RimWorld

RimWorld

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Terrasecurity (1.4, OBSOLETE, SEE WORKSHOP PAGE)
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Mod, 1.4
File Size
Posted
Updated
6.638 MB
Apr 17, 2022 @ 7:43pm
Feb 19, 2024 @ 7:08am
7 Change Notes ( view )

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Terrasecurity (1.4, OBSOLETE, SEE WORKSHOP PAGE)

Description
Notice (11.12.2024): The page is specifically for the older 1.4 version, for those few that may be playing on 1.4 still. You can find the overhauled, 1.5+ version here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3364700123

===============

Last updated: 2.19.2024, ~7:30 AM PST)

-Added Prima Launcher (grenade launcher alternative)
-Added Prima Turret (turret that requires no electricity, but does require growable terrain)
-Added special Royal Terraweapon, which can only be found or given as a reward (for now...)
-Research balancing


Ever felt that tribal armor and weaponry is unsustainable, and can't complete against later-tech items?
Do you hate the fact that you can't do a pure Neolithic/Tribal playthrough, and are FORCED to up your tech level just so you can defend yourself?
Worry no longer! There is now an organic, all-natural, electric-free solution.

Introducing Terrasecurity, a mod that gives you the ability to grow weapons and defenses in your garden, rather than machining them together.

Terrasecurity allows you to create Terraweapons, which allow you to scale your damage against the world, and utilize planting and patience instead of crafting and machining. These allow you to have a viable alternative to fabricated defenses, and will ultimately allow you to play through an entire game, tech-free.

However, terraweapons require highly fertile soil, take a significant amount of time to grow, and will "wither" as they are used, effectively resulting in limited ammo for each weapon.

DESIGN GOALS:

I'm a fan of magic and tribal-medieval playthroughs, and mods that are restricted to such playstyles are at a severe disadvantage, since eventually, having up-to-par infrastructure and gear is hardlocked behind electricity.

This mod was made in order to provide an alternative to defenses that require anything Electrical+, while also seeming like something that early-stage colonies could reasonably utilize. Plants fit in naturally with that, and so Terrasecurity was made.

At the same time I did not want to make something that is superior to electronics either, which is why I take balancing very seriously. Despite being infinite, low-effort weaponry, there needs to be a tradeoff. This comes in the form of them requiring a long time to grow, limited uses per weapon, and slightly lower stats compared to machined counterparts. This should make it usable and desired by pre-electric colonies, but not something worth the effort from colonies that have the advantage of machining.

I do not want this mod to feel abusable or overpowered, as that is not why it was made. If there are any balancing suggestions, please let me know!




SEVERE KNOWN ISSUES:

None!


COMPATIBILITY ISSUES:

Combat Extended: Same issues as any other gun would have. As much content needs to be done, I do not have the time to patch it in (nor do I use it).

Yayo's Combat: Semi compatible, but guns don't use durability over time.

Seeds Please!: Compatible, but extremely unlikely you'll be able to grow them legitimately. Since this mod doesn't add the weapons to be acquired any other way beyond growing, your only hope is that the seeds appear on traders. Currently the only way to get around this is to spawn in 4 of the desired weapon, turn them into seeds, and hope they drop more seeds when harvested. An in-game solution will be made when possible. (Edit: some traders seem to carry the weapons, albeit rarely. Whether this is a vanilla feature or modded, I'm unsure.)


MY OTHER MODS:
Rimtroid: Universal
Cryoweapons
Metaflora
Popular Discussions View All (2)
18
Apr 14, 2024 @ 10:04pm
Terrasecurity: upcoming features and additions (updated 3.29.24)
SepphorisVT
0
Mar 7, 2024 @ 10:23pm
6 (and a half) upcoming and current solutions for weapon expiry
SepphorisVT
184 Comments
SepphorisVT  [author] Nov 12, 2024 @ 10:48am 
A new 1.5 version has been pushed. This workshop item won't be updated anymore, and just exists for anyone playing on 1.4.
The updated, overhauled mod is here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3364700123

Please subscribe to that if you want more content for 1.5+ and onwards!
SepphorisVT  [author] Oct 11, 2024 @ 7:14am 
MASSIVE update pushed to testing version (link in description). It's basically a new mod.
If the testing version works well and has no glaring issues, this main version will be updated.
SepphorisVT  [author] Jul 26, 2024 @ 4:02pm 
@Aulie ty. Mod dev takes so much longer than it seems. I thought this would all be done last month.
At this point I'm probably just going to stick with "it's done when it's done," so I'm not making promises I can't keep.
Aulie Jul 26, 2024 @ 3:47pm 
yipeeeeeeeeeeee im just glad to see you alive
SepphorisVT  [author] Jul 25, 2024 @ 8:58am 
https://steamcommunity.com/sharedfiles/filedetails/?id=3290330220

Link to the testing version of Terrasecurity, for 1.4 and 1.5. BETA, and prone to additions, changes, and bugs, but available for those who want to see what's been cooking.
Aulie Jun 11, 2024 @ 11:07am 
Can't wait
Aulie Jun 11, 2024 @ 11:07am 
Neat!
SepphorisVT  [author] Jun 4, 2024 @ 1:46pm 
@JessieFeathers being finished up as we speak. Many, MANY new features were added, so it's been time consuming to get them all finished up, and making sure it all works properly.

That said, it's in the home stretch, and I'm actually doing the last bits of art at this exact moment. If you're in the Rimworld server, I've been posting some of the last art pieces there. I can go into more detail about the new stuff there as well.
JessieFeathers Jun 4, 2024 @ 1:42pm 
1.5?
Kalter Stahl Apr 11, 2024 @ 8:31am 
Make sure to pace yourself and dont hurt your back! GL on the move!