![]() ![]() ![]() Comes with source.Ĭorrection: requires you to make/obtain a new weapon for changes to take place. You might have to do a new save the mod doesn't seem to work with my current save, but would with a save that was near the beginning of the same game. No longer needed in A17.Īllows gaining melee XP from attacking inanimate things (like sleeping spots) at half the normal rate. If you use the Psychology mod, use JTSavagePrisonersCompatPsychology instead (more info in Conflicts down bellow). Ok just a little mercy, they're human as well after all. Lowers mood impact to -3 on selling/harvesting/accidentally killing prisoners and limits stacking to 1 (aka no mood debuff stacks). When removing this mod, please restart Rimworld and if any pawns have Glitterworld preference, you will need to reselect a treatment level or they will not get treated and the doctor trying to treat will be idle. Note: Unintentially changes all pawns that start with Glitterworld preference (humanlike) to MedicinePlus. Requires medicine production research and a colonist with medicine level 12 and crafting level 3.Īnother feature in this mod is when you use MedicinePlus or Glitterworld medicine to tend/heal someone, the XP gained is 2x the potency more info here: Making MedicinePlus gives XP to medicine. You can make and deconstruct MedicinePlus at workbenches that doesn't require electricity or fuel. Make MedicinePlus which is normal medicine with a homemade copy of "Doctoring for Dummies" it has a potency of 1.25. I will probably expand to include stupid stuff like peg arms when I have time. Yes the unfinished items look like guns, I'm lazy. Tried to balance the material cost and work needed against vanilla weapons. Requires you to research Simple Prosthetics and then Bionics. Make prosthetics and bionics at the machining table. Mod makers can look into the Vaccine class comments to see how to make new walls/doors/conduits replaceable without this mod updating to support them.Īdds buttons for creating/expanding and deleting/shrinking stockpiles and growing zones when selecting a stockpile or growing zone. You can replace mineable things with walls and doors it will set the mineable to be mined and your constructors will prioritise mining anything in the way of blueprints, then construct. Features smart building where it won't try to replace walls that are already that type. No need to deconstruct and then build another. Supports Crafting Hysteresis and Enhanced Crafting. Comes with source.Įxport and import worktable bills and stockpile settings. Copy values last until you close the game (i.e. You can mix copy and pasting with similar tables (e.g. Comes with source.Ĭopy production table bills and surgery bills. Implements an Area Manager/Hub where you can easily edit areas. Removes area limit and modifies AreaManager GUI to handle more than 5. Accidently made this when redoing JTBetterhauling and thought it was pretty funny seeing a bunch of different animals compete to haul all the items for you. Makes all the animals on the map instantly haul for you. Then items in the Home area are hauled before items in no areas. You can create areas (humanlike or animal, doesn't matter) with the word "haul" in it to prioritise items in the area, multiple "haul" areas are sorted alphabetical aHaul will be hauled before dHaul. Prioritises hauling degradable items then undegradable. Alpha 17 conversion progress: JTBetterCrashedShips, JTBetterhauling, JTDrill5Eva, JTExport, JTHomemadeBionics, JTMoreAreas, JTMoreHydroponicOptions, JTSavagePrisoners, JTWeRAnimals, JTZoneButtons.Īlpha 16 conversion progress: JTExport, JTReplaceWalls, JTZoneButtons. ![]()
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