RimWorld

RimWorld

Primitive Workbenches
625 Comments
Sleepy 5 Oct @ 2:53pm 
1.6 );
Balthazad 5 Oct @ 12:48am 
i have to start a new colony again (this time because roo's fauns, satyrs & minotaurs are too bugged) and once again i'd be SO happy if this was 1.6, so, how's it going, what's the status?
i always start primitive and with heavily reduced research speed, so the primitive mods are core for me >.<
Hakkai 28 Sep @ 6:33pm 
anyone else been checking this every day for a month plus? xP
life's busy for me too tho, so i don't mind waiting! worth the wait for me.
TeH_Dav 26 Sep @ 10:04am 
Ooc, do you intend on eventually updating this? I love this mod and don't want to see it languish.
Balthazad 23 Sep @ 10:24am 
@tanyfilina aww too bad, there's a couple thousand ppl hoping for the return of fridge-crystals.... x)

@velcroboy u gotta say kaaa...meh...hah...meh...haaaaaaa and do this
(>°°)>=======================O and then see if RL still wants to be between you and modding :D
velcroboy333  [author] 17 Sep @ 2:40pm 
@Bearzapt34, Looking at the changelog, this was updated about a month after 1.5. Other mods took longer for sure but this one wasn't that long.

@Void, I've been inching my way towards an update. Irl is leaving me kind of exhausted lately but I'm getting there
Bearzapt34 16 Sep @ 10:25pm 
@void, we waited pretty much all of 1.5 for it. I don't think its going to happen anytime soon. Learn Chinese or German 🤷‍♂️
Void 16 Sep @ 11:23am 
Hello velcro I hope you are having a great day! Any news about the update of this great mod? :D
Feba 11 Sep @ 12:17am 
1.6? :,(
tanyfilina 10 Sep @ 12:55pm 
Me? I don't. I'm just waiting for this mod too and looked for some workaround to use it. There is a Glowstone mod for 1.6 by the way.
Balthazad 10 Sep @ 2:01am 
@tanyfilina
since you seem to be looking for mods that you can help out on, could you maybe take a look into ColdCrystal? x)
Balthazad 8 Sep @ 2:45pm 
i'm checking 3x each day if it's 1.6 cuz i wanna start a new colony, but no pressure, it will be there when it's there :'D
NeO_Obsidian 8 Sep @ 7:39am 
I really miss this mod! Such a wonderful addition to tribal runs, and so well made. I hope things do go well and you're able to update the Primitive series soon <3
velcroboy333  [author] 4 Sep @ 2:49pm 
You could probably just remove the comps on the totem if you didn't want to remove the whole thing.

If all goes well, I'll try to do some work on this this weekend.
TwistedRuse 4 Sep @ 2:44pm 
@CantPlayJack I got it to work by deleting the assemblies folder along with the joy folder and the thingdef for totems. The assemblies folder has one file in it about joy related to the totems, so I just removed all that and the rest works fine.
tanyfilina 4 Sep @ 12:05pm 
Maybe there were also some mentions of that in other defs or patches... I'm sorry I didn't made a thorough note of what I've done. Hope it will be updated soon.
CantPlayJack 4 Sep @ 12:02pm 
Tested it out. Removed all the Joy folders and still can't use the dev menus.
tanyfilina 3 Sep @ 9:21am 
I don't know. Seems like it had to add some additional functionality to Totems, but as far as I understand, totems work without it, just like statues. I've also notices some commented pieces of xml code related to it, maybe it was something unfinished.
CantPlayJack 3 Sep @ 9:04am 
That's a really good 'hack', Tany. Thank you! What else does it affect?

@velcroboy333

S'all good, man. A lot of us really rely on this mod, so we definitely want it ASAP, but real life takes precedence.
velcroboy333  [author] 2 Sep @ 3:20pm 
The hold up isn't so much the technical side. It's my IRL and how busy this time of year is for me. I keep trying to set time aside for this mod and others but things keep coming up.

Also, I was reworking a bunch of stuff before 1.6 came out so it's kinda messy sorting through that along with the update.

This is definitely a higher priority mod. I haven't been super communicative about it though because I don't want to keep making promises I can't keep but I will get to it when I am able to.
tanyfilina 2 Sep @ 9:31am 
If anybody is interested, If you remove "Joy" assocoated defs fron the mod folder, you can use the devmode
tanyfilina 27 Aug @ 11:18pm 
Are there some serious conflicts between this mod and 1.6 game version, that prevent relatively easy update? Maybe you could get some help from other modders in community, who know C# well? (unfortunately I don't)
Void 26 Aug @ 9:55pm 
...\ | /...
...I I I...
(^°°^)
Fairy On Acid 26 Aug @ 10:43am 
...\ | /...
...I I I...
(^°°^)
Balthazad 26 Aug @ 8:34am 
everyone, raise ur hands to the sky, lend a little bit of your power to Son Goku velcroboy333 so he can cast a Genkidama motivation on Freeza himself


...\ | /...
...I I I...
(^°°^)
Fairy On Acid 17 Aug @ 9:23am 
No need to apologize. We are excited for the results but it should never outweigh lifes events.
CantPlayJack 17 Aug @ 7:23am 
You got a life Velcro. It's all good.
velcroboy333  [author] 16 Aug @ 7:12am 
Sorry, I didn't come through this week. Had some stuff come up. I should have some time tomorrow and Monday to finish up.
tanyfilina 16 Aug @ 3:30am 
As for looking, there is a retexture in the workshop: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3038407835
Benz ✇ 16 Aug @ 3:21am 
@CantPlayJack same shit. Dahm this is only one mod for primitive workbenches and its lagging and bad looking, so sadly
tanyfilina 15 Aug @ 10:47pm 
@velcroboy333 any good news for us?
CantPlayJack 15 Aug @ 10:13am 
Can confirm that this mod blocks the use of the debug menu. It states that the key 'actions' and 'objects' is missing from the dictionary.
tanyfilina 11 Aug @ 12:41pm 
Can confirm that currently it breaks the debug actions and some mod settings menu (like RIMMSqol). There was something in the error about PrimitiveJoe, but I didn't saved it, can report the full error tomorrow if that helps
velcroboy333  [author] 6 Aug @ 6:01pm 
I have time set aside this coming Mon/Tues to work on this.
Fairy On Acid 6 Aug @ 3:18pm 
Me too, Annabellee. This one was one of my favorites back in 1.3 and now that I'm back I can't live without it.
Annabellee 6 Aug @ 1:16pm 
Me too, delaying my next run until the mod series is updated.
Hakkai 6 Aug @ 11:54am 
This looks amazing, excited for the update
velcroboy333  [author] 30 Jul @ 1:56pm 
ETA for starting this is mid-week next week
tanyfilina 30 Jul @ 9:32am 
I hope you are updating soon, I need your mod researches to integrate into my tech progression :)
Worst Player NA 24 Jul @ 1:28pm 
If anyone is trying to use this mod before it does get updated, it seems to make it so I am unable to open the debug action menu. Obviously, this isn't a huge deal most of the time but something to keep in mind. Looking forward to the update :D
velcroboy333  [author] 16 Jul @ 10:22am 
I do plan on updating these mode over the next few weeks.
ramil319 16 Jul @ 8:55am 
Hello, are you planning to update the mods?
R4nD0mI3z 10 Jul @ 3:03am 
Don't know why but cooking pawns seem to prefer doing joints on herbalist table instead of cooking meals on campfire or butchering. This is not happening on vanilla drug lab.
t0m4s1t0 21 Jun @ 12:45am 
Just a little nitpick, herbalist table can make wort before beer research.
Vivalas 31 May @ 12:34pm 
This mod is now CE compatible in the latest CE release.
Annabellee 7 May @ 4:07pm 
Vanilla Furniture Expanded had an update, so the stone campfire changes need to be considered.
Vivalas 6 May @ 9:34am 
Combat Extended compatibility patch was just added to myself to CE Github as a PR and is pending approval, but is downloadable from the Github if anyone is interested in testing it or giving any feedback
Lekoda 4 Apr @ 8:32am 
What do wastebins do?
Fedx 29 Mar @ 2:38pm 
@skyelight10 Yeah i have the same bug.
Porknelius 17 Mar @ 7:45am 
Thank you