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New reward for Rituals : Worksite

What does it do? This mod adds a large number of possible rewards to your rituals (9 for vanilla and DLC games, 2 for mods). Your raider ideology rituals can finally detect innocent miners and lumberjacks. More of a mercenary or hero type? Your rituals will guide you toward enemy camps, attract mechanoid clusters around your colony, and even intercept distress calls. Explorers or adventurers? You can dance or chat your way into discovering traces of ancient shrines, warehouses and stockpiles at landmarks, unearth sites containing gravcores on land or in space, and even distant item stashes. Do you want to know more? This mod is also compatible with Alpha Genes (you can detect biolabs) and our other mod: Insect Lair Incident (you can summon the chitinous hordes... well, summon them beneath you). All rewards can be enabled or disabled in the settings menu to avoid cluttering the ideology window. Sites that normally contain gravcores can be configured to offer an alternative reward. Vanilla quests remain untouched. You can also disable specific sites to prevent them from being selected. If you have other ideas for possible rewards, or other mods to integrate, feel free to suggest them in the comments. We promise nothing, but who knows? Compatibility This mod is not compatible with our other mod New Reward for Rituals: Worksite (it is included in this one). This mod only adds rewards to rituals. We have not encountered any incompatibility during our tests, even on a run with a long mod list (300+). Performance No impact. Savegame compatible Can be added to an existing save without issues. During our tests, we were able to remove the mod even with rituals containing one of our new rewards. You will just need to re-edit your ritual to give it a vanilla reward. Credits Original idea: Supergob Implementation: Admiral Penguin (Gilith)