![]() ![]() So, the player will get a lot of benefits without any cost. such as when a player attack a animal, the animal will attack closest pawn. It is a official feature to prevent players from profiting through some ways. Why does the death of an ally on the player map sometimes cause the relationship to decline? If you don't know how to pull request, It doesn't matter. There is nothing better if you know how to use github. Medieval-related mods may prevent high-tech faction pawns from being generated. The AI group are only effective in the incidents. The goal of the two factions is to defeat the opponent -> tend self -> kill the opponent's wounded -> rescue teammates -> take away the loot of the opposing faction.Īre the AI tweaks limited to the incidents/events? Regardless of the faction, their goals have nothing to do with you. In comparison, the two factions in this mod may both be your hostile faction, or both of your friendly factions, depending on the relationship between the two factions. The target of the raiders is still your warehouse. The difference is that the first two (JB & RE) will put a team of raiders and a team of alliances. The similarity is that both place forces from two factions onto your map. It only adds the same over-wall coolers anyway.ĮD's Reverse Cycle Coolers changes the vanilla Cooler and re-writes a bunch of code so it's 100% not compatible with other mods.What is the difference between faction assault and incidents in Join Battle or RimEffect? That being said, it can still restrict building to skilled builders only.ĭon't use Better Coolers/Better Vents. QualityBuilder doesn't use the minimum quality setting when replacing building material - it won't re-build to get a better quality. I guess you can paint things with this mod This doesn't need a new save, but this will affect saves of course, if you have the new coolers or replacing jobs in progress. Smarter Construction mod make it so the corner wall is built first and won't get blocked to begin with. Vanilla allowed frames and smoothed walls to be mined, ?!? So now blueprints and rock/ore are workable too. The previous list of features is where you can now place buildings, but it's not like this lets you place a wall over a turret and it'll decide to deconstruct the turret to make room.Ĭorner walls are buildable and mineable from the inner corner. * Okay maybe not anywhere - This mod lets you place buildings in places you probably want to, but not literally anywhere. I would describe more but Steam Workshop descriptions have a size limit Modded bridges and foundations should work Removing a bridge blueprint will remove the blueprint above it DIOX, thats why you dont use Rimthreaded it gives you a lot of TPS, but also a lot of bugs, use the alternatives (RocketMan) DIOX May 24 6:46am. Might work better if youre not a mod psycho like me, who plays with 100+ mods at once. Building things that needs a bridge will show the bridge cost It wil give your game a tremendous boost, but also break it. ![]() Resources are delivered to frames blocked by mountain rock (otherwise clearing out one rock tile for a wall would make you deliver only to that frame, so now it delivers to all wall frames even if they are not yet cleared for building) You may want to cancel your building projects until the skilled miners do their job. If it's valuable ore, your builders who are unskilled miners will lose potential ore. When building over rock, miners and builders will both mine away the rock to make way for the building. Replacement failure does account for the fraction of work that is deconstruction work, so it doesn't fail on the first part and doesn't reset work done past that mark. Replacement jobs can fail just like normal construction can fail, which loses 50% materials and resets work done. Buildings generally can't be used when being replaced. Damage done is reset (as normal deconstruction/reconstruction would reset the HP). Buildings with quality are assigned a new quality level. (This is technically a slight buff to normal deconstruction/reconstruction, but with the idea you're not deconstructing it for good, this is how it'll work) The material that didn't get replaced is preserved in the building, so you don't lose any, nor need any. The materials left behind is only the replaced stuff at the normal deconstruction amount (usually 75%) ![]() (Some buildings require something like wood and your choice of another material: This keeps the wood, replaces the other stuff) Materials Needed is just the stuff to be replaced. Work Needed to build is the same as normal deconstruction and construction. The goal for the mod is to remain the same as vanilla deconstruction/reconstruction without the hassle of empty holes or moving parts around. ![]()
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