RimWorld

RimWorld

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Carbon
   
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May 3, 2018 @ 1:42am
Jul 14 @ 11:27pm
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Carbon

In 1 collection by ignis
Ignis' Rimworld Mods
7 items
Description
Adds three new carbon-based materials.

Why yet another stuff mod:
  • No new crafting stations (you only need Refinery), no overcomplicated production chain, single 600 points research.
  • Will not replace mineable ores and deep resources. NPCs can use it sometimes, but you won't see much of it.
  • Reasonable stats — it is a good material, but not ultimately good, and mostly intended for construction.
  • Versatility — it covers all general stuff categories.
  • Chemfuel is a renewable, eco-friendly stuff you can produce from any plant matter - you'll never totally run out of it

Stuff:
  • Carbon weave — textile stuff. A bit worse than devilstrand, but non-flammable and chemically inert (x2 hp multiplier, not flammable, x0.2 deterioration speed). Badass black color.
  • Carbon composite — can be used both as wood and as metal. Not suitable for weapons (wood-like stats), but decent building material, on par with stone in durability (x2 hp multiplier, not flammable, x0.2 deterioration speed). C-composite wall has 700 hp. Badass black color.
  • Synthdiamond — stony stuff. This dense, hard plastic is expensive to produce and hard to work with, but it is quite durable (x10 hp multiplier, not flammable, will not deteriorate). Synthdiamond wall has 3500 hp. Serene sky blue color.

Also:
  • Carbon conduit. 750 HP, not flammable, neutral beauty, has an underwater variant.
  • Carbon tile with a signature chequered pattern.
  • Balanced recipe to produce chemfuel from hay.

Recommended mods:
  • Stuffed Floors — allows building floors out of stuff.
  • Rimefeller — provides a lot of chemfuel. Carbon composite is lower tier compared to rimfeller composite, but also easier and cheaper to produce.
  • Vanilla Chemfuel Expanded — returns chemfuel to deep drilling.

Compatibility:
Pure XML mod. Safe to add to existing saves, but not to remove.

Known issues:
None!

License:
All original code in this mod is licensed under the MIT license[opensource.org].

Think you found a bug?
Please read Fluffy's instructions before reporting.

Alternative links:
GitHub[github.com] (source code, non-steam and old versions there)
Ludeon forum[ludeon.com]
150 Comments
最是能睡觉 Jul 29 @ 7:13am 
Would you mind adding a Chinese translation?
Blackthorn Jul 18 @ 2:58am 
not sure if this works in 1.6 but it'd be nice to see an update regardless.
-RedTrainer Jul 15 @ 3:38am 
LES GOOO!!!! Carbon is now the meta
ignis  [author] Jul 14 @ 11:28pm 
Added airtight to all materials
Last_Misadventure Jul 14 @ 5:08pm 
Long-time user--thanks for making this :) Would you consider marking c-composite airtight for use in Odyssey? It looks to be safe to set this property even if you do not have the DLC, but I have yet to verify (all the defs in the core files have it set).
-RedTrainer Apr 4 @ 8:27pm 
A www. .... rip, i really wanted to see those Carbon patterns on my colonists than simply being the best cloth in the game, F
ignis  [author] Apr 4 @ 7:09pm 
I don't think you can have a texture from a material on clothes, only color.
-RedTrainer Apr 4 @ 1:21am 
Unique carbon cloth texture? i really like the pattern, its a shame it turns into blank black on the regular tailoring table.
ignis  [author] Oct 22, 2024 @ 1:33pm 
I don't think already built structures would change.
Cross Oct 22, 2024 @ 12:40pm 
Hi there! Really enjoying your mod, been slowly converting as much of my base as possible to carbon-weave XD

I wanted to ask something. So I changed the XML to allow carbon-weave to have the Stony tag because I prefer the black over the synthdiamond, and I prefer stony/metal floors over wooden ones, but I was wondering if this mod were to update, and the stony tag would be removed again, would all my floors break apart?

I've tried creating my own patches of mods before, but I have no background in coding and I don't think I'm using the Xpaths right. :P