RimWorld

RimWorld

Too Many Mods - Compats and Rebalances
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Update: Nov 1 @ 8:48pm

- (research merging 4) Merges all disease researches to Biological warfare / Antibodies (Biological warfare)

Update: Nov 1 @ 6:46pm

- If B&S - SR is loaded, add Disassemble robot recipe to Molecular disassembler (Glittertech Expansion)
- (equipment rebalance) Rapier (Highborn Xenotype): power 6/20/24 -> 6/16/20
- (wing integration) Spider abdomen genes (B&S): met -2 -> -3

- (patch update, other rebalance) Further nerfed butcher product of Steel enforcer to 8 (<- 20 <-50) (so that what you actually get will be 20-ish plasteel for giant robots)

Update: Nov 1 @ 9:57am

- (tail integration) Merges Bionic tail research to Bionic replacements
- (name change) Cyberlink modules (Hacking Expansion) are labeled as (standard) / (high), same as vanilla Control sublink / Signal booster

[Auto Cherry Picker]
- Hacking port (Integrated Implants) if Hacking Expansion is loaded (I would cherry pick Remote dominator as well, more so given the bug.)

Update: Nov 1 @ 1:50am

- (gene rebalance) Kitsune tails (B&S Yokai): met +1 -> 0
- (name change) With Rimsenal Askbarn, Spiked tail (ReSplice: Charmweavers) -> Spiked demon tail (name overlap)

[Tail integration (optional, default false)]
This patch requires B&S Framework to work.

- All tail genes that inherits vanilla tail gene base (and all tail genes in supported mods) apply Tailed humanoid
- Renames Tailed humanoid gene (B&S) to Bushy tail
- If Integrated Implants is loaded, tail implants will be installed to tail (and requires tail genes to be installed).
-- Tail bionics lose their sprites.
-- Cosmetic tail genes get -1 metabolic efficiency and slight buff (mostly +5% manipulation or +10℃ min comfortable temperature, same as a lot of tail genes: which would be weak for -1 met on its own.)

Update: Oct 31 @ 8:50pm

- If B&S - Slimes or SR is loaded, Shoulder turret / Shoulder charge turret will be extended to left shoulder instead of torso (which doesn't exist on slimes and robots, resulting in non-negligible errors.)

Update: Oct 31 @ 7:58pm

- Changes joy type of Training dummy (VFE - Medieval 2) to Strength play (Vanilla Furniture Expanded)
- Interference module (Anomaly Ghosts) get Bioferrite shaping as research prerequisite (as it can’ be crafted without Bioferrite shaper anyways)
- Increases stack limit of Crucible core (Rimsenal Federation) from 10 to 50

- (other rebalance) Base butcher products of Ad-bot / Steel enforcer (B&S - SR): 50 plasteel -> 20 steel / 20 plasteel
- (other rebalance) Traders won’t sell Archotech spine (with VBGE, + Archotech heart / kidney / stomach) (Vanilla Bionics Expansion)
- (other rebalance) Traders won’t sell Vanometric mechanoid cell (Reinforced Mechanoid 2)
- (name change) Vac barrier projector on wall (Complementary Odyssey) -> Wall-mounted vac barrier projector
- (name change) With WVC, Charging station (B&S) -> Android recharger (to differentiate with Xenohuman recharger)
- (patch change, techprint locks) Energy crucible (Rimsenal Federation) requires analyzing Cruicible core to start researching (changed from techprint: might throw one-time error)

[Research merging 4 (optional, default false)]
This option is WIP, and I will likely add more patches to this option. I think it won’t cause too much trouble, but enable this at your own risk.
- Cocoa -> Tree sowing
- Geothermal generator, Watermill generator, Tidal generator (VFE - Power) -> Clean energy (renamed from Solar panel) (Wind turbine also requires this research. I might move Windmill as well.)
- Chrysalis armor (Altered Carbon 2) -> Heavy power armor (Cataphract armor) and Target acquisition (Gunlink)
- Advanced veloniri draconic incubation (DragonBond) -> Smithing
- Basic veloniri draconic incubation (DragonBond) -> None (Culture with VFET)
- Advanced draconic incubation (Dragons Descent) -> Fertility procedures
- Draconic apparel and weapons (Dragons Descent) -> Plate armor, Smithing
- Draconic drug production (Dragons Descent) -> Drung production
- Draconic incubation (Dragons Descent) -> Smithing
- Basic hormonal implants (Integrated Implants) -> Basic implants (renamed from Basic mechanical implants)
Ion Weaponry -> Electromagnetic warfare (renamed from Mass drivers) (VWE - Coilgun)
- Ensign armors (Spacer Arsenal) -> Medium power armor (renamed from Marine armor: Recon, Cataphact are renamed as well.)
- Portable reactor (Rimsenal Spacer) -> Nuclear power (VFE Power) (description is slightly adjusted)

[Crafting table merging (optional, default false)]
This option is WIP, and I will likely add more patches to this option. I think it won’t cause too much trouble, but enable this at your own risk.
- Advanced animal prosthetics and bionics table -> Animal prosthetics and bionics table (Alpha Implants)
- Equipment assembly facility (Rimsenal - Core) -> Machining table
- JI/TE/YP tables (Rimsenal - Core) -> Fabrication bench
- Energy crucible (Rimsenal Federation) -> Fabrication bench
- Scavenger bench (Rimsenal Feral) -> Crafting spot

Update: Oct 29 @ 3:11pm

- Clan factions from VFE - Medieval 2 use Norse style (ATH's styles Norse)

Update: Oct 28 @ 7:57am

(Note: Recent WVC's update introduced several errors on its own, which is reported and fixed.)

- Updated remaining patches for WVC's non-legacy mode

Update: Oct 28 @ 5:57am

- Added support for turning off WVC X&G's "enable legacy mode"
-- It can be toggled in devmode (via WVC's mod option)
-- Most patches for legacy stuff still works (active only if running legacy mode), but some trivial patches (like research prerequisite changes) are removed.
-- If you have B&S and don't have ReSplice: Charmweavers, you might want to manually revive B&S's Bisexual gene from Cherry Picker after turning off WVC's legacy mode (it had been in auto cherry picker, but non-legacy WVC don't have Bisexual gene.)

Update: Oct 28 @ 5:01am

- (other rebalance) Skin replacements (Glittertech Expansion) conflict with Skin glands and Subdermal armours (Integrated Implants)

- (patch change) Removed cube weight patch (market value patch is moved to other rebalance)
- (patch change) Nerfed VBGE + VChE + Hypermedia (B&S-SR) loot table, and increased pawnGroupMultiplier
- (patch update, other rebalance) Makes Subdermal armour research ultratech (same as Skin hardening)
- (patch fix) Fixed a wrong mod condition for VRE - Saurids + B&S - SR patch

- (auto cherry picker) Skilltrainer production (Altered Carbon 2) if Glittertech Expansion is loaded