RimWorld

RimWorld

Cybernetic Storm
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Opdatering: 12. aug. 2020 kl. 1:10

Updated to 1.2

[Auto-generated text]: Update on 8/12/2020 9:10:15 AM.

Opdatering: 13. maj 2020 kl. 1:19

[Auto-generated text]: Update on 5/13/2020 9:19:40 AM.

elStrages [author] 43 minutes ago
Thanks you. I have gone in and adjusted the stats and added missing ones too. Ultra steel is 20% better than plasteel, and ultrathread is 20% better than hyperweave. Carbon fibre is a little better than cloth now. silkvine value is low due to it being an item that is to be woven to make ultrathread. on its own it has no value, however ultrathread has a very high value. i did notice that my crafting levels were wrong on the ultrathread too, set at 3 and 5 and have moved them to same as ultrasteel at 8 and 10. everyone can grow it, not many can make it. hopefully this will ballance everything out!

Bacon 10 May @ 11:21pm
Noticed that when installing brain implants removes psychic amps; however, it only removes one psychic amp even when the pawns have used multiple amps. I few odd things I have always noticed was ultrasteel not having any armor value, silkavine having low value and ultrathread having lower durability than cloth (unless intended).

Opdatering: 1. mar. 2020 kl. 10:38

[Auto-generated text]: Update on 3/1/2020 6:37:57 PM.

Opdatering: 26. feb. 2020 kl. 11:43

---------------------------------------- Version: V1.11 Change Log ----------------------------------------
Armour
- Now created at the Fabrication Bench

Categories..
- Reworked and built into vanilla. Was over complicated.

Clothing
- Now created at either tailoring benches

Prosthetics..
- Added missing construction menu
- Bionics brought up to 125% - skill 8
-- Steel changed to plasteel as in vanilla, removed synthread and replaced with spacer component.
- Created Archotech items to the crafting at 150% - skill 10
-- Require polasteel, spacercomponent and synthread and increased qty of resource needed.
- Upped cybernetics by 200% and increased costs in most cases. - skill 12
-- cybernetic craft time increased on all items, except arms and legs that were reduced. this was to take into account archotech.

Research..
- Added research bench requirements to research
- Reorganised the tech tree
- Added archotech interval
- Nano Technology no longer need bio-mech studies

Workbenches..
- Nanotech workbench resized bigger and renamed to fit in with vanilla, now advanced fabrication bench (will not affect saves)

Opdatering: 24. feb. 2020 kl. 4:18

---------------------------------------- Version: V1.10 Change Log ----------------------------------------

General..
- Fixed all compile errors.

Artwork.. (all WIPs as I'm no graphics artist)
- Weapons re coloured on rank.
- Nano Generator updated slightly.

Buildings..
- Advanced hydroponics renamed.
- Advanced hydroponics needs advanced component instead of component.

Floors..
- Added them for both ultrasteel and ultrathread

Implants..
- Combined Butchering into Cooking brain implants
- Combined smithing, tailoring, artist implant into Crafting and five it the GeneralLaborSpeed modifier.
- Changes brewing implant to narcotics implant
- Removed old stages code on body part manipulation. Using % system based off of bionic parts.
- Removed prosthetic's from mod as duplicated now vanilla items.
- Cybernetc's (mostly) will work at 150% (bionic is 125% as per vanilla)
- Prosthetic's moved to machining table.
- Bionics moved to fabrication table from machining table
- Removed all duplicate in relation to vanilla

Items..
- Carbon Fibre rework, old stat bases were causing obscure results. Used steel as benchmark.
- Changed Carbon Fibre to Raw Resource and turned flammability down.
- Ultrasteel stack lessened to 75.
- Ultrasteel given a unique colour.
- Ultrasteel max hit points raised to be above plasteel.

Power..
Added ultrasteel power cables!

Research..
- General Remapped to vanilla costs.
- Fixed research queue. Adjusted where cybernetic research fits in as it was unlocking too early.
- Worker suits got their own research and is unlocked earlier and moved behind complex clothing.
- Carbon arms and legs moved to prosthetic's
- Prosthetic's renamed advanced prosthetic's and reduced by 85% as is bolt on research.
- Nano-Tech now need advanced fabrication as all items after need advance components.
- Offensive doctrine moved from behind gun smithing to behind Precision Rifling.
- Defensive doctrine moved form behind complex clothing to behind powered armour.
- Bio-mechanical studies moved form behind smithing to behind bionics, and reduced cost by 80% as is bolt on research.
- Advance Materials reduced by 30% as is bolt on research.
- Arsenal reduced by 50% and basic weapons moved here.

Weapons..
- Tier 1 weapons now use machining table
-- Weapons are all based of vanilla industrial weapons and needs Precision Rifling to unlock
- Tier 2 Weapons now use fabrication bench
-- Weapons are based of vanilla spacer weapons and needs Advanced Fabrication to unlock
- Tier 3 Weapons now use Nano-Tech Bench
-- High end weapons used by super race and require nano technology to unlock ;)
- Tier 4 weapons section added, for later expansion.
-- Currently holds the Cyber storm weapon.

Opdatering: 1. maj 2019 kl. 7:48

[Auto-generated text]: Update on 5/1/2019 3:48:32 PM.

My Brain Hurts Update:

Fixed implant coding issues on certain entries.
Missing file which didn't throw an exception was re-added.
Prices of implants have been reduced to co-inside with vanilla.
Random varied texture bugs.
Coding updates and slimming to reduce wasted areas.

Opdatering: 20. apr. 2019 kl. 3:47

[Auto-generated text]: Update on 4/20/2019 11:46:52 AM.

MORE POWER Update:

Power items re-coded and introduced into the mod again.
Small stat changes on the battery
Cost changes to bring inline with mod and vanilla.
(Images in the process of updating, simple sprites at the moment)

Opdatering: 14. apr. 2019 kl. 8:36

[Auto-generated text]: Update on 4/14/2019 4:36:00 PM.

Time is precious update:

Skilkavine Changes:
Decreased Grow days moved from 15 to 6
Increased Skill needed to sow from 6 to 8
Increased Yield from 7 to 9

Weapon Crafting times reduced by 78% max timing 60000 ticks aka 24 in-game hours
(This overall brings the times more in line with vanilla items, I over speculated by a lot)

Armour Crafting times reduced by 66% max timing at 60000 ticks
(All times are reflective of vanilla items)

Research Tree simplified.
Times reduced by around 20%
Offensive Doctrine now opens all weapons.
Defensive Doctrine now opens all armour.
Cybernetics opens up limbs and organs.
Omni Tech now opens up all implants.
Medstations removed and absorbed into Nano medicine. (for later use)

Resource recipes, changed lower input resource to 1 in most cases.
Ultrathread processing changed to a 1 to 2 ratio and a mega batch recipe added.
Ultrathread production time halved. (Intermediate resource so not as valuable)

Opdatering: 27. jan. 2019 kl. 7:06

[Auto-generated text]: Update on 1/27/2019 3:06:32 PM.

-- Armour anmd Graphips Update --

- NT09 Graphics slightly tweeked
- NT09 Helmet added
- NT09 Flak added and replaced leggings
- Worker suit graphics fixed
- Worker suit stats adjusted to reflect progression
- Worker suit helmet added
- RAINAR graphics fixed and updated
- RAINAR Flak added and replaced leggings
- RAINAR Helmet stats updated but graphics are still ongoing (i wasnt happy)
- NanoTech Medacine has been updated to reflect correct path between parents
- NanoTech shoulr now be storable in your stock pile.

Opdatering: 20. jan. 2019 kl. 1:54

[Auto-generated text]: Update on 1/20/2019 9:54:47 AM.

Armour Update.

- Changed old negative temperature stats to positives and reflect increase from vanilla items
- Added in missing stat values including some Mass and costing variables
- New art coming soon!