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Better Milian (更好的米莉安)

Better Milian (更好的米莉安)

Summary
Although it is called Better Milian, this mod is a comprehensive numerical adjustment for the Milira Race mod. For a long time, the Milira race has been considered a "negative justice" (underpowered) mod, especially its expensive Milian robots and turrets; for Moe fans like trigger(me), playing it can be a "billion" bits difficult.

The core feature of this mod is reducing the bandwidth, Gestation cost, resurrection cost, and equipment crafting cost of Milian robots, while unlocking all floating cannons for all Milians and providing setting options to allow Milians to spawn with weapons and equipment. At the same time, it adds an emergency production recipe for Sunlight Fuel, allows the four types of Job Permits to be produced at the Sunforge, and increases the output quantity of Sun-disk Steel. On the raid side, it increases the raid points occupied by Milians and the raid points of mech cluster turrets, thereby reducing the overall raid intensity.

I hope that after these "magic" modifications, the "prison time" (the grind) of playing the Milira mod can be a bit shorter.

Features

  • Milian gestation: Gestating Pawn, Knight, Bishop, and Rook lines now asks for fewer core materials while leaving one-count permission requirements untouched. If you like building a larger Milian force instead of waiting through long material bottlenecks, this change makes early and mid-game expansion far less restrictive and keeps each class accessible at a more practical pace.
  • Bandwidth tuning: Multiple Milian classes now need less bandwidth, so early and mid-game mechanitors can field more units before hitting control limits. This helps colony defense, long-range raids, and routine labor teams feel less cramped when your mechanitor infrastructure is still growing.
  • Milian-exclusive equipment: Class armor, headgear, shields, and Milian weapons now have much higher durability and reduced crafting costs. In practice, this means your frontline Milian can stay battle-ready for longer, elite units are less frustrating to re-equip after bad fights, and specialized gear feels like a reusable investment instead of a constant drain on rare resources.
  • Resurrection simplification: Reviving Milian no longer asks for the extra permit and reactor-style gating materials. Once a valid body is recovered, the return process is much more direct, which is especially useful for players who want to preserve veteran units instead of rebuilding an entire class line from scratch.

  • Sun Blast Furnace upgrades: Smelting Sun Plate Steel produces more output, unstable reactor production is increased, and the furnace can now forge class permits in batches. Recipe names clearly state their output amount for easier bill management, so it becomes much easier to maintain a steady production queue for combat units, spare permits, and core Milira materials.
  • Fuel and crystal economy: Biofuel refining can convert chemfuel into sunlight fuel, and Solar Crystal Druse yields more Solar Crystals. These changes make the Milira production loop less awkward in the late game, especially when your colony starts supporting multiple advanced units, repeated re-equipping, and larger-scale crafting runs.
  • Gestated Milian gear toggle: In the mod settings, you can choose whether newly gestated player Milian keep their generated weapon and class gear instead of being switched into gestation clothing. Players who want their fresh units to come out immediately combat-ready can enable it, while anyone who prefers the original gestation presentation can simply leave the option off.

Compatibility
- RimWorld 1.6
- Requires Ancot Library
- Requires Milira Race
- Includes XML patches plus a small helper DLL for the settings-based gestation gear fix

Credits
- Milira Race
- Ancot Library

Зависимости мода

Логотип мода

Milira Race

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