RimWorld
28 evaluări
No More Spacer & Drop Pod Raids
   
Premiază
Adaugă la preferate
Preferat
Elimină din preferate
Mod, 1.2
Dimensiunea fișierului
Postat
Actualizat
214.593 KB
12 sept. 2020 la 13:24
12 sept. 2020 la 22:31
4 notițe privind schimbările ( vizionare )

Abonează-te pentru a descărca
No More Spacer & Drop Pod Raids

Descriere
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 comentarii
gepard28 18 dec. 2021 la 2:46 
Crash game. 1.2
Magnus 1 nov. 2021 la 8:49 
Hello! Any idea if this mod is, somehow, compatible with 1.3? Thanks
Trappist 10 mai 2021 la 13:27 
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  [autor] 10 mai 2021 la 11:21 
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 9 mai 2021 la 17:17 
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  [autor] 26 apr. 2021 la 12:14 
Hey RedCell, basically yes. any mod that uses the tag "spacer" as its tech level will be unusable to any pirate or outlander
Akahige 25 apr. 2021 la 21:44 
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 9 dec. 2020 la 10:32 
I spent so much time looking for a similar mod.
Thx :demoticon:
The Bard of Hearts 30 nov. 2020 la 11:49 
Oh, lol. Never noticed! Thanks for that. hahaha :steamfacepalm:
TechnoFox  [autor] 30 nov. 2020 la 5:54 
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