Also, Run & Gun means that raids can still be lethal after they break, since they will keep shooting as they flee.Īs it was said - technically those mods work just fine with each other - but there is quite some overlap in functionality that will make certain content outright worse in comparison - so in reality you're just bloating your game with diverse options while usually you will only ever will make use of one of them anyways, since it's overshadowing the others. However, the last 2 give both you and your enemies additional combat power, and hell hath no fury like a gunner dual weilding revolvers that keeps approaching you. The first 5 do unbalance the game in your favor, so if you want more of a challenge don't get them. Finally there's Run & Gun which lets you shoot while moving. After that there's Dual Wield, which lets you dual weild light/one handed weapons. Theres also Infusion 2, which adds magical effects to your gear to make crafting and looting more interesting. Then there's Basic Sidearms, which allows you to have pawns equip weapons from their inventory, which makes things like Grenades and Doomsdays more viable. There's also Autopsy Post Mortem, which allows you to harvest from dead bodies at the cost of medicine and random drops, and also Rebound, which gives any pawn with lvl 20 melee (or above, there are mods that increase the skill cap) the ability to deflect incoming projectiles like a Jedi.
There's also a mod that improve the UI for it which I reccomend. Makes early game storage a breeze tho it can easily lead to hoarding which will bog down your end game. It is because the mod has been added to an existing game, and you need to research Complex Furniture again.Rimatomics works p alright with VE, personally what I'd reccomend is Deep Storage. There is an issue of things disappearing from the architect menu. It is a mod conflict, which means only some of the users experience it and we are figuring it out. There are currently issues with the items disappearing after being built. There is nothing worse than being stuck with an item color that you don’t really want. Most of the furniture should be able to use stuff to make.Any technologies on top of that are released in form of additional mods. Mod is modular – This main mod features ONLY main technologies.It doesn’t introduce overly complicated schemes by the likes of Rimatomic, which adds extensive structure trees for energy. Different beds will have little variations in either crafting recipe, comfort or rest effectiveness provided etc.Any furniture with specialised use will follow the vanilla routine of having a separate technology designated to it. Main technologies (later explained in a technology tree) will add basic furniture.I want the items to be useful in spacer age, and not force players to deconstruct them in order to replace them with new ones. Furniture added in this mod is by no means meant to be era specific (example: a neolithic technology will not add pieces of furniture only useful in that era).