RimWorld

RimWorld

[HYE] Nanotech Overpower
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Update: 7 Oct @ 8:10am

v4.6.01 — Balance Adjustments, QoL Tweaks & Bug Fixes

Improvements
  • Added a new configuration option in the Mod Settings to customize the range of the Nanoturret.
  • The Nanoshuttle can now be minified and repositioned.

Visual Adjustments
  • Slightly adjusted the visual size of the Nanosniper.
  • Slightly adjusted the visual size of the Nanolance (EMP weapon).

Fixes
  • Fixed a bug where Save Our Ship 2 (SOS2) patches were being applied to the NanoAura even when the mod was not loaded.

Balance Changes
  • Slightly nerfed the Nanoblaster’s rate of fire to reduce lag.
  • Reduced the overall power of the Nanominigun to make it less overpowered.

Update: 5 Oct @ 7:47am

v4.6.00 — New Nanotech Weapons, Visual Updates & Core Optimizations

Integrations
  • Added full recipe support for the Jewelry mod by Kikohi.

Additions
  • Added three new Nanotech weapons:
     – Nanoshotgun: extremely powerful shotgun.
     – Nanosniper: long-range sniper with instant-kill damage.
     – Nanolance: high-power EMP sniper that deals no physical damage but stuns mechs and disables shields for extended periods.

Balance & Buffs
  • Buffed Nanominigun cooldown and burst speed for faster sustained fire.
  • Massively improved Nanoserum aiming time and pawn ranged accuracy.
  • Forced both Nanomeal and Nanoberries to have 0% food poisoning chance.
  • Adjusted Nanowarhead: now completely non-flammable, neutral beauty (0) instead of -4, and reduced mass from 1.25 kg to 0.1 kg.

Visual & Functional Improvements
  • Changed weapon sound effects to better match their Ultratech aesthetic.
  • Updated Nanofabricator texture to align with the mod’s new darker visual theme.
  • All Nanotech terrains are now sand and snow proof.

Fixes & Compatibility
  • Corrected a minor issue with Biotech Cloning not being properly recognized in load order auto-sort.
  • Set the Lyn version of the mod as incompatible with the Hye version in the Mods tab to prevent conflicts.

Internal & Optimization
  • Reorganized internal folder structure to prepare for future multi-version compatibility.
  • Removed outdated and unused files to make the mod more lightweight.
  • Minor label and typo corrections throughout the mod.

Update: 30 Sep @ 11:32am

v4.5.00 — New Nanoforge, Psyker Implant & Major Expansions

Integrations
  • Added full recipe support for Misstal’s Foods and Social Drugs mod.

Additions
  • Added the Orbital Targeter Bombardment recipe to the Nanofabricator.
  • Introduced the Nanoforge, a specialized workbench dedicated to crafting weapons using Nanobots.
     – All Nanotech weapon recipes have been migrated to the Nanoforge.
  • Added crafting recipes for most vanilla weapons and those from all DLCs.
  • Added five new marble-like Nanotech floor tiles.
  • Added the new Psyker Implant, granting massive stat bonuses for psychic users.

Improvements
  • Nanohelmet is now paintable.
  • Buffed Nanoserum to greatly improve:
     – Melee attack speed
     – Melee accuracy
     – Ranged aiming accuracy

Update: 28 Sep @ 6:11pm

v4.4.00 — New Drug & Food Mod Integrations

Integrations
  • Added full recipe support for the Drugs+ mod.
  • Added integration with RimCuisine 2: Meals and Munchies addon.
  • Added integration with RimCuisine 2: Drugs standalone module.

Update: 28 Sep @ 5:32pm

v4.3.02 — Minor Fix

Fixes
  • Minor fix and general correction.

Update: 28 Sep @ 5:30pm

v4.3.01 — Build Cost Hotfix & New Integration

Fixes & Balance
  • Hotfix for the excessive work amount required to build structures made from Nanobots.

Integrations
  • Added support for Bean’s Hard Drugs.

Update: 28 Sep @ 4:36pm

v4.3.00 — New Integrations, Visual Updates & DMS Fix

Fixes
  • Fixed a label issue in a recipe from the VV New Harvest integration.
  • Fixed a major problem with Dead Man’s Switch (DMS) recipes causing heavy error logs at startup and making the bench unusable.

Integrations
  • Added full support for RimCuisine 2 Framework and its Bottling and Booze expansion.
  • Added integration with Adaptive Storage Framework for the Nanochest.

Visual Improvements
  • Updated sprites for the following benches:
     – Biological Warfare Bench
     – Dead Man’s Switch Bench
     – Glittertech Bench
  • The Dead Man’s Switch Bench now appears in the Production Tab to help address the disappearing issue.

Update: 27 Sep @ 3:54am

v4.2.00 — New Floors, Obelisk Options & Terrain Rework

Additions
  • Added new Nanotech floor variants:
     – Nano Hex Carpet
     – Nano Totemic Tile
     – Nano Spikecore Tile
     – Nano Morbid Carpet
     – Nano Morbid Tile
  • Added an Obelisk option to regenerate (or not) mountain walls — disabled by default.

Fixes
  • Fixed an issue with the Obelisk regenerating fertility-sterilizing implants such as Vasectomy, IUD, and Tubal Ligation.

Improvements
  • Changed the construction cost of all Nanotech terrains to 1 Nanobot, matching the standard Nanotile balance.
  • All terrains are now grouped under a single selection category in the Floors tab for easier access.
  • Expanded the description for the Nano Hybrid Shield (Royalty).
  • Updated several in-game descriptions.
  • Made minor internal code adjustments for better definition handling.

Update: 22 Sep @ 1:22pm

v4.1.00 — New NanoSmelter & Major QoL Improvements

Additions
  • Added the NanoSmelter, a new workbench capable of:
     – Converting any item into 5 Nanobots.
     – Recycling Nanobots back into their original resources.
  • Added a version tracking log accessible from the in-game menu.

Improvements
  • Changed the Nano Sunlamp glow color to a golden tone by default.
  • Added a color customization option to the Nano Sunlamp.
  • Removed the electricity requirement from the Nano Wall Lamp.
  • Increased default WorkSpeed for the Nanofabricator and NanoStove, making them much faster.
  • Nanocabinet can now be linked to both vanilla Research Benches.
  • Changed the Nanochest sprite to better represent its concept of containing a “black hole.”

Balance & Adjustments
  • Updated several terrain descriptions for clarity.
  • Changed the Nanoshuttle maximum fuel capacity from 50 to 500 Nanobots.
  • Adjusted the construction cost of the Nanoshuttle.
  • Removed research prerequisites required to unlock the Nanoshuttle.

Update: 20 Sep @ 6:21pm

v4.0.00 — New Nanotech Floors & Customization

Additions
  • Added the new Nanotech Hextile.
  • Added the new Nanotech Fine Carpet Tile.

Improvements
  • All Nanotech terrains are now paintable, allowing full color customization.
  • Updated descriptions for several terrain types for better clarity and consistency.