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[1.5] Gorlath's Anty Tweaks
   
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Mod, 1.4, 1.5
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1.117 MB
11 Jan, 2024 @ 7:25pm
10 Jun, 2024 @ 12:19am
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[1.5] Gorlath's Anty Tweaks

Description
Now updated for 1.5!
Still in the testing phase, but it should be functional. Please let me know if anything is acting wacky or broken.
Currently throws a harmless red error about multiple comps on the suicide pheromone. idk how to fix, there must be multiple of the same comp to cause multiple explosions. Why Rimworld would choose to throw an error about this is beyond me.

This mod makes many small yet meaningful changes to the Anty the War Ant race, including a few bugfixes. Full list of changes below:
This mod is NOT CE compatible.
It should not matter where this mod is loaded.

NOTE: Proper Shotguns is not required, just highly recommended for this mod. See below for why.

New:
- By default, Anty only have 3 adult backstories. This mod adds several new ones to give them a little more variation.
- Overhauled Anty weapons to deal less damage up-front, yet deal significantly more damage if the acid dot is left to play out. Anty weapons now boast very high DPS but no alpha strike potential.
- IMPORTANT: [XND] Proper Shotguns (Continued) is required to balance the Red-Burst Line Rifle or you may find that its dps is quite absurd. Reason: The Line Rifle uses a custom Anty method that makes it spawn many projectiles at once. However, these projectiles always either all hit or all miss. Proper Shotguns fixes this by allowing some pellets to miss while others hit.
- Changes to Anty thoughts to lean further into their lust for combat. Might need further tweaks, but you'll find your anty are happier with frequent kills.
- Overhauled the Anty namer to increase the variety of names for anty, factions and settlements.
- Reduced the crafting cost of Anty instant bunker kits. Advanced components was far too costly for a small circle of temporary barricade.
- Recycle Cores now have a small steel and component cost, and require human meat instead of a corpse.
- Removed Anty immunity to their own Suicide Pheromone.
- Solid Exoskeleton no longer grants immunity to fire, just resistance to it.
- Added a growth period for Anty. A fully mature Anty is 3 years old, and until then they receive debuffs to various activities.
- Removed Curiosity buff and granted Anty an inherent Learning speed buff instead.
- Re-balanced several Biotech genes.

Compatibility:
- Jelly can now be made on stoves from LTS Furnishings.
- Ratkin, Rabbie and Maru meat may now be used to craft RecycleCores. If there are any other HAR races you want me to add, let me know. I will update this myself as I play with Anty more.

Bugfixes:
- Patched the descriptions of Anty power armour to make it more obvious as to what each model's gimmick is.
- Patch Anty eggs to have standard egg properties. They can now be forbidden, ruined by temperature, etc. Protect your babies, they're vulnerable!
- Acid Fungal tiles no longer act as a bridge that can support heavy stone over water.
- Anty babies are no longer fertile. (The species as a whole is not supposed to be)
- Anty visitors no longer spawn with caravan loot.
- Anty do not get their adult backstory until 3. I think? idk this still seems broken and Biotech is arcane knowledge.
- Minor undefined tech level fixes for compatability with other mods that care about that.
- Removed Anty getting double the intended acid resistance when Biotech is loaded.


To do:
- Give Anty a colony backstory with no modifiers.

I'd fix some things with the anty comp that spawns them from eggs and add a childhood but I think that's C# and I don't have much experience with that.
10 Comments
Gorlath  [author] 1 Oct @ 12:53am 
I'll be having a look at updating this later this week, probably. I am currently unsure as to the state of Anty post-update so I'm going to have to double-check every single patch.
Aulie 30 Sep @ 12:11pm 
1.6 by any chance?
Aulie 29 Nov, 2024 @ 9:02pm 
I'm surprised I didn't see this before. Can't wait to rock this!
Aether 1 Oct, 2024 @ 6:12am 
Got it! I was aware that there are mods that add custom scenarios with a pre-built base, but those are incompatible with anty starting scenarios, for obvious reason.
Gorlath  [author] 1 Oct, 2024 @ 3:27am 
@Aether
As much as making it so you actually land on a faction base and have to fight it out day one sounds awesome, it would be a lot of work and I just don't have time to dedicate to that right now.
There are mods that allow you to modify the starting map, however, maybe there's one that can add hostile structures?
Aether 30 Sep, 2024 @ 8:10pm 
Thank you so much for those tweaks!

Small question : How viable is making a small settlement for the Invader-Hives Group start?
The flavor text imply that you're supposed to be raiding an enemy base, but instead of bases it is just some raids that happens at the start of the game.
☯Argonaft☯ 10 Jun, 2024 @ 7:55am 
Yay! Thanks so much for update!♡
Gorlath  [author] 10 Jun, 2024 @ 12:27am 
@☯Argonaft☯ Updated to 1.5! Sorry it took so long.
Gorlath  [author] 18 Apr, 2024 @ 5:11pm 
Yeah, but no ETA right now. Life is being busy.
☯Argonaft☯ 18 Apr, 2024 @ 1:37pm 
Nice mod. Are there any plans to update to 1.5?