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Patches for Replimat
   
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Mod, 1.2
File Size
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26.904 KB
28 Nov, 2020 @ 5:49am
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Patches for Replimat

Description
Personal Notes

First things first, these are my first two mods in form of simple patches for Replimat and MedPod. Please forgive any mistakes I might have made in crediting, file structure or whatever and let me know.


22/7/21: currently investigating the need of this mod due to rebalancing of Replimat; unlisting OR updating will follow soon


Why did I create this patch?
I totally enjoy the mods sumghai created. As I usually play a modded game, I observed that compared to my overall research tree I was able to gain both technologies and buildings too easily. Through unlocking those high tier buildings relatively early and abusing their mechanics I became unhappy with my gamestyle. So I thought about it and created some adjustments.

What is this patch about?
I wanted to better reflect the evolution from the nutrient paste and therefore decided to split the Replimat technology in two research projects. First, your pawns need to learn how to disassemble raw nutritive feedstock on a molecular level. This is a spacer technology. And then they can learn how to resequence organic particulate suspension into meals. Which is an ultra technology. Buildings are adjusted accordingly. For gameplay this means you can start to build a replimat computer and use hoppers to fill your tanks before you can replicate meals. Also building costs are adjusted, mostly because in my games isolinear modules pop up very often.

What will be changed?
Core Vanilla gameplay:
  • new research project
  • adjusted building costs for isolinear modules (except tank, all buildings require at least one).
  • adjusted other building costs as well

Modded gameplay:
  • Vanilla Furniture Expanded - Spacer Module: more research prerequisites
  • Expanded Materials - Metals: adapt building costs to include new materials

Credits
Robin "sumghai" Chang and Dubwise, authors of Replimat

License
I chose to (and believe I am also supposed to) license this mod under the Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)[creativecommons.org]

Notes
Testing went fine so far. I had no issues.

I did not think too much about fine tuning my adjustments for balancing. So you can easily make a local copy of the mod and adjust the values to your liking. I commented my work. Or just post it in the comments, especially fundamental issues that should be tweaked for everyone using this.
Popular Discussions View All (1)
0
22 Dec, 2020 @ 5:03pm
Rudimentary Computer and Feedstock Tank(s)
Ross
10 Comments
dabeek 13 Mar, 2022 @ 6:57pm 
What @#6 said
dltslt  [author] 22 Jul, 2021 @ 11:59am 
Thank you for the comments. I had a very loooooong absence from gaming and just started to look at the errors in both mods. Most likely I will take this one here offline very soon because I just realized there has already been a major rebalancing of Replimat stats in January.
#6 12 Jul, 2021 @ 1:53pm 
Just a heads up, the packageID of Replimat changed in a recent update so now this mod reports it can't find the mod.
Cozar 26 Jan, 2021 @ 11:21am 
Nice job. I'd love to see a progression in meal quality. Like a set of spacer/ultra/archotech projects for basic/intermediate/advanced resequencing that allows you to replimate simple/fine/lavish preferability foods.

I'm guessing you thought of that and would need to learn C# and harmony to do it, but I thought I'd throw it out there just in case.
Ross 22 Dec, 2020 @ 5:04pm 
@dltslt Steam comments are restrictive af so I made a discussion post with some suggestions that are probably wholly too much for you to take on, but there they are. Hahah. Thanks for the patch tho man it's very appropriate!
dltslt  [author] 9 Dec, 2020 @ 9:17am 
I thought about that as well... I haven't played with SOS2 yet. Suggestions for additional changes when you play with this mod are highly welcomed.
Phant0m5 5 Dec, 2020 @ 6:44pm 
Thank you. Replimat is probably a core mod for a SoS2 game; really makes your ship mess come together, and massively saves on storage space. But getting it too early makes it feel like a cheat instead of a futuristic spaceship component, you know?
dltslt  [author] 29 Nov, 2020 @ 4:36am 
Exactly. Which is a nice feature for an ultra tech colony. I am not totally happy with my solution so far, so any suggestion is highly welcomed. I can only think of challanges to delay usage of Replimat. Well, that is not entirely true but I do not have the skill yet to implement other ideas.
natthegreat668 28 Nov, 2020 @ 5:44pm 
Yeah replimat is nice but if you get one then easy lavish meals for days.
condottiere 28 Nov, 2020 @ 11:50am 
Totally agree. I liked the idea of the Replimat, but found that it immediately made a core game activity (feeding pawns) mostly a non-issue at home base except for solar flares. I removed the Replimat on my current playthrough b/c of this, but I will add it back in with your mod balancing and see how it feels!