RimWorld

RimWorld

[LYN] Nanotech Overpower
Lyn the Cookie  [developer] 21 Mar, 2023 @ 8:35am
Changelog
Changelog
21 Mar 2023
- Added the Nanocabinet (huge bonus to work speed and research speed)
- Fixed floor not being paintable
- Fixed colors in the CE folder
- Fixed graphic for the nanoblaster ammo for CE

23 February 2023
- Updated to 1.4
- Added new graphic for the Nanoblaster, thanks to June!

8 March 2022
- Added CE compatibility

25 January 2022
- Removed weapon tags from Nanoblaster so that it should stop spawning on NPCs now.
- Increased value of Nanobots and cost of Nanotile.
- Vanilla Expanded Framework is now required because it contains code to prevent the nanotech from spawning on NPC bases.

26 July 2021
- Added remove soil function for Nanosoil.
- Removed Gunsmithing requirement for Nanoblaster.
- Added support for RT Fuse - if you use this mod, your Nanobattery will now act as a fuse as well. It can safely discharge all of its power, plus 50,000 more.
- Changed Nanotile color to fit the material color.
Last edited by Lyn the Cookie; 21 Mar, 2023 @ 8:36am
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Showing 1-1 of 1 comments
Good afternoon @Lyn the Cookie. Is there any chance to have another look at the CE patch? It has already been updated to 1.5 standards, though the latest updates are in their Github.

This is because the Nanoblaster Ammo has a red X on it and while it can be made and equipped by pawns, the loaded Nanoblaster Gun refuses to fire and my pawn goes into melee instead. Same with the Nanoturret as it is asking for CE Generic Ammo for reload.

The rest of the mechanics such as the resource generation and nanobots material have no problems.
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Showing 1-1 of 1 comments
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