RimWorld

RimWorld

Kai's Vending Machine
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Update: Jul 11 @ 7:13am

[Auto-generated text]: Update on 7/11/2025 7:13:12 AM.

Update: May 8, 2024 @ 5:58pm

[Auto-generated text]: Update on 5/8/2024 5:57:57 PM.

I actually can't remember what I changed here, but I was updating all of my mods today. Got some good work done, but... what did I actually do in THIS one? I think I added like, a recipe or something

Update: May 6, 2024 @ 2:05am

[Auto-generated text]: Update on 5/6/2024 2:05:07 AM.

Hotfix for a second red error.

Update: Apr 30, 2024 @ 11:57am

[Auto-generated text]: Update on 4/30/2024 11:57:30 AM.

Hotfix for a red error.

Update: Apr 28, 2024 @ 10:01pm

0.6.1.2: Update on 4/28/2024 10:01:51 PM.

Reduced the nutrition content of individual tokens from 0.5 -> 0.25. This also increases the token cost of the feast of greed from 5 -> 10 tokens.

Update: Apr 12, 2024 @ 5:32pm

0.6.1.1: You may now buy the cube and shards at the supplies machine, twisted meat and dread leather from the fabrics machine, and revenant spines from the drugs machine.

Yes, you can buy dark entities from the vending machine. I gave them a 200% market value pricing scheme. You know this thing is taking your wallet for a joy ride on this dark bargain.

Update: Apr 11, 2024 @ 1:06pm

0.6.1: Added bioferrite and dread leather. If you want shards, you're going to have to get them yourself for now. They will be added later on.

Edit: Oh god I discovered what other kinds of things I can make the machine sell. This'll be GOOD.

Update: Mar 29, 2024 @ 9:05am

0.6: Alongside the workshop slides, we now have the vending machine art as an icon for the mod in your loading screens.

Also some minor changes in the mod's own XML structure for the benefit of future additions in other mods I might make.

Update: Mar 28, 2024 @ 9:58am

0.5: The content that will be going into this mod is finished. Balance is being refined a bit more here and there. The rest is mostly sprucing up the workshop page and, soon enough, making a separate expansion mod. We'll get there.

Update: Mar 23, 2024 @ 6:14am

0.4.5a: This is actually a somewhat heftier update for those of you still using 1.4.

I moved everything down from 1.5 to 1.4, minus like, two tweaks (both of them just to cut out the damned red errors).

Wealth Gestators saves that have the old Wealth Gestators will experience red errors, and you will LOSE YOUR GESTATORS. But if you have a lot of them, you can probably just build them up again anyway... This is because being tied down to the processor framework was completely unnecessary for what they were actually physically doing for the colony. You'll also get the update where they spew out their tokens over time instead of all at once, require power, and explode when damaged. So that's fun, probably.

I have added "support" for Combat Extended to 1.4. By "support" I mean I made the errors go away and established the sort of broken-ass bullshit the guns are supposed to be for the alternative combat setup. I did NOT make any ammo; this already took 4 hours of my life away for a mod I don't use. The guns will fire at their slower, vanilla pace, mostly for unlimited ammo and bottomless clip reasons.

I MIGHT go back and make ammo after Combat Extended updates for 1.5. MAYBE. But don't count on it. You can make your own mod for it if you want. I'm already exhausted.