RimWorld

RimWorld

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Tiny Tweaks
   
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Mod, 1.5
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7 Jun @ 6:40am
24 Jul @ 5:07pm
19 Change Notes ( view )
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Tiny Tweaks

Description
Tweaks some aspects of the game and various mods, generally removes stuff I personally find to be unbalanced, redundant or not fun to play with. I'm open to suggestions on what should be tweaked or removed, though do note I'll only implement changes I agree with.

Vanilla changes
- Shield cores can now be bought from various traders and can occasionaly be found as a low frequency quest reward.
- Low-shield packs now leave behind a component after being used.
- The shield belt now requires a shield core to craft.
- Various mechanoids from the Biotech DLC which have shields now require a shield core to gestate. These mechanoids, when faced as enemies, will also drop shield cores.

Modded changes
You can have as many of the mods below as you want, patches will only activate for what you actually have loaded.

Vanilla Psycasts Expanded
- Fixed the issue where tribal factions did not inherit the VPE patch that allowed them to have psycasters in their raids.

Vanilla Apparel Expanded
- Removed the Casual T-Shirt. It was just a normal shirt with the Rimworld logo, which breaks my immersion.
- Balaclava Mask can now be worn under helmets.
- Glasses and Sunglasses now render under main head apparel but above masks like the Balaclava.

Vanilla Apparel Expanded — Accessories
- Removed the ranged shield belt. I think shield belts not allowing you to fire out of them is a really nice gameplay mechanic.

- The Backpack now also grants +35 personal carrying capacity.

Vanilla Armour Expanded
- Siegebreaker armor and its prestige variant now require a shield core to craft.

Vanilla Apparel Expanded
- Sunglasses and glasses, despite having apparel tags assigned to them, had a generateCommonality of 0 and thus would never actually spawn as apparel. I tweaked this to 0.03, allowing them to rarely spawn on pawns.

Vanilla Furniture Expanded - Farming
- Removed the Planter Box, I thought it was too powerful as it allowed you to have decent soil even in maps where not having fertile soil is the challenge.

Vanilla Furniture Expanded - Architect
- Removed the Log Wall. It's a redundant type of wall, especially with ReBuild: Doors and Corners which adds unique textures to walls based on their stuffable material.

Vanilla Furniture Expanded - Security
- The shield generators now require the shield cores from the Royalty DLC. The construction costs of these shield generators were adjusted accordingly.

- Reduced the build cost of Barbed Wire to 5 steel per tile. It was way too expensive for the little benefit it provided, it now has its niche alongside walls and traps.

- Removed the research requirement for trenches and platforms. They were pretty useless by the time you unlocked them at mid-industrial (They had a prerequisite of mortars, ffs.), they are now a low tech defense tool.

- Completely removed the Trench Warfare research, the few things it unlocks are redistributed to other research projects.
\- You get the HMG Complex with Gas Operation, which is when you get the HMG in vanilla.
\- You get the Decoy with Complex Furniture.
\- You get Barbed Wire with Smithing.

- Renamed the Military Turret to the Twin Turret.

Vanilla Factions Expanded - Classical
- Large Passive Cooler has been nerfed, it can now only bring temperatures down to 2 degrees. This is enough to refrigerate, but not freeze, foods. It's description and stats have been tweaked accordingly.

Vanilla Factions Expanded - Pirates
- Warcaskets with shields now require a shield core to craft.

Vanilla Temperature Expanded
- The Standing Cooler, the electronic variant of the Passive Cooler from the base game, no longer requires components to build. This is inline with VE balance as the ceiling fans, removed with this patch, also did not cost components.

- The various wall-mounted appliances, alongside the ceiling-mounted ones, have been removed. They just felt redundant and ugly to me.

Vanilla Weapons Expanded
- Moved around some research requirements to compensate for the removal of the Trench Warfare research project.

- The Combat Handgun is now unlocked with the Specialized Weapons research instead of Blowback Operation. The Combat Handgun is a straight upgrade compared to the Autopistol and it was odd for the two to be unlocked at the same level of research.

Vanilla Traits Expanded and Vanilla Ideology Expanded - Memes and Structures
- Added ideology agreement/disagreement tags to many traits. A big thank you to Warachia for letting me borrow some of their code for this!

Vanilla Traits Expanded and Vanilla Races Expanded - Highmate
- Several traits from VTE now trigger highmates' psychic bond effects. A big thank you to Warachia for letting me borrow some of their code for this!

Vanilla Traits Expanded
- Some structures from ReBuild: Doors and Corners that lacked tech requirements have been assigned some.


Recommended mods:
Techprint Expansion
https://steamproxy.net/sharedfiles/filedetails/?id=2910923103
This mod adds new Techprint requirements to several research projects, forcing the player to buy, gain or receive as a quest reward technologies like Gunsmithing from factions of relevant tech levels.
14 Comments
Euterpe  [author] 18 Jul @ 8:57pm 
new uddate, psycasters can now spawn in raids from all tribal factions, as oskar intended
Lemaia Borb 26 Jun @ 10:21pm 
Thank you so much for sorting all the individual patches so nicely! I liked alot of the changes ya made but wasnt exactly a fan of completely removing log walls (I just think they look nice :>) And bein able to simply cut that piece out is a blessing!
Nextia 25 Jun @ 5:27pm 
thank you turkler, very cool
Euterpe  [author] 24 Jun @ 7:05am 
@Psyckosama no, though you're free to make a local copy and delete patches you don't like. all the patches are neatly sorted into folders and named accordingly
Psyckosama 23 Jun @ 5:37pm 
Question, is this mod options menu capable?
Euterpe  [author] 23 Jun @ 2:08pm 
new update out
Euterpe  [author] 16 Jun @ 6:51pm 
@Incogmeato no but you can make a local copy of the mod and delete the patches you don't like
Incogmeato 16 Jun @ 9:28am 
Are there toggles for any of these options? I like all of them except the removal of planter boxes. I get the reasoning behind it, but I like to use the planters for decor and to fill awkward indoor spaces in my base with flowers.
Euterpe  [author] 10 Jun @ 4:13pm 
fixed an obscure mismatch between this mod and the portraits of the rim, potr doesn't like it when you remove apparel it seems. should be solved now
Inquisition 8 Jun @ 8:01pm 
These are good changes, thank you.