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Kovit Rebalance Mod
   
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Mods: Mod
File Size
Posted
Updated
711.545 KB
7 Sep, 2019 @ 11:04am
31 Oct, 2019 @ 2:46am
7 Change Notes ( view )

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Kovit Rebalance Mod

Description
Perks, Plants, Faction, Recipes
========================
Perks - cheaper in points, Logs instead Planks, Armor instead clothes, Knife instead Club. Hoe added to tools.
Plants - Tree seeds, herb grow in grassland and forest
Faction - Cave and Forest Mo
15 Comments
Big Mark 24 Jun, 2020 @ 5:31am 
I came here looking for help because my game since the latest update seems borked. Removing this mod fixed all issues I was having.
Thundercraft 21 Jun, 2020 @ 11:59pm 
Another issue: "ItemInfo.xml" has some outdated stuff and is missing some important stuff. In particular, I noticed that it is completely lacking a reference for <id>95</id> (Research Artifact) and <id>205</id> (Silk). Likewise, stuff like Cloth (<id>115</id>) is missing <name>Silk</name> as a possible ItemIngredient.
Thundercraft 19 Jun, 2020 @ 10:40pm 
Also, I now know why my Ballista was bugged out and never able to shoot. It was missing:

<deliveryRequirementAmount>12</deliveryRequirementAmount>
<deliveryRequirementItemAttributes>BallistaBolt</deliveryRequirementItemAttributes>

And I see that Fireplace and Campfire were missing these two lines:

<deliveryRequirementAmount>1</deliveryRequirementAmount>
<deliveryRequirementItemAttributes>Fuel</deliveryRequirementItemAttributes>

I'm now thinking that the vast majority of bugs I've experienced was due to this mod.
Thundercraft 19 Jun, 2020 @ 10:31pm 
Now I'm certain! I say that because the Research Lab in "BuidingInfo.xml" was also lacking these two lines:

<deliveryRequirementAmount>10</deliveryRequirementAmount>
<deliveryRequirementItemAttributes>ResearchArtifact</deliveryRequirementItemAttributes>

This TOTALLY explains why I was never able to get the game to use an Artifact to unlock higher tier research! WOW! I missed out so much of the game because of these bugs!
Thundercraft 19 Jun, 2020 @ 10:14pm 
On closer inspection, I'm almost certain that it was "BuildingInfo.xml" that prevented my Furnace from smelting Ingots. I say that because it was lacking these two lines:

<deliveryRequirementAmount>2</deliveryRequirementAmount>
<deliveryRequirementItemAttributes>Fuel</deliveryRequirementItemAttributes>
Thundercraft 19 Jun, 2020 @ 9:58pm 
From what I can tell, this needs an update to work correctly with 0.7. Most files are okay, I think. What concerns me is how "FactionInfo.xml" is very different from the vanilla file in 0.707. This file has over 1500 lines of code and roughly half of it has changed. Example: This mod's version is missing a bunch of new tags including <minCamps>, <maxCamps>, <minDistance>, <maxDistance>, <minTerritory> and <maxTerritory>. Also, the "BuildingInfo.xml" file is quite a bit different - such as missing some buildings, including the Barracks and Archery Range. Also, the "MaterialInfo.xml" file is not needed because it 100% identical/unchanged. Finally, I strongly suspect differences in "BuildingInfo.xml" bugged out my Blacksmith in my last game, preventing me from smelting Ingots.
Thundercraft 31 Jan, 2020 @ 2:40pm 
@kovit [author]
I want to make a couple minor changes of my own to "MiscSettingsInfo.xml".

Unfortunately, since this game currently does not support Xpath patching and since a lot of different variables are tied together under large arrays, I think any change I make to "MiscSettingsInfo.xml" would conflict with mine - meaning that I would have to choose between them. So...
Thundercraft 31 Jan, 2020 @ 2:40pm 
Would you consider reducing <customCreatureCost> from 100 to 50 (the penalty of points subtracted for modifying a starting colonist)? Also, would you consider increasing the <childReducedPoints> from 300 to 500 (the maximum possible discount given to a child added at start, assuming age "0")?

Right now, there doesn't seem to be much incentive for starting a colony with a child. I've watched about a dozen Let's Play and tutorial videos, and only one of them mentioned how starting with a child might be cheaper - though, in the next video, this same guy decided against starting with a child, apparently concluding that it was not worth it. So, I think increasing that discount to "500" would finally encourage more players to start with 1 or more children as start colonists.
briskke 1 Nov, 2019 @ 2:05am 
yep I can start new game now, thanks!
kovit  [author] 31 Oct, 2019 @ 2:47am 
creatures file deleted, should work now