This is a revival of the very old mod of the same name I created back when the latest update was Alpha 5D version of the game. Back then I was planning on adding from new items and weapons to pawns and buildings, all within xml editing. Today it will be pretty much the same.
Features currently in the mod:
-Food: Different sprites for food items. Added Slop meal, which is produced from meat only. The kind of food for carnivorous animals or prisoners.
-Standing Torches: Wood-fueled version of standing lamps.
-Furnaces: These replace crematoriums. In addition to burn corpses and apparel, they are used to produce 5 coal from 1 wood. They work on fuel instead of electrical power and need to be researched.
-Coal: Alternate fuel source used on all fueled buildings. These can stack to 500 units. Some buildings will only work on coal.
-Manned Turrets: Cheaper and use less power but they need to be manned in order to work.
-Sentry Turrets: These are the vanilla ones but they need to be researched now.
-Crossbow: Does more damage and has better aim than bows but it's a lot slower.
-Revolver: Weaker than a pistol in most aspects but damage.
-Assault Shotgun: A deadly semi-automatic shotgun. Specially useful when fighting indoors.
-Charger Weapons: Charge-shot weapons are energy weapons only now. They deal burn damage and there's now a pistol and sniper rifle version apart from the assault rifle.
-Shocker Weapons: Different charger energy rifles and batons that do minimal damage but can neutralize the target by causing shock from pain. They can still kill the target.
-Inferno Weapons: The incendiary rifle has been replaced by a set of different charger energy weapons that work pretty much the same as the original rifle. There's now a pistol, a rifle and a short range cannon version of them.
-Vatgrown Embryos: These can only be bought from traders. They can be implanted inside a pawn, which will turn them into an incubator. It will then give birth to 1 or 2 fully grown pawns which will be part of the parent's faction.
-Wargs have two hearts now, which makes them more resilient.
-Losing the nose means a 20% impairment to breathing.
-Losing both ears doesn't mean total deafness now.
-Damage to the head will impair both breathing and hearing.
-Losing both legs doesn't mean total movement paralysis now. Pawns can still use their arms to drag themselves but at a greatly decreased speed.
-Losing both arms doesn't mean a total manipulation impairment now. Pawns can use their feet and toes to manipulate things but at a greatly decreased speed.
-Added Hook replacement for a hand. Weaker than a natural hand in all aspects. Does scratch damage instead of blunt.
-Peg legs can also be put on animals now.
-Simple prosthetic limbs for animals. They are universal, meaning they work for most animals.
-Spines can now be harvested from a Pawn, which will render them paralytic.
-Reconstructive surgery for missing face features with synthetic tissue using Glitterworld Medicine.
-Bionic parts now give a small debuff to mood since going bionic means being less human. This doesn't affect those with the prosthophile and Prosthophobe traits.
-Replaced bionic legs and arms with one single item, bionic limb. Using one will allow the installation of either a bionic hand or feet, and using two will allow the installation of either an arm or leg entirely, which also works on animals. Will also require Glitterworld meds only.
-A bionic limb plus a power claw or a scyther blade will add a whole arm version of them instead of the hand one.
-Bionic Tentacles. They can be installed as any of the 4 limbs. They affect manipulation, movement speed and melee attack style. They do less damage but are faster and do crushing damage.
-Bionic Spine: Increases both Moving and Manipulation.
-Bionic Heart: Increases Blood Pumping and slightly increases Blood Filtration.
-The ability to harvest mechanites and be able to reprogram them upon implantation into a new host to increase certain body functions. Unlike bionics, they have no mood effect.
-The ability to use mechanites to completely heal scars, including brain and heart scars.
-Other misc small changes I can't recall right now.
I think that's all. I will continue to work on the mod by adding new features and porting the rest of the features from the old one. Here's the download link:
https://www.dropbox.com/s/o74gt6dzddc69me/RWExtended00.rar?dl=0
Features currently in the mod:
-Food: Different sprites for food items. Added Slop meal, which is produced from meat only. The kind of food for carnivorous animals or prisoners.
-Standing Torches: Wood-fueled version of standing lamps.
-Furnaces: These replace crematoriums. In addition to burn corpses and apparel, they are used to produce 5 coal from 1 wood. They work on fuel instead of electrical power and need to be researched.
-Coal: Alternate fuel source used on all fueled buildings. These can stack to 500 units. Some buildings will only work on coal.
-Manned Turrets: Cheaper and use less power but they need to be manned in order to work.
-Sentry Turrets: These are the vanilla ones but they need to be researched now.
-Crossbow: Does more damage and has better aim than bows but it's a lot slower.
-Revolver: Weaker than a pistol in most aspects but damage.
-Assault Shotgun: A deadly semi-automatic shotgun. Specially useful when fighting indoors.
-Charger Weapons: Charge-shot weapons are energy weapons only now. They deal burn damage and there's now a pistol and sniper rifle version apart from the assault rifle.
-Shocker Weapons: Different charger energy rifles and batons that do minimal damage but can neutralize the target by causing shock from pain. They can still kill the target.
-Inferno Weapons: The incendiary rifle has been replaced by a set of different charger energy weapons that work pretty much the same as the original rifle. There's now a pistol, a rifle and a short range cannon version of them.
-Vatgrown Embryos: These can only be bought from traders. They can be implanted inside a pawn, which will turn them into an incubator. It will then give birth to 1 or 2 fully grown pawns which will be part of the parent's faction.
-Wargs have two hearts now, which makes them more resilient.
-Losing the nose means a 20% impairment to breathing.
-Losing both ears doesn't mean total deafness now.
-Damage to the head will impair both breathing and hearing.
-Losing both legs doesn't mean total movement paralysis now. Pawns can still use their arms to drag themselves but at a greatly decreased speed.
-Losing both arms doesn't mean a total manipulation impairment now. Pawns can use their feet and toes to manipulate things but at a greatly decreased speed.
-Added Hook replacement for a hand. Weaker than a natural hand in all aspects. Does scratch damage instead of blunt.
-Peg legs can also be put on animals now.
-Simple prosthetic limbs for animals. They are universal, meaning they work for most animals.
-Spines can now be harvested from a Pawn, which will render them paralytic.
-Reconstructive surgery for missing face features with synthetic tissue using Glitterworld Medicine.
-Bionic parts now give a small debuff to mood since going bionic means being less human. This doesn't affect those with the prosthophile and Prosthophobe traits.
-Replaced bionic legs and arms with one single item, bionic limb. Using one will allow the installation of either a bionic hand or feet, and using two will allow the installation of either an arm or leg entirely, which also works on animals. Will also require Glitterworld meds only.
-A bionic limb plus a power claw or a scyther blade will add a whole arm version of them instead of the hand one.
-Bionic Tentacles. They can be installed as any of the 4 limbs. They affect manipulation, movement speed and melee attack style. They do less damage but are faster and do crushing damage.
-Bionic Spine: Increases both Moving and Manipulation.
-Bionic Heart: Increases Blood Pumping and slightly increases Blood Filtration.
-The ability to harvest mechanites and be able to reprogram them upon implantation into a new host to increase certain body functions. Unlike bionics, they have no mood effect.
-The ability to use mechanites to completely heal scars, including brain and heart scars.
-Other misc small changes I can't recall right now.
I think that's all. I will continue to work on the mod by adding new features and porting the rest of the features from the old one. Here's the download link:
https://www.dropbox.com/s/o74gt6dzddc69me/RWExtended00.rar?dl=0

