RimWorld

RimWorld

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Additional Vanilla Crafting(Continued)
   
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
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491.140 KB
12 Dec, 2024 @ 6:45pm
13 Dec, 2024 @ 3:49am
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Additional Vanilla Crafting(Continued)

Description
This mod a 1.5 update to SpookieWookie's SPK-AdditionalVanillaCrafting
links of his mod:
steamworkshop: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2122304719
Source code: https://github.com/SpookieWookie/SPK-AdditionalVanillaCrafting

Additional Vanilla Crafting(Continued)

Source code: https://github.com/MaxwellYe0815/AdditionalVanillaCraftingContinued

13-12-2024:
Verified compatibility with version 1.5.
Added localization support for Simplified Chinese and Traditional Chinese.
Placed researchs in might be very appropriate places in the main research bar.

Original mod introduction

Simple mod that adds the ability to produce some trader only materials in a vanilla friendly manner, no additonal workbenches just basic recipes and research.

Additional Vanilla Crafting
Currently adds the ability to craft synthread, hyperweave, plasteel, neutroamine, luciferium and glitterworld medicine. Balance is open to suggestions, but I think I've struck a reasonable balance for most of these. I still find quests and traders important for keeping things topped up in late game and for getting an early footing before you get to the research projects. I took some creative liberties with the recipes and dependancies for a lot of these things to keep them as vanilla as possible.

Synthread
-Created at a fabrication bench.
-Requires only cloth and a crafting skill of 8.
-Made to be a straight upgrade from cloth for the late game, useful if producing devilstrand is difficult or if you just fancy a different colour since the stats of both are very close.
-30 cloth produces 10 synthread. Research dependancy: fabrication. Research cost: 2000.
-Production is very slow to balance with ease of materials

Hyperweave
-Created at a fabrication bench.
-Requires devilstrand, plasteel and a crafting skill of 10.
-Hyperweave is an incredibly complex material and requires the advanced tools and precision afforded by the fabrication bench.
-20 devilstrand + 10 plasteel produces 10 hyperweave. Research dependancies: devilstrand and advanced fabrication. Research cost: 4000.
-Faster to produce than synthread but less accessible materials.

Plasteel
-Created at a fabrication bench.
-Requires steel, chemfuel and a crafting skill of 10.
-Production is relatively quick (compared to some other mods) but advanced fabrication requirement does raise the barrier for entry.
-50 steel + 20 chemfuel produces 40 plasteel. Research depandancy: fabrication. Research cost: 4000.
-Not too difficult to produce overall, but steel can be difficult to keep topped up late game and renewable chemfuel does require a decent cattle of boom-animals.

Medical stuff all requires intellectual skill because the vanilla medicine requires it. Yell at Tynan, not me.

Neutroamine
-Created at a drug lab.
-Requires psychoid leaves, herbal medicine and an intellectual skill of 8.
-5 psychoid leaves + 1 herbal medicine produces 1 neutroamine. Research dependancies: psychite refining and medicine production. Research cost: 2000.
-Also includes a vanilla style x4 bulk recipe.

Luciferium
-Created at a drug lab
-Requires psychoid leaves, neutroamine, plasteel, 1 advanced component and an intellectual skill of 10.
-This took a little thought. The advanced component represents the mechanite portion of luciferium. This is traded off by being a bulk recipe by default.
-20 psychoid leaves + 10 neutroamine + 2 plasteel + 1 advanced component produces 10 luciferium. Research dependancy: neutroamine synthesis (added by this mod). Research cost: 4000.
-No bulk recipe as it is bulk by default.

Glitterworld Medicine
-Created at a drug lab
-Requires medicine, neutroamine and luciferium and an intellectual skill of 12.
-Gives luciferium an additional purpose over just being 'the devil's bargain'
-5 neutroamine + 1 medicine + 1 luciferium produces 1 glitterworld medicine. Research dependancy: luciferium synthesis (added by this mod). Research cost: 6000.
-Also has a vanilla style x4 bulk recipe

Lore
My own headcanon is used for this entire mod, I do think it is relatively fair following vanilla restrictions without adding additional items and steps to the processes. No I'm not a chemistry student or anything even close so if this grinds your gears then accept my apologies in advance!

Synthread - my idea is that cloth is woven at a molecular level into a lattice structure to increase strength while retaining it's flexibility and light weight. This precision of course requires the fabcrication table with it's extreme precision (since it is used to make components).
Hyperweave - molecules of devilstrand and plasteel are fused carefully imbuing the properties of both materials. Advanced fabrication requirement is assuming that advanced fabrication would teach your pawns more than just plain advanced components, and would additionally teach them even deeper knowledge of utilising the fabrication bench.
Plasteel- steel gets molecularly restructured or something along those lines. Think how steel is made from iron in reality. That's the kinda thought process this is approached with. Chemfuel is added to strip away impurities from the steel to create that sweet sweet blue tint of pure, uh.. purity?
Neutroamine- fairly straightforward idea that further extrapolates yet more uses from psychoid. Herbal medicine added primarily for balance reasons, but also for whatever mystical chemicals it contains.
Luciferium- this was tricky straight up due to what luciferium is described as. It's literally microscopic little robots. I took the liberty of using an advanced component here, which serves as the programmable mechanites and some plasteel because, yolo. More psychoid because I saw another mod do it and you can't tell me what to do. Don't forget more neutroamine for good measure, because at this point our pawns should just be swigging that stuff down to treat infections, honestly.
Glitterworld Medicine - it's medicine with luciferium and even more neutroamine (I know right?). The mechanites in the luciferium are trained to rely on the neutroamine. When the neutroamine runs dry (when the medicine has completed it's job) then those mechanites perish and are expelled however our pawns expel things.

Compatability
There shouldn't be any problems as it is a very simple XML mod.

Changelog
05-12-2022:
Fixed a typo in the hyperweave crafting bill

03-12-2022:
Added compatability for 1.4. As with the previous update, no code changes as nothing should be broken.

09-07-2021:
Added compatability for 1.3, no code changes - there's no reason it should be broken. Let me know otherwise!

12-04-2021:
Source code now available: https://github.com/SpookieWookie/SPK-AdditionalVanillaCrafting

15-08-2020:
Verified compatible with update 1.2, if there's any issues let me know I - I may have missed something!

10-06-2020:
Added neutroamine, luciferium and glitterworld medicine. Also added a manifest.xml so that a version number appears with the mod manager mod.

09-06-2020:
Added plasteel crafting
Reworked synthread crafting thanks to some glaring balance issues that Xurker pointed out. Thanks Xurker!

07-06-2020:
Initial release

Extra Stuff
Thanks to Oskar Potocki for his stunning Vanilla Textures Expanded, I used his textures for the icons in this mods thumbnail. His mods are absolutely fantastic and you should check out all of them!
Popular Discussions View All (1)
0
13 Jul @ 10:42am
Please update this mod: "Additional Vanilla Crafting." to 1.6
cjaustin319
8 Comments
Sparke 1 Nov @ 8:46am 
Please 1.6
网络害虫 17 Aug @ 2:44am 
1.6求求了
terrlerr 12 Aug @ 6:49pm 
Works fine in 1.6.
cjaustin319 13 Jul @ 10:38am 
Please update this to 1.6
赤魂 13 Jul @ 5:02am 
1.6plz
YaBoyMims 15 Dec, 2024 @ 2:11am 
Very cool mod. I like how you explain various balancing and the lore/headcannon bit is a nice add. I think mostly luciferium and synthread are still pretty OP recipe but I look forward to using these materials more since in vanilla rimworld I hardly EVER use any of the materials you added
Salty Slothy 13 Dec, 2024 @ 9:34pm 
Man I remember this mod. Holy crap has it been 4 years already?
J_Johna_Jameson 13 Dec, 2024 @ 3:46pm 
This is a very good mod
its well balanced and makes the late game much more interesting
thank you