RimWorld 1.4 Updating: Round 2 'Guns and Tables'
Added 2022-10-20 11:35:38 +0000 UTC
Hello folks!
I bring you the second batch of updated mods that work on 1.4 unstable branch. More will follow tomorrow when the DLC drops. We will try to update them all as quickly as possible, I promise!
Vanilla Furniture Expanded
https://steamcommunity.com/sharedfiles/filedetails/?id=1718190143
Vanilla Furniture Expanded - Medical
https://steamcommunity.com/sharedfiles/filedetails/?id=1718191613
Vanilla Weapons Expanded
https://steamcommunity.com/sharedfiles/filedetails/?id=1814383360
Vanilla Apparel Expanded
https://steamcommunity.com/sharedfiles/filedetails/?id=1814987817
Vanilla Armors Expanded
https://steamcommunity.com/sharedfiles/filedetails/?id=1814988282
Vanilla Furniture Expanded - Security
https://steamcommunity.com/sharedfiles/filedetails/?id=1845154007
Vanilla Furniture Expanded - Production
https://steamcommunity.com/sharedfiles/filedetails/?id=1880253632
Vanilla Weapons Expanded - Quickdraw
https://steamcommunity.com/sharedfiles/filedetails/?id=1906780517
Vanilla Furniture Expanded - Farming
https://steamcommunity.com/sharedfiles/filedetails/?id=1957158779
Vanilla Furniture Expanded - Art
https://steamcommunity.com/sharedfiles/filedetails/?id=1968134023
Vanilla Weapons Expanded - Laser
https://steamcommunity.com/sharedfiles/filedetails/?id=1989352844
Vanilla Furniture Expanded - Spacer
https://steamcommunity.com/sharedfiles/filedetails/?id=2028381079
Vanilla Furniture Expanded - Power
https://steamcommunity.com/sharedfiles/filedetails/?id=2062943477
Vanilla Furniture Expanded - Props and Decor
https://steamcommunity.com/sharedfiles/filedetails/?id=2102143149
Vanilla Weapons Expanded - Grenades
https://steamcommunity.com/sharedfiles/filedetails/?id=2194472657
Vanilla Weapons Expanded - Heavy Weapons
https://steamcommunity.com/sharedfiles/filedetails/?id=2329126791
Vanilla Weapons Expanded - Coilguns
https://steamcommunity.com/sharedfiles/filedetails/?id=2375692535
Vanilla Weapons Expanded - Makeshift
https://steamcommunity.com/sharedfiles/filedetails/?id=2419690698
Vanilla Weapons Expanded - Frontier
https://steamcommunity.com/sharedfiles/filedetails/?id=2454918139
Vanilla Weapons Expanded - Non-lethal
https://steamcommunity.com/sharedfiles/filedetails/?id=2454918354
Vanilla Weapons Expanded - Tribal
https://steamcommunity.com/sharedfiles/filedetails/?id=2454918552
Vanilla Apparel Expanded - Accessories
https://steamcommunity.com/sharedfiles/filedetails/?id=2521176396
Vanilla Furniture Expanded - Architect
https://steamcommunity.com/sharedfiles/filedetails/?id=2608762624
Please remember you can read full list of changes over at the link below:
https://docs.google.com/document/d/12kwpj76Mz2f5LhDVC1vlIiOFL6exGxCt9cYjXUdqaIs/edit?usp=sharing
Comments
We have no plans for that just yet, as it would take tremendous amount of patches and edge cases to cover. Classical is like that since the research projects get unlocked by the Senators - you don't actually need to research them.
Oskar Potocki
2022-10-21 08:01:55 +0000 UTCHi Oskar, I'm loving the rebalancing of older VE mods and hope to see it continue. It's great to see they haven't been forgotten and left behind to focus entirely on new content. This also leads into a question, do you or the team have any plans to look at slimming down the research projects for some of VE's mods? I find that the research tree has grown very unwieldy as more are released, and while it's true in my case this is in part due to other mods, the vast majority come from VE. Some VE mods have a lot of individual projects to research for minor unlocks, which means if you want to see all the features, you need to spend a considerable time investment that could be used for more important projects. This is perhaps most apparent in the recent VE Classical mod, which has something like 10 research projects worth 1000 points each, each unlocking an individual item or building, most of which are made obsolete as soon as or shortly after you research electricity (excluding tribal or medieval roleplay runs). This is similarly noticeable (for example) in VE Cooking and VE Medieval, with several projects for individual methods of cooking, like making soup, deep frying, canning, etc. This is contrasted with the VE Brewing mod, which puts all methods of brewing spirits under a single umbrella project; it would be nice to see something similar done for the others such as putting these projects into single, more expensive general "industrial food preparation" and "medieval food preparation" projects. This is of course only a specific example and you may be able to find others. It could be argued that one could just skip these projects to focus on more important ones, but I enjoy being able to fully explore the content of VE - I find the research time barrier is a significant factor preventing me from doing this as I am typically in a constant arms race with enemy factions. Has something like this been considered by the team?
Legion
2022-10-21 00:28:30 +0000 UTCThe tear gas in VWE - Non-lethal isn't working properly in 1.4. Whenever a pawn is inside the gas cloud, the effect is repeatedly applied for a moment, removed and reapplied
SP4RTAN
2022-10-20 17:17:47 +0000 UTC