RimWorld

RimWorld

The Tiny Tweaks Collection
turkler  [developer] 3 Mar @ 8:59am
List of changes
Vanilla changes
- Shield cores can now be bought from various traders and can occasionaly be found as a low frequency quest reward.

- Low-shield packs now leave behind a component after being used.

- The shield belt now requires a shield core to craft.

- Various mechanoids from the Biotech DLC which have shields now require a shield core to gestate. These mechanoids, when faced as enemies, will also drop shield cores.

- Tribals can now have a pawn, capped at 1 per raid, that can use the combat command buff from Ideology.

- Firefoam turrets no longer need to be manually activated.

- The wastepack atomizer now consumes double the energy, stores double the wastepacks and atomizes one wastepack every six hours, compared to vanilla's one every twelve.

Modded changes
You can have as many of the mods below as you want, patches will only activate for what you actually have loaded.

Vanilla Psycasts Expanded
- Fixed the issue where tribal factions did not inherit the VPE patch that allowed them to have psycasters in their raids.

- Tribal raids can now include psycasters.

Vanilla Apparel Expanded
- Removed the Casual T-Shirt. It was just a normal shirt with the Rimworld logo, which breaks my immersion.

- Reduced the amount of heat insulation granted by footwear and handwear.

- Balaclava Mask can now be worn under helmets.

- Glasses and Sunglasses now render under main head apparel but above masks like the Balaclava.

- Glasses now improve reading speed instead of reducing psychic sensitivity.

- Sunglasses and glasses, despite having apparel tags assigned to them, had a generateCommonality of 0 and thus would never actually spawn as apparel. I tweaked this to 0.03, allowing them to rarely spawn on pawns.

Vanilla Furniture Expanded
- Reverted counters and arcade cabinets to their old sprites.
- Counters no longer have quality.

Vanilla Recycling Expanded and Vanilla Furniture Expanded - Power
- Nuclear reactors now produce radioactive packs.

Vanilla Apparel Expanded — Accessories
- Removed the ranged shield belt. I think shield belts not allowing you to fire out of them is a really nice gameplay mechanic.

- The Backpack now also grants +35 personal carrying capacity.

Vanilla Armour Expanded
- Siegebreaker armor and its prestige variant now require a shield core to craft.

Vanilla Furniture Expanded - Farming
- Removed the Planter Box, I thought it was too powerful as it allowed you to have decent soil even in maps where not having fertile soil is the challenge.

ReBuild: Doors and Corners
- Removed the Rustic Wall. It's just a cheaper wall, with the only practical downside being slightly less health.

- Integrated glass into the construction costs of many buildings from other mods. The individual integrations are too unremarkable for me to list here, so you can peek into the mod's files if you're curious.

Vanilla Furniture Expanded - Architect
- Removed the Log Wall. It's a redundant type of wall, especially with ReBuild: Doors and Corners which adds unique textures to walls based on their stuffable material.

Vanilla Furniture Expanded - Security
- The shield generators now require the shield cores from the Royalty DLC. The construction costs of these shield generators were adjusted accordingly.

- Reduced the build cost of Barbed Wire to 5 steel per tile. It was way too expensive for the little benefit it provided, it now has its niche alongside walls and traps.

- Removed the research requirement for trenches and platforms. They were pretty useless by the time you unlocked them at mid-industrial (They had a prerequisite of mortars, ffs.), they are now a low tech defense tool.

- Completely removed the Trench Warfare research, the few things it unlocks are redistributed to other research projects.
\- You get the HMG Complex with Gas Operation, which is when you get the HMG in vanilla.
\- You get the Decoy with Complex Furniture.
\- You get Barbed Wire with Smithing.

- Renamed the Military Turret to the Twin Turret.

- You must now research Siege Engines before Mortars.

Vanilla Factions Expanded - Classical
- Large Passive Cooler has been nerfed, it can now only bring temperatures down to 2 degrees. This is enough to refrigerate, but not freeze, foods. It's description and stats have been tweaked accordingly.

Vanilla Factions Expanded - Pirates
- Warcaskets with shields now require a shield core to craft.

Vanilla Temperature Expanded
- The Standing Cooler, the electronic variant of the Passive Cooler from the base game, no longer requires components to build. This is inline with VE balance as the ceiling fans, removed with this patch, also did not cost components.

- The various wall-mounted appliances, alongside the ceiling-mounted ones, have been removed. They just felt redundant and ugly to me.

Vanilla Weapons Expanded
- Moved around some research requirements to compensate for the removal of the Trench Warfare research project.

- The Combat Handgun is now unlocked with the Specialized Weapons research instead of Blowback Operation. The Combat Handgun is a straight upgrade compared to the Autopistol and it was odd for the two to be unlocked at the same level of research.

Vanilla Traits Expanded and Vanilla Ideology Expanded - Memes and Structures
- Added ideology agreement/disagreement tags to many traits. A big thank you to Warachia for letting me borrow some of their code for this!

Vanilla Races Expanded - Highmate
- If the feline ears setting is enabled, highmates with feline ears will use the vanilla cat ears instead. This was done so that mods that retexture cat ears work on highmates.

Vanilla Traits Expanded and Vanilla Races Expanded - Highmate
- Several traits from VTE now trigger highmates' psychic bond effects. A big thank you to Warachia for letting me borrow some of their code for this!

Vanilla Factions Expanded - Tribals
- Some structures from ReBuild: Doors and Corners lacked any tech requirements. If you have VFE - Tribals, they will be given a tech requirement of construction.

Vanilla Factions Expanded - Empire
- Imperial fighter pawns now almost always come with biocoded equipment.
- Beauty of the stellic throne has been buffed.
- High tier imperials now inherit their misc. apparel from IndustrialAdvanced instead of IndustrialBasic.

Vanilla Factions Expanded - Empire and Vanilla Furniture Expanded - Art
- Royal rugs now must be crafted at a tailoring bench instead of being built, similar to normal rugs.

Vehicles Wrecks Expanded
- Quality of wrecks will now depend on proximity to roads. Asphalt highways will always spawn a T3 wreck, roads have a guaranteed high tier wreck - meaning either T2 or T3 - while dirt roads will have a guaranteed T2 wreck.
- Replaced the base game junk cars with T1 car wrecks from Vehicle Wrecks Expanded.
- Integrated the mod's functions with one of my other mods, Salvaging.


Vanilla Factions Expanded - Medieval 2
- Reworked the torturer draught hediff.

Vanilla Factions Expanded - Medieval 2 and Vanilla Furniture Expanded - Art
- Heraldic rugs have been reworked to be consistent with regular rugs.
\- They are now crafted instead of built.
\- Their costs have been brought down to par with other rugs, plus one dye per tile the rug occupies. The narrow heraldic rug does not have a regular equivalent so I eyeballed its cost accordingly.
\- They now have quality and can have rug art.

Vanilla Factions Expanded - Medieval 2 and Vanilla Apparel Expanded
- The padded helmet now uses the now-unused hood sprite from Vanilla Apparel Expanded.

Adaptive Storage
- Dressers can now store apparel.

Adaptive Storage and Vanilla Furniture Expanded
- Royal dressers can now store apparel.

Neat Storage
- Removed some of the storage buildings to reduce bloat.
- The remaining storage buildings have been rebalanced.

Neat Storage and Vanilla Furniture Expanded
- The hanger shelves have been merged into the wardrobe.

[h1Reinforced Mechanoid 2 (Continued)[/h1]
- Mechanoids with shields now require a shield core to craft.
- The beam attack of the Locust mech has been reworked to be a proper beam attack.

Titan Vehicles
- The Warchief tank has a critical bug where its gunner seats will corrupt and all become 'Main gunner seats' when you save and load the game. I noticed that this was happening due to duplicate keys between seats, so I patched each gunner seat to have a unique key and that solved the issue.

Titan Vehicles and Vanilla Vehicles Expanded
- Vehicles from Titan Vehicles now use parts from Vanilla Vehicles Expanded in their constrcution cost.
- The Warchief tank now uses the mobility mechanics of Vanilla Vehicles Expanded. It now has an appropriate acceleration value, uses the handbrake system, etc.

Titan Vehicles and Vanilla Vehicles Expanded - Tier 3
- Vehicles from Titan Vehicles are promoted to a tier 3.5 of sorts, their research projects are now unlocked after salvaging a similar tier 3 vehicle.

Altered Carbon 2: ReSleeved
- The Cuirassier Belt now requires shield cores to craft.

River's Tribal Shoes
- Added some extra apparel tags to the primitive footwear added by this mod so more primitive pawns (like peasants from VFE - Medieval 2) will wear them.

- Reduced the amount of heat insulation granted by footwear.

River's Tribal Mittens
- Reduced the amount of heat insulation granted by handwear.

Save Our Ship 2
- Some weapons have been relabeled to fit into Rimworld's naming theme.

- Added torpedo hyperlinks to torpedo weapons.

Save Our Ship 2 and various Vanilla Expanded mods
- Research projects from Save Our Ship 2 will now have the relevant research prerequisites from various Vanilla Expanded mods. You need nuclear power from VFE - Power to research starship nuclear reactors, etc.

Save Our Ship 2 and Altered Carbon 2: ReSleeved
- Removed the enviro suit. This was done because, in practice, they serve the same purpose. The enviro suit even reuses sprites from the old Vanilla Expanded retexture of Save Our Ship 2.
This change is applied by making the defs abstract and so any mods trying to patch it should still work.

Resplice: Charmweavers
- Lovehexer capacity serums can now be bought from exotic goods traders, similar to deathrest capacity serums.
Last edited by turkler; 30 Jun @ 1:55am