RimWorld

RimWorld

Nanotech Overpower Patches
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Update: 6 Oct @ 6:37am

[Auto-generated text]: Update on 10/6/2025 3:37:55 PM.

Ah, we should stop meeting like this. No really, stop :)

I was a dumb dumb and didn't put a ' - ' behind a number so the Nanoaura (HYE Edition) took Cold Comfort away
Silly me.
Nanoaura (HYE Edition) now gives 50C Cold Comfort. Still need a Parka to stop from freezing in space.

Update: 6 Oct @ 6:28am

[Auto-generated text]: Update on 10/6/2025 3:28:46 PM.

Yes, it is me again. Hello :)

While playing with [HYE] Nanotech Overpower, I noticed there were new terrains.. which meant more ruins spawning with terrain they shouldn't be spawning with Q_Q

So this update fixes that. All Nano Terrain costs 2 bots instead of 1 to stop the Vanilla MapGen code from using it.

Update: 6 Oct @ 5:48am

[Auto-generated text]: Update on 10/6/2025 2:48:02 PM.

Removed duplicate Neurotrainer recipes. Why have two when one is enough? :D

If Artifacts Expanded (Continued) is loaded with [HYE] Nanotech Overpower, the Archotech Neurotrainer won't be added. There's already an Omnitrainer which is more powerful.

Update: 28 Sep @ 5:58am

[Auto-generated text]: Update on 9/28/2025 2:58:30 PM.

Fixed an implant trying to load when a mod isn't loaded. It'll only load when all 3 conditions are met to add more compatibility.

At least that's a theory... A GAME THEORY.

...I'll see myself out.

Update: 2 Sep @ 8:58am

[Auto-generated text]: Update on 9/2/2025 5:58:44 PM.

Removed duplicate Gravlite Panel recipe.

Update: 2 Sep @ 8:23am

[Auto-generated text]: Update on 9/2/2025 5:23:30 PM.

Added a (HYE) edition of the Nano Aura

Update: 2 Sep @ 7:12am

[Auto-generated text]: Update on 9/2/2025 4:12:31 PM.

Added support for Citizen706's version of Nanotech Overpowered
Removed XML requirement for Lyn's Nanotech Overpowered.. so you can load either of them. Please don't load both.

If there are any bugs, let me know and I'll fix

Update: 24 Aug @ 6:44am

[Auto-generated text]: Update on 8/24/2025 3:44:47 PM.

So after sitting down with my best friend, we finally managed to fix random nanofluid and nanotiles from generating in ruins and ancient temples (temples are the ancient dangers)

The fix.. was to change the cost of building nanofluid and nanotiles from 1 to 2 nanobots

(Hidethepainharold.gif)

Update: 30 Jul @ 8:07am

[Auto-generated text]: Update on 7/30/2025 5:06:58 PM.

:D

I forgot to add said patch to 1.5.. so that's done too. If anyone is playing 1.4, let me know and I'll add it there too

Update: 30 Jul @ 8:03am

[Auto-generated text]: Update on 7/30/2025 5:03:28 PM.

*Coughs*

I got tired of copying and pasting recipes for the nanofabricator whenever I needed to move it around... so

Nanofabricator is now minifiable and can be uninstalled and reinstalled elsewhere.