RimWorld

RimWorld

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Wolfhaul Core [Deprecated]
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Mod, 1.2, 1.3
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7.235 MB
4 Jan, 2022 @ 7:32pm
5 Jan, 2022 @ 10:29pm
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Wolfhaul Core [Deprecated]

Description
DISCLAIMER:
Before you start reading this mod's description, or pressing [Subscribe] it's important for you to know that this mod is no longer being worked on or updated. If you enjoyed playing with the content in this mod or the ideas it presented, please check out the Wolfhaul Core Series of mods, which replace and improve upon the ideas that I put forward in this mod.


This is a Core Resource Repository Mod for all of my future Rimworld Vanilla+ expansion mods, and is free to build upon if you'd like to do so! My own efforts are focusing on creating a much more in-depth and expansive experience while not straying too far from the beaten path. I hope to be able to take real-world features and make them apart of the game we all know and love.

Included this far are (This description is still in the process of being updated):

2 new types of material: Rubber, and Plastic

4 different types of Rubber, which don't serve many purposes on their own, but dependent mods can make great utility of these squishy resources.





- 5 different chemicals for crafting the new materials with
- 3 different types of Plastic
- 3 different types of Fabric crafted from Plastic
- 3 new types of metal: Copper! Zinc! And their alloy: Brass!
- 2 new types of Spacer technology materials
- 5 different mineable resources
- 4 new Rock Processing recipes
- Extract several different metals from Bischofite!
- Concrete Recipes!
- Asphalt!
- Glass and Concrete walls!
- Electrical components require less steel, and require copper!
- Optional Brass Chemfuel, Wood-powered, and Geothermal Generators to save yourself some more steel!
- 4 new crafting benches

Compatibility patches included:
- Subsurface Conduits
- Cupros' Stones
- Soil Relocation

Q & A

Q: Fertile Fields adds Sand, will you make compatibility patches for it?
A: Sadly no, I would much rather spend my time writing compatibility patches for Soil Relocation instead.

Q: CE?
A: Don't know. Don't care.

Suggestions are welcome (Especially for patches), and can even help with future dependent mods!
21 Comments
ハグ / Ian_Suffix 24 Jan, 2022 @ 12:44am 
This would indeed serve as a good foundation for the ideas that struck me today (namely brass mass produced art and alkaline batteries). It would be nice to have the option to disable portions of the mod in-game until they become useful, however. Plastic materials and their chemicals are a great deal of added complexity for, say, someone thinking about creating a bronze-age dependent mod.
Ranger Rick 9 Jan, 2022 @ 12:14am 
Very neat
Wolf478  [author] 8 Jan, 2022 @ 7:31pm 
@pgames-food Oh, and in response to the naming convention, which I certainly have broken; Changing it now would break people's currently running games, so maybe when I release a few more patches and make it a more appealing mod to use I'll fix it.
pgames-food 8 Jan, 2022 @ 6:56pm 
ah thanks, its just the simplest way i know how, though would require finetuning etc for balance.
btw when i said wold i meant to say wolf below :)
Wolf478  [author] 8 Jan, 2022 @ 6:48pm 
@pgames-food Thanks for the conversion idea! While I'd say that is a pretty good idea, that sort of implementation could lead to abuse of resource generation.

Some mod's use of similar materiels (Concrete and Cement in particular for Rimfactory, as an example) are inconsistent and don't translate perfectly. (Mortar and Gravel as seperate items in Wolfhaul) I'd say your onto something though in terms of a quick compatibility fix for other mods.
pgames-food 8 Jan, 2022 @ 6:07pm 
(thats how i'd probably do my conversions for related items when i finish adding more stuff to my mods)
pgames-food 8 Jan, 2022 @ 6:06pm 
hi wolf, interesting mod... just a quick thought..

if you are making some items which are base elements (common items) in other mods, maybe an easy way to add compatibility could be this (especially with several mods)

1) to have your unique name/ xml id for all your items in your mod (stand alone mod)

2) to add into this mod (or 1 general patch mod) the following:
2a) 1 custom building unique to your mod (as a convertor building) using recipes.
2b) your "wold copper" can be converted into "mod x's copper" (at a rate you feel is most balanced etc), via a bill recipe.
2c) same for other conversions. :)

this way you can then copy paste and flip the recipes in xml, (and with a slight tweak) for the reverse :lunar2019piginablanket:
Wolf478  [author] 7 Jan, 2022 @ 5:17pm 
@Hydromancerx Thank you! I'm currently working on Rimfactory Materials, but I'll be sure to make patches for those as well!

A note for future though, it'd be a lot easier for myself and for others if you could share all of these in one comment, rather than a long chain of comments :)
Hydromancerx 7 Jan, 2022 @ 12:31pm