RimWorld

RimWorld

40 hodnocení
The Tiny Tweaks Collection
   
Ocenit
Přidat do oblíbených
Oblíbeno
Odebrat z oblíbených
Mod, 1.5
Velikost souboru
Přidáno
Aktualizováno
573.932 KB
7. čvn. v 6.40
15. říj. v 10.31
Poznámky ke změnám (29) – zobrazit
Abyste mohli použít tuto položku, musíte vlastnit DLC.

Klikněte na „Odebírat“ pro stažení položky
The Tiny Tweaks Collection

Popis
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.

- Firefoam turrets no longer need to be manually activated.

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.

- Tribal raids can now include psycasters.

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.

- Glasses now improve reading speed instead of reducing psychic sensitivity.

Vanilla Recycling Expanded and Vanilla Furniture Expanded - Power
- Nuclear reactors now produce radioactive packs.

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 Factions Expanded - Tribals
- Some structures from ReBuild: Doors and Corners lacked any tech requirements. If you have VFE - Tribals, they will be given a tech requirement of construction.

Vanilla Factions Expanded - Empire
- Imperial fighter pawns now almost always come with biocoded equipment.
- Beauty of the stellic throne has been buffed.
- High tier imperials now inherit their misc. apparel from IndustrialAdvanced instead of IndustrialBasic.

Vehicles Wrecks Expanded
- Quality of wrecks will now depend on proximity to roads. Asphalt highways will always spawn a T3 wreck, roads have a guaranteed high tier wreck - meaning either T2 or T3 - while dirt roads will have a guaranteed T2 wreck.
- Replaced the base game junk cars with T1 car wrecks from Vehicle Wrecks Expanded.
- Integrated the mod's functions with one of my other mods, Salvaging.



Credits
A big thank you to Warachia for allowing me to borrow several of their patches. Check out their mod, Too Many Mods - Compats and Rebalances!
https://steamproxy.net/sharedfiles/filedetails/?id=3250762483


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.

Interested in participating in the development of my mods? Join the Discord server!
[discord.gg]
Počet komentářů: 36
Zer0_Requiem 15. říj. v 20.25 
Okay, I'll let them know then. Thank you for taking a look!
turkler  [autor] 15. říj. v 20.19 
@Zer0_Requiem took a look, fixing it would require a change on their end. nothing I can do unfortunately
Zer0_Requiem 15. říj. v 17.07 
Do you know if you could make this mod compatible with https://steamproxy.net/sharedfiles/filedetails/?id=3241427647 ? As the feature that removes the backstory requirement for the Natural Meditation type doesn't work when used with your mod and I'm not sure why.
turkler  [autor] 13. říj. v 19.10 
@Paradox yay
Paradox 13. říj. v 19.02 
Dunno how I never saw this before, I like the sound of these tweaks. Shield Core stuff especially
turkler  [autor] 11. říj. v 3.28 
they're gone precisely because of that - they're way too cheap with little to no downsides. they're redundant with vfe architect so if you have both mods then they're just removed. as always, if there's a change you don't like, you're free to make a local copy for personal use
joe2_4 10. říj. v 22.18 
yeah like 20% of my walls r gone lol
BestNameExisting 10. říj. v 21.28 
Why were the rustic walls from rebuild: doors and corners patched out?
turkler  [autor] 25. zář. v 3.02 
@joe2_4 yes, but its cost was tweaked to reflect that
joe2_4 24. zář. v 13.47 
can you still fire out of siegebreaker armor or no