private message. I get notifications for the discussion thread and comments
Construction contains most of the things on the map that can't be moved without deconstruction. However, I gave geothermal to mining because it is underground. Gas goes to mining for the same reason.
Vanilla furniture expanded -spacer,security,production, and farming. Also vanilla armor expanded. https://pastebin.com/p0C1mrGd
also btw name isn't visenal, unless thats someone else
might want to go over security, was kinda messy cause it had a lot of different research, and going over files i see you had gun turrets under construction/crafting, i only spotted after i pasted patch over, i only have it construct
(Trench warfare research description) Adapt a trench warfare doctrine with a selection of weapons for close-quarters combat, as well as the ability to dig trenches
https://pastebin.com/g8K7UzhB
Siege equipment research should be swapped back to gun turret techs, appears to add ballista/catapult as manned medieval turret/mortars and nothing else, so fits the same skills as the other turret/gun techs. (nice catch on me accidently removing repulsor tech btw, definately belongs with construction where it is)
My head told me medieval siege engines fit as construction since they are monstrosities of timber, but I'm not married to the idea. Perhaps I should do both construction and ranged? One for consistency and the other for flavor?
so, pretty much end question, add construction and ranged to siege engines, as well as large turrets, the 2x2 kinds, maybe keeping the existing crafting skill tech for the industrial tech and up turrets, I could see pawns interested in crafting not being super interested in massive war machines which these big turrets pretty much are, though crafting skill would be needed to actually build/design them... so pretty much could go either way, in my mind this mod makes me think about what the pawns find interesting, rather than what the skill can actually be used for.. so actually siege engines and big turrets probably fit construction better than crafting.. while smaller turrets and smaller emplacements should stay crafting.. crafting brings to mind small projects, while construction brings to mind entire structures rather than a little stand with a gun attached to it, which is what a gun turret pretty much is
Sorry for the big wall of text, was pretty much thinking as i typed and new things kept popping out