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About this mod
Adds more than just a tech tree, features crafting of individual parts for building construction, a transition period between survivor colony to a full-pledge sustainable colony which fully makes use of trading ships and a lot more!
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- Changelogs
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Version v3.2
- v3.2 Interaction Update, Project Armory Patch!
PROJECT ARMORY PATCH! YEAHH!
New Patched Mods:
- Surgery Extended and Bionics (RecipeNurse Included!)
- Glassworks VII
+ Patched Mods Update
- Apparello 1.3.6
- Clutter update 25
- Mining & Co. v3.1
- Shields v0.07
Added new Mechanics on Oil Deposits:
Oil Deposits now spawn with an OilBlock that block the spawn of Oil so you need to mine these first before the Oil Spawns.
The Oil Refinery now spawns Refined oil at a fixed 20pieces once per day.
you can now build an OilPump on OilDeposits that must be manually pumped for Oil with a random yield of a minimum of 25 and maximum of 75 Stack of Oil once a day.
Added Missile Launcher Mechanics:
Missile Launcher now needs to be charged to 100% Power before it can launch a missile.
when turned on it will first charge to 100%.
when turned off it will first power down before it can be powered on again.
Now has addtional information on the building tab.
New Missile Launcher Restrictions:
you can now only build 1 missile launcher at a time.
MissileLauncher will not fire when artificially roofed.
Added on and off button to fishpens.
Added produce info on the building tab of the ff. Buildings:
Fishpen, Water Barrel, MoistureBarrel, OilRefinery.
Changes:
Removed Static Disharger Upgrade II
Changed ScatteredRocks, Fish, Water marketvalues to 0.
Static Disharger has increased minimum yield output when the weather is on Thunderstorms.
decreased oil deposit minimum and maximum yield.
Changed the Well interaction to only produce Water when Worked on. *right click on the Well and pump for water to receive a full 75 stack of water that is available everytime you interact on it.
WaterBarrel now needs to be placed in an unroofed area. it will not accumulate water if it is placed under a roof.
Changed buildings that need woodlog requirements to woodplanks.
Changed buildings made from stuff to need UtilityMetal instead of Raw Metal.
Fixed:
Wind Compressor still offering full power even when under roof.
OneWell and 3 MoistureBrella restrictions not restricting when you queue build many of them at once. *added one more condition that removes previously built building when there is more than its restricted number.
v3.1.5
Trading Contract + New Lights + Moar Fixes
New Feature:
Replaced Trading Vessels that come every month with a Fixed Trading Contract with a Fee. Initiate a trading contract on the Signal Beacon.
The Signal Beacon now has a nice Blinking Red light eyecandy when used.
New Lights:
TikiTorch, C-Light - go check em out!
Changes:
Increased Signal Call/Order Vessel price to 800silver.
Added a permanent Neurotrainer supply on the Call/Order Vessel.
OilLamp now has a new refill mechanic, doesnt need oilTanks anymore, OilLamps are now much more viable as an early light source for the colony.
Added Doctoring XP when performing surgery.
Fireplace: items that interact with the fireplace shouldnt burn anymore
LogWall: changed texture, added a brown shadow underneath.
Fixes:
Added a Signal Beacon failsafe to prevent an interaction lock.
v3.1
Research Time Options + Fixes
New Feature:
Added a prompt at the start of a game to determine how long research will take.
3 choices: Fast, Average, Slow Research Times.
New!
Added Log Wall
Added "Mechanical Component" for building materials in the advanced modifier.
Changes:
Changed Some Advanced Modifier recipes to replace Program Module with Mechanical Component especially on Hydroponics Basin Module.
Increased Oil Refinery's Refined oil yield. *Temporary needs balancing.
Advanced Modifier now costs 3x the previous price.
Increased crafting time on MetalWorks Recipes
Fixes:
Fixed Fireplace health, removed fireplace explosion.
Fixed drug non-destroyable thing errors.
Fixed Missile launcher target destroying the thing in the target location.
Fixed Tailoring recipes needing over 80 things, reverted to 75.
General Colony mood effect should only start getting colonists after 1 month in game.
Fixed some building requirement inconsistensies.
v3.0 Modular TechTree Minami
Alpha 7 Compatibility
Separated main TTM mod from the integrated mods so that you can choose which mods to play with.
Changes:
+ Added Thingamajigs on Apparello, can be crafted on the MetalWorks table.
+ Retained the MachineGunNests attack time. All MachineGunNests Guns cooldown time reduced by a great lot.
+ Changed MAI construction station requirements to MachineConstruct and Mechanical Engine.
-- Removed Building Constructs.
-- Took advantage of the Traders Randomized Inventory: May make trader dependency harder or easier depending on your luck.
Most used building materials have priority.
-- MetalWorks worktable is now used for buildable building components.
-- The Advanced Modifier is now used to make Machines and Materials that are only available from traders before.
But you need a component that can be found by disassembling mechanoids or a hefty price from traders if you can find one.
Made buildings that use stuff, be default built with stuff.
Herbs are now only plantable on ground.
Mechanoid Guns can now be used.
- includes a lot of minor changes that I forgot to list.
"Notes"
Tech Tree Minami is compatible with mods that adds new stuff and doesn't edit existing items from the core game.
The only hiccup is that mods that add new stuff to the game do not get placed in the tech tree. If you want a mod to have a TTM patch you can happily request so!
v2.9 Power/Food/AnimHusbandry/New Textures + MAI!
New Textures by LordJulian!!
o Fabricator
o Advanced Modifier
o Signal Beacon
o Medicine Cabinet
o Missile Launcher
o Fear Tech Buildings
o Mechanoid Cocoon
o Net Trap
o T500 Turret
o WeaponsCache
o BlastDoor
o Machinarium
Added new mod:
Haplo's MAI.
- Research Unlocked after ComputerProgramming
Added Well: Unlocked after Pneumatics
RainBarrel: Unlocked after HSRGD
MoistureBrellas: Unlocked after MakeshiftContraptions
The well yields water every few hours.
the RainBarrel will accumulate water when it is raining after the rain it will hold max water and you can then eject water.
the moisturebrellas holds moisture from the air and from time to time provide little water.
--Water is also treated as food but with a very low nutrition just to satiate little hunger or thirst.
Fish Pen: Unlocked after MakeShiftContraptions
or you can go get a net and build a "Fishing Net" on deep water on edges of shallow water.
after a few hours it will the net will then become a full net which has fish in it, you can then right click on the net with a colonist to make it yield fish. make sure to follow the Arrow on it to know where the fish will drop.
New Building:
Cooking Pot: Unlocked after HSRGD
- The Cooking pot makes soup! yummy soup.
Soup - Water, and any other ingredients.
Brothy Soup - Water, and 1 veggies and 1 meat.
Excellent Soup - Same as Brothy soup but needs higher cooking skill.
Comfortable Matt: A simple and comfier sleeping place than the ground.
Rest Effectiveness: 84
New FoodRecipes: at the FoodPrepStation & Fireplace
Sashimi
Grilled Fish: Put fish in the fireplace!
New Power Generation Buildings:
Oil Refinery: The Oil Deposit can now be built on, using an Oil Refinery the Oil refinery will provide 4200Energy and will provide oilcans that will provide 3x more burning duration than regular oil and sells at a slightly higher value. --Biotech
WindCompressor: Using the high wind velocity in RimWorld this windCompressor utilizes frequent strong winds that provide a strong push within its central turbine and turn this into energy. --Makeshift
DesertFilm: the Desert film siphons heat on portions of sand in turn boils filtered moisture within in core engine and provides ample amount of energy. --Makeshift
Machinarium: mechanoid cores are still powered why not harness this power to provide energy to the colony. --Machinery
Required for MAI
Animal Husbandry v2
all RimWorld animals are now tamable and will breed.
Changes:
New ClassicalArt and ModernArt Texture.
Agave can now be cultivated in the hydroponics basin.
Reduced grilled food requirements to 6pieces.
Changed CompactBattery Requirements to metal.
Changed Weapons smelting into one whole general recipe.
Cotton plant will now yield Cloth instead of cotton.
Made Carpets require Cloth.
Made Beds require Cloth.
Fix:
Corpses not getting buried in a Grave.
Tribal Mask not craftable.
Fixed wrong worktable priorities.
v2.8
Added new Mods to TTM!
TL;DR lots of changes of lots of stuff added.
The following mods have been altered to blend in with TechTree Minami.
PunisheR007's Embrasures v2.0.5
-- Embrasures needs to be researched and are unlocked after Pneumatics Research.
Jaxxa's Shields v0.07
-- Shields Research is unlocked after Researching ComputerProgramming
-- Changed Requirements to HTPModule and UtilityMetal
Psyckosama's MachineGun Nests
-- Changed MachineGun Nests Research to Gunner Nests and Unlocked after WorldWar Weapons Research.
-- Changed Base Turret Texture
-- Removed Inferno Cannon. (Strictly HeavyMachineGuns only!)
-- Added Heavy MachineGun Nest.
-- Changed Requirements to that of the actual Gun and some UtilityMetal. (You can craft the weapons ya know!)
Shinzy's Apparello v1.3.1
-- Changed BasicArmor Research to "Weaving" and is Unlocked after MetalSynthesizing Research
-- Made use of the Tailor's Workstation to enable crafting of RimWorld clothes.
-- Added Cloth processing and Leather Preparation to the Tailor's Workstation for Clothing Recipe.
-- Changed Light Power Armor recipe requirements.
Note:
I did not make the RW Power Armor Craftable because I liked hunting for Power Armor.
Also I do not want to make Hats Craftable because I want Hats to be collectibles.
Mrofa's Clutter Update23
-- Removed TurretGun.
-- Changed most building requirements to "Fabricants" and "UtilityMetal"
-- Changed Research descriptions.
-- All Clutter buildings needs the Beautification Schematics Research to be available.
Updated Project Armory Weapons to v2.13
Major Update!
Added new Gun Recipes and Additional Weaponators to accomodate new Guns.
Updated Synoptic Weaponizer Recipes to make crafting weapons a viable and not too expensive option!
Revised and Updated each weapon *meaning all* recipe descriptions.
New Building:
"Weapons Cache"
- Craft Neolithic to American Civil War Era Weapons here.
Major Turret Changes:
Improvised Turret and T500 Turret are no longer component built they will be bought and built in one go.
Improvised Turrets are bought whole from any Trader for 320silver.
T500 Turrets are bought as a whole exlusively from an Armament Trader for 1200silver.
New Building Upgrades:
Improvised Turret Tweaks:
Slight Increase in Damage, Accuracy, Cooldown and Range.
RapidTrigger GunPost:
Increase GunPost BurstShots to 2.
*GunPost Upgrades are now available after researching MakeShift Contraptions
Added New Weapon Sounds
"LaserPew" - For PA Scifi LaserGuns
"HMG" - For HeavyMachineGun's (We're gonna use HMG's a Lot, like a super lot!)
"MG" - For Modern MachineGun Type Guns (You're gonna love this sweet Assault Rifle Sound)
Added New Plant
Cotton - Used for making cloth.
Added new Drug in Concoction table:
Regenulant - heals all wounds and even old wounds but not missing body parts.
Changes:
Stonewalls are now unlocked on Pneumatics Research.
Removed Neolithic Weapons Kit.
Replaced Neolithic Weapons Kit with WeaponsCache.
--Reduced Synoptic Weaponizer Recipe Requirements and WorkTimes:
Increased Gun Part and Shells Produce by 1 and Reduced their Utility Metal Requirements to 3 and 8 Respectively.
Changed Uranium Recipe Requirements to 20Metal and 8Oil
Changed Missiles Recipe Requirements to 10UtilityMetal and 3Oil
--
Reduced Animal Zapper Utility Metal Requirement to 65
Removed Animal Zapper Mk.II Research. *Too OP
Significantly Reduced HerbPlants growing time.
Increased Blast Door UtilityMetal Requirement to 230.
Reduced MissileLauncher UtilityMetal Requirement to 180.
Made *Closed Blast Doors a high priority target for Raiders.
Removed MetalWall Division Requirement for Metal Wall.
Increased UtilityMetal Produce from the Metal Synthesizer to 5.
Changed GunPost Texture.
Reduced Figurine Recipe Worktime, Increased Produce by 2.
Made GasGenerator component built and available after researching ElectronicDevices for 70UtilityMetal.
GasGenerator 'oil' PowerOutput Duration Increased by 25%
Reduced GasGenerator PowerOutput to 1200power
OilLamp 'oil' Lighting Duration Increased by 100%
The C.H.E.S.T now requires its own machine which is bought from a General Items Trader.
C.H.E.S.T Eject button now drops items directly in front of the building.
Changed C.H.E.S.T Texture.
Changed Universal Vending Machine Texture.
Changed Statues Texture.
MakedoTools and CompactBatteries are now craftable in the WorkStation.
CompactBatteries can now be bought from any trader.
Removed MakedoTools from traders.
--Nerfed Static Discharger:
Power Produced now starts at 1 to 100
Upgrade I: 1 - 300
Upgrade II: 100 - 700
Changed Chronicler to 'Fabricator'
Fabricator:
Fabricants recipe changed to (50)Metal makes (125) Fabricants
Converted all Ship Buildings Metal Requirements to UtilityMetal
HandSawmill woodplank making takes 2x more time to make.
Reduced HandSawmill woodlog requirement to 25
Reduced Electric sawmill energy requirement to 150
Increased OilDeposit produce from 3-25 to 11-55
MetalAlloyDriller and GemInfusedDriller metal yield now drops di.rectly infront of the building.
Driller Building can only be built on Rough Stone Terrain.
Increased Domesticated Muffalo pregnancy time to 10days and MuffaloKid Maturity time to 15days
Revised each building requirement description.
Fix:
Closed Blast Doors won't allow shooting over anymore.
C.H.E.S.T should now properly dispense its stored item everytime the displayed stackcount is lower than 50 whenever it has extra amounts to dispense.
Fixed buildings that don't have reconnect buttons.
Fixed Animal Zapper to not affect all Zappers when changing Modes.
v2.7.1
Minor Tweaks and Alpha6 Compatibility
Changes:
Building:
Caltrops(Traps)
- will not kill incapacitated raiders anymore.
Decreased Chairs/Stools Material Requirements.
Removed Stimulant, Heal with Medicine and MedKit from the Medicine Table and Concoction Table - they don't work.
Environment:
Removed Red/Green/Yellow Herbs from the environment, instead herbs are now only growable and will not spawn in the wild.
Decreased refugees chance to come into colony from Colony Mood Factor from 20% to 15%.
v2.7
New Features:
Animal Husbandry v1:
You can now capture muffalo's!
captured muffalo's breed, you need 1 male and female for them to start. There is a chance of conception so it will not overpopulate captured muffalo's.
KidMuffalos are the children of captured muffalo's and matures after 2.5days.
Pregnancy takes 4days.
Propaganda Buildings e.g(Speaker, CCTVCamera, Hologram) and Fear Tech Buildings now has a new function!
- When placed in a prison the buildings have a small chance to convince a prisoner to switch sides and join the colony!
New Mechanics:
General Colony Mood:
- if the Colony's General mood is high, there is a 20% chance of attracting possible refugees to the colony.
Added Global Thought:
"Survived a Raid"
- have you felt that surviving a raid is a very important event that needs some cherishing? well here it is! after every raid this thought goes into mind of each colonist.
New Buildings:
C.H.E.S.T (Compression Holder Entity Storage Tank) - Stores 1 type of material at a time, stores a total of 1200stacks. Doesn't store food.
T.U.T.O.R.I.A.L (Temporal Unified Tutor On Reformation & Intricate Artificial Learning) - An interactable building that teaches skills to a colonist.
New Recipes:
MedicalSupplies - Requirements: 5Metal, 2WoodPlanks, 10Agave.
Medicine (@Concoction Table) - Requirements: 1 MedicalSupplies (@WorkTable), 1 of each type of Herb.
Changes:
Removed thoughts on FearTech buildings
Medicine and Herb Prices lowered.
v2.6.1
Fix:
Hopefully fixes that nasty save corrupting bug.
Fixed errors on using Medicine Cabinet
Fixed Medicine Cabinet null reference Exception upon load, now loads the saved effect on colonist properly.
Fixed x0 things spawning upon destruction of a building
Fix minor issues on power and settings of AnimalZapper and MissileLauncher
Fixed Trading Ship Arrival to not give LocalTraders
Changed:
Changed how starting Items spawn E.G(DropPods, OilDeposit, Starting Supplies).
You only need to have "TTM_StartSpawns" in the MapGen for easier editing on compatibility for mods.
v2.6
Added:
Local Traders:
Once Every month there will be a localTrader coming on the second half of the month.
The local trader will trade some items in its respective trader type.
New ShipTrading Mechanics:
Every month there will be a 45% chance of a Tradeship coming.
Static Discharger:
Produces low power erratically varying from time to time.
Check its Info Button for more information.
Made PlantHerbs sowable in the HydroponicsTable.
Added Figurine recipe in StoneCutters Table
*Figurines are an income source item.
*Figurines can be sold to LocalTraders.
Made AI Persona Core buyable from the CallOrder Vessel.
Added an Apparel Local Trader.
Added 3 new menu options in SignalBeacon:
Signal TradeShip: Signals a TradeShip but Raiders may come!
Signal Apparel Trader: Calls for a Local Apparel Trader, raiders may also come!
Negotiate with Raiders: You can now Negotiate with raiders to stop their attack, they're greedy bastards and wants a lot of silver!
-Changes-
Scrap Power Bank:
Now stores a max of 500energy.
now 1x2size and modified texture.
(this is needed for the Original ShortCircuit Event to work and to prevent a gamebreaking bug.)
CallOrder Vessel now sell items at normal prices.
Tradeship Vessels now sell items at cheap prices.
Tradeship Silver and Items Amounts Skyrocketed.
Modified starting battery packs amount.
Changed "CallOrder Signal Beacon" name to "Signal Beacon".
Made Signal Beacon building restricted to Unroofed areas only.
Removed Custom TTM ShortCircuit Class Restored the original ShortCircuit Class.
Lowered NetTrap movement speed slow to half.
- v3.2 Interaction Update, Project Armory Patch!
-
Version v2.5
- v2.5
Alpha5 Compatibility.
Added:
1 new Architect Category:
Food Utilities.
New Buildings:
FoodPreserver
(Stores 1 type of meal to extend spoil time to 1week.)
Fridge
(Stores 1 type of meal to prevent spoilage.)
Driller
(Extracts Metal and Gems, Check Info Button provides more information about the building.)
Blast Doors
(Big Bad Doors, Don't close it whilst pawns are still walking through it.)
Universal Vending Machine
(Sells comfort food.)
Concoction Table
(Makes drugs from making herb solutions with medicine.)
Traps:
TrapHole, Caltrops, Net Trap
(Unlocks after researching TrappingSkillset. Buildings at Security Tab)
Drugs in Medicine Cabinet:
Crankulant - will not be Tired for 2 days.
Make Herbs.
Stimulant - will HealLife over time.
Bloatulant - will not be hungry for 3days.
Hastulant - move faster
Illusiolant - Gain Happiness for 5 days.
*Made at Concoction table, applied at Medicine Cabinet.
*All Drugs have MoodKiller AfterEffects.
Re-Used Buildings:
Medicine Cabinet:
(Interact with this building to heal and apply drugs to colonists)
CallOrder Signal Beacon:
(Interact with this building to call a CallOrder Vessel. Doesn't need a Hopper to use Silver anymore, it will search for silver in any storage.)
New Upgrades:
Wall Refining I,II and III
(Increase Metal and Stone Wall HP, upgrade unlock after Pneumatics)
Nutrient Garnishing
(Upgrades Nutrient paste Nutrition,Taste and Thought)
Missile Payload
(Increase Missile Launcher Damage by 2x)
New Item:
MedKit: Works like a Gun, Force attack to a colonist to Heal. Made at the concoction table.
-Changes-
Now Equipped with ProjectArmory v2.11!
Transfered buildings that deal with food to the "Food Utilities" Category.
Decreased Meals spoil time by 1 day.
Meals now display stackcount.
Made meals made in the Fireplace Unburnable.
(It was getting annoying.)
Transferred Upgrades that can be put into XML.
Made a separate class for Special Upgrades so that they will no longer need the UtilityDevice.
Nerfed Chronicled Artistry and Fear Tech.
Reduced Animal Zapper and MissileLauncher UtilityMetal Cost
Increased ScatteredRocks StackCount to 420.
Increased Missile Launcher effect radius by 2x.
Now properly interacts with TTM custom Interaction Buildings.
Added [Info Button] for TTM custom Interaction Buildings.
CallOrder Tradeship now contains new items.
New kind of Plants for Concoction table solutions.
Added TTM Custom ShortCircuit Condition.
(This prevents a gamebreaking bug on custom Batteries whenever this event is queued.)
Prototype:
Added a Muffalo Shed in the Misc Tab.
A Prototype Muffalo Spawner for Muffalo Husbandry for next Version.
Spawns Muffalos, same chance as oil deposit yield.
- v2.5
-
Version v2.4
- v2.4
Added:
Animal Zapper
(Requires 1350 Energy)
Missile Launcher
(Requires 3000Energy, Needs a Hopper with Missiles to fire.)
-Changes-
Changed how the starting buildings spawns.
(Now they spawn together with the Colonist DropPods to reduce chances of being destroyed when deployed at the same place.)
Changed Fireplace requirement, Now needs a WoodPile instead of an OilTank.
(WoodPile can contain Planks or Logs, Using Logs makes more Food with the same Ingredient amounts. Whilst Planks stays the same as one piece of oil.)
Reduced crafting time for shells.
v2.3
Added:
Added StunGun,
- Incapacitates colonists! Range of 10, Accuracy 10, fires right away but waits for a while. be careful on who you fire it with. *Warning may energize the health of animals.[You can make the Stun Gun on the Modern Weaponator II, needs crafting lvl of 13 and takes a long time to make, or you can buy it on a Combat/Armaments Vessel at a high price. *if you're lucky to see one.](Has separate files)
-Changes-
CallOrder Vessel now Sells Weapons and Buys your prisoners!
(Making them sell slaves may be unbalanced.)
Reduced Oil trading price to 8.
Added crafting XP to making woodplanks.
-Fix-
Quick Fix for weaponators not making weapons.
(Forgot to unquote Workgiver codes, sorry!)
Utility Device still working even though there is no power fix.
Fireproof LSS Upgrade "ResearchConsole" Error Fix.
v2.2
Changes:
Alpha4 compatibility
Changed Some requirements to wooden planks and logs
Put buildings in respective categories
replaced fireplace texture
removed ttm fertilizer pump
removed "de-synthesize slag debris" option in metal synthesizer
removed MedicineCabinet, Research Console
Rubble wall now needs scattered rocks
Some buildings now need WoodTables and Metal Tables.
Im so hungry and im making this changelog.
Equipped with Project Armory v2.06!
Pilum/Pila can now be made in the NeolithicWeapons Kit
Removed Medieval Weaponator
Moved Crossbow to NeolithicWeaponsKit
Removed FoodPack, switched to MealSurvivalPack which can be sold to traders.
Changed Fireplace Texture
Re-added Gun sounds:
Barret Gun Sound
CrossBow Gun Sound
MA5D Gun Sound
M41A Pulse Gun Sound
NEW:
Utility Device
moved Medicine Cabine and Research Console uses here.
added new Option:
CALL ORDER VESSEL costs 400silver to Signal.
-Calls for an CallOrder Vessel that sells all of the trader items at high prices.
All trade item prices are now normalized for passingships.
Scattered Rocks:
This is required for rubble walls.
Can be made at the stonecutting table.
Put the new buildings and researches to their respective techtree branch.
Made the new buildings also have their respective item requirements.
Reduced WoodPlank Making time in HandSawmill
v2.1
-New-
Oil! although I'm treating it as gas, but it's combustible so legit.
get it from an OilDeposit near you!
New Buildings:
Grill,Fireplace,OilTank,OilLamp,GasGenerator.
New Food:
ApobeSalad,BasicDish,GrilledFood,SmokedMeat.
New Resources:
PreparedMeat,Oil.
Added Oil as trading material.
Added Chronicled Artistry and TTM FearTech Thoughts.
Added Custom Thoughts based on events.
Added First Set of Research upgrades:
+FireProofLifeSupportSystems
+BioEfficiencyII
+GunPostHP+
+ImprovisedTurretHP+
+T500Hack
-Fix-
Fixed Sunlamp inconsistencies.
Put Creating Sunlamp construct to Advanced Modifier only.
Tweaked EclipseSubEventA(Feral) Incident to not say "Mechanoids"
Tweaked Annihilation(DestroyerofWorlds) Incident Letter condition checker.
Fixed FoodPack string error.
Tweaked favorability factor and added incident intervals.
Tweaked RageVirus(UnknownCalamity) Incident to make uncontrollable colonists automatically controllable again.
Rubble Walls doesn't drop slagdebris anymore.
-Balance-
Increased Traders Chance
(They now come as often)
Increased Raiders Chance
(They attack more often in RandyRandom)
Increased Eclipse and SolarFlare Subevents chance
(so that they are more scary when Eclipse and solar flares happen)
Increased Visitor Incidents chance.
Medicine Cabinet HP heal reduced to 10-35hp per click.
(it shouldnt really heal you that much.)
Changes:
reduced sand fertility to 0.0001
(I like my desert clear as pearls and you are going to be too.)
Removed corny comments on research.
v2.0
Every buildable (BUILDING and FURNITURE) now has parts and pieces that you need to craft in their respective Workshops: Dubbed as RimCraft
be sure to check the requirements on the description!
Added over 22+ Events
Made various building resources.
take notice of CRT resource: when deconstructed gives back CRT to be built somewhere else.
Removed stupid storyline. nobody reads it anyway, even I don't read it.
Increased GeneralTraders Incident Chance to 20.
Trimmed down techtree:
Removed GunAssembly, Modern Shell Crafting, Uranium Grade Matrix, Review Electronic Circuitry, Advanced Circuitry, A.I Tech.
Moved BeautificationSchematics as First research in MindsetDiversion. replaced place with StoneCutting.
Added to Techtree:
Makeshift Contraptions
Increased Research time of most research / Restructured Building Assignments (Check TechTreeMinamiGuide/Image).
New Buildings:
Workstation, MetalWorks, ScrapPowerBank, Makeshift SolarPanel, Gun Post, Advanced Modifier.
Added 51 new resources.
Specifically, Foodpack and ToolBox are trading items.
Added 3 new traders, and made them sell and trade for UtilityMetal and the other building components, Because you can't make them without a factory you know.
Made the 3 existing same with the 3 new traders incase someone is using mods that uses the 3 existing traders. it still can buy the parts through the new traders.
Made Medicine Cabinet when I had that eureka moment, the day I was about to upload this version.
Makes the game harder I know, but makes it more fun. If you're out of ways to play rimworld, play my way! :D
v1.1 Changes and Crafting Balance
Upgraded with ProjectArmory v2.05
Added Fixed Fertilizer Pump by Haplo
Added Fertilizer Pump to (Electronic Devices Research)
Removed (Power Sustainers Research)
Added Rubble Wall (available from the start)
Added Barrett GunSound
Changed Weaponators Texture
Changed UtilityMetal Texture
Tweaked Gunparts Texture.
Decreased Fabricants texture size ingame
Simple Door does not transmit power
Power Conduit and Standing Lamp moved to Review Electronic Circuitry Research
Powered Door moved to Advanced Circuitry Research
Sandbags now needs Stonecutting research
-Fix-
Simple Door changed requirements to 20 Metal
Hopper moved to Biotechnology Research
-Balance-
Reduced WorldWeapons crafting time
Reduced NeolithicWeapons crafting time
Greatbow weapon added a bit of damage and a tiny bit of accuracy
Increased Barrett snipers crafting skill requirement to 12
Increased Winchester/M24 sniper crafting skill requirement to 11
v1.0
Revised the alpha research mechanism.
Added a groggy storyline.
Added CRT at start of the game.
Made Texture for CRT.
Added Workplaces mod by haplo Revised into Synthesizer/Weaponizer/Weaponator.
Added Project Armory Weapons by Evul and PAteam.
Project Armory Guns stats unchanged.
Synchronized Both mods to interact with each other.
Added Crossbow,MA5D,PulseRifle sound.
Used Uranium, Shells and Missles as ingredients for crafting in Workplaces.
Added GunParts.
Edited all Buildings thingdef (researchPrerequisites) to match TechTree Minami Research Tree.
Changed some MemoryThought to match TechTree Minami Research Tree.
Made Textures for SynopticWeaponizer, MetalSynthesizer and Weaponator.
Made Texture for Neolithic Kit.
Made Textures for T500Turret.
Added Textures for Chronicled Artistry and its Ingredients.
Made Textures for Propaganda.
Made Textures for FearTech.
Made Texture for FoodPreparationStation.
Added Neolithic Kit.
Added FoodPreparation Station.
Added Utility Metal and Texture.
Made ShredderRounds Projectile to T500Turret.
Revised all buildings to need UtilityMetal instead of RawMetal.
*8 RawMetals = 3 Utility Metals.
Changed Sandbags requirement to StoneBlocks instead of metal.
Stacked Meals to 3.
Balanced and Tested.
- v2.4
-
v3.3 RIMWORLD COMPLETE
Economy Balance + TRADERS, VisitorMedBed and KeyBinding By Haplo! [MOD REPACK]
Updated Patches:
- Custom Events
- MAI v1.7.5
Tech Tree Minami is a Gameplay + ModPack overhaul mod for RimWorld.
For RimWorld Alpha7
You can now enable/disable mods you want to have with TTM.
Check the forums for more details!
I am mostly active in the Rimworld Forums, follow TechTree Minami There
Rimworld Forums Tech Tree Minami
Read the full TechTree Minami Readme Here!
Economy Balance + TRADERS, VisitorMedBed and KeyBinding By Haplo! [MOD REPACK]
Updated Patches:
- Custom Events
- MAI v1.7.5
Tech Tree Minami is a Gameplay + ModPack overhaul mod for RimWorld.
For RimWorld Alpha7
You can now enable/disable mods you want to have with TTM.
Check the forums for more details!
I am mostly active in the Rimworld Forums, follow TechTree Minami There
Rimworld Forums Tech Tree Minami
Read the full TechTree Minami Readme Here!