RimWorld

RimWorld

87 ratings
Randomised Stone Refinery V2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5
File Size
Posted
Updated
441.190 KB
May 27, 2023 @ 7:40am
Jul 25, 2024 @ 12:19pm
7 Change Notes ( view )

Subscribe to download
Randomised Stone Refinery V2

Description
A sequel of some sort to what is yet another mod that lets you refine resources from stones

The only real difference between this mod and others like it is that this one’s recipe has a recipe with a randomized outcome, you might get a decent amount of gold, plasteel and jade... or a sad, single piece of steel.

I like the idea of being able to get some useful resources out of stone, but with “static” outcomes it felt (to me at least) a bit weird that each and every piece of stone on the planet contains steel, gold, silver, uranium, jade and plasteel and yet being able to extract only one of them.

Balance

Currently the balance might be a bit “eh”, I’m open to suggestions.

I’m not going to get into the details here [I’ll have the exact drop rates readable somewhere else]
[Update: drop rates are for 1.4 only. Currently the rarity of drops is affected by the "deep drill commonality" stat, while the amount you get is affected by market value]

-The recipe requires as much work as cutting stone blocks

-The recipe on average should yield the same amount of market value as cutting stone blocks [~20] on average.

-The resources obtained are chosen randomly based on weights, meaning that an item with a weight of 100 is x5 more likely to drop than one with a weight of 20
-The drop rates and amounts are based on the resource’s market value, this might not be the perfect way of doing this, especially for modded resources, so I am open to suggestions.


C# Code stuff

This mod has been [re]made in order to test out a simple comp made for a different mod project. Because it is impossible [mostly just very difficult] to have a recipe result in a completely random output, this instead produces a “dummy” item whose entire purpose is to spawn a bunch of random items from a list and then disappear the moment it gets placed on the ground.

Compatability

  • The recipe should accept any modded stone chunk (unless for some reason they are given different categories, in which case it won’t)
  • Vanilla Factions Expanded - Mechanoids - The steel extractor, along with its normal recipes, can perform this recipe.
  • [1.4 only, future versions don't need to be patched manually] I’ll be patching in resources from other mods when requested. I’ve made sure the process is simple and easy, so it shouldn’t take much time or effort to do.

71 Comments
kongkim Jul 25, 2024 @ 12:50pm 
@MrKociak Yah i understand that. I try it out at see how it go :) thx
MrKociak  [author] Jul 25, 2024 @ 12:20pm 
I tried doing a quick fix, but it's still kinda difficult cuz I seriously cannot recreate the issue. I sadly no not have the time to test all the few hundred mods that people with these issues are using to find the incompatability :Y
kongkim Jul 25, 2024 @ 11:35am 
Yah it say "Tried to place thing Steel87126 in a null map. "
I postet the full log below :)
MrKociak  [author] Jul 25, 2024 @ 11:13am 
@kongkim it's supposed to spawn random items that are set as obtainable via deep mining, so weird items spawning would be caused by an item being set up like that.

As for the error, to be more precise, does it say something along the lines of "Tried to place thing Steel87129 in a null map."? The "null map" part would be especially important. Not exactly sure how I'd go about to fixing that yet if that's the case, cuz the spawned item's pawn is set to be copied from the map of the dummy item, but maybe it would help me recreate the issue on my end
kongkim Jul 24, 2024 @ 1:44pm 
I used your mod for a long time with no problems.
But now i get a lot of red errors when the bill is done and they try to place the item. it spam some "place thing steel"
And sometimes when the bill is done it create random items like cheam etc.
MrKociak  [author] Jul 9, 2024 @ 10:49am 
Well anyway, pushed a quick....something.
In case the resources fail to spawn there's gonna be a 6 in-game hour timer and once that's up it should try to spawn the stuff properly in case it fails to do so right away
MrKociak  [author] Jul 9, 2024 @ 10:26am 
@Rolhn
I'm gonna need an error log or anything that I can work with
Rolhn Jun 29, 2024 @ 7:35pm 
Mod is bugged, tried doing it with ProjectRimfactory, had set up a Smelter and an autobuilder to just turn my massive stockpile of rocks into random materials, all it does is turn stone chunk into Randomized Loot, doesnt even say what it is nor does it let go of the finished product nor could it even be destroyed once it was built.
Cubile Oddity Jun 3, 2024 @ 2:02pm 
could you add the option to specify which mineral can be generated when random ressources are hauled so we can add our modded mineral like ceramite adamantium copper and other