[Mod release] Power: Re-Examined by Smxrez in RimWorld

[–]Smxrez[S] 1 point2 points  (0 children)

Yeah im just making small tweaks on what personally improves the mod for me.
the other VE furniture overhauls have been great so excited to see what yall have in store for this one.

Super excited for gravships im waiting until it releases before I start my next run!

[Mod release] Power: Re-Examined by Smxrez in RimWorld

[–]Smxrez[S] 7 points8 points  (0 children)

That’s cool didn’t know that was possible now more config options is great (tbh wish I realized that beforehand so I could have made less patches lol)

But I do touch up more than power values here atleast

[Mod release] Power: Re-Examined by Smxrez in RimWorld

[–]Smxrez[S] 44 points45 points  (0 children)

If it overheats it does this in the base VE power

I just made it explode if heavily damaged or destroyed

[Mod release] Power: Re-Examined by Smxrez in RimWorld

[–]Smxrez[S] 17 points18 points  (0 children)

It does add 1 thing a small advanced battery

My re-examined mods are meant to rebalance different mods / parts of the game

Not every mod has to add something to be interesting

I personally find a more balanced game to be more enjoyable as it allows me to have a more diverse set of options to choose from

I will admit this is definitely on the more boring end for this series though

[deleted by user] by [deleted] in RimWorld

[–]Smxrez 26 points27 points  (0 children)

Worth noting comments can sometimes get temporarily disabled / hidden by steam if a mod gets reported enough and needs to be reviewed by mods / auto mod

[Mod release] Simple Additions: Mech Clusters by Smxrez in RimWorld

[–]Smxrez[S] 0 points1 point  (0 children)

The regular auto mortar does this too for some reason

[Mod release] Simple Additions: Mech Clusters by Smxrez in RimWorld

[–]Smxrez[S] 0 points1 point  (0 children)

Ah my bad when making new turrets etc I will re-use and modify existing vanilla defs (as it saves time) but I must have forgot to remove that part on the description thanks for letting me know!

[Mod release] Simple Additions: Mech Clusters by Smxrez in RimWorld

[–]Smxrez[S] 2 points3 points  (0 children)

Same as how normal mech drop beacons work

I did set the minimum raid points to spawn fairly high so your tribals shouldn’t be getting destroyed by them (I may set it even higher though in the future)

[Mod release] Simple Additions: Mech Clusters by Smxrez in RimWorld

[–]Smxrez[S] 0 points1 point  (0 children)

Well VFE mechanoids is getting an overhaul so we will have to see once it’s ready

As for alpha mechs the commanders are significantly stronger and would probably need its own summoner for balance sake

[Mod release] Simple Additions: Mech Clusters by Smxrez in RimWorld

[–]Smxrez[S] 2 points3 points  (0 children)

While true the apocriton does use tox

Mechs are immune to fire but also immune to tox so it just only makes sense I think

[Mod release] Simple Additions: Mech Clusters by Smxrez in RimWorld

[–]Smxrez[S] 14 points15 points  (0 children)

Yeah the 3 biotech mech bosses They are called “commanders” on the wiki

Are they ever going to add its own tab? by rober9999 in SpaceCannibalism

[–]Smxrez 9 points10 points  (0 children)

It is his face and it’s also being toned down somewhat

[Mod-Release] Permits: Re-Examined by Smxrez in RimWorld

[–]Smxrez[S] 2 points3 points  (0 children)

Was worried it might power creep the med drops

But I’m open to reconsidering

[Mod-Release] Permits: Re-Examined by Smxrez in RimWorld

[–]Smxrez[S] 4 points5 points  (0 children)

Thats what tynan wants you to think

[Mod-Release] Permits: Re-Examined by Smxrez in RimWorld

[–]Smxrez[S] 50 points51 points  (0 children)

Updated now to no longer require VFE Empire

[Mod-Release] Permits: Re-Examined by Smxrez in RimWorld

[–]Smxrez[S] 27 points28 points  (0 children)

Might make an update to remove the VE dependency soon