XaiJu
oskarpotocki
oskarpotocki

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RimWorld 1.4 Updating: Round 2 'Guns and Tables'

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

Hi 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

The 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


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