RimWorld

RimWorld

Not enough ratings
Kai Development Testing Patches
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5
File Size
Posted
Updated
386.855 KB
12 Mar, 2023 @ 10:53pm
15 Mar @ 5:11pm
15 Change Notes ( view )

Subscribe to download
Kai Development Testing Patches

In 1 collection by I Do My Own Stunt Mods ( Kai ) 
Kai's Introductory Mods
51 items
Description
Summary

Some patches for quick and dirty mod testing. I'm neurodivergent, and dev menus tend to be very, very noisy visually. This makes testing a strain on my spoons. To get around this, I started throwing together some 'crafting spots' that ultimately just let me drum up the non-architect items I need for testing purposes. It came with a side effect of being able to keep a certain amount around through the "make until we have X" option for longer testing periods or sandbox play.



Features

Sandbox Menu: Adds a sandbox architect tab with high-contrast little crafting spots. The Conjuring Spot and its more specialized kin allow you to create resources from nothing but a little labor. The Sandwich Spot uses a token amount of nutrition just so that you can test any new ingredients you throw in.

Patched Out Distractions: GoJuice, Smokeleaf, WakeUp, and Yayo won't give health conditions over time. No random heart attacks or chemical damage from these specific drugs. Test and compare other mood altering effects without WakeUp killing the pawn you're trying to test your unspeakable horrors on. Penoxycyline also prevents wound infections and cryptosleep sickness.

Optional DLC Support: If you have Royalty installed, you can make psychic amplifiers. If you have biotech installed, you can make mechlinks. Polux trees won't refuse to work due to nearby buildings. No changes or integration for Ideology.



Support for Other Mods
See the list below for mods I've been scrutinizing and picking apart like a man obsessed.

- Kai's Vending Machine: You can conjure tokens at a VERY rapid pace at the conjuring spot.

- RimEffect Core: Medigel, Prefab Components, Element Zero, LOKI Mechs, Biotic Amps, Omni-Tools

- Bill Doors' Berry Expanded: Create jam. Jam now restores most needs by a little bit and gives drug effects, including Penoxycyline and the other Core drugs I've modified. Pawns will eat up to 30 at a time depending on their remaining capacity for nutrition (bigger stomachs mod suggested). This should keep them going during testing while still letting you watch their stats go down when that's necessary for testing. Just use the survival meals instead and you're good.

- NanoRepairTech by Ogre: Create nano tech fuel. You will still need to dev research it to make it fully functional. I might patch it into the base scenarios if it's in high demand but I'm not presently hype about it.

- Killathon's Android Tiers Reforged: Conjure up nutrition and chem capsules. I wanted it to spawn android pawns but it only worked for the animals, so I cut it down to just materials. I will likely add free and instant versions of the skymind network components to the sandbox menu later on.

- Sumghai's Replimat and Medpod: Create the fancy unique components for the replimat computer and medpod. Standard MedPod moved over from Furniture tab to Sandbox tab.

- MorrowRim by SirMashedPotato: Introduces a separate Sandbox spot for this mod's ample recipe list. I named it the Sujammer because I'm funny. It's literally the same conjuring spot with a different nameDef and with a horrendously compressed version of the Sujamma art slapped over the top. If you don't see it, make sure you have MorrowRim: Ashlands loaded. Creates ash filter, ashformer, kwama eggs, moon sugar, skooma, double distilled skooma, skoomax, flin, sujamma, and ancient dagoth brandy. That last one is really great at inflating your colony wealth if you need to bump it for a raid test, because all that lovely alcohol is made in batches of 25.

- Mashed's Ashlands: Effectively an update for MorrowRim. The support is less so, but it exists now.

- Telvanni Technology by SirMashedPotato: Conjure up an energy stave (ranged basic or melee impact).

- Underground Food by RelaxedOtter: Lets you grow the plants from their mod in polluted terrain as well as the usual unpolluted dark spaces. No other changes.

- Psyblasters by Arquebus: Can make neuroblasters at the abjuration spot.

- Vanilla Psycasts Expanded by our great overlord Oskar, long may he reign: Yayo reduces psycast costs to 0. Including for raiders, actually, who may show up high on yayo and do some VERY funny things about it.

- cOmBaT eXtEnDeD???: Not anymore. I expanded the abjuration spot recipes to include stuffables, and in the process added sandbox versions of basic weapons.

- Lightsabers: You can quickly conjure up lightsaber internals and casings, and either a purple crystal or a hurrikaine crystal. Also adds a super fast swinging lightsaber, quick to make. Another reason it doesn't work with Combat Extended.



Your Feature Here?
I will be expanding the included items and dev mode patches over time as needed for testing. Requests that don't make testing harder will be considered. Cherry Picker can achieve similar things to what you'll find in some of my patches, but my adjustments are more precise and contextual than wholesale removal of HeDiffs from the game. I could use the dev palette but this just feels nicer.

Make a separate, additional save before introducing this mod to an existing save and before removing it from one, just in case. Delete the sandbox spots prior to removal, too, or you'll get some harmless red errors when you load up afterwards.
2 Comments
I Do My Own Stunt Mods ( Kai )   [author] 14 Jan @ 8:29pm 
Another update. Abjuration spot now has stuffable gear and armor, which I'd been procrastinating on forever. Now it no longer supports Combat Extended.
I Do My Own Stunt Mods ( Kai )   [author] 4 Jan @ 3:13am 
Smol update.

The Sujammer Spot itself now actually checks if you have the legacy MorrowRim mod it was made for installed. Should no longer appear without it. Lol bugs

Added a couple more drugs to the alchemy spot on a whim.