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This is a new mod, and I think it's probably hitting it big. Seems like Everytime I load the game it's added new implants. It's a great mod that I'll never be able to play with out.
https://steamcommunity.com/sharedfiles/filedetails/?id=2056706586
I love the way this mod does prosthetics. Not only does it fix the issue of a bionic arm removing your hands and arm but it also gives bionics mod slots so you can have both a bionic arm, and a hand spike as well as other upgrades. I just wish it was more popular so there was more mods that make things for the bionic mod slots.
Sadly the extra limbs part of the integrated implants mod isn't compatible with this mod, so integrated implants disabled the extra limbs part of you have this mod.
If your like me and have an open base with out a city wall or want to have slaves help in combat this mod makes it so terror reduces and at 100% terror nulls the rebellion chance of having a path to the edge of the map and for being near weapons. It also makes terror linger for a few hours instead of instantly going away when away from the source.
Its a game changer for me and makes slave viable.
https://steamcommunity.com/sharedfiles/filedetails/?id=2868392160
This mod overhauls how research is done. No longer does the research just set at the bench and work all day. Instead they gather materals and studies them. chats with prisoners to learn what they know on the subject and other things.
You can also prototype the items and buildings the research unlocks before the research is done to gain research as well, its just that the item/building has a very high chance to fail, come out heavily damaged and be of poor quality.
And most impressive is it works for all mods as the research options are generated based off what the research unlocks and of previous researches.
Theres also an optional mod Stepping Stones that goes with this that seperates some researches into smaller steps. I recommend it also.
https://steamcommunity.com/sharedfiles/filedetails/?id=2722053051
I recently found this mod and I love how well it works. In the past iv had issues with mods that change jobs so I was hesitant to try this one out.
But the UI is very clean and straight forward, not confusing at all. Its customization is crazy. You can re-prioritize tasks in a job. such as making constructors repair before they build new stuff. a major petpeeve of mine.
And even create new jobs and move tasks to it, such as I made a new job I titled Surgery and I moved the operation/surgery tasks from doctor to it. This way only my best doctors will operate while any mid level doctor still tends people.
I always play neolithic starts so this mod really makes sense. It's a good logical mod that actually makes the game more difficult so balance is not an issue.
This is also a shameless self promotion but I have made a lot of RimWorld mods over the years so I definitely recommend checking out my Workshop page because I never play any games without my mods, I think they are wonderful, of course.
I havn't used slaves much but the first mod definitely makes me interested in trying sometime!
Amd I tried research reinvented but wasn't sure how to use it properly. Is there a tutorial anywhere?
#1 go into the mod options and select the preset for the way you want research to be.
#2 put down a craftingspot/tailor station and set research packs to always keep one in store (pawns will grab it automatically just like gloves and utility) in addition to the usual research lab.
the mod changes what options you have for research on the chosen presets. in vanilla research is purely theroretical having you go 0-100 just via the desk. the mod introduces other types of research (prototyping, reverse engineering, material research, etc) to allow others to chime in on the task. every single type of research is reliant on the preset you choose (or changes you make yourself in the settings) and are available for the range of research points you set (for example material research is usually the first one available besides theoretical as you have to know what materials are viable to make a prototype.
pawns will activly seek out all types of research when eligble to do research.
the mod can make research faster (theoretical 0-100 while also allowing other types) or make research very difficult (nothing goes all the way and you only have 1 type of research available at a time).