RimWorld

RimWorld

DeCore 1.6
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DaLLaN  [developer] 20 Jun, 2017 @ 1:03am
DeCore B19. Full description
DeCore brings in a lot of changes in game mechanics, so the player have to think differently and use new colony development strtegy.
The mod makes the game significantly more comfortable to play and some of its aspects - more logical. The mod changes resources, apparel and production.
The majority of changes were made using patches, so the chance of incompatibility with other mods is very low.
This mod is the pack of small enhancements and adjustments that make the game better. Most of them were made by me; some were taken from other mods.
DeCore may become an indispensable part of the game for someone. Perhaps, it will serve as base for many modpacks. Will see)


PRODUCTION RECIPES CHANGES.
Steel slag smelting is now 2x times faster and produces more steel. Steel: 20 -> 24.
(in vanilla game due to low speed and small outcome smelting was almost useless)
Component and advenced component production is 2x times faster.
(the default speed of component production was very low, a little faster than make a pistol)

FLOORS REBALANCE.
Many floors had their old beauty values from A16 returned. Some floors were made more beautiful to better match their cost.
Wood floor: Beauty 0 -> 1.
Metal tile: Beauty 1 -> 2.
Stone tiles: Beauty 1 -> 2.
Flagstone: Stone blocks cost 4 -> 2.
+ added stone tile from older versions. It has the same stats as the new stone tile.


PRODUCTION TABLES RESOURCE COST CHANGES.
All workbenches can be made of a variety of materials, but still require an amount of steel (20-25%).
Material from which workbenches are made now matters.
Fueled benches can be made from metals, wood, stone blocks. Electrical benches can be made only from metals.
Slightly changed workbenches textures.

BUILDINGS CHANGES
Tool cabinet: connected tool cabinet limit for all benches increased from 2 to 4.
Bonus to the speed of work increased from 6% to 12%. The cost is increased from 200 to 400 steel.
Multi-analyzer: connected multi-analyzer limit increased from 1 to 2. Steel cost: 50 -> 200. The bonus to the speed of research is increased from 10% to 20%.
Vitals monitor: Immunity gain speed factor: 2% ->6%.
Passive cooler: wood consumption is reduced by 2 times.
Moisture pump: the drainage rate of the area is increased by 3 times.

SMART COLONISTS.
In vanilla game, very hungry pawn would eat right on the place, even if the table is really close. With this mod, the pawn will go and eat at the table.

RESOURCE REBALANCE.
Stats of all resources have been changed, thus forcing player to choose materials for building and production more wisely.
Ore vein size increased by 2 times for rare resources, and by 1.5 for common resources.
Flammability of all metals reduced twice..
Silver ore drop increased from 40 to 125 for block.
Gold ore drop increased from 40 to 60 for block.

Silver:
-Slightly changed color to more light.
-Treatment quality factor: 100% -> 130%.
-Entertainment strength factor: 100% -> 120%.
-Immune gain speed factor: 100% -> 130%.
-Rest effectiveness: 100% -> 130%.

Gold:
-Treatment quality factor: 100% -> 150%.
-Entertainment strength factor: 100% -> 150%.
-Immune gain speed factor: 100% -> 150%.
-Rest effectiveness: 100% -> 220%.
(both gold and silver now are a good choice for building medical beds and joy buildings)

Plasteel:
-Immune gain speed factor: 100% -> 115%.
-Rest effectiveness: 100% -> 105%.
-Work speed factor: 100% -> 120%.
(plasteel is a good material to build workbenches and medical beds)
-Plasteel ore hit points: 8000-> 4000.
(after mining rebalance in A17 it's just impossible to mine plasteel without skilled miners)

Wood:
-Rest effectiveness: 100% -> 115%.
-Work speed factor: 100% -> 95%.
(wood is good for building beds, but bad for benches)

Uranium:
-Immune gain speed factor: 100% -> 75%.
-Rest effectiveness: 100% -> 75%.
(uranium is terrible choice, if you want to build a bed)
-Work speed factor: 100% -> 110%.
-Deadfall trap damage: 100% -> 130%.
-Melee cooldown: 135% -> 85%.
-Sharp damage: 110% -> 140%.
-Blunt damage: 140% -> 170%.
(now uranium is a great material for military purposes: you can make really strong traps and melee weapons from it)

Jade:
-Immune gain speed factor: 100% -> 85%.
-Rest effectiveness: 100% -> 85%.
-Entertainment strength factor: 100% -> 130%.
(you should not use jade to build beds and benches, but it will fit well as a material for joy buildings)

SKILLS REWORK:
It's really strange that both skilled craftsman and novice craftsman spend the same amount of time to make a craft. Master is a master; he should do it a lot faster.

-Sculpting speed is now based on colonist's Artistic level and calculated via formula: 0.9+0.03*skill_level.
For example, at the skill level of 10 speed will be: 0.9+0.03*10=1.2 (120%)

-Smelting, smithing, stonecutting and tailoring speeds are now based on colonist's Crafting skill and calculated using the same formula as above.
Master craftsman will not just make things of good quality. He will make them fast. So, you'll need to think more who will be working at the bench.
1 skill level: 0.9+0.03*1=0.93 (93%)
10 skill level: 0.9+0.03*10=1.2 (120%)
20 skill level: 0.9+0.03*20=1.5 (150%) (max)


MORE RESOURCES FROM MECHANOID DISASSEMBLY
Now mehcanoid disassembly also gives small amount of gold and uranium.
Considering that mechanoids became smarter in A17, it will be a worthy reward.
With 100% disassembly efficiency you will get from:
Scyther/Lancer: 6 uranium and 3 gold.
Centipede: 15 uranium and 8 gold.

MORE GROWABLES
Now you can plant and grow grass, tail grass, astragalus and bushes.
These plants do not produce resources but will serve as a decoration for your colony. You can even build a mini-park.
Grass will reproduce by itself in forest biome, and tail grass - in tropical forest. In these biomes you can grow this grass to feed your animals.

SELLING ANIMALS
Sell price factor for all animals increased to 150% (you will get more money from selling your animals, but still won't be able to buy them for less than sell for)

-The size of the paste dispenser is reduced by a factor of 2

NEW CONSTRUCTIONS
-Hydroponics 1х5
-Hidden cable.

Mod is compatible with your old saves and don't require new game.
Last edited by DaLLaN; 14 Dec, 2018 @ 12:21pm
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Showing 1-6 of 6 comments
DickJohansonson 20 Jun, 2017 @ 2:51am 
tl; dr. complex-balance-changing mod that should make your game less difficult
louiseleon 20 Jun, 2017 @ 5:48am 
Could use the Resource Rebalance on it own though
Teneombre 20 Jun, 2017 @ 9:08am 
Do this make change in the art beauty/sell price ? I just finish a recap excel, will hate to have to start it again ^^
Sea's 8 Oct, 2017 @ 9:03am 
Is there a list of imcompatible mods? I'm having the problem that all the new mats act like chunks in the way that they won't stack.
CAT8 21 Nov, 2017 @ 8:32am 
Would you be so kind and post this mod on Ludeon forums, please?
Tox 28 Nov, 2020 @ 8:47pm 
I think the only things this mod is missing is general bulk crafting/destroying and skilled stonecutting, which would get rid of a few more mods i use
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Showing 1-6 of 6 comments
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