RimWorld

RimWorld

DeCore 1.6
99 Comments
Я конечно не уверен, что ошибку вызывает именно этот мод, но при всех включённых модах серии Мехалит Кор, Мехалит Фракция и ДеКор отсутствует возможность переплавлять обломки механоидов в плавильне
Ну всё, пошла жара!"!!!!!
DaLLaN  [author] Jul 15 @ 4:40am 
The official mod has been updated to versions 1.5 and 1.6.
LordDeTracy Nov 7, 2022 @ 2:14pm 
Having alot of issues with this mod. Is it because you use overwrites and not patches still?
Позорник Oct 16, 2022 @ 12:57am 
О боги, спасибо.
DaLLaN  [author] Oct 16, 2022 @ 12:54am 
The mod has been updated to game version 1.4. Removed gold and uranium drop from mechanoids (so that there are no disagreements with the new dlс)
Позорник Oct 9, 2022 @ 9:49am 
Надеемся на обновления для 1.4
Arvay6 Mar 31, 2022 @ 3:29pm 
Yeah I'd still say Mlie's version is better if this uses overwrites which can be very incompatible with other mods
ZzZombo Feb 1, 2022 @ 7:56pm 
"- Replaced the last overwrites with patches instead" (from the unofficial update of this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2573732545) .

Did your mod incorporate those changes? It's important for me that mods I use do not overwrite things, but patch them instead.
CryoChick Dec 7, 2021 @ 3:27pm 
is there a way to stop grass from producing hay
I get too much of it at the start of my games now
TriangularRoom Nov 20, 2021 @ 12:42pm 
Thank you for updating! I love this mod!
Mlie Nov 20, 2021 @ 12:18pm 
Set my version to unlisted
DaLLaN  [author] Nov 19, 2021 @ 2:11pm 
The influence of the "Craft" skill on the "Smelting Speed" factor now affects the "General Work Speed", which means that a good artisan will not only forge items and weapons faster, but also do small work faster, such as cutting stone, burning and processing weapons, chemical fuel transportation.
Reduced the drop from the parsing of mechanoids, because and in vanilla it is noticeably reduced in the latest versions of the game. You cannot collect anything from small mechanoids except steel.
 Septipeda - Uranium / gold bonus drop reduced from 15/8 to 8/4. Component drops have been removed.
 Lancer and Reaper - bonus drops of uranium, gold, plasteals and components have been removed.
 Dragoon - bonus drops of uranium, gold, plasteals have been reduced to 3/3/3, component drops have been removed.
The bonus to the cost of selling animals has been removed (the bonus will be added later in another mod)
DaLLaN  [author] Nov 19, 2021 @ 2:11pm 
Update to 1.3 - - weakened the effects that the mod gave to standard materials:
 Silver - the bonus to the rate of immunity generation, healing factor, rest efficiency has been reduced from 130% to 115%. Entertainment efficiency reduced from 120% to 110%.
 Gold - the bonus to the rate of immunity generation, healing factor, rest efficiency has been reduced from 150% to 140%. Entertainment efficiency reduced from 150% to 140%.
 Plastal - the bonus to the speed of work and the speed of research has been reduced from 120% to 115%, the bonus to the speed. development of immunity from 115% to 105%.
 Uranium - the bonus to time between attacks has been reduced from 85% to 95%., Bonuses to damage from melee weapons have been reduced to standard (150/110%)
 Jade - Entertainment efficiency reduced from 130% to 120%.
Позорник Aug 5, 2021 @ 2:55am 
1.3 пожалуйста
05-5 Blackbird Jul 22, 2021 @ 11:46am 
1.3?? Can you update
Vladorio Mar 30, 2021 @ 8:18am 
За сотни часов игры я, честно говоря, забыл, что это вообще-то мод. Спасибо, друг.
Raptor Bait Oct 30, 2020 @ 6:45am 
You have no idea how unplayable this was without your mod. Many thanks!
timsteele Oct 28, 2020 @ 2:53pm 
Great news . Thanks. Now to check on mechalit :-)
Do0m[y] Oct 28, 2020 @ 12:41pm 
That's good news, thank you for this update! :cozyspaceengineersc:
DaLLaN  [author] Oct 28, 2020 @ 11:36am 
Update to 1.2
Do0m[y] Oct 1, 2020 @ 12:46pm 
Can you, please, update your mod for the version 1.2?
Thank you in advance!
Raptor Bait Sep 26, 2020 @ 12:04pm 
Anyone test this for 1.2 yet?
timsteele Sep 6, 2020 @ 4:41pm 
Does this mod still run on 1.2 , I;m just getting back into the game after a while and this is one of favorite mods ?
Scaly Destiny Jul 10, 2020 @ 10:00am 
@[JdG] Pejman. I'm getting the exact same errors.
[JdG] Pejman May 19, 2020 @ 11:19am 
getting a few errors running this mod :

XML error: Duplicate XML node name stuffCategories in this XML block: <ThingDef ParentName="BenchBase"><defName>Brewery</defName><label>brewery</label>

XML error: Duplicate XML node name costStuffCount in this XML block: <ThingDef ParentName="BenchBase"><defName>Brewery</defName><label>brewery</label>

XML error: Duplicate XML node name sowTags in this XML block: <plant><fertilitySensitivity>0.7</fertilitySensitivity><growDays>3</growDays><harvestWork>60</harvestWork><maxMeshCount>9</maxMeshCount>

[DeCore 1.1] Patch operation Verse.PatchOperationRemove(*/ThingDef[defName = "Brewery"]/constructEffect) failed
file: I:\SteamLibrary\steamapps\workshop\content\294100\951016023\1.1\Patches\Prod1mat.xml



test Apr 22, 2020 @ 4:47am 
what does "smarter colonists" mean? Does it affect performance???
HvD Mar 23, 2020 @ 11:18am 
@Daniledman the mod doesn't play nice any more and is throwing the long list of errors again but now it doesn't matter the load order (above or below mechalit core). It throws the following error 14 different times for various things: AA_FeraliskSuperEggFertilized: undefined preferability, AA_FeraliskSuperEggFertilized: no foodType, AA_FeraliskSuperEggFertilized: Nutrition == 0 but preferability is Undefined instead of NeverForNutrition. Please look into this. I've posted the full error log here: https://pastebin.com/AtMmMiaH
HvD Mar 17, 2020 @ 4:34pm 
@all Be sure to load this after the other mod Mechalit core otherwise it will throw a laundry list of errors.
HvD Mar 3, 2020 @ 4:42pm 
@Calozard Stating this mod breaks saves doesn't help the author fix them. How exactly is this mod breaking the saves? What is it that occurs that causes a break down? Posting your crash log also helps the author narrow down the breakdown. I've been using it since it got updated and have reloaded a couple times with no issues and at about mid game right now.
Calozard Mar 3, 2020 @ 4:14pm 
Hi, I just have to point out that this mod, for wathever reason, is breaking down saves permanently, therefore, i recommend to try it out on a seperate save because you may encounter great difficulties related to the pawn behavior, the complete breakdown of priorities and downgraded control over your colonists and more......
I hope that it will be fixed 'cause i really like the bright-white look of workbenches :steamsad:
HvD Mar 1, 2020 @ 7:01am 
Get an error when putting both this and Mechalit core together https://pastebin.com/HPmWmHaN
geniusthemaster Feb 29, 2020 @ 11:24pm 
i upvoted because of the italian grandma meme. and cause this mod contains a few things i like :)
tanyfilina Feb 28, 2020 @ 9:19pm 
"The mod no longer affects the speed of sculpting figures, sewing speed and forging speed, because these modifiers removed from the game by the developer." - is that only for 1.1 or for 1.0 too?
Garr Incorporated Feb 28, 2020 @ 2:13pm 
Ты имел в виду "уменьшил бонус"? Потому что ты написал так, будто ты "убрал бонус". В смысле, совсем.
timsteele Feb 28, 2020 @ 1:49pm 
Thanks , great mod ....
DaLLaN  [author] Feb 28, 2020 @ 1:16pm 
- Tool cabinet: removed the bonus to speed, now the cabinets give a standard bonus of + 6%. But the number of existing cabinets increased from 4 to 6.
-Multi-analyzer: removed the bonus to the research speed, now the cabinets give a standard bonus of + 10%. But the number of active multi-analyzers has been increased from 2 to 3.

- This mod no longer changes the number of resource cells in the deposits and the amount of resources in the reservoir cell. Less relief! But all the unique resource modifiers (for example, the speed of the work of the plastic) remained.

- The mod no longer affects the speed of sculpting figures, sewing speed and forging speed, because these modifiers removed from the game by the developer. But the mod still affects the melting speed. Recycle scrap quickly with good artisans!

-When disassembling a new mechanoid, a little more gold and uranium is given than when disassembling a Lancer.
DaLLaN  [author] Feb 28, 2020 @ 1:06pm 
The mod has been updated to version 1.1. Thanks to everyone who did not unsubscribe.
timsteele Feb 17, 2020 @ 7:17pm 
Hi , this has been my 2nd mod in my list forever , any chance of an update ?
robopitek Nov 2, 2019 @ 11:14am 
Normal player- downloading and using.

Not normal player (me)- downloading, going to files some deleting few XML Documents,
deleting some lines from other and replacing some and after some hours of "pain" and finally using.
Tappator Sep 6, 2019 @ 1:40pm 
And cupro's stones ?
MattFright Jan 17, 2019 @ 4:31am 
oh god yes a patch for cupro's alloys would be INCREDIBLE
megabot Nov 13, 2018 @ 1:46pm 
also question:is this the mod that makes grass drop hay when " harvested"?because my colonists just constantly harvest grass and...well,yeah.it sucks
megabot Nov 11, 2018 @ 6:10am 
umm...could you please add a patch for cupro's alloys?
1stReaper Nov 6, 2018 @ 10:42am 
having a bit of trouble trying to get this mod to work,
it seems to be conflicting with something but im not sure,

could i have a heads up on where to place it
of the mods im using that need to be at the top im using

MOD-E
ModSwitch
Core (Base games Core folder)
HugsLib
Hospitality
Miscellaneous 'CORE'

----
then i've got Decore, to which im having issues trying to figure out wheres best place to boot it
Alex_1203 Oct 20, 2018 @ 8:26am 
Если изучать далее - шкаф для инструментов усилен (хоть и дороже, но и ресурсов на карте больше из-за мода этого). Причём и лимит шкафов выше. Так ещё и верстаки из разных металлов... Прибавка к скорости становится уже излишней донельзя.

Одно дело закрыть дыры в стандартном геймплее и чутка другое дело сделать стандартный геймплей бесполезным, выдав излишние баффы.
Alex_1203 Oct 20, 2018 @ 8:21am 
Однако есть и минусы из-за которых я перестал использовать данный мод. Мне крайне нравятся всяческие наработки, заполняющие пробелы в механике... Но здесь есть и проблемы.
Например мод даёт больше стали, больше редких ресурсов. Кровать из серебра по иммуну лучше больничной. То есть даже не нужно изучать что-то, достаточно накопить серебра на кровать и хилка готова.
А в случае с фастрегеном - такая кровать ещё большая имба.
А ведь ещё можно сделать кровать из фастрегена из фазария... Но это уже в другой мод идти надо.
Alex_1203 Oct 20, 2018 @ 8:17am 
Далее - хорошая идея с возможностью делать верстаки из разных материалов. Это крайне помогает при максимальных сложностях, особенно в пустынях и ледниках. И тут даже дело не в простом "помогает", а в том, что обычная их механика слишком сильно указывает на игровые условности. При этом бафф от условной пластали очень даже приятен и не рушит баланс (таки пласталь дорогая).
Alex_1203 Oct 20, 2018 @ 8:17am 
Так, теперь этот мод...
Для начала - спасибо за фикс кустов, хотя я ещё не уверен что они достаточно сбалансированы.
Отличный скрытый кабель, меня всегда бесило видеть в дверных проёмах обычный кабель.
Хотелось бы увидеть возможность сделать испарительный охладитель из камня (конечно с требованием малой части дерева). (Одно дело его один раз построить и чутка другое дело его постоянно заправлять деревом)
Shurik1236 Oct 19, 2018 @ 2:35am 
Мод конфликтует с чем то из Vegetable Garden.
Я как понял это в файле Patches/Prod14grass.xml
https://pastebin.com/6dSuDPhv