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EM Ancient Technology (Continued)
   
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Mod, 1.3, 1.4, 1.5
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1.085 MB
7 aug. 2021 la 14:27
12 apr. 2024 la 11:55
4 jurnale de actualizare ( vizionare )

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EM Ancient Technology (Continued)

În 1 colecție creată de Mlie
Mlie's resurrected mods
909 obiecte
Descriere

Update of Moshs mod
https://steamcommunity.com/sharedfiles/filedetails/?id=1347140034



[dsc.gg]
[github.com]


The outlanders took to the skies and brought back wonders, meanwhile we took to remembering what was lost to the planet beneath us - what they call mechanites we simply call magic.

Build powerful defenses to defend your tribe from attack, craft strange lost weaponry and armour, using nothing but blood and secrets lost to time...

Excavate earth and discover fragments of technology long lost, break down (or have someone donate!) blood into powerful mechanites to be kept in specialist crops. Research the ability to build rudimentary autonomous defenses (outlanders call these things "turrets"), and craft strange and powerful weapons.


This mod is intended to add depth to early/tribal gameplay by offering a set of defenses and some cool weapons - these are in no way balanced for just tribal content but maybe gives you an opportunity to play a more advanced colony without progressing into industrial tech.

Adds:
Buildings
Excavation - miners produce [Dirt Pile] which is used with-
Mechanists Table - have a researcher sort through dirt piles to create various [Mechanisms]
Mechanite Grave - Disposes of corpses and provides [Blood] and [Skulls], but to do so you need to grow-

Plants
Bottle Gourd - inedible plant that is used to bottle blood and keep it fresh for much longer

These things along with normal materials build the following:

Turrets
Fear Effigy/Totem - fast rate of fire, low damage, causes debuff on target
Dart Trap/Turret - fast rate of fire, low damage, area denial for small areas, good for groups
Acid Launcher - slow rate of fire, long range explosive, low damage but causes major debuffs
Rock Launcher - slow rate of fire, minimum range, large range, high damage but hard to hit specific targets

Armour
Helmets - three different helmets with various bonuses, needs [Mechanoid Skin] which you can get through disassembling or [Butcher Mechanoid] if you are a lower tech level

Weapons
Melee - six melee weapons, 3 low tier, 3 higher tier
noxious shiv - poison, searing club - burn, singing spear - blood pumping debuff
mechanoid Lsword - bleeding and fear, sledgemace - slow high damage, ceremonial blades - fast and slow debuff

Guns - six guns, 3 lower tier, 3 higher - as melee all are fairly novel in what they do
shotstaff - very short range mass shotgun, chemical charges - blunt force grenades, bowsling - arrow machinegun
ripper - low range bleed machingun, bomb javelin - med range high damage and extremely hot, evil eye - v long range low power slow debuff

All arranged into 3 specialisations that unlock different guns/armour

Some new damage types such as:
fear - lowers manipulation and mood
slow - lowers consciousness, low/no damage
acid - lowers speed and burns

If you like this then check out the other mods in the Early Man pack for tribal fun and frolicks!
https://steamcommunity.com/sharedfiles/filedetails/?id=1342138383


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods


5 comentarii
quantulum 13 dec. 2022 la 14:37 
@ Mlie Thank you very much.
Mlie  [autor] 13 dec. 2022 la 12:42 
@quantulum Sure, should be fixed now
quantulum 10 dec. 2022 la 15:47 
Hey @Mlie, I found a problem with this mod. The added gourd plants are not sowable, which is because the ThingDef uses the ParentName "RoughPlantBase" instead of "PlantBase". I guess "RoughPlantBase" used to exist in earlier Rimworld versions, but has been phased out sometime after this mod was made. If you could fix this, that would be very appreciated.
Mlie  [autor] 8 aug. 2021 la 10:02 
@Ezoteryco This is an ancient mod so no real compatibility with anything
Roque the Rogue 8 aug. 2021 la 9:33 
Some questions... is the Skull resource from this mod compatible with the likes of the Skull object from Ideology or will they overlap?