RimWorld

RimWorld

Permits: Re-Examined
Počet komentářů: 45
Ben Delver 11. říj. v 7.18 
ooooooh shit gotem
Nova Solarius 11. říj. v 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. říj. v 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  [autor] 10. říj. v 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. říj. v 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. zář. v 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. srp. v 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  [autor] 31. srp. v 9.36 
@ggfirst
Q1: you would have to modify the xml files for each respective mod
Q2: Read the FAQ
ggfirst 30. srp. v 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. srp. v 13.23 
Ah okay, that makes sense
Smxrez  [autor] 29. srp. v 13.12 
@Jan2607 ah its very likely related to translations in that case
I didn't think about that so im pretty sure it only overwrites the english description
Jan2607 29. srp. v 12.14 
No, just mods that touch psycasts, but not the permits. Maybe it's a translation thing? Because I use German. Well, since it sends the correct amount of resources it does not matter that much. Thanks for the reply.
Smxrez  [autor] 29. srp. v 9.06 
@Jan2607 thats odd on my end they have the correct values in the descriptions
are you using any mods that might touch permits too?
also yes antigrain is only for VFE Empire
Jan2607 29. srp. v 3.44 
Okay, tried the steel drop. It drops the correct amount of 750 steel.
Jan2607 29. srp. v 3.42 
Antigrain warheads drop is for VFE Empire only? And for some reason in the resource drop permit desriptions it says still the vanilla values.
Smxrez  [autor] 11. srp. v 16.17 
@[PR] 3XLThobe the Royalty DLC's permits
HavenOnline 11. srp. v 14.50 
pause... Building Permits? Land Use Permits? Dawg What Is A Permit
rainydays100 9. srp. v 0.34 
ill lyk how 1.5 goes
Blueo 24. čvc. v 18.12 
Is the anti grain drop exclusive to VFE - Empire? don't see it in vanilla
Ben Delver 14. čvc. v 7.19 
anyone know if theres a way to disable military aid called by permit from fleeing?
Molay 14. čvc. v 2.57 
Trauma surgeon is such a cool idea! Installing thousands worth of bionics without failure is a very welcome thing for a solo mechanitor :)
Wolfette 11. čvc. v 20.21 
Okaydokey, hope you figure out whatever the issue is! I imagine the 1.6 officially release has something to do with it.
Smxrez  [autor] 11. čvc. v 17.15 
1.1.1
- Both medic permits cooldowns 60 -> 45
- Both medic permits aid duration 1 -> 1.5

Was planning to add VAE scrubs etc but I was having some weird issues with VAE when attempting to make the patch so that's postponed till i can figure out the problem
Smxrez  [autor] 10. čvc. v 22.20 
@Wolfette thats a good idea actually i'll include that in the next update (tmr probably?)
Wolfette 10. čvc. v 22.19 
Sweet, do they wear VAE scrubs and surgical masks if the said mods are present?
The Helldriver 10. čvc. v 21.43 
Y E S
Smxrez  [autor] 10. čvc. v 21.40 
@Wolfette
Medics:
- 3 Pawns
- Skill range 8-11
- Mask + shirt and pants made out of synthread
Trauma surgeon:
- 1 Pawn
- Skill range 17-20
- Mask + shirt and pants made out of hyperweave

Both stay for 1 day
Checking this makes me realize I forgot to buff them after testing lol
Its not that great for a 60 day cooldown
Wolfette 10. čvc. v 17.52 
What are the specifics of the Medics and Trauma Surgeon, IE skill range, forbbiden work types, what they have equipped, how long they will stay ect?
VoidFP68n 10. čvc. v 14.59 
@D3K43 Agreed, Way too underwhelming, I suggest adding config options and reducing timer by a LOT
Salt Dagger 10. čvc. v 8.59 
I found permits bearable with Auto Permits but when that mod seemed to stop working for me I def did use them less. Nice to see them get buffed though ty ty ty
lostormisplaced 10. čvc. v 7.59 
Yay, I love the reexamined series!
Smxrez  [autor] 9. čvc. v 18.35 
@AlphaAmpersandOmega It wont change their values but nothing should break as long as they don't use the same tiles for new permits that I do
AlphaAmpersandOmega 9. čvc. v 18.09 
Will this work with More Permits and Better Permits?
D3K43 9. čvc. v 17.20 
Resource drops are still underwhelming imo. A high-wealth colony can burn through 750 steel in a few days. Almost every building industrial-grade and above takes steel as a resource, and usually a lot of it.
IVANko 9. čvc. v 12.43 
This one is really nice, thank you :galelove:
Evan 9. čvc. v 11.04 
By the way I just noticed the Antigrain permit and I must say, I love it. A reliable way to get a hold on them is lovely, and considering ORBITAL SLICING BEAM it seems reasonably balanced as far as permits go.
Smxrez  [autor] 9. čvc. v 10.48 
1.1.0
- No longer requires VFE - Empire
Smxrez  [autor] 9. čvc. v 9.33 
@Nova Solarius ill think about it
Smxrez  [autor] 9. čvc. v 9.33 
I have had people unironically do that before thats why I said something
Smxrez  [autor] 9. čvc. v 9.33 
@FLAVORTOWN 2, THE FLAVANING oh lol my bad
Evan 9. čvc. v 8.56 
Nice, I loved the permits but some of them definitely were "Sure, I guess." compared to ORBITAL SLICING BEAM or the (pre odyssey) almighty Shuttles.
totally not a lootbug 9. čvc. v 8.45 
I am aware, I was continuing the trend of 'brain dead person doesnt read FAQ, asks question already answered'
Nova Solarius 9. čvc. v 8.41 
Can you maybe make the advanced component drop not replace the regular component drop? I basically never take the advanced comp drop specifically because it replaces the regular one, and the regular one tends to be more useful for me. If I really need advanced comps, I currently just take the gold one (plasteel drop is already a standard pick for me) and make them myself.
Smxrez  [autor] 9. čvc. v 8.17 
@FLAVORTOWN 2, THE FLAVANING
Untested but like the faq says I don't see why it wouldn't work
The doctors use un-modified vanilla gear and then I just modify the resource drop amounts for permits
totally not a lootbug 9. čvc. v 8.16 
I have read the FAQ, but to continue the brain dead and quite stupid trend: CE compatible? (Please don't antigrain warhead my tribal hut)