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- Too many research projects for stuff that are honestly irrelevant, like Statues, Artful Display, Monuments... I suggest bundling some together.
Request - Vanilla Genetics Expanded
- Bundling up a few projects would be useful for those who already know what everything does, maybe as an optional patch?
Request - Project RimFactory Revived
- Wooden and Steel stockpile crates are very performance friendly storage alternatives, but are locked behind Machining, it'd be great if they were medieval.
Request - Mountain Miner (Continued)
- Mountain Miner should depend on Deep Drilling,
Request - More Linkables
- Improved Cabinet must depend on VFE's Complex Furniture.
- Mechanic Cabinet must depend on VFE's Modern Furniture.
- Scientist Cabinet must depend on VFE's Spacer Furniture.
Request - Vanilla Psycasts Expanded
- Eltex Gear should depend on Complex Clothing
Request - Reinforced Mechanoids: Tyrikan-Line
- Vanometric Generator to depend on VFE - Power Advanced Power Sources
Tweak - Vanilla Furniture Expanded - Power
- Tidal generators are pretty much upgrades for the Watermill Generators, so it'd make sense if you had to know how to build the latter first.
- Nuclear Power Source is so OP it should require Advanced Power Sources, don't you think?Tweak - Vanilla Armour Expanded
- Take a look at the requirements for Trooper Armor and for Siegebreaker Armor, does that make sense to you?
- Merging Hazard Protection and Military Camouflage with Military Clothing
Tweak - Vanilla Weapons Expanded
- Trench Warfare shouldn't depend on Mortars, trenches and dummies should be Neolithic, and combat knifes, baton and shovels should be Medieval
- Merging Crossbow and Longbow, after all, the Longbow is better anyways, also, Compound Bow is so useless in Industrial it could be put in Medieval
I'm not sure if merging research defs were in your plans, but it shouldn't be too difficult to write an autopatcher, and that'd make the menu much less cluttered, but I'd totally understand if that's out of your scope, but I'll leave it here for future reference.
Made some of the requested changes.
This has already been done by the developers of the mod.
The fact that they are useless is a matter of balance, not technology. I don't see the point in changing the tech level of bows or merging them.
I don't see a problem. What is within the framework of the balance, what is the logic of existing technologies - armor is in its place.
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Regarding technology merging. I don’t think that I will do this, it’s very specific, maybe someday I will add such an opportunity, but not now.
If VFE - Security and Vanilla Weapons Expanded are both present, the trench warfare tech from VWE gets reused by VFE - Security to add some things which definitely shouldn't be medieval: Barbed wire and HMG Complex (a machine gun).
I'd suggest:
If VFE - Security is present and VWE is not: The relevant tech is VFES_TrenchWarfare; its prerequisites, as written by the VE team, are Mortars and GasOperation. I agree with Victor that VFES_TrenchWarfare should not depend on Mortars, but it should still depend on GasOperation.
If both VFE - Security and VWE are present: The relevant tech is VWE_TrenchWarfare. VWE_TrenchWarfare should similarly depend on GasOperation and not on Mortars. (As written by the VE team, it depends only on Mortars.)
Earlier Trenches (VFE - Security Patch) is available to bring trenches and platforms earlier in the tech tree (Complex Furniture).
Made. Now with VFES both technologies depend on "Gas operation" technology.
I can. But you must write which technologies should inherit from which. For this example: <Technology_Name> should depend on <Technology_Name>. I don't use the apothecary mod and don't want to dig into it trying to figure out what any technology does.
PRF_SteelCrates must depend on PRF_Crates from Project RimFactory Revived
The mod was abandoned due to the irrelevance of some patches. If I come back to this mod I will make these changes.