Mod «Researchable Stat Upgrades Rewritten» for Rimworld (v1.0 - 1.4)

+1
07:33
862
Researchable Stat Upgrades Rewritten
Reupload/Rewrite of SS Researchable Stat Upgrades for 1.4


I'll be maintaining this where I can for as long as I can - AKA as long as I stay interested in RimWorld modding. -kd8lvt

Mod requires:
XML Extensions
Harmony
HugsLib

 

Major Updates for 1.4:

> Initial stages of the rewrite are complete. Will be working more on it in the coming weeks.
> Fixed compatibility with Better Ground Penetrating Scanners!
> Some pretty major (hopefully) performance improvements
> ResearchDependentStatDefs can now handle buildings MUCH easier

Major Updates for 1.3:

> Ideology Slaves do not get Combat-related bonuses
> Mod Config

If you encounter any bugs, please send me your HugsLib log through pastebin/gist/etc, as I can't do anything without it. If you can't get HugsLib to export a log for any reason, the Player.log will also work.




Adds stat upgrades that can be researched.

====STATS SHOWCASE====

TIERED
Mining: Improves mining speed. Included Pneumatic Picks research back from Alpha 12 for nostalgia.
Growing: Improves harvest speed and harvest success chance.
Building: Improves construction speed and construct success chance.
Animals: Improves animal gather speed and animal gather chance.
Productivity: Improves move speed and global work speed. Also a repeatable research at the end of the tree
v.1.0
Combat: (courtesy of Swenzi) Improves various stats in combat. (Daniel_USA you were just a bit too late :P)
Medical research: (Courtesy of KingSihv) Improves medical operation speed, quality and success chance.

SINGLE
Nutrient Resynthesis: Nutrient paste dispenser uses 33% less resources. 1000 research points. Also back from Alpha 12
Gun turret cooldown: Gun turrets fire shots in bursts of 4 instead of 3. Also back from Alpha 12
v.1.0
Nutrient flavoring: (name from rageage001) reduces mood debuff of eating mutrient paste meal from -4 to -2.
Psychology: (Courtesy of KingSihv) Prisoner recruit chance increased by 15%
v.2.0
Scanner Efficiency: (Courtesy of KingSihv) long-range mineral scanner takes 50% less time to detect new resource but can appear over wider area
Meat Cut Charts: (Courtesy of KingSihv) more meat yield per animal

FAQ

Does this require a new save/colony/world/game/map/thing/stuff/computer/universe to use? No
Can I suggest something? You see the empty spaces in the research tree? Fill them. (Yes)
I've found a bug, what do I do? Tell me how you got to the bug, post a screenshot, and backup your save file because I might ask for it
Do you have the stats in detail? Get the mod, you don't need to do anything, just enter the research screen. If I put it here it might not be up-to-date
My items keep truncating, and it's really annoying what do I do? Right now the solution is to put Researchable Stat Upgrades higher up in the modlist (Thanks Hinanawi-sama). If that doesnt work join in the bug discussions!

Just a few tips on how to make ideas:
1. Does this really work as a research? Maybe your idea is better to be a special item or a special building, instead of a stat upgrade.
2. Think up of an ideal cost/tech level of your research
3. Think up of a nice name!
4. Where would it go in the research tree?
5. That tree is getting rather full, which means short but sweet researches probably have a higher chance of getting in!

File info

  • Added by: AtmosCry
  • Author: kd8lvt
  • Mod version: 04.10.23
  • File format: ZIP
  • File size: 4.7 mb
  • Source: Go to
Download links will be available via s

You can log in to your account or register on the site to download mods without waiting.

RSS
No comments yet. Be the first to add a comment!
Loading...