![]() The mod was created by Garwel and is distributed under MIT License. Source code, dev builds and bug reports go here: Wastepacks and other such items emit toxic gas and pollute terrain when destroyed (no cheating!)īe careful with silver, steel, plasteel and other such resources: they have no HP in RimWorld and are destroyed immediately. Most pawns will despise destruction of humanlike corpses (although slightly less so than butchering them) and human embryos Multiple pawns (adjustable in the settings, 2 by default) may destroy the same item simultaneously to make it faster No resources are given back, but there is also no filth. Destruction is done by pawns assigned to hauling and usually takes some time, depending on the item's HP, pawn's melee DPS and general labor speed Or just press the relevant key (`X` by default). Designate one or multiple items for destruction with Architect > Order > Destroy Item tool. Destroy any sort of item: apparel, weapons, resources, corpses etc. This mod will let you easily destroy unwanted items, and do it in a (more or less) balanced way. No other textile may be used to create such items.Are you sick of having to deal with lots of unneeded items, such as tainted clothes and obsolete weapons? Has your warehouse turned into a junkyard? Are you tired of setting up fires and deterioration dumping grounds? Just watch out for fire, as cloth is a very flammable substance.Ĭloth also has another purpose: it is required to create items like carpets, flak vests, and poker tables. Corn, Raw Fungus, Potatoes, and Rice will. 0 for none, 50 for half, 200 for double, etc. Decay multiplier: value to multiply default skill XP decay potency by. Does not require a new colony to add, tune, or remove. As furniture, cloth provides no beauty value, but its ease of production make it useful for bulk projects. The simplest way to preserve food stocks in RimWorld is to focus on foodstuffs that have a particularly long shelf life. A collection of tweaks (found in Options -> Mod Settings -> Mad Skills) to change or turn off skill degradation and learning saturation. ![]() Any clothing at all may be used to prevent negative moodlets for tattered or nonexistent clothes, and cloth at least gives decent temperature regulation. I thought cloth and weapons / gear would not lose If it is inside. You can also find Biotech-specific rewards. In a temperate or tropical biome, colonies can easily farm cotton on a large scale, useful for the early and mid-game. Archite capsules are safe from deterioration, and cannot be burned. Cloth is alright against temperature, being 9th place against heat, and 17th against cold.Ĭloth's main redeeming quality is that it comes from a plant, so it doesn't rely on animals or traders. E.g flak vests will be the same color as the cloth used to make it.Ĭloth is the worst protective textile in the game, with the weakest sharp and heat armor of all textiles, and zero blunt protection (a trait shared with wools). Using different colors of cloth with changes the color of some items crafted with it. While players can only grow cotton to harvest light grey cloth, bulk goods traders or faction bases offer dyed cloth for sale. If you want to keep corpses (people or animals) fresh. This means that corpses will start to rot after a short amount of time, then will slowly rot away into skeletons (takes over a year), then eventually disappear. A great role for you builders and crafters. In graves and sarcophagi, corpses all decay at the same rate no matter what the exterior conditions are. Idk what they are, but there’s mods to produce luciferium for automation purposes. Decay multiplier: value to multiply default skill XP decay potency by. Jamming when firing badly damaged weapons Bullet count matters for degradation. Quality of item matters for degrading, make your legendary weapons everlasting. ![]() Bionic hearts + luciferium can essentially make your colonists immune to the negative effects of aging. Do YOU want more medicines in the game Do YOU feel the game lacks in pharmaceuticals Do YOU want to build a huge drug empire Medicines+ allows you to do such things at any tech level in game. Mod settings where you can turn on and off features and change degradation values, including daily vanilla apparel deterioration. ![]() Cloth will deteriorate when left outside. Its cheap to make, makes pawns biologically immortal but still vulnerable to injury or disease.
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