This mod has been unlisted as Beyond Our Reach now has mod options.
This mod has been unlisted as Beyond Our Reach now has mod options.
It remains uploaded for the sake of save integrity, however it should be unsubscribed and the relevant option disabled in BOR's settings instead.
This patch reverts the changes Beyond Our Reach makes to Medpod. Load this mod after both Medpod and Beyond Our Reach to restore the original research, architect tab, build materials, and power consumption. I've left the new BOR recipe to craft your own isolinear processor intact (with BOR materials), because it seems reasonable to me that this key item's exclusivity could be because crafting it is Beyond the Reach of most societies.
Why?
The mod author(s) of Beyond Our Reach seem to think that the Medpod is unbalanced to such a degree that rebalancing it requires they move the pod to their own "Beyond ultratech" tiers of research, disappear it into the Beyond architect tab, make it require BOR materials to craft, and multiply its power use and research cost by extreme amounts. This effectively walls Medpods off until you're well into Kwazaari tier tech.
Beyond Our Reach's mod page also makes it clear that they will not provide mod options unless we users code them ourselves, so these changes are not optional in any way. If you downloaded Medpod because you liked the idea of a possibly-overpowered spacertech medical bed, no you didn't! And the mod page would have you believe all you need to do is delete a line from an XML file and anyone who thinks otherwise didn't read, but that's just senselessly pretending it doesn't re-add itself every time the mod updates. This mod is a permanent patch that will never need to be re-corrected, for all those who are exasperated with waiting 10+ minutes to start the game only to find BOR updated and accidentally your whole preferences again.
Enjoy!
Check change notes. Vanilla Furniture Expanded - Security is a complete overhaul and rebalance of the original security module, addressing outdated balance and vastly expanding defensive options from early to late game. For the new players, this mod should be the ultimate thing y
As of update 1.5, Rimworld now contains wall lamps that serve the same purpose that this mod served for many, many years. So, what does this do now? Adds wall sun lamps. Lets you configure the vanilla wall lamps (and the added wall sun lamps) like you could with the old wall ligh