Rimworld Alpha 13 - Ep 2 - Realistic Research Modpack - Let's Play
Welcome to a new Rimworld Alpha Realistic research modpack series. So episode two and we are under attack with slightly bigger and burny force :)
♥ Follow my rimworld playlist http://bitly.com/rimworldalpha13lp
Arbitration realistic research version 0.07 new features
-You can now unlock advanced printing options at the normal 3D printer (the component assembly bench) - the nanoprinter resisted my efforts to modify it
-Padded sleeping spots now have comfort
-Added advanced battery to flesh out advanced energy research
-Raiders now use base sandbags and mortars, while the player uses copies - allows creation of sandbags from stuff instead of costlist and allows raiders to construct low-work versions without needing tools
-Fences are no longer impassable, but have a high pathing cost. This means roofs won't spawn over them just because a regular wall is nearby, and they can't be exploited as super-embrasures.
-Sandbags can now be made with either leather or cloth - cost increased and work reduced
-Stamped earth ramparts are no longer impassable (high path cost) and now show up in the security tab instead of the structures tab
-Sandbag, cheval de frise, barbed wire, and moat path cost increased drastically
-Fixed wood log wall and stone wall descriptions
-Reduced wood needed for tool production
-Beds now require less wood
-Reduced direct wood cost for production buildings, giving wood/metal/stone options where available
-Reclaiming fabric no longer works on tools
-Tools have their own reclaim recipes
-Recipes for smelting ammo including subrecipes like stone arrows, plasteel arrows, etc. - credits to Grogfeld for getting me started
-Ammo removed from normal smelt weapon recipe
-Bots and mechanoids no longer use vehicles
-Hauling bots speed increased 2x to make them worthwhile in the face of colonists with vehicles
-Edge-map mechanoid raiders will no longer spawn with vehicles, even though it was hilarious
-Skydrillers, drill heads, railguns, and personal shields now have unfinished thing defs
-ATVs and Speeders now have unfinished things that look like ATVs and Speeders instead of carts
-Fixed auto turret to properly unlock with ai research
-Wood floors now have 2 beauty, require 1 more wood, and a lot more work
-Carpets require less cloth but beauty reduced from 2 to 1, because I have a personal vendetta against carpet, because it is disgusting
About [A13]Arbitration: Realistic Research - Overhaul, modpack
Motorized vehicles.
Occasionally raiders bring their ATVs.
50-item research tree
Realisticish sciency research; no more carpet making
Marathon game pace, governed by research unlocks
Progressive unlocks through eras of technology from bows to advanced biotech
Rebalance of work costs (components easier to make, clothes and swords don't take longer than guns to make)
Tools feature; colonists work slowly at first but speed up once they can craft tools (makes your first few days harder)
Not a lot of bloat
Not supercomplicated
Research usually presented as a few choices at once instead of 15
New features show up a few at a time with each research unlock
Other mods that are incorporated were stripped of most things extraneous to the goal of this mod
Small traders working with CR, they spawn with carts so they don't walk slow. Minimum speed after CR weight adjustment now 10% instead of 1%.
Download it here
https://ludeon.com/forums/index.php?topic=19276.0
Here are some of my other playlists that you may enjoy
Let's Play Terratech http://bit.ly/terratechLP
Let's Play Prison Architecht http://bit.ly/prisonarchitechtLP
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