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Mending Medieval

Положительные голоса98%287 голосов игроков
Подписчики7,3 тыс.7 336 в Steam Workshop
Размер файла155,06 КБЗагрузка через Steam
Обновление автора13 авг. 2020 г.Дата обновления материала
Mending Medieval

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О материале

«Mending Medieval» — материал мастерской RimWorld. Моды для колонии: новые возможности, предметы и удобство игры. Данные Steam, описание автора и ссылка для установки через подписку. Совместимость редакцией не проверена.

Описание автора

Now you can mend in medieval times!

This mod is a patch for the awesome MendAndRecycle mod being maintained by Charlotte. I had nothing to do with the creation of the original mod. My only contribution is this patch.

What does this mod change?

This mod allows you to use MendAndRecycle in your medieval playthrough, by making these changes:

  • Research prerequisite changed from Electricity to ComplexClothing and Smithing.

  • Mending kit recipe is locked behind Mending research.

  • Only have access to simple mending jobs, not complex.

  • Work amounts needed for simple mends has been increased to 360 (from 50, and 100). I felt this change accurately reflected that: what we are calling 'simple' was probably rather complex for people living in medieval times.

  • Complex mend recipes are locked behind machining (if you somehow are able to research that during your playthrough). This is basically in place to prevent you from mending incendiary launchers and machine pistols that you maybe find in cryptocaskets or quest rewards, etc. The work amounts for these jobs has been increased to 540 from 200, to again reflect the medieval era knowledge. Though how your medieval pawns can understand machining (and electricity) is something you need to explain, yourselves!

What can you expect to see in game?

  • Your mending table will not require any electricity. It will still need to be fueled with mending kits.

  • All mending jobs are going to take more time.

  • You will be able to mend any clothing item (notice I say clothing, not necessarily apparel), such as jackets, pants, hats, etc. This includes clothing from Vanilla Apparel Expanded like the apron, overalls, and chef's uniform.

  • You will be able to mend any armour that is lower than flak. This includes plate armours, wooden armour, and simple helmets.

  • You will not be able to mend flak armour items, advanced helmets, marine armour, bullet-proof vests, etc.

  • You will be able to mend any melee and bow weapons from neolithic and medieval. (This means you cannot mend the compound bow from Vanilla Weapons Expanded, or any other industrial bows)

  • You will not be able to repair any firearms. This includes the musket and flintlock from Vanilla Weapons Expanded, despite being medieval weapons.

With the increased workAmount (and thus increased mending kits used), mending is now more of an investment. Keep those masterwork blades in excellent shape. Mending will still be better value than crafting new for just about every item. Maybe now, though, you won't want to waste effort mending a 'normal' weapon, when you could save those resources and try to craft something better.

Is this safe to add/remove with existing saves?

Yes, to the same degree that the original MendAndRecycle mod is.

If you're adding, make sure to delete any complex mend bills first. If you're removing, you don't need to do anything. Just make sure you read about adding/removing MendAndRecycle, as well.

Оригинал в Steam Workshop

Как установить и запустить

Откройте оригинальную страницу в Steam Workshop, проверьте версию игры, зависимости и порядок загрузки в описании автора. Нажмите «Подписаться» и дождитесь загрузки Steam. Включите материал в меню модификаций или контента игры, если это требуется. Совместимость и запуск редакцией не проверены.

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