RimWorld

RimWorld

[DEPRECATED - See Cyberware 2077] Sandevistan Implant 3 - Apogee Rebalance
14 Comments
EveningSky  [author] 13 Nov, 2024 @ 1:06am 
Mod is bugged currently. I should have set a hard expiration and cooldown time for the active sandevistan hediff, instead of trying to make it toggleable.

I may rework it eventually but life is extremely busy for me lately. I don't even get to play RimWorld, or any games, these days. If anyone wants to take over they're more than welcome.
gerald 12 Nov, 2024 @ 9:53pm 
you should add so instead of making them more hungry and tired you could make it so it has effect on there health like in the show so they can only use it a sertin time a day but not a cool down like if they overuse it too much they will get debuffs this would be much better and more accurate to the show u don't have to tho its Ur mod do whatever u want
Astrolfos 7 Nov, 2024 @ 7:50am 
oh uh, i deleted the hungerate and restfall but my colonist was still starving, I already restarted after editing the code but it seems they still starve. What do i do now?
Astrolfos 7 Nov, 2024 @ 1:33am 
Thanks alot elf, have a nice day!
elfxiong 3 Nov, 2024 @ 11:51pm 
@Orion traildrifter Edit the SandevistanRebalancePatch.xml file and remove the two lines that contain RestFallRateFactor and hungerRateFactor.
Astrolfos 3 Nov, 2024 @ 1:52am 
Hello, is there a way to remove the hunger and sleep debuff? I just want a fast pawn to do my stuff.
Blackthorn 24 May, 2024 @ 9:41pm 
does this remove the insane mining and harvesting multiplier?
that's the main issue i had, as there's no way to really stop filling up my pantry and stockpiles with 37500*8 wood for a 15x15 chop zone.
I would say if it IS gone, the hyper sharp hunger increase is way too harsh, a better way would be to cause a negative mental hediff that builds up as its used, and can cause a berserk/murderous rage mental break if not dealt with. and then when it's off, let the hediff slowly evaporate over time (maybe like a day or so)
EveningSky  [author] 18 May, 2024 @ 10:45pm 
A cooldown period would be likely, eventually. I may also try to implement a maximum duration. I am considering the possibility of completely rebuilding the mod, including the mutiple different types of sandevistan.
7:39 PM 18 May, 2024 @ 1:48am 
Is there a way to limit activation time and set it to have a cooldown? Or maybe a increasing pain debuff so only pawns with special implants like painstopper can benefit from it fully.
Femmy 16 May, 2024 @ 10:32am 
When the Sandevistan mod came out, I wished it had some sort of downside to it. Now it's finally worth to add to your playthrough. Thank you for making this
Complete Casual 12 May, 2024 @ 3:33pm 
Appreciate it, I wanted it to be op, but when I got one from a quest and installed it, it was actually funny how fast my pawns moved with the OG one
LA-AK 11 May, 2024 @ 6:11pm 
great mod!!
MercuryDoll 11 May, 2024 @ 2:21pm 
Yeah, was expecting it to work just like this from the getgo, good job.
QuarianRex 10 May, 2024 @ 1:07pm 
Thanks. This is exactly what I was hoping for in the original mod.