RimWorld

RimWorld

Permits: Re-Examined
39 Comments
ggfirst 31 Aug @ 9:46am 
its re-examined mod I think it can be cool to add such function to this mod. then people can generally use this mod as a QoL mod in expension for Royalty. Just suggestions.
Smxrez  [author] 31 Aug @ 9:36am 
@ggfirst
Q1: you would have to modify the xml files for each respective mod
Q2: Read the FAQ
ggfirst 30 Aug @ 9:12pm 
Q1 : Is it possible to make disable some permits? Just like cherry picker. I would like to erase some absurd permits from VFE-E and Royalty, but cherry picker woudlnt' let me to modify permits

Q2 : Does it work on 1.5?
thanks
Jan2607 29 Aug @ 1:23pm 
Ah okay, that makes sense
Smxrez  [author] 29 Aug @ 1:12pm 
@Jan2607 ah its very likely related to translations in that case
I didn't think about that so im pretty sure it only overwrites the english description
Jan2607 29 Aug @ 12:14pm 
No, just mods that touch psycasts, but not the permits. Maybe it's a translation thing? Because I use German. Well, since it sends the correct amount of resources it does not matter that much. Thanks for the reply.
Smxrez  [author] 29 Aug @ 9:06am 
@Jan2607 thats odd on my end they have the correct values in the descriptions
are you using any mods that might touch permits too?
also yes antigrain is only for VFE Empire
Jan2607 29 Aug @ 3:44am 
Okay, tried the steel drop. It drops the correct amount of 750 steel.
Jan2607 29 Aug @ 3:42am 
Antigrain warheads drop is for VFE Empire only? And for some reason in the resource drop permit desriptions it says still the vanilla values.
Smxrez  [author] 11 Aug @ 4:17pm 
@[PR] 3XLThobe the Royalty DLC's permits
Haven 11 Aug @ 2:50pm 
pause... Building Permits? Land Use Permits? Dawg What Is A Permit
rainydays100 9 Aug @ 12:34am 
ill lyk how 1.5 goes
Blueo 24 Jul @ 6:12pm 
Is the anti grain drop exclusive to VFE - Empire? don't see it in vanilla
Ben Delver 14 Jul @ 7:19am 
anyone know if theres a way to disable military aid called by permit from fleeing?
Molay 14 Jul @ 2:57am 
Trauma surgeon is such a cool idea! Installing thousands worth of bionics without failure is a very welcome thing for a solo mechanitor :)
Wolfette 11 Jul @ 8:21pm 
Okaydokey, hope you figure out whatever the issue is! I imagine the 1.6 officially release has something to do with it.
Smxrez  [author] 11 Jul @ 5:15pm 
1.1.1
- Both medic permits cooldowns 60 -> 45
- Both medic permits aid duration 1 -> 1.5

Was planning to add VAE scrubs etc but I was having some weird issues with VAE when attempting to make the patch so that's postponed till i can figure out the problem
Smxrez  [author] 10 Jul @ 10:20pm 
@Wolfette thats a good idea actually i'll include that in the next update (tmr probably?)
Wolfette 10 Jul @ 10:19pm 
Sweet, do they wear VAE scrubs and surgical masks if the said mods are present?
IliterateAshole 10 Jul @ 9:43pm 
Y E S
Smxrez  [author] 10 Jul @ 9:40pm 
@Wolfette
Medics:
- 3 Pawns
- Skill range 8-11
- Mask + shirt and pants made out of synthread
Trauma surgeon:
- 1 Pawn
- Skill range 17-20
- Mask + shirt and pants made out of hyperweave

Both stay for 1 day
Checking this makes me realize I forgot to buff them after testing lol
Its not that great for a 60 day cooldown
Wolfette 10 Jul @ 5:52pm 
What are the specifics of the Medics and Trauma Surgeon, IE skill range, forbbiden work types, what they have equipped, how long they will stay ect?
FotisP68n 10 Jul @ 2:59pm 
@D3K43 Agreed, Way too underwhelming, I suggest adding config options and reducing timer by a LOT
Salt Dagger 10 Jul @ 8:59am 
I found permits bearable with Auto Permits but when that mod seemed to stop working for me I def did use them less. Nice to see them get buffed though ty ty ty
lostormisplaced 10 Jul @ 7:59am 
Yay, I love the reexamined series!
Smxrez  [author] 9 Jul @ 6:35pm 
@AlphaAmpersandOmega It wont change their values but nothing should break as long as they don't use the same tiles for new permits that I do
AlphaAmpersandOmega 9 Jul @ 6:09pm 
Will this work with More Permits and Better Permits?
D3K43 9 Jul @ 5:20pm 
Resource drops are still underwhelming imo. A high-wealth colony can burn through 750 steel in a few days. Almost every building industrial-grade and above takes steel as a resource, and usually a lot of it.
IVANko 9 Jul @ 12:43pm 
This one is really nice, thank you :galelove:
Evan 9 Jul @ 11:04am 
By the way I just noticed the Antigrain permit and I must say, I love it. A reliable way to get a hold on them is lovely, and considering ORBITAL SLICING BEAM it seems reasonably balanced as far as permits go.
Smxrez  [author] 9 Jul @ 10:48am 
1.1.0
- No longer requires VFE - Empire
Smxrez  [author] 9 Jul @ 9:33am 
@Nova Solarius ill think about it
Smxrez  [author] 9 Jul @ 9:33am 
I have had people unironically do that before thats why I said something
Smxrez  [author] 9 Jul @ 9:33am 
@FLAVORTOWN 2, THE FLAVANING oh lol my bad
Evan 9 Jul @ 8:56am 
Nice, I loved the permits but some of them definitely were "Sure, I guess." compared to ORBITAL SLICING BEAM or the (pre odyssey) almighty Shuttles.
im grugging it 9 Jul @ 8:45am 
I am aware, I was continuing the trend of 'brain dead person doesnt read FAQ, asks question already answered'
Nova Solarius 9 Jul @ 8:41am 
Can you maybe make the advanced component drop not replace the regular component drop? I basically never take the advanced comp drop specifically because it replaces the regular one, and the regular one tends to be more useful for me. If I really need advanced comps, I currently just take the gold one (plasteel drop is already a standard pick for me) and make them myself.
Smxrez  [author] 9 Jul @ 8:17am 
@FLAVORTOWN 2, THE FLAVANING
Untested but like the faq says I don't see why it wouldn't work
The doctors use un-modified vanilla gear and then I just modify the resource drop amounts for permits
im grugging it 9 Jul @ 8:16am 
I have read the FAQ, but to continue the brain dead and quite stupid trend: CE compatible? (Please don't antigrain warhead my tribal hut)