RimWorld

RimWorld

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Permits: Re-Examined
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9. juli kl. 7.47
11. juli kl. 17.14
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Permits: Re-Examined

I 2 samlinger av Smxrez
Re-Examined Mod Series
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Smxrez's mods
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VFE - Empire HIGHLY recommended but not required. The infographics and mod page text assume you have it.

I’ve used permits in every single run since getting Royalty, and not once have I touched the resource permits.

Why would I want 250 steel every 45 days when I can just go mine 6 steel ore and instead use that permit point on something actually strong, like an orbital strike or trooper squad?

It feels like almost every resource permit is just totally outclassed by the offensive ones. The resource drops are very small, while the combat ones let you easily handle strong raids or off home tile fights with ease.

So I made this mod to give the resource permits some love.

Be warned that this mod is strictly buffs, so yes it will make the game easier.

What’s changed:
  • Big buffs across the board to resource permit yields.

  • Improvements to the Striker Turret Drop and Burnout Shield Drop, which were just underwhelming compared to other combat options.
Whats been added:
  • Call medic team: heal up your troops after a rough fight.*

  • Call trauma surgeon: for surgery, bad infections, or near-death pawns.*

  • Antigrain Warhead Drop: because sometimes, you just want something gone.
(*Medical supplies not included)

As always, if you run into a bug, please leave a comment containing a hugslib log + what you were doing when it happened. (If you don't give me a hugslib log and I chop off your limbs)


[ko-fi.com]








Full list of changes:
- 3 New permits (Antigrain warhead drop, Call medics, Call trauma surgeon) - Steel drop (250 -> 750) - Gold drop (50 -> 100) - Plasteel drop (55 -> 110) - Jade drop (100 -> 300) - Uranium drop (80 -> 240) - Stone drop cooldown (45 -> 30) - Food drop (20 -> 35) - Noble food drop (15 -> 25) - Wood drop (400 -> 1250) - Chemfuel drop (220 -> 685) - Cloth drop (330 -> 1000) - Synthread drop (125 -> 375) - Devilstrand drop (90 -> 270) - Hyperweave drop (55 -> 165) - Component drop (15 -> 25) - Advanced component drop (3 -> 5) - Silver drop 500 -> 1500 - Herbal medicine drop (40 -> 50) - Industrial medicine drop (25 -> 30) - Glitter tech medicine drop (5 -> 8) - Shell drop (10 -> 20) - Striker turret drop (3 -> 4) - Burnout shield cooldown (45 -> 30)




Q: CE Compatible?
A: I don't see why not.
Q: This sounds op! muh balance!
A: I tried my best to keep things balanced while also keeping things fun. If you think something is off, let me know!
Q: Save game compatible?
A: Should be safe to add and remove as long as you don't have any of the new permits.
Q: 1.5?
A: I haven't tested but I don't see why not. however I wont be offically supporting 1.5.
45 kommentarer
Ben Delver 11. okt. kl. 7.18 
ooooooh shit gotem
Nova Solarius 11. okt. kl. 2.35 
You know what's nice about mods? If you don't want them to impact your game, you can simply not install them.
Dealer Mangan 10. okt. kl. 18.29 
Okay, here's the thing. When you are good on resources, you have no reason to take the resource reward even if it's high number. The only reason to choose a resource reward in the first place is when you have a deficiency.

When facing a deficiency, the original values for the resource drops are more than enough to save you and give you a bit more time to come closer to solving the deficiency on your own. They're not meant to permanently solve your shortage.

With the values in this mod, however, you can permanently solve shortages for all crucial resources, trivializing the game. Imo, the challenge from facing shortages is what makes the game engaging, it gives you problems to solve. These kinds of overwhelming increases in permit rewards go beyond making them "useful", it permanently prevents a lot of resource-related problems to ever reappear.

To each their own :er_sweat:
Smxrez  [skaper] 10. okt. kl. 17.33 
@Dealer Mangan resource permits were beyond useless meanwhile combat permits provided huge value
This mod aims to make resource permits actually useful but as a side effect things are going to be easier yes because most things are stronger
Dealer Mangan 10. okt. kl. 16.29 
imo permits were never meant to be your main source of materials, this mod just makes them insanely op. would rather like to see some kind of system that scales the number of resources from permits based on your title, or colony wealth, etc.
Stupid kid 14. sep. kl. 3.46 
Very nice but could it be possible to change the quantities with a slider/decrease the uranium (it's the only one that feels a bit overpowered)
ggfirst 31. aug. kl. 9.46 
its re-examined mod I think it can be cool to add such function to this mod. then people can generally use this mod as a QoL mod in expension for Royalty. Just suggestions.
Smxrez  [skaper] 31. aug. kl. 9.36 
@ggfirst
Q1: you would have to modify the xml files for each respective mod
Q2: Read the FAQ
ggfirst 30. aug. kl. 21.12 
Q1 : Is it possible to make disable some permits? Just like cherry picker. I would like to erase some absurd permits from VFE-E and Royalty, but cherry picker woudlnt' let me to modify permits

Q2 : Does it work on 1.5?
thanks
Jan2607 29. aug. kl. 13.23 
Ah okay, that makes sense