RimWorld

RimWorld

Too Many Mods - Compats and Rebalances
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Update: Mar 30 @ 11:02am

[Research merging 2]
Optional, Default false. Independent from research merging option.

- Miscellaneous artisanal crafting, Complex artisanal crafting, Artisanal diary processing, Artisanal grinding, Bottling techniques, Oil extraction (Alpha Crafts) -> Food processing
+- Pickle vegetables, Pickle eggs, Sour cream -> Fermentation + Food processing
+- Scented candles, Soap -> Artisan Furniture (with VFuE) / Complex Furniture (otherwise) (also makes them craftable with Crafting spot too)
- Artisanal fermentation (Alpha Crafts) -> Fermentation + Food processing
+- Sake -> Liquor brewing + Food processing
- Vinegar brewing (Alpha Crafts) -> Fermentation
- Inferno shot (Reinforced Mechanoid 2) -> Rocketswarm launcher + Fabrication
- Tesla coils (Reinforced Mechanoid 2) -> Mass drivers (VWE - Coilgun)
- Bile processing (Rim-Gnoblins) -> Chemical warfare / Fermentation
- Fae craftables (Roo's Satyr and Faun Xenotypes Expanded) -> Long blades / Plate armor / Recurve Bow / None (Hunting / Tribalwear / Weapons instead of None if VFE - Tribals is loaded)
- Espresso machine (VBE - C&T) -> Fermentation + Food processing
- Industrious roasting (VBE - C&T + VFE - Mechanoids) -> Provisions packaging factory + Fermentation
- Toga (VFE - Classical) -> Complex clothing (For VFE - Classical mergings, senators' research projects are also changed along.)
- Temperature control (VFE - Classical) -> Passive cooler (but renamed to Temperature control) (If VFEM2 is loaded, also moves Hearth and Darklight hearth.)
- Meat drying (VFE - Classical) -> Pemmican (but renamed to Food drying)
- Mosaics (VFE - Classical) -> Stonecutting
- Centrion armor, Legionary armor, Heavy shield (VFE - Classical) -> Plate armor
- Legionary armaments (VFE - Classical) -> Long blades (Tent -> Complex furniture)
- Wood-fired crematorium (VFE - Classical) -> Complex furniture
- Crafting bench (VFE - Classical) -> Complex furniture (Complex workbench if VFEM2 is loaded)
- Basic furniture (VFuE) -> Furniture (VFE - Tribals)
- Pottery (VFuE - Art) -> Agriculture (VFE - Tribals) (None if not present)
- Rugs (VFuE - Art) -> Carpet making
- Artillery (VFuE - Security) -> Mortars
- EMP cannon, Railgun (VFuE - Security) -> Advanced turrets (renamed from Uranium slag turret) + Mass drivers (VWE - Coilguns) (Pulse-charged munitions if not present)
- Pulse-charged defenses (VFuE - Security) -> Advanced turrets + Pulse-charged munitions (compatible with Security: Re-Examined)
- Sentry gun (VFuE - Security) -> Mortars + Gas operation
- Statues, Obelisks, Monuments, Carvings, Artful display, Wallpapers -> Culture (VFE - Tribals) (None if not present)
- Sprinkler (VFuE - Farming) -> Electricity + Farming Techniques (inactive if Progression: Agriculture and Medieval Overhaul are loaded)
- Wine (VFEM2) -> Fermentation
- Simplest xenogenetics (WVC) -> Medicine production / Food processing / Packaged survival meal

[Other changes]
- Mortars research additionally require Siege equipment as prerequisite (req: VFuE - Security)
- Cannon (VFE - Pirates) additionally require Siege equipment as prerequisite (along with Matchlocks) (req: VFuE - Security, VFEM2)
- (techprint locks) With Semi Random Research, Basic hivetech (VFEI2) require studying insect jelly to start researching
- (other rebalance) Decorative plant pot (VFuE - Art): base beauty 50 -> 20 (the same as Pottery: had the same amount with Small sculpture with the half ingredient cost)

Update: Mar 29 @ 5:51pm

- Removed redundant research prerequisites from VFE - Tribals + ReGrowth: Core
- (research merging) Fixed an error with VFE - Tribals + ReGrowth: Core

Update: Mar 29 @ 5:36pm

- Removed redundant research prerequisites from VFE - Tribals + Erin's Japanese Furniture / More Ritual Seats / ReBuild / VPE - More Plants / VFEE / VFuE - Spacer

Update: Mar 29 @ 4:52pm

- Added research prerequisites to Subcore gestation vat and Uranium recycler (was empty)
- Removed redundant research prerequisites from VFE - Tribals + VFuE / Biotech

Update: Mar 29 @ 1:28pm

- (minor conflict fix)

Update: Mar 29 @ 1:21pm

- (gene rebalance) amplified or simplified some genes for B&S - VU xenotypes so that they stay in -5~5 total metabolic efficiency after gene rebalances

Update: Mar 29 @ 11:35am

- (techprint locks) Climate adjuster, Sun blocker, Vanometric generator and Weather controller research projects (Reinforced Mechanoids 2) require studying the corresponding chip to start researching (similar to mechanitor chips: this doesn’t consume chips)
-(gene rebalance) Dryad queen (WVC): met +7 -> -1 (effectively -2 as it conflicts with Sterile)

Update: Mar 28 @ 3:55pm

- Added gene compat for newly added xenotypes (Nociokin and Beholdkind) by the latest WVC update

Update: Mar 27 @ 10:38pm

- (minor fix) Fixed Biotech Expansion - Mythic + ATH's style Draconic patch being triggered with Biotech Expansion - Mammalia

Update: Mar 27 @ 9:04pm

- Following weapons can be equipped with VE shields: Laser handcannon (Glitter Weaponry), Impact stubber (Impact Weaponry), Phase shank (Phase Weaponry), Kinetic wpistol, Modular hybrid pistol, Molten pistol (Rimsenal), Smart machine pistol (Rimsenal Spacer), High-caliber revolver (originally Hand cannon, VWE), Gauss revolver (VWE Frontier+Coilgun)
- Added Brawnum and Bogleg (Det’s Xenotype) to Merchant’s guild (VFEM2)
- Added light radius indicator to Andons (Erin’s Japanese Furniture)
- Gunner expertise (Vanilla Skills Expanded) uses vanilla ranged cooldown factor stat instead of VFE’s.