The fact it's very flame-resistant for countering pesky mechanoids and imps is the icing on the cake. Can even research devilstrand right off the bat as a neolithic tribe if you want. Either way, kind of unreliable and best to save for equipping only a few colonists or making a few pieces of super-snazzy furniture while devilstrand can equip most of it not your entire colony within a couple years. Or farming them to breed for their fur, which will take a long time and a lot of food. Unless you're using some mod to grow it or something, hyperweave only shows up on some traders and usually in small to modest amounts, while thrumbofur requires getting lucky and having thrumbos show up and then getting them downed without ruining that lovely fur. A number of traders will buy it that won't buy other textiles, so you can offload it quicker as well.īut yeah, like everyone else has said, devilstrand is relatively easy to get a hold of as long as you have more than enough planters and good soil to feed your colony. If I remember correctly, cloth is better as a cash crop if you're just selling it as is. Cotton is fine for recipes that require it but for clothes I think of it as one of the last options, you have nothing better to make clothes out of. Inspiration for crossbow art.Originally posted by Jack Reaver:Devilstrand is so powerful that dusters made from the stuff can beat out flak jackets. Oskar Potocki - created the rimworld art tutorial which got me started making RW art. My wonderful testers, without them this would be a hot pile of mess, not that it isnt kek. "Cause your stinky code stank" - TrahsPanda TrahsPanda - hired xml coder, responsible for plants, recipes, food, thoughts and bugfixes. Taranchuk - Hired C# coder, made trees transparent whenever there is a pawn or item behind tall trees made the code for animals dropping fat and bones. OwlChemist - Inspiration for leather production chain, xml patches. SickBoyWi - Inspiration for Dark Forest Biome JangoD'soul - artist, created all of the initial armors and helmets of MO Zomuro - hired writer, has written scenarios, descriptions and etc. These give a nice alternative Nutritious Kibble - If you have lots of pack animals Kibble can get really heavy. Hahkethomemah - hired writer, author of 1-2-3 Personalities. Devilstrand Animals - This would be broken with a normal colony, but while traveling all the time Devilstrand is very hard to get. Thog - staff writer, has written weapons, food, thoughts, and etc SirLalaPyon - author of Medieval OverhaulĪrisher - collaborator, owner of apparel, made the crossbow artīodiah - staff writer, has written weapons, biomes, armors, and etc. Q: is this compatible with any animal mods with their leathers?Ī: Yes, there is an autopatcher for every modded animal to drop hides.Ī: Research alchemy then steel in order for the recipe to show up at the furnace Q: Why do we need electricity for the scribe's table ?Ī: You need to build a birdpost to generate electricity for the scribe's table.Ī:Yes, the onehanded weapons are configured to be useable with their shields. I am not sure about the ultimate overhaul set of mods, or if it has some conflicting features in this regard. There is also a bill to create charcoal in the furnace.Ī: My mod will rely on rimedieval or any other external mod for limiting of tech. From the mod's forum post, Crafting I unlocks the ability to grow cotton and devilstrand plants, which I assume would also unlock the associated clothing workbenches. Place this mod below it to override their retexture.Ī: Mineable coal spawns throughout the map. Any mod that retextures the simple research bench, Steel, and Gold. This overhaul will be incompatible with any other mod that touches steel, silver and gold defs Edited and moved Longblades, Plate armor, recurve bow, and Greatbow research to Medieval Tab Removed steel, plasteel, and components mineable spawns Unfertilized egg market values are nerfed to the point where they can actually make profit when making meals Making it more enjoyable, especially for medieval peeps like me. The main goal of this mod is to prolong and enhance the medieval and tribal experience of rimworld. It adds some features of each game/mod, catered to my preferences. This mod is mainly inspired by Medieval Times, Battle Brothers, KeeperRL, Thea, and Crossroads Inn. And so, lo and behold, my first actual mod. Figured might as well make everything I want in my medieval playthrough and put it into one mod. [Hello, my name is is SirLalaPyon, to cut it short, one thing led to another and then suddenly I made an overhaul.
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