RimWorld

RimWorld

Not enough ratings
Craftable Gravcore and Mech Chips
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.6
File Size
Posted
Updated
314.730 KB
17 Aug @ 6:19pm
22 Sep @ 1:31pm
6 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Craftable Gravcore and Mech Chips

Description
A very lightweight, XML-only mod that adds research, a studiable item, and recipes for gravcores and mechanoid chips which are craftable at the Fabrication bench, after beating the Odyssey 'main' quest.

The purpose of the mod is to un-softlock Mechanitor and Gravcores for general use following the completion of the final Gravship quest.
Consequently, the recipes, particularly mech chips, are deliberately prohibitive. The idea is to 're-enable' accessing these items reasonably, compared to the effort previously required - i.e. hitting Odyssey sites or calling mechanoid bosses to farm chips.

The research requires studying an item - the 'blueprint' - that is only found in the final area of Odyssey's DLC, and the completion of Advanced Gravtech research. Biotech is not required, but will only add mech chips if it's loaded.

Lore
You're not supposed to be able to craft these items, ever. They're far beyond the technical limits of human understanding. A colonist should sit there for years trying to figure out how they work, and vast quantities of resources should be wasted during the crafting process. It's a veritable miracle anything was discovered, at all.

With thanks to
SneezingSeal, for the blueprint texture
thoma5nator, for the mod banner/preview image

Compatibility
  • Biotech - Loads mech chips in as research/recipes, otherwise only Gravcore will be loaded.
  • Alpha Mechs - tier 4, 5 and 6 chips included as further research/recipes in the series, if the mod is loaded alongside Biotech DLC (see recipes for more details)
  • Recipes of the Rim - Gravcore and Biotech chip recipes will appear in the RotR research tab (if using vanilla research tabs, of course). AM chip research remain in AM tab.

Recipes
Item
Requirements
Gravcore
75x Plasteel
75x Vacstone Blocks
75x Gravlite Panel
10x Advanced Components
12 Crafting skill
10,000x Research: Mechhive Fabrication

Biotech DLC required:
Signal chip
130x Plasteel
20x Gold
12x Advanced Components
12 Crafting skill
7,000x Research: Craft signal chips
Powerfocus chip
140x Plasteel
18x Uranium
14x Advanced Components
12 Crafting skill
8,000x Research: Craft powerfocus chips
Nanostructuring chip
150x Plasteel
30x Gold
24x Uranium
16x Advanced Components
12 Crafting skill
9,000x Research: Craft nanostructuring chips

Biotech DLC and Alpha Mechs required:
Hyper-linkage chip
175x Plasteel
40x Gold
30x Uranium
16x Advanced Components
14 Crafting skill
10,000x Research: Craft hyper-linkage chips (Alpha Mechs research tab)
Stellar processing chip
200x Plasteel
45x Gold
36x Uranium
18x Advanced Components
14 Crafting skill
10,000x Research: Craft stellar processing chips (Alpha Mechs research tab)
Quantum matrix chip
225x Plasteel
50x Gold
42x Uranium
20x Advanced Components
14 Crafting skill
10,000x Research: Craft quantum matrix chips (Alpha Mechs research tab)

Known issues
  • none

Updated mod
I redesigned my old mod (now unlisted), but couldn't just push an update there in case some people had the techprint laying around on a shelf or something, as it could've wrecked saves. Probably wouldn't have, but any chance at all is still unacceptable.

Techprints are generated into the game in a way that I can’t completely control, and had not foreseen this when making the first version of the mod. It also means you'd need Royalty DLC. This mod does exactly the same thing, but now uses a study item instead of a techprint.

Any users of the old mod who wish to switch to this new one should
- destroy the techprint (only if they possess it in-game)
- save the game
- unsub from that mod
- sub to this mod
- reload the game/save
- save the game again
You may receive a red error upon loading, after switching from the 'old' mod to this mod. As long as you followed the instructions above, you can simply ignore this; you won't get the error again after saving.

FAQ
Q: I don't like the recipe ingredients, please change them?
A: I believe the recipes are fair/balanced, however I understand you may disagree. You may wish to add RIMMSqol - it should be part of everyone's modlist anyway - open the mod settings, navigate to Recipes, search for recipes from this mod, and do whatever you want to them.

Q: Why not just release them as general recipes?
A: Because I wanted to work around what I see as an issue after completing Oddysey's 'MSQ' - the softlocking of some mechanitor and gravship stuff - and not just hand them to me. I can use devmode, after all, if I wanted to make it easy. You can always devmode the blueprint/research in if that's what you want to do.

Q: I accidentally lost the study item/already done the quest before adding this mod!
A: Please ensure to let me know if you left the map without picking the item up because it will give me a good laugh. Anyway, I suggest just using devmode to spawn the blueprint, as you've 'earned' it and there is no other intended way to get it. If you somehow find another way to get it, please let me know.

Q: Will you patch other items/recipes in?
A: Probably not, unless there's some other popular mechanoid chips mod, or Ludeon add more of this stuff, or whatever. I made another recipes mod (see compatibility above) and scope for any other recipes is likely for that mod.

Q: I have a problem/suggestion[...]
A: Please comment below!
13 Comments
Guffer 29 Aug @ 6:13am 
Thanks!
ChrisB  [author] 28 Aug @ 7:22pm 
Hi @Guffer see FAQs, this mod patches a sealed crate containing the blueprint in to the mechhive map - right in front of the cerebrex core - using odyssey's new prefab defs, and i have gone to great lengths to make sure that's the only way to get the study item to unlock the research. since you've already completed that quest, you should just devmode the item in since you've already 'earned' it. the def to search is chrisb_mechhivefabrication_blueprint
Guffer 28 Aug @ 6:23pm 
Hi! is there a way to force the research item to spawn or an alternate way to receive the research item? I wanted to apply this mod to a save where I had already defeated the mechhive, but there appears to be no way to activate the research since I never got the item. The earliest save I have on my 30+ in-game years-long save is right before I can make the final choice about destroying the cerebrex core. If I apply the mod to that save, the research item does not spawn upon choosing to destroy it nor further disassembly of the Cerebrex Core. Thanks!
ChrisB  [author] 28 Aug @ 12:50pm 
It’s a base game mechanic, which works in the same way as mechanoid chips, which in turn work similarly to techprints. The blue print is just the name I’ve given to the item. You target a pawn, right click the item, the pawn takes it to the research bench and studies it for a little bit, and the research is unlocked
-=GoW=-Dennis 28 Aug @ 12:00pm 
Sorry, but how is a blueprint studied? I've been playing with techprints so long, I have no idea lol.
ChrisB  [author] 28 Aug @ 9:21am 
Just pushed an update, after a bunch of testing they no longer appear in schematics.
if you currently have one, it will remain - I suggest destroying it and spawn another schematic (that's literally the defName for the research books). Thanks again for highlighting this
Geojak 28 Aug @ 9:03am 
Yes that's the kind of book I mean
ChrisB  [author] 28 Aug @ 4:57am 
@Geojak is that one of the books that allow you to complete a research by reading the book? Hmm, I'll have a look into it, thanks for letting me know
Geojak 28 Aug @ 4:54am 
i think i might have found a bug. i found a regular book that allows study of this technology. that doesnt seem right
ChrisB  [author] 28 Aug @ 1:25am 
Thanks!