RimWorld

RimWorld

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367.560 KB
Sep 18, 2020 @ 5:45am
Oct 30, 2022 @ 10:37pm
12 Change Notes ( view )

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Description
First of all, this is my first mod made for a personal need. I don't like having multiple mods that unlock 1 thing and I prefer an all in one. It may be out of balance or undergo changes since I want it to be balanced.



This mod allows you to manufacture most of the items locked in Rimworld and Royalty (not Archotech), grouping all those items in one mod instead of several.

Add several investigations using the techprint system and requiring a medium-high amount of investigation to unlock the technologies necessary for the creation of the items.

Many of the items are balanced with respect to the MV(Market Value) and the amount of work, techprint have custom MV and they are expensive. For example: resurrector serum need 5 techprint and each techprint cost 10.000 silver plus 30.000 research point and need 3.000 points of work to make (cataphract armor have 1.000, reference).




















* Royalty weapons and persona weapons go into 2 separate investigations with 3 techprint for each. The cost of the swords is similar to the longsword and the zeushammer to the warhammer. Table below.

** Psyfocus equipment is made up of the 6 eltex equipment that include the eltex skullcap. Table below.

Weapon
Cost
Persona
Monosword
70 plasteel + 30 uranium + 5 advanced component
+ 5 luciferium
Plasmasword
50 plasteel + 50 uranium + 5 advanced component
+ 5 luciferium
Zeushammer
100 plasteel + 50 uranium + 5 advanced component
+ 5 luciferium

Equipment
Cost
Eltex Staff
10 uranium + 6 advanced component
Eltex Helmet
50 synthread + 10 uranium + 2 advanced component
Eltex Shirt
50 synthread + 10 uranium + 2 advanced component
Eltex Vest
45 synthread + 10 uranium + 2 advanced component
Eltex Robe
100 synthread + 15 uranium + 2 advanced component
Eltex Skullcap
60 synthread + 20 uranium + 3 advanced component



31/10/22
- Update tag for 1.4 version.
- Translation: Russian by @Artemis.

Thanks @Artemis.

7/9/21
- Added Vanilla Faction Expanded - Vikings and Insectoids (weapons&armors).
- Xpatch file unified.
- Recipe file unified.
- Research file unified.
** Balanced probably needed.

31/8/21
- Fix vanilla research.

29/8/21
- Remove Royalty dependencies.

16/8/21
- Change to GeneralLaborSpeed.

3/8/21
- Antigrain shell change from xpatch to recipedef.

25/7/21
- Korean translation by Inbae.

23/7/21
- Balance.

21/9/20
- Research tab added.

20/9/20
- Load order conflict with Combat extended - Vanilla fixed: need to load before if CE is load. This bug threw error if CE is not loaded.
- Work to make increasing in x4 recipe for glitterworld medicine and luciferium.
- Work to make increasing for antigrain warhead, royalty weapons, persona weapons and eltex skullcap.
- Multiple research increasing and amount of techprint.
- Custom techprint cost.
- Preview image minor change.
- ADDED!!!: Mech Serum healer and resurrector added.

18/9/20
- Dimensions on preview image.



Q: Is this mod compatible with Combat Extended?
A: I play with Combat Extended so yeah.

Q: Is this mod save game compatible?
A: Yes, It's simple XML mod.

Q: Is it compatible with X mod?
A: Should be, I play with 300+ moids and 0 problems.

Q: Why X item are not included?
A: I try not unbalanced the game (not much) and do things with logic. Items from Empire, Glitterworld or human society will surely add but ancient or archotech items not because they aren't supposed to be within human knowledge (Rimworld lore).

Q: Will you add items/equipment from others mods?
A: Most likely, it may be from Vanilla Series.

[github.com]


All XML is made for me, Mawy.
Korean translation by Inbae.

Credit to @Misha Craftable Royalty Weapons as reference to royalty weapons XML.

95 Comments
ChrisB May 14 @ 7:56am 
i confirm this still works perfectly fine, gave it a chance and it was good
Twitxx May 13 @ 11:59am 
Can confirm too that it's working fine, the only red error it's throwing is related to the antigrain warhead research. Error log here if anyone is able to understand this as I don't:
https://pastebin.com/GSSged6N
Igniscryo May 12 @ 3:17pm 
I've been running this for a while in 1.5 and it works perfectly fine for me. Techprints get applied correctly and recipes appear as well.
Twitxx May 12 @ 11:50am 
Can someone confirm if there are currently any issues with this on 1.5? I've just installed it and will update you on it as well.
Critical32 May 12 @ 3:28am 
1,5 plz...
(looking for food) Apr 13 @ 8:17am 
Love your mod! No issues with 1.5 so far.
hottt3 Oct 25, 2023 @ 1:52am 
Thanks for the mod! Is it possible to disable/enable crafting of paticular items in this mods, to avoid conflicts with other mods?
PlinkPinko Sep 21, 2023 @ 2:49pm 
would it be possible to allow fabricors to do some of the jobs, such as refining plasteel?
Longlifebattery Aug 25, 2023 @ 6:08am 
Hey Mawy, could you add the ability to craft a persona core? I now have to add a different mod to just add a single recipe while the crafting of this thing fits well into scope of this mod if I say so myself.
Randall Thymes, CEO of PLUMMCORP Jul 8, 2023 @ 2:38pm 
Sorry if this has been asked before but any chance to include craftable Deathrest Capacity Serum?