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Topics - Aristocat

#41
General Discussion / Dog sushi!
July 13, 2015, 08:43:19 AM




Wargs are awesome!
#42
General Discussion / About Combat and balance
July 13, 2015, 03:12:43 AM
Current combat balance is ridiculous for both logical sense and game balance wise, things like how 18 shooting skill "Revered master" has 20 - 40% hit chance against disabled turtle and eventually hit a foot or 80 old granny with 1 melee skill wrack 28 old with 20 melee skill just because better weapon, etc, so here's adjustments I think should be made.

1. Attribute. Mainly Strength, Agility and Endurance.

Strength governs damage of melee weapon, amount of things can be hauled, how much pawn slowed when wielding heavy weapon or armor(e.g. very weak pawn can't wield minigun or power armor, while below very strong gets slowed or penalty.).

So say, if 80 old granny with bad back, 1 melee skill, wielding longsword, fight against 28 old assassin with 15 melee skill, granny's head will instantly explode into gore, since she has lower strength and agility(easy to hit). And even if attack miraculously contact to assassin damage will be barely scratching.

Also the granny shouldn't able to haul rock, hauling resource should be around 25, while strong pawn will haul + 100 resource per haul.




Agility governs speed and dodge

High agility pawn will move faster, attack more often, can "sprint" greater distant and less likely vital part being exposed to attacker.




Endurance governs how much one can endure pain(and surgery), how quickly recover from wounds and infection, how much a pawn can endure exhaust(basically longer "Rest" bar.), and how long distant a pawn can sprint.

So 80 old granny will constantly exhausted in middle of combat, hard time survive infection/surgery, while monstrously strong people can last for days of combat without problem.

Endurance also increase amount of pain one can endure(currently when pain reaches 90% pawn give into pain, but this is too damn high), so the granny will give into pain when stabbed in the chest or eye being pulled off, instead of fight like mindless killing machine.

Also it would be nice if there's something like heart attack.


Maybe there should be other Attributes as well, like creativity or linguistic ability.




2. Dodge, Aimed attack and Accuracy

Dodge rating can be increased or decreased on various factors, running, agility, surround by walls/enemy, damaged legs, "In shock".

So if turtle is disabled its dodge rating will goes minus(very easy to hit), lead to 100% hit chance even with mediocre shooter.




If a pawns accuracy is high enough they will make aimed attack, instead of bother to attack ear or toe, attack head, or torso.

Since pawn has 100% chance to hit turtle, instead of attack random part attacker will attack head. So basically each body parts has difference chance to hit and pawn will make attack against most damaging parts possible.

Also maybe "precision" shoot/strike that prolong shoot until target is come out of cover or slower but more accurate strike?





About accuracy, I don't know how do I put this but, Each melee and shooting skill should grant much higher accuracy, so if a pawn with 6 melee skill fight against pawn with 15 melee, he will have hard time make attack contact, while 15 melee will just punch his head.

3 skill against 3 should misses attack, accidentally hitting/shooting themselves, so you can't give longsword or pistol to 1 melee/1 shooting 16 old girl and expect her to fight well. If you want to make them fight you should train them.

15 shooting sniper should able to just blow head up with near 95% accuracy, especially against a pawn that's not sprinting, out of cover for shooting, just walking around, etc.




3. Sprint and CHARGE!

Sprint make pawn move faster but make pawn exhausted and has cooldown. Useful when a pawn is downed and need a quick rescue or you're trying to flank enemy. Also Sprinting/charging make pawn jump over table/sandbag/slag/whatever, partially negate move speed penalty. Agility and endurance is huge factor on sprinting.

I mean, you're(or your friends) about to die, and you just waltz into bullets and move same speed as when you're farming or playing billiard?




When order to attack melee, instead of walk up to them or chase them for eternity, charge make pawn charge against a pawn, greatly increase move speed for short while. Charge has cooldown.


4. Basic Ai for melee colonist

Currently if you don't order colonist to attack they just sit there and do nothing. I guess there should something "Defend here" option that make colonist can't move.

5. Wrestle and Disarm

Instead of order pawn to kill(attack) you can order them to wrestle into ground and disarm or strangle until pass out.

Attacking arm also should disarm target.

6. More ways to recruit

7. No alert and fog of war for higher difficult.

This will make you actually patrol and secure territory.



I was going to write more but this is basically it. What do you think?
#43






It's not like this 44 old artist lady would able to hit him.. right?





NOPE.

NOOOOOOOOOOOOPE.



I just wasted +5000$ just to block like, 4 hit? 6 hit? It still had around 100% block yet it protect like 30% chance.

Tl;dr Never use power armor. Also melee skill is worthless as ----, melee 3 skill is around 40% chance to hit, THEN conscious and manipulation buff kicks in and it's around 70% chance. with melee 12 it's around 80%. Absolutely useless.


Btw I play only with melee w/o any tower on extreme and it's perfectly viable. Against humans it's more viable than guns because ai just charge and try to punch long sword(With guns, or just punch walls while rest of their team getting slaughtered) and when they use melee weapon it's always useless gladius(which deal only half damage of long sword) or club.

Although I pretty much forced to use guns against centipedes because power armor or personal shield in melee is just as protective as a cornstick(and current game doesn't give any other protection), and even then centipedes are jokes because personal shield vs their low accuracy. Scyther is actually scary but in close range they are jokes too.

#44
Description
Add Implants and sub-dermal armor which helps colonist in various ways, bionics, and Increase health of limbs and torso so no longer single hit kills colonists or destroys limbs.




Download Immersive Rim





Feature

*Increase health of Limbs, Head, Skull, Neck to 45 and torso to 85 so no longer single hit kills colonists or destroys limbs.



*Add Implants and sub-dermal armor which helps colonist in various ways (currently wearable like armor)
*Sub-dermal armor protect specific body part(e.g. brain, heart, body) and can equipped with other armors
*Brain, Heart, Bone(Pelvis, Ribs, Spine etc. except skull), Eye and other vital organ sub-dermal armors make specific body part immune to damage
*Sub-dermal armor head protect Skin (Ear, Nose, Jaw, and Head) and Skull by 20%,  equip with Power armor helmet and up to 95% protection
*Body Sub-dermal armor protect body skin(Torso, Arms, Legs, Feet and Hands.) by 15%, equip with Power armor and hyper weave shirt to up to 95% protection


*implants boost efficient at specific job,
*Empathy synthesizer improve trade price, social, gift impact and recurit chance,
*Logic co-processor increase global learning speed and help research and medical operation,
*Optics enhancer, Arm enhancer, and Probability calculator reduce aiming time and increase accuracy, up to thrice faster aiming and twice more accurate.
*Tranquilizer injector calm unstable colonist
*Leg enhancer increase speed.
*Craftable in the implants table.





*Shirt now protect arms and hands Duster now protect arms and legs
*Power Armor now increase colonist's accuracy and aiming speed
*Power Armor Protect hand and feet
*Power Armor and helmet Greatly buffed (blunt 30% to 60%. heat 30% to 60%. Electric 0% to 60%. Toxic ? % 60%)
*Power Armor reduce global work speed by 30%
*Power Armor slow down colonist by 1.5
*Power Armor helmet reduce psychic sensitivity by 50% and Power armor reduce mental break threshold by 5





*Enemy's power armor and implants destroyed on strip
*Scyther Knife damage increased 16 to 45, Power Claw 18 to 35, bionic arm cause twice more pain.
*Add bionic organs (stomach, liver, etc.) and limbs. Craftable in the bionic table
*Add Medical practice table, can practice surgery with corpses
*Trigger Happy and Careful Shooter has been nerfed
*Add peg arm
*All surgery give exprience but all surgerys also require medicine skill
*Add Warhammer organs, Catalepsean Node, Healer, etc, doesn't working as intended but reduce pain twice more than normal bionic
*Each bionic reduce pain so cyborg colonist no longer feel any pain

*Add Cyborg type enemy. Always equipped with full power armor, body and head sub-dermal armor and Optics enhancer, Probability calculator, Leg and Arm enhancer.




Note 1 : This mod is balanced around Immersive weaponry, with vanilla two sniper shoot will still kill full bionic cyborg, and aim time bonus isn't really great since vanilla weapons has fixed 40 cooldown time(doesn't affected by aim time).

Note 2 : Don't activate ImmersiveApparel if you're using ImmersiveBody

Note 3 : You need Immersive Craft or any other mod to craft material(Plasteel, Synthread, etc) also crafting Power armor require other mod(ICraft, or Apparello).

Note 4 : You'll see lots of bugs if you load existing saves(especially missing body parts), please start new colony.

Note 5 : Hard surgeries like installing heart or bionic parts require +10 skill.

Compatible List : Probably compatible with all other surgery mods.



Let me know if you have any complaint.


Todo list : learn c coding and add Astarte(Space marine) and dreadnought


Download Immersive Rim
#45
Help / More Layers?
November 15, 2014, 01:31:08 AM

      <layers>
        <li>OnSkin</li>
      </layers>


      <layers>
        <li>Overhead</li>
      </layers>

I wonder is it possible to add more layer? like Inskin or SheerBadassery?
#46
Help / Use <statBases> in Defs? (HealthDiffDefs)
November 13, 2014, 12:33:43 AM

  <HealthDiffDef ParentName="AddedBodyPartBase">
    <defName>BionicArm</defName>
    <label>bionic arm</label>

      <statBases>
         <StatOffsets>
            <MentalBreakThreshold>20</MentalBreakThreshold>
         </StatOffsets>
      </statBases>
    <addedBodyPart>
      <isBionic>true</isBionic>
      <isSolid>true</isSolid>
      <partEfficiency>1.0</partEfficiency>
      <spawnThingOnRemoved>BionicArm</spawnThingOnRemoved>
    </addedBodyPart>
    <modifiers>
          <PainchangeBy>-0.05</PainchangeBy>
      <activities>
        <li>
          <activity>Manipulation</activity>
          <changeBy>0.2</changeBy>
        </li>
      </activities>
    </modifiers>
    <verbs>
      <li>
        <verbClass>Verb_MeleeAttack</verbClass>
        <cooldownTicks>100</cooldownTicks>
        <meleeDamageAmount>8</meleeDamageAmount>
        <meleeDamageDef>Blunt</meleeDamageDef>
      </li>
    </verbs>
  </HealthDiffDef>

Is there any way to make this work?
#47
Mods / [Texture Request]Tofu Machine and Tofu
November 11, 2014, 09:29:59 AM
this is current texture.







If someone make more appropriate texture.

That'd be great.
#48
Help / How do I make custom event?
October 31, 2014, 04:40:36 PM
Like, pirate start pod assault when solar flare, start every day with crop blight for few days so player must hunt, psychic drone make all animals insane(and more animals spawn into map to attack colony), activate Solar flare as soon as merchant come so player can't trade, one of colonist was actually pirate and, every single circuit in the map explode and pirate start pod assault. etc,

These are all already in vanilla game. where should I start?(I know it require C knowledge, I don't even know basic though..)

Edit : and what's name(Defs) of corpse? I want to do something with specific droid corpse.
#49
Description:
Immersive weaponry make battle more intense and less frustrating by significantly increase fire rate and accuracy and fire per bursts, also damage per hit is reduced so no more one blind shot cause limb fly off.

Weapons become more focused on their job. M24 Accuracy is greatly increased, it's impossible to miss with Shotgun, Minigun and LMG create barrage of bullets, Incendiary Launcher now make small explosion, Neolithic weapons are weaker and Android weapons are stronger.




Feature
Immersive weaponry make battle more intense and less frustrating by significantly increase fire rate and accuracy, also damage per hit is reduced so no more single blind shot cause limb fly off.



Force Fire added in burst weapons (can target ground instead of specific target.)
Colonist no longer lose limb with single hit. Pila(30 to 10), M24(40 to 18), Charge Lance(27 to 10) damage reduced. but fire rate and accuracy is greatly increased.
Significantly reduced or removed cooldown of weapons.



Shotguns shoot 12 bullets per burst and can shoot while taking melee hit.
Machine Gun is capable of heavy fire. but has long cooldown time and heavy to carry around. Best suited for large crowd or Centipedes.
Sub-Machine Gun shoot twice faster than rifle, but has shorter range and less damage. Best suited for close quarter combat.
Sniper accuracy greatly increased and aim time is reduced. Sniper is now extremely dangerous, especially on clear day.
Mortar is actual threat. Now each burst shoot 15 bomb, and coodown is reduced to one third, and explosion radius is increased.

Equipping weapon reduce work speed and move speed.

Club in-cap chance is doubled and strike faster. Great for capture psychotic colonist without arrest, or make slaves.

Neolithic weapon is generally weaker.
Now Droid is even more threatening. Centipedes move faster, Inferno Cannon can shoot over wall, Charge Blaster now explode on every hit, and droid weapons no longer require aim.

Generally all weapon damage is halfed but fire rate is double or tripled, which less likely lose limb and make battle more intense and less frustrating.


Immersive Project Armory https://ludeon.com/forums/index.php?topic=7167.0
Project Armory adds new weapons to the RimWorld Universe from different games movies and real world periods from the Victorian era to modern day.

Weapons Kit Switcher:
The Weapons Kit Switcher tool is located in the mod directory were you install your mods. The tool allows you to activate and deactivate groups or singular weapons.



Move speed comparison



Resistance is futile



*Pistol damage reduced
*Pistol fire rate increased

*Pump Shotgun now shoot 12 burst, each deal 3 damage
*Pump Shotgun range has shorten, accuracy increased
*Pump Shotgun Fire rate increased
*Shotguns can shoot while taking melee hit

*M16 now shoot 4 times per burst
*M16 is accurater
*M16 damage is reduced
*M16 fire rate is increased

*M24 is accurater
*M24 damage is reduced
*M24 fire rate is increased

*Uzi now shoot 5 times per burst
*Uzi damage is reduced
*Uzi fire rate is increased
*Uzi is inaccurater

*T9Incendiary launcher now make small explosion
*T9Incendiary launcher damage is reduced
*T9Incendiary launcher fire rate is increased

*L15LMG damage is reduced
*L15LMG fire rate is increased
*L15LMG now shoot 27 times per burst

*R4 Charge Rifle damage is reduced
*R4 Charge Rifle fire rate is increased
*R4 Charge Rifle is now more accurater and range is increased

*Minigun now shoot 40 times per burst
*Minigun now never stop shootin'
*Minigun damage is reduced
*Ninigun no longer require aim

*Charge Blaster damage is reduced
*Charge Blaster fire rate is greatly increased
*Charge Blaster shoot 16 times per burst
*Charge Blaster no longer require aim
*Charge Blaster make small explosion on every hit

*Inferno Cannon fire rate is greatly increased
*Inferno Cannon explode radius is increased
*Inferno Cannon accuracy is reduced
*Inferno Cannon no longer require aim
*Inferno Cannon range greatly increased
*Inferno Cannon can shoot over wall


*Mortar cooldown has been reduced to one third
*Mortar now shoot 15 bombs per burst
*Mortar damage has been reduced (60 to 12. 10 to 8. 420 to 10)
*Mortar explosion radius has been increased (except Emp.)

*Charge Lance damage is reduced
*Charge Lance now shoot 5 times faster(fire rate is greatly increased)
*Charge Lance is accurater
*Charge Lance no longer require aim(human version still need aim)

*Club has twice chance to incap
*Club damage is Reduced
*Club strike faster

*Spear strike faster


IMPORTANT : If you use ImmersiveCrafting and Weaponry, please check Crafting first, THEN Weaponry, so Weaponry overwrite Crafting


Changelog

1.4
Price of Sci-fi weapons Increased
Sci-fi weapons greatly buffed (Some are might be op. please report me if you find something is op/unappropriate/ etc.)
Shotgun has buffed
Some weapons got unique characteristics.(explode on hit, Charge lance-like, anti-centipede(Boys-AT), etc.
Some weapons become more appropriate to its original design.
Mortar damage has increased.
Machine gun shoot faster but has longer cooldown.
Lengthen neolithic weapon range
etcs, I might forgot..


1.3.1

Centipede's speed has been reduced (Slightly slower than Scyther. Very slightly.)
Centipede's size hit chance factor increased 2.0 to 3.0
Centipede's hp has been increased by 50%. (1.3 to 1.8) (If you think this is too much go into ThingDef/Open Race_Mechanoid and reduce  <healthScale>1.8</healthScale> 1.8 to 1.3, also it would be nice if you report any complaints.)
Min range of inferno cannon has been removed
This shouldn't break save.. probably, maybe


1.3
Compatible with project armory
Aim time of weapons increased. Should be more vanilla-ish, but still faster than vanilla
Further nerf of damage
Added sub-machine gun role. Faster than rifle but shorter range and slightly lower damage. more suitable for close quarter combat
Machine gun now shoot more continuous
Added <forcedMissRadius> on machine guns, make them shoot against area than single target.
Shorter aim time of grenade but longer cooldown.
Shotgun and T9 launcher has been significantly nerfed.
Centipedes has longer cooldown time after each burst.
Project armory changes, etc.


1.2.5
Mortar cooldown has been reduced to one third
Mortar now shoot 15 bombs per burst
Mortar damage has been reduced (60 to 12. 10 to 8. 420 to 10)
Mortar explosion radius has been increased (except Emp.)
Shotgun texture bug has been fixed.

1.2
Significantly reduced or removed cooldown of weapons
Shotguns can shoot while taking melee hit
Centipedes move faster, REALLY fast
Inferno Cannon can shoot over wall.
Charge Blaster now explode on every hit
Minigun never stop shootin'
Minigun and LMG now continuously fire. can be double edged sword
Incendiary Launcher now make small explosion
M24 damage bit nerfed(20 to 18)
Removed coodowns of Grenade
All weapons generally shoot faster
Move speed penalty become more significant
Lee enfield is now affected(basically gimped version of m16)
Reduced damage of frag grenade
Something I might forgot

1.1
*Droid weapons no longer require aim.
*L15LMG shoot faster
*Pistol is bit nerfed

Download

Some Project armory weapon might not be appropriate so feel free to nitpicking
#50
Description
Immersive Rim designed to add missing features and Improve it.



Mods are modular.





Download Immersive Rim


IMPORTANT : If you use ImmersiveCrafting and Weaponry, please Activate Crafting FIRST, THEN Weaponry, so Weaponry overwrite Crafting


ImmersiveCrafting
*Add Smelter
*Hyperweave, Plasteel, Refined metal and Synthread is craftable with Metal
*Turn Wood, Stone blocks, Devilstrand and plants into metal


Tailor changes :
*Craft Medicine(bandage) with clothes
*Craft various apparels  including duster, tribalwear and Collar Shirt
*Cost of craft apparels reduced


*Now Stone cutter's table no longer require research. Tools, Club, Spear, Bows and Pila is craftable in the Stone cutter's table.
*Now club has twice in cap chance, Hunting bow has higher chance to hit, useful for hunting

*Add Modern weaponry crafting table. Guns, Shells for mortar , and Armor is craftable in the Modern weaponry crafting table.
*Add Baston. Baston doesn't harm health a lot(2 damage) but cause 20 pain each hit. VERY useful for in-caping people and suppress psychotic colonist. Wearing baston also increase chance to hit and recruit chance by 30%.

*Now Machining table require modern weaponry research. Power armor and Charge lance, Charge rifle and Minigun is craftable in the Machining table.


Extended Stoneworking : By ItchyFlea        https://ludeon.com/forums/index.php?topic=6461.0
Sandstone - Limestone - Granite - Slate - Marble All have a 75% chance of dropped a chunk of rock for that rock type. Those rock chunks can be processed into stone blocks.
To prevent cluttering up your stockpile, the new rock chunks stack up to 75.

+ Now Stone block is craftable out of Sand, Lime, Granite, Slate, Marble chunks and blocks. and blocks can be turned into metal in the Smelter. Added category for added blocks and chunks, useful for separate them.

Glassworks : By ITOS  https://ludeon.com/forums/index.php?topic=3223.0
This mod adds buildable windows.

+ Now Glass is craftable in the Smelter and no longer require research. and glass can be craftable with stone block



ImmersiveBody
*Add Implants and sub-dermal armor which helps colonist in various ways,
*Sub-dermal armor protect specific body part(e.g. brain, heart, body) and can equipped with other armors.
*Brain, Heart, Bone(Pelvis, Ribs, Spine etc. except skull), Eye and other vital organ sub-dermal armors make specific body part immune to damage
*Sub-dermal armor head protect Skin (Ear, Nose, Jaw, and Head) and Skull by 20%,  equip with Power armor helmet and up to 95% protection
*Body Sub-dermal armor protect body skin(Torso, Arms, Legs, Feet and Hands.) by 15%, equip with Power armor and hyper weave shirt to up to 95% protection


*implants boost efficient at specific job,
*Empathy synthesizer improve trade price, social, gift impact and recurit chance,
*Logic co-processor increase global learning speed and help research and medical operation,
*Optics enhancer, Arm enhancer, and Probability calculator reduce aiming time and increase accuracy, up to thrice faster aiming and twice more accurate.
*Tranquilizer injector calm unstable colonist
*Leg enhancer increase speed.
*Craftable in the implants table.



*Shirt now protect arms and hands Duster now protect arms and legs,
*Power Armor now increase colonist's accuracy and aiming speed and
*protect hand and feet,
*Power Armor and helmet Greatly buffed (blunt 30% to 60%. heat 30% to 60%. Electric 0% to 60%. Toxic ? % 60%),
*Power Armor reduce global work speed by 30%,
*Power Armor slow down colonist by 1.5,
*Power Armor helmet reduce psychic sensitivity by 50% and Power armor reduce mental break threshold by 5.



*Enemy's power armor and implants destroyed on strip
*Scyther Knife damage increased 16 to 45, Power Claw 18 to 35, bionic arm cause twice more pain.
*Add bionic organs (stomach, liver, etc.) and limbs. Craftable in the bionic table
*Add Medical practice table, can practice surgery with corpses
*Trigger Happy and Careful Shooter has been nerfed
*Add peg arm
*All surgery give exprience but all surgerys also require medicine skill
*Add Warhammer organs, Catalepsean Node, Healer, etc, doesn't working as intended but reduce pain twice more than normal bionic
*Each bionic reduce pain so cyborg colonist no longer feel any pain

*Add Cyborg type enemy. Always equipped with full power armor, body and head sub-dermal armor and Optics enhancer, Probability calculator, Leg and Arm enhancer.



Note : Don't activate ImmersiveApparel if you're using ImmersiveBody

ImmersiveApparel
*Shirts now protect arms and hands
*Duster now protect arms and legs
*Armor vest nerfed (60% to 30%)
*Power Armor and helmet Greatly buffed (blunt 30% to 60%. heat 30% to 60%. Electric 0% to 60%. Toxic ? % 60%)
*Power Armor reduce global work speed by thrice more time(10% to 30%)
*Power Armor slow down colonist by 1.5
*Power Armor reduce Aiming Delay by 30%, Helmet Increase Accuracy by 30%(built-in auto-senses)
*Power Armor Now protect Feet and Hands
*Power Armor helmet reduce psychic sensitivity by 50% and Power armor reduce mental break threshold by 5
*Power Armor now protect 70% against piercing, hyperweave shirt protect 20%, total of 90%. create your juggernaut army




ImmersiveWeaponry
Immersive weaponry make battle more intense and less frustrating by significantly increase fire rate and accuracy, also damage per hit is reduced so no more single blind shot cause limb fly off.



Force Fire added in burst weapons (can target ground instead of specific target.)
Colonist no longer lose limb with single hit. Pila(30 to 10), M24(40 to 18), Charge Lance(27 to 10) damage reduced. but fire rate and accuracy is greatly increased.
Significantly reduced or removed cooldown of weapons.



Shotguns shoot 12 bullets per burst and can shoot while taking melee hit.
Machine Gun is capable of heavy fire. but has long cooldown time and heavy to carry around. Best suited for large crowd or Centipedes.
Sub-Machine Gun shoot twice faster than rifle, but has shorter range and less damage. Best suited for close quarter combat.
Sniper accuracy greatly increased and aim time is reduced. Sniper is now extremely dangerous, especially on clear day.
Mortar is actual threat. Now each burst shoot 15 bomb, and coodown is reduced to one third, and explosion radius is increased.

Equipping weapon reduce work speed and move speed.

Club in-cap chance is doubled and strike faster. Great for capture psychotic colonist without arrest, or make slaves.

Neolithic weapon is generally weaker.
Now Droid is even more threatening. Centipedes move faster, Inferno Cannon can shoot over wall, Charge Blaster now explode on every hit, and droid weapons no longer require aim.

Generally all weapon damage is halfed but fire rate is double or tripled, which less likely lose limb and make battle more intense and less frustrating.


Immersive Project Armory https://ludeon.com/forums/index.php?topic=7167.0
Project Armory adds new weapons to the RimWorld Universe from different games movies and real world periods from the Victorian era to modern day.

Weapons Kit Switcher:
The Weapons Kit Switcher tool is located in the mod directory were you install your mods. The tool allows you to activate and deactivate groups or singular weapons.



Move speed comparison




ImmersiveCook
*Cook Stove no longer require electric
*Cook Stove is now build-able with stuffs
*Make Survival Packages with Simple meals
*Colonists prefer simple meal over packaged meal

*Paste Dispenser is now 1 square, require research to unlock
*Paste Dispenser cost twice more food(10 to 20)
*Paste Dispenser no longer give nagative-thoughts
*Hopper is walk-over-able and doesn't slow down people
*Simple meal, Packaged meal and nutrients paste fills less hunger (simple meal 85 to 70, paste 80 to 75)

*Add Tofu Machine. Can turn plants into Tofu, alternate resource to meat and sell better. (Texture by Kirid)



Modular Tables By ItchyFlea
Add Modular Tables.
+ Stool no longer slow down colonists.

ImmersiveThought
*Fine meal and lavish meal last 50% longer and stack up to 2.
*Reduced nagative mood of Brawler unhappy (-15 to -5).
*Reduced nagative mood of Shared bed room (-8 to -5).
*Reduced nagative mood of Environment Ugly, Very ugly, Hideous (-5 to -3, -10 to -6, -15 to -9).
*Reduced mood of Prosthophile happy and Prosthophobe unhappy (-12 to -6, +12 to +6).


ImmersiveFloor
*Add soil and sand floor.
*Add Dirt-like floor

By Clutter Mrowka, T's mod Telkir, and Fast floors Igabod. https://ludeon.com/forums/index.php?topic=2541.0, https://ludeon.com/forums/index.php?topic=4373.0, https://ludeon.com/forums/index.php?topic=7097.0

*Add floors from Clutter, T's mod and make them move faster on.

Move speed comparison







ImmersivePower
*Added Geothermal Extractor, Build-able Geothermal Generator without steam bents, require 600 metal and 100 plasteel. and 150000 work times(50 times longer than original Geo' generator.) require research.
*Geo' generator now require 500 metal and 10 time longer work-time
*Geo generator and extractor produce less electric (3?00 to 2520)
*Added Mini battery, Water and fire proof battery. require research.
*Added E-Battery. 4 times more efficiently store energy than default battery. extremely fragile. Need plasteel to build. require research.
*Added Wall lights. same as lamps.
*Door cost 15 electric

ImmersiveHydroponicBasin
*Add battery attached hydroponic basin. Immune to solar flare and doesn't require electric, but fertility has been reduced. Need plasteel to build. require research.
*Add Sun lamp attached hydroponics. Has reduced fertility. Need silver to build. require research.
*Add Sun lamp and battery attached hydroponics. Has reduced fertility.Need both silver and plasteel to build. require research.
*Add soil and sand floor.
*Add Hydroponic Soil Floor. require research.
*Woodlog is now growable.



ImmersiveSecurity (Merged Into Immersive Power)
*Added Enforcer, controlled by AI bot. has 100 more health(300), deals half damage but shoot twice faster, more accurate. require plasteel to build. Immune to solar flare.
*Default turret bit buffed(+20 health)

ImmersiveLight
*Lamps cost 50 electric
*Added battery lamp, doesn't require electric, Immune to solar flare but 30% reduced brightness
*Sun Lamp no longer start fire(temporary feature until we get "Roof zone")
*lamp is invisible
*Lamps no longer slow down people

Immersive Conduit
*Add invisible conduit
*Add instant conduit, doesn't require any work or metal. Require research
*Conduit no longer ugly(-2 to 0)



Changelog


1.5
Added ImmersiveBody
Tofu machine texture changed
invisible conduit no longer overwrite default
Add instant conduit, doesn't require any work or metal. Require research



1.4.1
Missing texture

1.4
Price of Sci-fi weapons Increased
Sci-fi weapons greatly buffed (Some are might be op. please report me if you find something is op/unappropriate/ etc.)
Shotgun has buffed
Some weapons got unique characteristics.(explode on hit, Charge lance-like, anti-centipede(Boys-AT), etc.
Some weapons become more appropriate to its original design.
Mortar damage has increased.
Machine gun shoot faster but has longer cooldown.
Lengthen neolithic weapon range
etcs, I might forgot..

Description changed (Make to Manufacture)
Added Tofu Machine
Cost of battery/sun/sun battery hydroponic has halved
Power Armor helmet reduce psychic sensitivity by 50% and Power armor reduce mental break threshold by 5
Integrated mods
Somethingsomethings
Edit : Added Baston reduce Researches cost, etc

This update doesn't break save for me but you might experience glitch



1.3.8
Centipede's speed has been reduced (Slightly slower than Scyther. Very slightly.)
Centipede's size hit chance factor increased 2.0 to 3.0
Centipede's hp has been increased by 50%. (1.3 to 1.8) (If you think this is too much go into ThingDef/Open Race_Mechanoid and reduce  <healthScale>1.8</healthScale> 1.8 to 1.3, also it would be nice if you report any complaints.)
Min range of inferno cannon has been removed
This shouldn't break save.. probably, maybe

1.3.7
Compatible with project armory
Aim time of weapons increased. Should be more vanilla-ish, but still faster than vanilla
Further nerf of damage
Added sub-machine gun role. Faster than rifle but shorter range and slightly lower damage. more suitable for close quarter combat
Machine gun now shoot more continuous
Added <forcedMissRadius> on machine guns, make them shoot against area than single target.
Shorter aim time of grenade but longer cooldown.
Shotgun and T9 launcher has been significantly nerfed.
Centipedes has longer cooldown time after each burst.
Project armory changes, etc.

1.3.6
Mortar cooldown has been reduced to one third
Mortar now shoot 15 bombs per burst
Mortar damage has been reduced (60 to 12. 10 to 8. 420 to 10)
Mortar explosion radius has been increased (except Emp.)
Shotgun texture bug has been fixed.

1.3.5
Significantly reduced or removed cooldown of weapons
Shotguns can shoot while taking melee hit
Centipedes move faster, REALLY fast
Inferno Cannon can shoot over wall.
Charge Blaster now explode on every hit
Minigun never stop shootin'
Minigun and LMG now continuously fire. can be double edged sword
Incendiary Launcher now make small explosion
M24 damage bit nerfed(20 to 18)
Removed coodowns of Grenade
All weapons generally shoot faster
Move speed penalty become more significant
Lee enfield is now affected(basically gimped version of m16)
Reduced damage of frag grenade
Power armor bit nerfed
Woodlog is growable
Immersive Thought added
Fine meal and lavish meal last 50% longer and stack up to 2
Reduced nagative mood of Brawler unhappy (-15 to -5)
Reduced nagative mood of Shared bed room (-8 to -5)
Reduced nagative mood of Environment Ugly, Very ugly, Hideous (-5 to -3, -10 to -6, -15 to -9)
Reduced mood of Prosthophile happy and Prosthophobe unhappy (-12 to -6, +12 to +6)
Forge name changed to smelter
Smelter now smelt faster
Hydroponic Soil Floor added. Has twice more fertility than default soil, but not as good as hydroponic
Descriptions/labels should be more.. readable
Hydroponic fertility has been reduced
Something I might forgot..


1.3.1
Stone and Wood turn to metal ratio is buffed (50 to 40)
Forge now can turn devilstrand into metal
Immersive Apparel is separated
Droid weapons no longer require aim
L15LMG shoot faster
Pistol is bit nerfed

1.3
Added Immersive Weaponry, Overhaul combat to make combat more dynamic
Added Sun hydroponics
Power Armor buffed
Stonecutter changes
Added Tools
Added Hunting Bow
Added Weapon and armor crafting benchs
Club has lower damage and twice incap chance
Added Refined Metal, craftable in the forge
Armor buffs.
etc

1.2.6
Paste dispenser No longer give negative thought


1.2.5
*Geothermal Generator now require 500 Metal instead of 600
*Geothermal Extractor now require 600 Metal instead of 900, and work-to-build time reduced by 40% (250.000 to 150.000) and drop more slags when destroyed
*Mini battery now appear properly
*Enforcer now require research
*Forge now require 180 metal instead of 250
*Building terrain require twice more work time (1500 to 3000 each floor)

1.2
*Lamps, Conduits, Wall lights are multi-select-able(click twice will select everything up to 80).
*Synthread is craftable in forge
*Skill requirement are added in Forge
*Appropriate text added in about.
*Power Armor now protect Hands and Feet

1.1 hotfix
*updated to Modular
*Dispenser research now doesn't require Hydroponic

1.1
bug fixes
*Conduit no longer -2 beauty
*battery Hydro durability reduced. 180 to 100
*Packing meal no longer require Metal due to bug
*Geo' Generator is now immune to fire
*Auto door use 15 electric now.
*Sun lamp now glow with warm colour.

1.0
Release




To do list
*Immersive Body :
*Increase default durability of arms and legs so they no longer fly off like Mr. Potato...
*Craftable body parts
*Buff Bionic arms and legs
*Life-Supporter
*Second Heart, Mult-lungs, etc.




Please delete old versions before update, also don't use "Immersive Rim" folder as it is merged version and no longer updated


How to Use compatible patches :

1.
Activate both mod, e.g. Immersive Cook and T's Crops FIRST.

2.
AND THEN activate patch(e.g. ICook W T Crops) , so patch overwrite both. (don't use extended stone work compatible patch. no longer required)
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Download Immersive Rim

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