Reinforced barrel rimworld что это

Обновлено: 26.04.2024

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Exotic Items

A hyper-advanced computer core that houses a superhumanlike artificial intelligence. In its isolated state the core is dormant. Installed in a proper support structure, however, it can become a mind of frightening power.

"Dye extracted from a tinctoria plant. It can be transformed into various colors to dye apparel."

Elephant tusk

An elephant's tusk. It is very durable and valuable. While somewhat unwieldy as a melee weapon, it can still be deadly.

Gauranlen seed

"The seed of a Gauranlan tree. It can be planted to create a new Gauranlen tree."

Glitterworld medicine

A kit of advanced ultra-tech medical supplies, probably manufactured on a distant glitterworld. It contains advanced polymorphic drugs, nanite diagnostic and healing assisters, a mini-imager, and various multi-use tools.

Healer mech serum

A one-use super-dose of mechanites tuned to heal health conditions. The mechanites will target and heal the single worst health condition affecting someone at any given time. Works even on health conditions that would otherwise be incurable. The mechanites can even transmute themselves into organic matter, forming new limbs or organs as needed.

Psytrainer

A one-use super-dose of mechanites which trains a specific psychic power. The dose is administered through the orbit of the eye. Once released into the brain, the mechanites form knowledge of a specific psycast ability, transmuting themselves into neural tissue as needed.

Reinforced barrel

A large barrel for projectile-based weapons like mortars. In order to hold the high launch pressures, it is specially reinforced and cannot be manufactured at a small scale.

Resurrector mech serum

A one-use super-dose of mechanites tuned to resurrect the dead. Administered to a corpse soon after death, mechanites repair broken-down tissues and kickstart the body back to life. Unfortunately, the resurrected sometimes come back with brain damage, blindness, or progressive psychosis. Outcomes are better when the mechanites are administered to a fresher body. Well-preserved bodies can be resurrected, even long after death.

Skilltrainer

A one-use super-dose of mechanites which trains a specific skill.
The dose is administered through the orbit of the eye. Once released into the brain, the mechanites quickly improve the subject's skills in a specific area, transmuting themselves into neural tissue as needed.

Skilltrainers are rare items that will substantially increase a single, specific skill of the colonist using the item. It will then be used up and disappear.

Techprint

The physical form of techprints can range from scraps of paper with diagrams, all the way to advanced self-contained teaching machines. Regardless of form, they play the same role. They give your researchers the confidence that an idea is possible, and a rough idea of the designs in more established societies. Your researchers need the foundational knowledge offered by techprints to know where to start on a given technology. Only after enough techprints have been applied can your researchers work out the fine details of how to make use of the technology in your particular situation. Applying techprints to a satisfied project fulfills half the remaining research progress. In addition, researchers always gain a boost to their intellectual skills when applying techprints, even on already-completed technologies.

Techprof subpersona core

A small AI core housing a low-grade subpersona specialized in teaching technology. When used, the AI will teach you the technology you're currently researching, instantly and for free. Can only be used once.

Thrumbo horn

"A thrumbo's horn. It's razor-sharp, rock-hard, and priceless in most markets. This is a true trophy, as well as a deadly melee weapon."

Rimworld 1.3 Major Changes


6 6

Rimworld 1.3 Major Changes


Herbivores have had MASSIVE changes that greatly changes their productivity and function.

Their hunger rate has been cut in half, offset by each grass giving 40% less nutrition.

It takes 2/3 as long for herbivores to reach adulthood

It takes 2/3 as long for herbivores to give birth.

Twice as resistant to toxic fallout

Easier to get the staple farm animals from traders

r/RimWorld - Rimworld 1.3 Major Changes

Fig 1. Animals Net Nutritional Output but I upload the right one

For animals as a whole:

Filth rate is now tied to the animal itself instead of body size. So now while a human has a filth rate of 1.0, cows generate 16x the filth. So yeah, watch your zoning / animal posts.

Egg-layers need a nest box for their eggs.

Sterilization and auto-slaughter mechanics can be setup for convenience.

Meat from butchering animals is increased by 30%, offset by damaged corpses giving 33% less meat and leather. Damage includes bruises, etc, and thus is strictly a buff to butchering farm animals and a sizable nerf to leather amounts from hunting.

Tynan definitely wants people to ranch more it seems, and endgame colonies have a far greater incentive to have huge dairy farms (easier than ever with the auto-slaughter, too).

Reinforced barrels are uncraftable items that can be traded for, both from caravans and at faction bases. Obviously the intent is to limit active mortars and limit mortar fire spam.

Shell costs have been reduced by 10 steel across the board, making them and IEDs more attractive to use on their own. Personally I think Firefoam IEDs are now economical enough to justify using in the fields, to prevent raiders from damaging harvests, while storing shells outright could be an alternative to EMP weapons, Smoke weapons, and Firefoam poppers.

Prior to 1.3 the likelihood a fired mortar shell would impact the target tile was:

4.84% for HE (bad)

4.84% for Incendiary (larger in reality due to fire spread)

16.44% for Firefoam (use instead of poppers)

31.14% for Smoke (good)

46.62% for EMP (amazing)

100% for Antigrain (lol)

7.92% for HE (still bad)

7.92+% for Incendiary (okay)

26.90% for Firefoam (use instead of poppers, IED even!)

50.95% for Smoke (good)

76.27% for EMP (amazing)

100% for Antigrain still (lol)

You can carry medicine, doctors rejoice.

You can carry downed pawns while drafted and can tend in the field, drastically improving triage. Being able to patch up your pet without waiting for it to take an animal bed is heavenly QOL.

Kids grow slower when malnourished.

Cannibals OK with organ harvesting, prisoner murder. Mood buff from wearing human leather like Bloodlust pawns, also like other pawns wearing human leather socially (regular pawns hate pawns with human leather now, to counteract this).

Undergrounder now uses the Outdoors Need bar instead of just being + / - depending on current location.

Prioner breakout chances are now multiplied by the number of doors on the room, so:

Limit the number of doors to a single entry point.

Make a room of doors so you can quickly force prison breaks to execute / organ harvest with less consequences. Watch out, they can use artifacts now though!

Cannibal and Bloodlust are better than ever, and the changes to carrying items are great QOL. Prisons now have two options for either promoting jailbreaks or reducing them, both of which have nice benefits.

Travel speed is standardized to only factor in mass carried, terrain, and mounts. Can no longer go mach speed by strapping a bunch of rabbits to your feet

Neuroquake mega nerfed, no longer as ridiculously powerful.

20% increase to faction relationship damage (-12 from -10)

No longer affects full map, only a 60 tile radius (ouch!)

12 second cast time (up from 6 I believe? Wiki currently down).

High-shields now stop orbital and aerodrone strikes, so no permit cheesing anymore either.

Shuttles give uranium instead of steel, giving a more reliable supply of it.

Neuroquake was silly when correctly abused, shuttle change is alright and the high-shield one is reasonable. Nothing too big here.

in this patch: Tynan hates walls

5 tiles despite their terrifying weapon, may be a bug.

Raiders can how come with breach equipment, basically swarming your defenses with breach axes to rip down your walls instead of being funneled to killboxes. Fortunately, breach axes are very mediocre, basically on par with the crappy knives raiders often have.

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Make Reinforced Barrel


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This mod allows you to produce reinforced barrel by yourself. Although it's expensive, you don't have to be controlled by others, produce as much as you want.

WorkAmount: 9000 (Time required for one and a half components)
Cost: 150 Steel 2 component
Minimum skills: 7
Market value adjustment: 600→500

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