Unofficial revival patch version 3.2 download






















SetIdeo: post: VanillaMemesExpanded. InteractionsTrackerTick: post: SpeakUp. ForceSocialFight, MorePrecepts. SocialFightPossible: post: MorePrecepts. Listener, SpeakUp. Postfix, GiddyUpCaravan. GetGizmos: post: aRandomKiwi. MindStateTick: post: Tent. Reset: post: Hospitality. Prefix post: Soyuz. ResetMedicalCare: post: SmartMedicine. CompatibilityWith: post: AlienRace. Listener, [0]SaveOurShip2. GetAssignment: no patches. CropBlighted: post: AnotherRimworldMod.

AccessMap, RimBees. TickLong: post: VEE. DoPlayLoad: post: HugsLib. AddButton, DesirePaths. Postfix, Bubbles. Postfix, DubsMintMinimap. Postfix, CleaningArea.

Postfix, BetterPawnControl. Postfix, RimHUD. GetTip: post: MorePrecepts. ParseDescription post: MorePrecepts.

CanHit: post: JecsTools. AddLevels, VanillaTraitsExpanded. Generate: post: VFECore. CanEverEat: post: AlienRace. SpecialDisplayStats: post: AnimalsLogic. AllReachable post: Hospitality. CountProducts: post: ImprovedWorkbenches. ApplyOnPawn, MorePrecepts. DangerFor: post: GasNetwork. Prefix post: ResearchPal.

InitDesignators: post: AllowTool. AppliesToPawn: post: MorePrecepts. Place: post: RoadsOfTheRim. Prefix post: RocketMan. EqualizeTemperature: post: SaveOurShip2. CheckGlobalInit: post: DubRoss. Update: post: HugsLib. AidDisabled: post: SaveOurShip2. DisplayMessage, [0]ShowHair.

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Prefix post: ColonistHistory. Prefix, Soyuz. Postfix, ExtraPsycasts. SmoothWall: post: Hospitality. IsSociallyProper: post: PrisonCommons. StanceTick: post: PeteTimesSix. StatExplanationTranspile, PawnShields. GetValue: post: CompSlotLoadable. CallAll: post: ResearchWhatever. GenerateThings: post: SPM1. Prefix, LWM. ExposeData: post: RealRuins. CanSmash: post: LWM.

Prefix post: AbilityUser. Prefix, DubRoss. DeterministicPatchesSetup post: []MapReroll. CanStackWith: post: CommonSense. Ingested: post: VanillaSocialInteractionsExpanded. Ingested, MorePrecepts. SpawnSetup: post: Hospitality. Transpiler, VFEMech. ChangeDamage, CompDeflector. Postfix, DamageMotes. SpecialDisplayStats: post: NocturnalAnimals. Postfix, DoorsExpanded. Allows: PRE: Hospitality. Includes: post: SaveOurShip2.

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Prefix, [0]caravanVisual. Remove: post: VFESecurity. ExposeData: post: Soyuz. Harmony versions present: 2. RocketMan, rimworld. VanillaStorytellersExpanded, OskarPotocki. VanillaSocialInteractionsExpanded, Fluffy.

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Log file contents:. Initialize engine version: GfxDevice: [Renderer information redacted]. Begin MonoManager ReloadAssembly. RimWorld 1. Tried loading mod with the same packageId multiple times: Jaxe. Ignoring the duplicates. QualityBuilder successfully patched Replace Stuff. DubsBreakMod 1. UseMinifiedBuildings - QualityBuilder integration activated. Dubs Skylight 1. DubsPaintShop 1. DubsMintMenus v1. Dubs Mint Minimap 1. Loaded What's That Mod. Please download files in this item to interact with them on your computer.

Show all files. Uploaded by Wouter De Vlieger on August 17, Internet Archive's 25th Anniversary Logo. Search icon An illustration of a magnifying glass. The major fixes are being gradually added to UESP. Note that these patches are all unofficial. The official Bethesda-released patches are documented at Patch ; the official patches include some fixes that for technical reasons e. Drugs can be delivered via an injection pen, healing beam medgun or multi-tool healing attachment or a medical bed.

The player's BDL will increase per dosage. Demexatrine AdrenaPen which masks reduced stun recovery, reduced impact resistance force reactions sensitivity , reduced movement speed, increased weapon sway, and decreased ADS enter times. Sterogen CoricoPen which masks blood vision, muffled audio effects, reduced stamina regen, reduced max stamina, wheezing audio effects, and reduced melee force. Resurgera DetoxPen which revives an overdosed character provided they are not also in the incapacitated state but does not exit the Overdosed state, thus damage is still applied to the Overdosed character.

Two AR UI cards display either side of the target character with the left card displaying information on the specific body part being pointed at injuries, recommended drugs and the right card displaying global health information like overall health, actor states such as bleeding or time until death, and the duration of any administered drugs.

As a body part is pointed at, the AR UI highlights the body part, displaying a transparent color coded overlay, indicating which tier of injury if any the body part has. Both medical tools feature a secondary fire mode that allow self-diagnosis and self-healing. While the multi-tool healing attachment is limited to healing via Hemozal, the ParaMed has two modes - A basic mode that behaves similarly to the multi-tool attachment, and an advanced mode that allows the dosage of each drug to be specified, with the predicted duration of the drugs and the resulting BDL level displayed.

Medical Beds: Players will now regenerate in a medical bed instead of a hab bed. Players that enter a downed state in a landing zone, or are admitted via the Emergency elevators located in landing zone hangars will wake up in a hospital bed with their items stored in the local inventory.

Each medical bed has a care facility tier rating 3, 2 or 1 which determines which injuries it can treat, and which it cannot. The Digital Medical Assistant terminals on the bed feature several functions - The Status screen displays a color coded silhouette of the patient showing injuries alongside recommended treatments and medicines.

The Treatment screen displays a smaller version of the Status screen, and a list of the available treatments. The Medication screen displays an interface that allows custom drug dosage to be specified. The Regeneration screen will all the patient's regen location to be set to the current facility or vehicle. Hospital Gameplay: Players can enter a hospital lobby, reserve a room via a check-in screen to make use of its medical beds , change their regeneration location, purchase all medical items from the pharmacy, and use the elevators to reach the floor their assigned room is on.

Landing Zone hangars have been updated to include an emergency drop-off elevator where downed, injured, or overdosed players can be dragged by another player and sent to the hospital via the interface outside of the elevator.

Once the elevator doors close, the rescued player will wake up in a hospital. These new missions come in 5 types along with lawful and unlawful variants with more difficult types unlocked through reputation gains. Other enemy AI will spawn at the location but they do not necessarily need to be dealt with.

A counter should display at the top center of their screen indicating the remaining targets when they head down the elevator of the UGF. After they have done this, a boss AI with increased health will spawn with some guards. The player must then kill this boss to complete the mission. Defend: This mission begins with a one minute timer when the player goes down the elevator of the UGF, where they should observe friendly AI waiting around.

Once the timer finishes, wave 1 of 3 begins an a series of enemy AI spawn. The player should work together with the friendly AI to take out all of this hostile wave. Once this is done, another minute timer will begin to prepare for wave 2. This process repeats and once wave 3 is wiped out, the mission is complete.

The player should receive bonuses based on the amount of friendly AI that are alive by the end of wave 3. Collect: This mission requires the player to enter the UGF with the instruction of locating, and extracting 3 boxes based on reference numbers provided via the contracts manager. There are lots of boxes with random numbers within the UGF which the player must sift through until they find the correct boxes. During this process, the player will need to deal with spawning enemy AI in order too be able to extract the boxes safely.

These boxes should be taken back up to the surface, loaded onto the player's ship and delivered back to the drop off point. The addition of Bombing mechanics into Star Citizen which allows ships, such as the new Starlifter A2, to drop devastating bombs.

This system is accessed using the current Missile Operator Mode if your ship is equipped with bombs. While active, it will give players a selection marker by holding T Default keybind that allows them to define an area where they want the bomb to drop. As these bombs drop with gravity and are not controlled after release, players will get a new UI alignment and drop HUD feature after selecting a target location on the ground that they can follow to get as close to the center of their targeted area as possible.

All the other behavior s of MOM will apply here, such as increasing number of bombs to drop at once, waiting for them to arm, using the same keybinds. We've also brought back the cinematic missile camera mode which will attach and follow missiles and bombs.

This feature is unbound by default but can be enabled in the options menu under the Vehicle - Missiles keybind section. Player ships should now be recoverable after experiencing a server crash.



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