RimWorld

RimWorld

Too Many Mods - Compats and Rebalances
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Update: Sep 21, 2024 @ 11:40pm

- Gene compats and nephilim/beliar integrations for Imp, Succubus, Hellguard and Gatekeeper will be also active when you have B&S - V&U but not B&S - H&H.
- Pounce (B&S): met -2 -> -1

[Anomaly Cult Expansion compats: spoiler alert!]

- Fixes display priority confliction between Anomaly Cult Expansion and Biotech Expansion
- Moves genes from Anomaly Cult Expansion to Anomalous category from Alpha Genes
- Fleshman (Anomaly Cult Expansion): uses Inhuman gene from WVC instead of Genetic Inhuman gene
- Tentacle whips: met -2 -> -1 (also for consistency with Greater flesh whip gene from Alpha Genes)
- Unnatural regeneration: met -3 -> -8 (also for consistency with Regeneration gene from Alpha Genes)

[New Cherry Picker]
Genetic inhuman (Anomaly Cult Expansion) if WVC is loaded

Update: Sep 21, 2024 @ 5:45pm

- Greater hemogen drain (B&S) and Hemogen gain (WVC) conflict with other Hemogen drain genes

[Gene rebalances]
Focusing buffs for weak (usually not combat-related) genes.
- Animal warcall: met -3 -> -2
- Tox immunity: met -4 -> -2
- Tox resistance: met -2 -> -1
- Longjump legs: met -2 -> -1
- Low sleep: met -4 -> -2
- Never sleep: met -6 -> -4
- Quick study: met -3 -> -2
- Super psy-sensitive: met -5 -> -4
- Extremely psy-sensitive (VRE - Archon): met 0 -> -2
- Swift meditation, Extreme meditation (VRE - Archon): met -2/-4 -> -1/-2
- Organ regeneration (VRE - Pigskin): met -3 -> -2
- Hemosmosis (VRE - Sanguophage): met -2 -> -1
- If VRE - Sanguophage is loaded, Low/~/Major(Extreme)/Greater hemogen drain: met 3/6/8/10 -> 1/3/4/5
- If VRE - Sanguophage is loaded, Hemogen gain: met -4 -> -2

Update: Sep 20, 2024 @ 11:16pm

[Additions to research merging option]

- Supercomputer, Indoctrination (VFE:Mechanoids - Biotech/Royalty integration) -> Mechanoid structures
- Hardware upgrade (VFEM) -> Hardware upgrade (Alpha Mechs, renamed from Alpha hardware upgrade)

(I'll try to minimize additions to this option. It's been only an hour from the previous update, so forgive me.)

Update: Sep 20, 2024 @ 10:15pm

[(Optional, default false) Research merging]

Unlike other patches, this option directly removes research projects instead of adding them to auto cherry picker, for many reasons (ex. to properly throw errors when you have incompatible mods: CE and VE mods are checked though). Be careful if you enable this mid-save.

Having its own research project at a leaf of the research tree can be a death sentence to the contents with limited strategic values. You will be punished for trying something new. You don’t research them unless you have “story-telling” reasons or have nothing else to do in the end-game.If you have Semi Random Research, you research them for the sake of removing them from the pool. This option aims to mitigate that. (Although some merging have different reasons.)

- Foam turret (Vanilla) -> Gun turrets + Firefoam
- Penoxycyline production (Vanilla) -> Medicine production
- Smokepop belt (Vanilla), Tactical grenades (VWE) -> Chemical warfare (renamed from Tox gas)
- Berry cultivation (ReGrowth) -> Tree sowing
- T2 corp researches (Rimsenal) -> T1 corp researches
- Magnetic plasma matrix (Rimsenal Federation) -> Energy crucible
- Plasma accelerator (Rimsenal Federation) -> Energy crucible + Mortars
- Nutrient processor (Rimsenal Spacer) -> Packaged survival meal
- Omnifoam processing (Rimsenal Spacer) -> Biofuel refining
- Casual wear (VApE) -> Complex clothing
- Formal wear (VApE) -> Complex clothing or Work attire
- Military clothing (VApE) -> Work attire
- Sterile attire (VApE) -> Work attire + Sterile materials
- Leather tanning (VArE) -> Plate armor
- Hazard protection (VArE) -> Tox gas
- Military camouflage -> Complex clothing
- Siegebreaker armor (VArE) -> Cataphract armor (which is properly locked behind techprints)
- Trooper armor (VArE) -> Fabrication
- Printing (Vanilla Books Expanded) -> Writing + Machining
- Deep frying, Grilling, Soup cooking (VCE) -> Electricity (like Electric stove does)
- Canning (VCE), Vegetable milk (+VPlaE - MP) -> Food processing (renamed from Nutrient paste)
- Cheese making (VCE), Soybean fermentation (VCES) -> Fermentation (renamed from Beer brewing)
- Industrious soups, Industrial cheesemaking (VCE + VFEM) -> Provisions packaging factory (VFEM) (+ Fermentation)
- Janissary gear (VFE - Empire) -> Marine armor
- Sweat fermentation (VFE - Pirates) -> Nutrient paste + Beer brewing (Liquor brewing if VBrE is loaded)
- Succulent sowing (VPlaES) -> Tree sowing
- Caster gear, Eltex gear (VPE) -> Royal apparel (+Smithing)
- Crossbow, Longbow (VWE) -> Greatbow
- Compound bow (VWE) -> Greatbow + Machining
- Flamethrower (VWE) -> Biofuel refining
- Laser targeting system (VWE) -> Heavy weapons + Pulse-charged munitions
- Marksman rifle, Specialized firearms (VWE) -> Pricision rifling
- Trench warfare (VWE) -> Smithing or Machining
- Frontier weapons (VWE - Frontier) -> Pricision rifling
- Quickdraw (VWE - Quickdraw) -> Pricision rifling
- Remote demolition (VFED) -> Remote activation (Integrated Implants) + IEDs

[(Optional) Faction patches]
- Reduces faction spawn rate of factions from following mods to 25%: Rim-Elves, Rim-Gnoblins, VFE - Settlers, VRE - Saurid
- Turns Mythic house of fire (Biotech Expansion Mythic) to a hidden faction
- Biotech Expansion faction patch and B&S - Stoneborn faction patch are now included here

[Equipment rebalances]
- Military jacket (VApE): stuff effect multiplier 0.3 -> 0.2 (button-down shirt has 0.2) (this also gives -10% mental break threshold)
- Military uniform (VApE): stuff effect multiplier 0.36 -> 0.25
- Shirt and tie, Suit jacket (VApE): gives negotiation ability instead of trade price multiplier (caused micro-managemets)
- Gambeson (VArE): stuff effect multiplier 0.3 -> 0.25
- Quilted vest (VArE): stuff effect multiplier 0.4 -> 0.3 (has less protected parts)

[Misc]
- Removes explicit Electricity prerequisite from: Flood light, Animal prosthetics and bionics table (Alpha Implants), Glass autodoor (ReBuild) (They already have another research prerequisite, which can only be researched after Electricity)
- Fixes Federation plasma caster (Rimsenal - Federation) disappearing on drop
- Glasses and Sunglasses (VApE) require Glass (ReBuild) to craft

Update: Sep 20, 2024 @ 9:54pm

(see above)

Update: Sep 19, 2024 @ 12:09am

- Moved “All empire psycasters except Archotechists use Stellic guards’ armors” patch to Stronger enemies option
- If Vanilla Prestige Specialist Armours Reworked is loaded, Empire conflagators equip Prestige phoenix armor instead
- If Vanilla Armour Expanded is loaded, Empire warlords equip Prestige siegebreaker armor instead

Update: Sep 18, 2024 @ 8:53pm

- Empire warcaskets (hoplites) and Deserter warcaskets now can spawn with Warcasket plasmasword (I've forgotten it's revived now.)

Update: Sep 18, 2024 @ 8:38pm

- Empire warcaskets (hoplites) and Deserter warcaskets now can spawn with Impact bolter (Impact Weaponry) or Warcasket railgun (+VWE - Coilguns)
- Impact bolter (Impact Weaponry + VFEP) doesn’t explicitly have Warcasket weaponry research prerequisite (since it already has Spacer warcasket weaponry prerequisite)

Update: Sep 18, 2024 @ 6:48pm

- Added VWE - Laser support for Biocoding patch (weapons from VWE - Quickdraw, VWE - Frontiers were already biocodable)
- Fixed Biocoding patch not making Low-shield pack biocodable

Update: Sep 18, 2024 @ 5:01pm

- If trait rebalance is on, Careful shooter, Trigger happy and Deadshot (CT): uses aiming time factor instead of offset

[Equipment rebalances]
- Laser carbine (Glitter Weaponry): cooldown 1.7s -> 2.9s (nerfed further)
- Dropsuit, Strikesuit, Fire support armor/helmet and Close combat armor (Rimsenal) use aiming time factor instead of offset (if equipment rerbalance is on)
- Hazard carapace (Rimsenal): gets -90% flammability
- If Big and Small is loaded, Hazard carapace also gets x0.4 acid damage multiplier
- Swarmer (Rimsenal): gets +8 Shooting accuracy