RimWorld

RimWorld

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Kraltech Industries LITE (Continued)
   
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Mod, 1.2, 1.3, 1.4, 1.5
File Size
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Updated
84.280 MB
May 21 @ 4:09am
May 31 @ 8:23pm
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Kraltech Industries LITE (Continued)

Description
1.5 Updated version of Kraltech industries lite with permission from original author
Original Mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2969364040



Here's a weaker version of kratech industries mod. The chsnges of the mod are as follows

- All weapon's, including mech weapon's, armor penetration doesn't exceed 200%.
-Burst shot count of mech weapons have been reduced.
-Mech variant sharp armor doesn't exceed 155%.
-Some tanky mechs have their incoming damage factor removed, so they'll be as killable as I remember them during their conception.
-Mech skill damages are nerfed to the ground. Now there damages doesn't exceed 1000, and their armor penetration doesn't exceed 200%. So damages like anti-human nanites are fixed at 999, although the damage is better than the hellsphere cannon damage, if your pawn is heavily armored, they can easily tank the damage.
-Player turrets are somewhat weakened.
-Mech turrets are nerfed.

Things that remained in the mod

-Special properties of mech weapons have remained, since you can block it with a shield belt.
-Instant-kill mechanics still remained, since you can block it with armor, and avoid it if you're careful enough.
-Player armor stats are untouched. Consider it as a handicap since you'll be facing a lot of mech variants.
-Events like extreme cold snap and extreme heat wave are untouched, since I already provided countermeasures for you to combat it.

Hopefully this nerf would help you in your rimworld playthrough, but do not play this mod alongside the original kraltech industries mod, since it uses the same DLL.
9 Comments
AZAZELXII Jun 1 @ 2:41am 
Hey! I have a question regarding the new penetration values of the weapons, I just recently tried switching the original mod for this light version (mid save), is the "armour penetration doesn't exceed 200%" the base value or will they not exceed 200% in the final value?
Keltas May 27 @ 6:46am 
Are the legendary quality weapons supposed to have 30% quality multiplier on damage? It may be a weird mod inetraction however both in the normal and lite version of the mod, my weapons such as novasurge kriss get 30% quality multiplier on damage and armor penetration, where masterwork versions have the correct 125%.
NicoLiks May 26 @ 1:10pm 
Do I need to install the updated version? or just that?
Ferris  [author] May 23 @ 9:18am 
@Scorpio not sure as i did not see an issue with them when going through but will check tonight
Scorpio May 22 @ 11:16pm 
Were the temperature pills fixed? Because they didn't work on the original
spoogly May 21 @ 11:54am 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).:steamthumbsup:
Dyogus May 21 @ 11:53am 
If I change the original version to this, can I have problems or errors, (keeping the same save game)?
Ferris  [author] May 21 @ 11:17am 
I doubt it but maybe depends if he uses the same def names for everything
silverskene May 21 @ 11:03am 
When the original gets updated, will this mod be safe to switch from to the revamped one?