RimWorld

RimWorld

Too Many Mods - Compats and Rebalances
Showing 41-50 of 319 entries
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Update: Apr 10 @ 7:43am

Ranged weapon spreadsheet is available now. This list assumes all changes made (or to be made) by this mod. To edit this for yourself, or to compare weapons in a graph, you need to create a local copy of this sheet to your google drive account:

https://docs.google.com/spreadsheets/d/1Oe_ZOwq_lptSA7__v-qsIfXUv5OuPyM1ho4PZH8aHaM/edit?usp=sharing


- Dumbfire pistol and Heavy pistol (Rimsenal AVP) can be equipped with VE shields
- Feral nail gun (Rimsenal Feral) can be equipped with VE shields
- Feral submachine guns (Rimsenal Feral): research prerequisite Gunsmithing -> Gas operation
- Feral rifle (Rimsenal Feral): research prerequisite Gunsmithing -> Blowback operation

- (equipment rebalance) Automatic pistol (VWE Quickdraw): cooldown 1.4 -> 2.0
- (equipment rebalance) Short barrel rifle (/Carbine) (Rimsenal AVP): accuracy 80/90/65/55 -> 70/80/5/5
- (equipment rebalance) Charge bow (Rim-Elves): aiming time 2.4 -> 1.8 (buffed further)
- (equipment rebalance) Charge lance pistol (Reinforced Mechanoid 2): base damage 20 -> 30, base AP 30 -> 45, range 18.9 -> 31.9
- (equipment rebalance) Warcasket minigun (VFE Pirates): damage 12 -> 24
- (equipment rebalance) Warcasket slugthrower (VFE Pirates): damage 30 -> 24

Update: Apr 10 @ 3:42am

- (conflict fix) Fixed conflict between research merging option and Vanilla Achievement Expanded

Update: Apr 10 @ 3:35am

- (ignore this version)

Update: Apr 9 @ 7:35am

- If VFET is loaded, Blow gun and Throwing clubs (Rimsenal AVP) gets Weapon as research prerequisite

- (name change) If VWE is loaded, the following weapons from Rimsenal - Augumented Vanilla Pack will be renamed:
+- Battle rifle -> Heavy assault rifle
+- Carbine -> Short barrel rifle
+- Marksman rifle -> Precision rifle
+- Anti-material rifle -> Heavy sniper rifle

[New Cherry Picker]
- Throwing axes (Rimsenal AVP) if VFEM2 is loaded (the one from VFEM2 is stuffable)
- Smoke grenades (Rimsenal AVP) if VWE is loaded
- Compound bow (VWE) if Rimsenal AVP is loaded (Also makes Compound bow from Rimsenal AVP use VWE’s compound bow sound instead of vanilla large bow sound)

Update: Apr 8 @ 7:04am

- If VFEC is loaded, Huge javelin (B&S) deals 20 damage to a random apparel (same as Javelin from VFEC)
- If VFET is loaded, Throwing chunks (B&S) gets Weapons as research prerequisite (same as Throwing rocks from VWE)
- Huge javelin (B&S) can be equipped with VE shields (same as Javelin from VFEC)
- Charge pistol (handgun) and Charge lance pistol (Reinforced Mechanoid 2) can be equipped with VE shields
- (research merging 2) If B&S and VFEC is loaded, Huge javelin gets Long blade as research prerequisite (same as Javelin from VFEC)

- (gene rebalance) Farsighted (Det’s Venator): loses melee hit chance and aiming delay factor
- (equipment rebalance) Removed Double-barreled shotgun (VFES) nerf patch (idk why I did that D:)
- (equipment rebalance) Double-action revolver (VFES): removed slight accuracy nerf
- (equipment rebalance) Stellic eradicator: base damage -> 32 (slightly mitigated nerf)

- (name change) If VFEM2 is loaded, Halberd (VWE) -> Poleaxe (name overlap: the one from VWE is way smaller)
- (name change) If Roo's Satyr and Faun Xenotypes Expanded or Mono Weapons Pack is loaded, Whip (VWE) -> Long whip (since this is a ranged weapon unlike whips from these mods)
- (minor patch fix) Removed redundant research prerequisite from Charge bow (Rim-Elves) patch

Update: Apr 6 @ 6:13pm

- (minor capitalization fix)

Update: Apr 6 @ 6:12pm

- (equipment rebalance) Warmech machinegun: base damage 16 -> 14, base AP 80% -> 20% (dormant if you have B&S Overtuned)
- (equipment rebalance) Warmech anti-material rifle: base damage 35 -> 20 (dormant if you have B&S Overtuned)

- If Alpha Mechs and Reinforced Mechanoid 2 are loaded, Goliath loses weapon swap ability (Since it's bugged due to the conflict. The weapon will be randomly chosen.) (doesn't affect already built ones)
- (patch fix) Added [FSF] Advanced Bionics Expansion to patch condition in Archotech spine patch

Update: Apr 5 @ 11:50pm

- Added more cross-mod mechanoid raid types (spike, swarm, winged, humanoid, bom-omb) (low chances)
- (equipment rebalance) Phase scalpel: warmup 1.5 -> 1.1 (buffed further)

Update: Apr 5 @ 6:17pm

- Reinforced structures research require Medieval structures (VFEM2) as prerequisite if ReBuild or VFE - Architect is also loaded.

Update: Apr 5 @ 6:10pm

- Gene lab (WVC) can be connected to Nutrient vat (VGE)
- (other rebalance) Heraldry (VFEM2): base cost 1200 -> 300 (I’d rather merge this but seems unsafe)
- (other rebalance) If Alpha Implants is loaded, traders and faction bases sell (roughly) twice as many implants (to counter the effect of animal implants diluting the pool).