RimWorld

RimWorld

Recipes of the Rim
Showing 1-7 of 7 entries
Update: 20 Oct @ 8:54am

Added the Techprof Subpersona Core.

I originally considered adding this to the mod, but opted not to because it sort of defeats the content grind, and the design of this mod isn't to just "whatever hand the recipes over" (you can just devmode items in, in that case), but there was more of a design process behind it. Crafting an item that instantly finishes research does defeat that, imo

However, I decided that an example of utilising it might be someone at/near lategame who just wants to grind a couple of research out. Maybe you hunted for that techprint for like a year.

On this basis I decided to add it, but rubbed my hands gleefully like Mr Burns as I wrote the gating for it behind the AI persona core research, 10k research, and the rarest techprint category.

Update: 13 Oct @ 11:47am

  • 1.5 load folder added
  • remembered to add market value to techprints to reflect they are rarer, which I intended to do earlier but kept forgetting. tier 1 stays the same at $2,000, tier 2 is now $3,000 and tier 3 - the 'empire only' ones - are now $4,000

Update: 23 Sep @ 2:45am

  • Industrial components' recipes for x10 and x25 were previously set to yield 5, this is now fixed

Update: 22 Sep @ 3:46pm

  • Accidentally left the two steam workshop images in the mod folder, now removed.

Update: 22 Sep @ 1:47pm

  • Added some minor compatibility for Craftable Gravcore and Mech Chips - the research for Gravcore and Mechanoid chips will now appear in this mod's tab (if using vanilla research tabs), same place Gravcore would otherwise have been

  • Brought some more order to the loadfolders again. You should see the folders on my work computer

  • Increased the amount of advanced components for Anomaly's Shard recipe from 1>5 because I wasn't happy with how absurdly easy I had previously made the recipe. My previous thinking was balancing ingredients with market value, however I concluded that it's an exotic item and I decided to reflect that a little more in the recipe

  • I toyed with the idea of meddling with recipes more, i.e. to patch ingredients if certain popular mods or DLCs are loaded. Currently all of the recipes - except the Shuttle engine - only use their respective DLC's ingredients; but it's quite large in scope and I need to plan it quite a bit more before making any such changes. I really wanted to use Psylink neuroformers more, but I didn't want to make some recipes too absurdly difficult, and punish players just for having certain DLC

Update: 21 Sep @ 1:04pm

  • Added shuttle engine recipe (I'd forgotten about this). Research/item descriptions patched because basegame descriptions says it can't be crafted, slightly different text if VVE is loaded

  • Tidied up loadfolders

Update: 19 Sep @ 4:46pm

[Auto-generated text]: Initial upload.