RimWorld

RimWorld

28 ratings
No More Spacer & Drop Pod Raids
   
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Mod, 1.2
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214.593 KB
Sep 12, 2020 @ 1:24pm
Sep 12, 2020 @ 10:31pm
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No More Spacer & Drop Pod Raids

Description
A quality of life mod that removes the "spacer" items on spawned in pirates, outlanders, and some royalty. As well as remove drop pods.

Q: How does it work?
A: All pawns when spawned in go through a Def that determines what category of equipment they can possess in battle, what this mod does is change that def so it only selects industrial weapons found in IRL, as well as increasing the tech level of most spacer weapons and dropping the pirates tech level to industrial. Weapons and armour that have been removed are Shield belts, Turtle shields, powered armour (non royalty), triple rocket launchers, doomsday launchers, and laser weapons. As for Drop pods this mod, removes the option for Rimworld to select drop pods as a means of entry for other factions (except mechanoids which are hard coded)

Q: Can I use drop pods?
A: yes, it only affects factions, not colonies.

Q: Are all these not craftable or removed?
A: No, all that I did was make it incredibly rare for the items to spawn on any spawned unit (excluding royal), and you can craft them.

Q: Any changes to the equipment?
A: Yes, I changed the shield belt to have 0 health and 0 recharge so by chance it does spawn its basically useless.

Q: How do I get some of these myself?
A: Most of them have been made artifacts or exotic so they can still be found with some traders, quests, and some royalty, also god mode.. but we don't talk about that...

Q: Do royalty still have their abilities and kit?
A: Yes, although because of the kit cost increase they will most likely have less stuff.

Q: If I download x mod can I still find good enemy weaponry?
A: Yes, but now due to the price decrease the good kit found on enemies will only be on more of the more elite types (depending on the mod).

Q: Does this work with modded factions?
A: No, but the process is fairly simple, find and get the pawnDefs and copy it into this mod, next get the apparel types in this mod and input them into the desired factions apparel Defs. I also do intend to add more factions as time goes on, and if you request it and its not a complete pain in the butt I'll probs add it
22 Comments
gepard28 Dec 18, 2021 @ 2:46am 
Crash game. 1.2
Magnus Nov 1, 2021 @ 8:49am 
Hello! Any idea if this mod is, somehow, compatible with 1.3? Thanks
Trappist May 10, 2021 @ 1:27pm 
Odd. Must be something on my end. I did find another mod that does more or less the same thing though, so I'll live :I
TechnoFox  [author] May 10, 2021 @ 11:21am 
Hey Legs, thanks for the comment! I have looked into this and ran multiple tests and from what I can tell there have been no issues I have experienced in regards to the mod in terms of what your talking about. This mod purely edits defs only related to how rimworld selects rng for spawns and faction science, and it does so without qml editing so I am sorry I don't think I can be any help
Trappist May 9, 2021 @ 5:17pm 
This mod is completely broken for me. Turning it on disables all sound and makes every UI element unusuable.

It is the only mod I have enabled.
TechnoFox  [author] Apr 26, 2021 @ 12:14pm 
Hey RedCell, basically yes. any mod that uses the tag "spacer" as its tech level will be unusable to any pirate or outlander
Akahige Apr 25, 2021 @ 9:44pm 
This sounds amazing. This mod works based on tags, right? Following that logic, should modded items with a "Spacer Tag" be much more rare as well? Items such as Spartan Foundry Powered Armor and Ranged Shield Belts?
unknown clown Dec 9, 2020 @ 10:32am 
I spent so much time looking for a similar mod.
Thx :demoticon:
The Bard of Hearts Nov 30, 2020 @ 11:49am 
Oh, lol. Never noticed! Thanks for that. hahaha :steamfacepalm:
TechnoFox  [author] Nov 30, 2020 @ 5:54am 
Hey, The Bard of Hearts, fortunately this doesn't even require a mod, when you begin a game before you start a world, go into the scenario options, disable incident, transport pod crash, hope this helps