RimWorld

RimWorld

Kraltech Industries Rebalanced (1.6)
97 Comments
HYDRA 27 Oct @ 2:43am 
blessings to you
Gamer330 21 Oct @ 10:22pm 
This mod is literally intended to be unfair OK?
Holy_Gray_Knight 19 Oct @ 5:37am 
i don't even call this mod challenging,i call it unfair, i have no idea how powerful the other mechanoids are, but i always have my colony wiped out by a mech cluster with insane turret with a totally unfair damage, fire rate and especially the range, even the backup cant avoid being wiped out with five or six seconds, and the militors? they are the main ones that gives me rage in the beginning,they have one unfair regenerative shield,they never miss a shot even though in theory a machine gun should have recoil, an they always kill my best colonists in two seconds,i cant even take cover because their damage is so high that they destroy the wall quick with bullets, if their range,their shield,and their damage werent unfair enough,they also can freeze.
ACrow 17 Oct @ 9:07am 
Its actually a good idea to leave everyone balance it on their own way, but it will also be amazing to have a option of the original values, specially because the original mod seems it´s not gonna be updated for a long time
Snow  [author] 12 Oct @ 6:15am 
i had the idea to instead add ingame settings to change the balancing and other things about the mod. but i have never made a ingame options menu so i gotta read into it first.
Gamer330 12 Oct @ 1:17am 
No, and probably wont be. Also Snow, do you think about continuing Unbalanced one to 1.6?
MiksaMark 11 Oct @ 4:17am 
This mod is amazing! Does anyone know if its compatible with Combat Extended buy any chance?
chrollo lucilfer 9 Oct @ 10:02pm 
successfully migrated from 1.5 thank god you kept the same assembly and all the references it saved my playthrough :Gifting::Gifting:
tho i was migrating from 1.5 3250496402 non rebalanced version
Wrath 9 Oct @ 9:31am 
Im not gonna lie, I rarely close the game even when I go to sleep... It takes 80 mins for me to start the game xD
Snow  [author] 9 Oct @ 6:11am 
im at 800 mods and normally just start up the game and make some food for the session lol but i moved all my stuff to a faster drive and it takes like ~10 minutes to start
Wrath 9 Oct @ 5:51am 
I started a new run and Im very happy about all the new research. But man, +15mins on my loading time to launch the game, haha 500mo no joke
Snow  [author] 9 Oct @ 5:45am 
pretty sure it can theoretically be added mid run but you would need to spawn in the faction else you cant get most stuff. but it "just" adds items and enemies it doesnt create or modify any core mechanics
Six Feet Under 8 Oct @ 10:20pm 
It contains new research trees.
Wrath 8 Oct @ 8:08pm 
Man I love your work it looks so neat !!
2 questions

Can it be added mid-run ?
Does it contain new research trees ?
George 8 Oct @ 1:53pm 
Snow thankyou so much for the update super appreciate it :D
Snow  [author] 8 Oct @ 12:30pm 
oh and i also reduced the militor mk2 gun accuracy so its not 100% on all distances
Snow  [author] 8 Oct @ 12:28pm 
Okay quick bugfix update:
- fixed militors MK2 despawning instantly (i set a invalid bodytype very sorry)
- fixed alpha tesseron not firing
- fixed alpha tesseron and alpha termite not being in the mech gestator
Snow  [author] 8 Oct @ 10:56am 
i only know it for sure needs biotech because of the mech gestation stuff, ill check for ideology later
Six Feet Under 8 Oct @ 7:37am 
Could you also show the dependencies it currently requires? Also, does it still need Ideology? Since hacking has been incorporated into the base game in 1.6
Snow  [author] 8 Oct @ 5:58am 
I pushed a new update, it should fix the permanent hostility and make the mechs more rare to encounter and in lower numbers.
George 7 Oct @ 10:36am 
The faction is permanently hostile to me is there anyway to change that?
darkfiretim 6 Oct @ 8:29am 
The carry capacity from backpacks doesn't seem to work for me. Do the backpacks need another mod to work?
Six Feet Under 1 Oct @ 9:11pm 
What mechanics from Ideology did Kraltech need?

If it's just the hacking mechanics, then it should no longer require ideology, right?
Snow  [author] 1 Oct @ 1:52am 
it requires the same things the old version does, i did not fundamentally change its workings.
Six Feet Under 30 Sep @ 4:27pm 
Does this require Ideology, Royalty and Biotech? Since the 1.5 version did.
Salted_Edge 24 Sep @ 8:42pm 
Is there a way to reduce the frequency of kraltech mechs appearing compare to vanilla ones? Also is there a toggle to disable or resist the stun some of them give my colonists with their weapons?
Luckspeare 7 Sep @ 1:45pm 
Error when loaded with Rimsenal - Augmented Vanilla Pack. I don't know which mod this error belongs to, so reporting to both. Whichever the case, in my full 800-mod loadout, I was getting these errors in 6 or 7 mods, so whatever is causing it, is causing it in multiple mods. I just could isolate it down to this combination for now.



Config error in Gun_EMPRifle: verb 0: has incorrect forcedMiss settings; explosive projectiles and only explosive projectiles should have forced miss enabled

Possible Matches:
[Source: Rimsenal - Augmented Vanilla Pack]
[File: C:\Games\Indiv\Rimworld\Mods\849231601\1.6\Defs\ThingDefs\Weapons_Charge.xml]



https://gist.github.com/HugsLibRecordKeeper/0227014effad868f3da1699668b4d7da
ACrow 7 Sep @ 11:22am 
Hi I know it will be so much extra work, but considering the original Kraltech doesn´t have any update yet, it will be amazing to have in the mod options, to change the original OP values of the mod
elĐeve 1 Sep @ 3:56pm 
@nikism in any case you can try modifying it with rimmsqol
Snow  [author] 1 Sep @ 11:25am 
I have not changed the psi brain, i dont know it. Try using chatgpt for translating, its very good.
NikiSm 1 Sep @ 8:04am 
There is a psi brain in fashion, which I cheated into the mechanoid of maids from another fashion. In 1.5 versions, it gave a frantic increase in% to the speed of work, and now it is as if this% has been reduced. Have you changed the parameters in fashion? Sorry for the clumsy English, write from a translator.
Snow  [author] 1 Sep @ 7:55am 
the what?
NikiSm 1 Sep @ 7:54am 
Hello, did you fix the great psi brain?
Snow  [author] 27 Aug @ 8:17am 
well, i also use infocards personally and i dont have said bug, in fact i didnt have any collisions from using kraltech at all yet which is impressive lol (on another note i cannot make caravans because some other mods are shit)
elĐeve 26 Aug @ 6:23pm 
maybe it's my 500modlist, when opening the info card of kaltrech pawns armor or clothes it's just bugs out and spams the console, it's avoidable but i can't read the defensive stats of the things lol
i'm sure i had the same bug on 1.4 or 1.5 with the normal mod
Snow  [author] 26 Aug @ 5:28am 
in what way? i dont know i never noticed it lol
elĐeve 26 Aug @ 4:35am 
haha it's still bugged with better info cards, WELCOME BACK KRALTECK I MISSED YOU :SG0_OK:
elĐeve 26 Aug @ 1:28am 
holy shit is thi real?
Pain-peko 22 Aug @ 9:40am 
Yes, even with the non-rebalanced versions you weren't able to trade with their settlements, so you either have to wait for a Kraltech orbital trade ship to drop by or you can call in a trade caravan with their faction via the comms console. Their trade caravans are guaranteed to have the 4 documents you can analyze, and said trade caravans are fitted up to the nines (even in this rebalanced version) so they can act as a pseudo-defense for any potential raids or threats that may come.
freackyfreac 21 Aug @ 7:17pm 
but i seem that i cant trade with them via the settlement, i guess thats also intended and i have to wait for them to drop by?
freackyfreac 21 Aug @ 7:09pm 
i just opened my savegame and have this as faction description wich i think is the default of the odyssey start. but ill check the mod xml

<playerFaction>
<def>PlayerFaction</def>
<factionDef>GravshipCrew</factionDef>
</playerFaction>
i added it to the xml of kraltech and theyre neutral to me now :)
Pain-peko 21 Aug @ 4:23pm 
You could either a) choose to delete the <permanentEnemyToEveryoneExcept> lines altogether or, b) if you want to still keep them hostile to everyone in case you have faction interaction mods like Factional War or sumn, add in a <li> line of code to that section of your modded scenario faction so they'll be neutral only to you; honestly speaking, the former is the easier way to change this but the latter is worth the effort if you still want the surprise/challenge for seeing them in Factional War events.
Pain-peko 21 Aug @ 4:23pm 
@freackyfreac This is an intended part of the mod, albeit one that feels like an oversight; if you go to the Faction_Kraltech.xml in the mod folder, there are lines in the code that go along the lines of

<permanentEnemyToEveryoneExcept>
<li>PlayerTribe</li>
<li>PlayerColony</li>
<li>Empire</li>
</permanentEnemyToEveryoneExcept>

This essentially makes them hostile to every other faction, including the player faction if the non-DLC Vanilla scenarios aren't chosen, as different mod scenarios give the player faction an entirely different tag than the listed two above. This is perfectly exemplified if one chooses the Anomaly or Odyssey scenario and after generating a world, it'll still list the Kraltech faction as "-100 Permanently hostile".
freackyfreac 20 Aug @ 6:48pm 
i could add another fraction (void) with no issues
freackyfreac 20 Aug @ 4:36pm 
okay i took out the mod i thought would interfere. and tried to set them neutral via dev mode. even that doesnt work.. any idea wich i could do?
freackyfreac 20 Aug @ 3:58pm 
yeah i started with a modded scenario where i 'lend'' the ship from a fraction thus having to pay them, wich rendered the influence gain for sending money to zero. probably buggs with the addition of a new fraction. but i guess i can set the kraltech fraction to 0 then via devmode
Snow  [author] 20 Aug @ 3:55am 
The Faction is no different to any other factions added by other mods so i dont think its caused by this Mod. I also use Vanilla Expanded Framework and it all works fine, maybe some small mod interfering with Goodwill somehow
freackyfreac 19 Aug @ 6:55pm 
heya, i added the mod mid game and the kraltech fraction (inserted via vanilla expanded framework) is hostile -100 with natural to 0. they offered peace talks with increase of 68 standing. i also sent gifts to them and still the relation is at -100. is that intended by the mod or buggy?
Cuerniito 15 Aug @ 1:48am 
My English isn't very good, but is it normal that as soon as the rage virus event starts, colonists and animals (including mechanoids) go into a rage after just a few seconds of exposure?
I lost all my Bumapoles livestock without being able to react, lol
VexationStation 12 Aug @ 5:06pm 
Thank you!