RimWorld

RimWorld

GitusMcGudis Oct 14, 2024 @ 10:42pm
Methods to acquire a lot of advanced components? Willing to accept modded methods
I'm doing a run where I'm trying to make a colony of transhumanist genetically engineered supersoldiers with mechanoids, eventually going to space in Save Our Ship 2, and I've gotten to the point where I'm really starting to plan out how to fully deck out my colonists. Given how metabolic efficiency is a bottleneck for what I can add via xenogenetics, I'm going to try and use bionics and cybernetics if a gene and the former accomplish the same thing. I also have the Expanded Prosthetics and Organ Engineering mod to further accomplish the goal.

But doing the math, I'm going to need dozens of advanced components per colonist alone, not including anything else I might need them for. I have Vanilla Trading Expanded as well, so theoretically I could put out a big contract for the necessary components, but that's still going to cost quite a bit. I'll probably work with the cheaper basic prosthetics for now, but I would eventually like to give my pawns as much of the advanced bionics as I can. So, I'm wondering if there's any strategy I could implement at some point to get the necessary amount of advanced components. I'd be willing to try a modded method if I need to.
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Showing 1-15 of 17 comments
Narrowmind Oct 14, 2024 @ 11:05pm 
I might be missing something, but is there a reason you don't want to just make them? You can mine the steel, etc you need to put them together.

Nothing will ever be faster than just buying them, of course. You can mod in traders guaranteed to have them and get some badass farmhands to make all the flake you need to trade for it.
Last edited by Narrowmind; Oct 14, 2024 @ 11:06pm
GitusMcGudis Oct 14, 2024 @ 11:20pm 
I remember them being impractical to make in large amounts, at least the amount I would need, when I last played. Granted, that was years ago and I was basically playing Vanilla. So, that might not be the case now with some of the DLC. The only one I don't have now is Anomoly.
Narrowmind Oct 14, 2024 @ 11:33pm 
I have found transhumanism so expensive that it takes time to build up suitable defenses for the attacks that will be coming and that kind of industry takes a lot of time. That's time I spend building components. Truth be told, I'd be afraid to ramp up and max out everyone so quickly, but if you're ready for it, you could always mod it in. You won't need Anomaly.

Yes, building Advanced Components can take a lot of time, for sure.
Sally smithson Oct 15, 2024 @ 4:20am 
while this one is outdated. It does still work without errors on my end.
The reason as to why it works is because its XML and it uses no C# of its own
https://steamcommunity.com/sharedfiles/filedetails/?id=1576487741
Hoki Oct 15, 2024 @ 5:37am 
best way to get a lot of advanced components would be either making them or looting them (high tech modded or "real ruins")

for the production option you could either look into full automation ("rimfactory") or ways to generate enough ressources. ressources can be done using vanilla ways (deep and long range scanner) but you might find modded solutions more to your liking
Garatgh Deloi Oct 15, 2024 @ 5:56am 
Originally posted by GitusMcGudis:
I remember them being impractical to make in large amounts, at least the amount I would need, when I last played. Granted, that was years ago and I was basically playing Vanilla. So, that might not be the case now with some of the DLC. The only one I don't have now is Anomoly.

If you set up a mech crafting room (with all the boosts) you can have a few fabricators working on them 24/7 and just scale it up with more and more crafting spots and fabricators (the bottleneck will likely move to scanning for and deep drilling the materials before long).

They won't be as quick as a level 20 crafting human with bionics, but they work more (they need to recharge eventually, but they don't sleep, or eat and no recreation) and you can make up for it with quantity.

Since we don't know how many you need and in what time frame its hard to tell how extreme you need it to be :P
Last edited by Garatgh Deloi; Oct 15, 2024 @ 5:57am
One of the reasons I like fabricors, mass produceable. Acquiring the resources to make the components becomes the hard part but long range scanners and a few tunnelers will help.

Can also specify more skill dependant tasks to humans.
Radiosity Oct 15, 2024 @ 7:56am 
If you're at a point where you have a ship, then just disassemble some wrecks. You'll get more advanced components than you know what to do with.
GitusMcGudis Oct 15, 2024 @ 9:04am 
Originally posted by Radiosity:
If you're at a point where you have a ship, then just disassemble some wrecks. You'll get more advanced components than you know what to do with.
I haven't actually started any of the Save Our Ship 2 content yet. But if I'm able to get the hundreds of Advanced Components I'd need, I might end up doing it earlier than I first planned.
Radiosity Oct 15, 2024 @ 9:18am 
If you want to get a head start, I'd second the suggestion above to install Project RimFactory Revived. It's a steady means of acquiring materials until you have the fabrication research, but it also includes a unique trader that has TONS of components and advanced components for sale at lower than usual prices. You can pick up advanced components for ~120 silver, so about half what they normally cost, and the trader will generally have a good 10-20 in stock.

Later on, you can set up production chains to automatically crank out any item you need, which makes spaceship building much easier.

HOWEVER, I would also recommend you install the Destroy Item mod and use that to erase any extra resources that your automated quarries dig up. Colony wealth can get WAY out of control with resource mods like that.

Alternatively, use SOS2's storyteller, as she ignores colony wealth when deciding what events to send.

edit: might also be worth installing Trading Options so you can set how frequently orbital traders arrive, otherwise you might be waiting a long-ass time.
Last edited by Radiosity; Oct 15, 2024 @ 9:19am
L-laine Oct 19, 2024 @ 4:41pm 
Try the Quarry mod and just mine for them. You can add them in the pool of items that can be obtained from mining in the quarry.
brian_va Oct 19, 2024 @ 4:45pm 
make a gene pack that boosts crafting, somewhat like a genie. probably best to give them hussar like combat skills to fend of raids due to your insane wealth.
Veylox Oct 20, 2024 @ 6:39am 
Drill the ground, make components from steel. Alternatively grow drugs, trade for craptons of components. Also do the occasional raid quest where you kill component farmers

If you want a modded solution that feels somewhat good to play, most mods that improve rewards from questing would net you advanced components from time to time. The absolute cheatiest one being real ruins. Fun concept, fun execution, the map often feels challenging enough and oftentimes you'll have to steal what you can and dip to avoid getting overwhelmed, but it's guaranteed to net you hundreds of advanced components and hundreds of thousands of wealth right away if you visit the wrong map. Limit the max wealth from pristine ruins to a reasonable amount and you get an occasional fun quest that will most likely get you advanced comps
Last edited by Veylox; Oct 20, 2024 @ 6:40am
Quill Oct 20, 2024 @ 2:46pm 
Step one: have a lot of materials

Step two: have a lot of slaves

Step three: ???

Step four: Profit
Antearz Oct 21, 2024 @ 12:49am 
Originally posted by GitusMcGudis:
I'm doing a run where I'm trying to make a colony of transhumanist genetically engineered supersoldiers with mechanoids, eventually going to space in Save Our Ship 2, and I've gotten to the point where I'm really starting to plan out how to fully deck out my colonists. Given how metabolic efficiency is a bottleneck for what I can add via xenogenetics, I'm going to try and use bionics and cybernetics if a gene and the former accomplish the same thing. I also have the Expanded Prosthetics and Organ Engineering mod to further accomplish the goal.

But doing the math, I'm going to need dozens of advanced components per colonist alone, not including anything else I might need them for. I have Vanilla Trading Expanded as well, so theoretically I could put out a big contract for the necessary components, but that's still going to cost quite a bit. I'll probably work with the cheaper basic prosthetics for now, but I would eventually like to give my pawns as much of the advanced bionics as I can. So, I'm wondering if there's any strategy I could implement at some point to get the necessary amount of advanced components. I'd be willing to try a modded method if I need to.

You basicly need to Buy or Loot the First Few of them. Or get them From Quests.
After that You can effectively get Unlimited Amounts of them by Building Fabrication Workbenches and Producing them Yourself.

Once You have the Ground Penetrating Scanner and Deep Drills.
You can constantly Find New Steel en masse. And sometimes even Gold.
But for Gold its easier to use the Long Range Mineral Scanner because it allows You to Look for a Large Chunk of Gold on Purpose.


If You Lack Money. You can also Produce Large amounts of Drugs or Packaged Survival Meals to Sell. And then Buy the Advanced Components. But just making them yourself is usually easier.
Especially because You can effectively Set up your Workbenches so they Produce the Advanced Components for the Respective Bionics and Power Armor You want to Build.



If You are Fine with making thus Easier by Mods.
You can use the "Mines 2.0" Mod which allows Mining Unlimited Basic Ressources like Gold, Components and Steel without needing to constantly Shift around Deep Drills and Scan for Gold.
You can also Add the Vanilla Expanded Appliances Mod which will give You bigger Workbenches and a Specialized small assembly workbench used purely for making Components and Adv Components.
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Date Posted: Oct 14, 2024 @ 10:42pm
Posts: 17