RimWorld

RimWorld

Clockwork And Steam
331 Comments
Tanya Sapien Jun 28, 2024 @ 11:03pm 
Confirmed not working on 1.5. serious log spam and unplayable lag. Shame, this was one of my favorites.
Zaire82 Jun 6, 2024 @ 6:30am 
I assume this doesn't work with 1.5 anymore? I really wanted to use this for a no-electricity run. I love the clockwork theme.
Cirdain Mar 9, 2024 @ 2:26pm 
Does anyone else have an issue where the beetle and bear automatons don't spawn after their kits hit 100%, with no error in the log?
X-heketchis_V44 Jan 17, 2024 @ 3:19pm 
Any plans for more to this?
OneShotPaddy Dec 20, 2023 @ 5:03pm 
Thanks for the update!
Cirdain Dec 19, 2023 @ 6:37pm 
Woo!
Chance2000w  [author] Dec 19, 2023 @ 5:52pm 
@Cirdain - CE Patch should be updated now!
Cirdain Dec 19, 2023 @ 1:38pm 
Not to be pushy, but do you currently have any plans on updating the CE patch? If not, that's chill, just curious.
Chance2000w  [author] Dec 18, 2023 @ 8:51pm 
I've also seen some requests for a version of the mod that doesn't change worldgen (i.e. recipes use only steel, plasteel etc.) As well as requests for a mod with just the prosthetic parts. I am considering working towards something like this. If you'd like to see this, make a request in the "Possible Modules" discussion.

Obviously everyone has their own tastes, so it will be impossible to make it perfect for everyone, but I'm happy go get some community input.
Chance2000w  [author] Dec 18, 2023 @ 8:51pm 
Okay Everyone! With the update to 1.4, I've merged all the old discussions into one locked post. This will hopefully help with getting some fresh ideas. New discussions are now ready.

Currently, my plans for C&S include adding more tesla-tech prosthesis and adding a clockwork style for Ideology. It the future, I'd like to provide more integration with the DLCs.
If you have additional ideas, feel free to suggest them in the discussion post above.

Wind ups are also likely to be tinkered with some more. At the moment they're more of a novelty. Alongside this, the clockwork faction is likely to be adjusted and possibly expanded.
Cirdain Dec 18, 2023 @ 6:25pm 
Let's goooooooo
Siemaki Dec 18, 2023 @ 2:24pm 
and the day is better!
Chance2000w  [author] Dec 18, 2023 @ 2:18pm 
@Mlie, Thank you! I appreciate you maintaining it for people in my absence
Mlie Dec 18, 2023 @ 2:15pm 
Great to see you back, Ive made my version unlisted with a reference back to this one.
Chance2000w  [author] Dec 18, 2023 @ 2:11pm 
Hello Everyone! Sorry for being gone for a while. I've finally returned to Rimworld modding, so expect some new updates and changes. As of now, this mod is updated to 1.4. Alongside this, the royalty patch mod is no longer required past 1.4, it's now integrated directly into this one.
The lamb sauce Apr 6, 2023 @ 8:18pm 
I needed this, thank you
Scalapher The Artificer Jan 4, 2023 @ 9:23pm 
Nevermind, it definitely causes other problems. Disregard my previous claim, don't try to run it on 1.4, it'll break your save.
Scalapher The Artificer Jan 4, 2023 @ 3:39pm 
Oh, nevermind, it wasn't this mod causing all of the pawns to not save or load, it was Industrial Melee. As far as I can tell, everything in this one still seems to work just fine.
Scalapher The Artificer Jan 4, 2023 @ 3:31pm 
Update?
LNBalestra Jan 2, 2023 @ 7:11pm 
me waiting for 1.4 update
(≡◉‿‿◉≡) Oct 29, 2022 @ 3:30pm 
I just wished if there's a separate mod for the prosthetics only and a 1.4 update :)
Morcalvin Oct 27, 2022 @ 2:53pm 
will you be updating this to 1.4?
Pinkie Keen Sep 4, 2022 @ 4:01pm 
I'm confused, what is the point of the windup animals? I cant add them to caravans and all they do is walk around my storage spot, they don't even go out to grab things and bring them back like it's implied in the description.
SkoBbl4 Jul 26, 2022 @ 2:15am 
Hi!
Can u tell me how to change techmology lvl on some research?
I want some imlant and basic weapons in fantasy modpack, but steampower and turets is a bit op there)
gumiss Jul 10, 2022 @ 1:28pm 
May I suggest that steam pipes would be hiding undef floors? Esthetic reason only :)
morten_kay Jun 28, 2022 @ 11:55pm 
@RaptorMother (or anyone else) It seems like an ordinary hopper, should I just select Ruby on the drop down menu? Or are there something else I should select as well? Do the placement matter?
doc.valentine2014 Jun 24, 2022 @ 10:33am 
Not sure if you'll consider updating this but the steamwork limbs don't count as artificial parts for transhumanists in ideology
agznai Jun 4, 2022 @ 12:10pm 
Cool mod! Any way to make all the tech medival level though? I'm playing with semi random and ignorance is bliss and it makes no sense to get raided by guys with assault rifles and grenades when your best turret is literally weaker than a miniturret. Excluding tesla limbs, all this stuff clearly should fit in in medival tech considering balance
Lethice May 31, 2022 @ 8:45am 
there anyway to disable the visual of the eye prosthetics this mod adds? overlays extremely weirdly with some race mods and custom faces
RaptorMother May 22, 2022 @ 4:22pm 
for anyone wondering about the output, it's in the drop-down menu under the industrial hopper.
The Gaming Archaeologist May 17, 2022 @ 1:02pm 
I have the same issue as @LUwUthice. I asked in the discussions, but not gotten any response and there's nothing on the page here that says how it works. What exactly is the adjacent output?
drsavagethe1 May 6, 2022 @ 10:04am 
To anyone else that was experiencing the same problem as me, I found out that the issue was due to the steam pipes being run through mountain rock walls. When I smoothed out the walls or replaced them with some of my own constructed ones and then rebuilt the pipes, that seemed to fix the issue.
Lethice May 5, 2022 @ 8:38am 
So how exactly do the machines work? they all just say "need adjacent output"?
drsavagethe1 Apr 30, 2022 @ 8:26pm 
Anyone else having trouble with their steam systems not working, like no pressure is building up for the steam grid? It was working fine for the majority of my playthrough and now its bugging out and no longer maintaining pressure in the grid.
Rudi Gauss Apr 21, 2022 @ 9:02pm 
DO NOT use this with ideologies that want artificial body-parts. i just wasted hours to realize its not fitting with the Steampunk Alpha Meme Ideology.
Zeebop Apr 20, 2022 @ 7:57am 
Had to murder the beetles. They had 40+ stacks of things in their inventory. I don't know how long they were hoarding. The final straw was when they called dibs on my gold and I couldn't make adv. components for a quadrum. 10/10 would be confused again
Spyrot La Iguana Apr 3, 2022 @ 9:35am 
Personally I only recommend this mod if you actually want to center your whole playthrough around it. Cause it adds a lot of minerals and that makes it far more difficult to find steel. Which can really fuck you up if you actually want to make other things.
Necro Mar 27, 2022 @ 7:58am 
same problem here. beetles hauling till max capacity and never dropping the hauled stuff to my storages. biggest problem so far with this is, that because of this never fulfilled hauling activities, certain materials get reserved and my pawns are unable to use them.

i'm using Pickup and Haul Mod.
Annabellee Mar 25, 2022 @ 4:19pm 
Also while it doing this it activity sayings grathering what ever the item is to hauling inventory and queued is efficiently unloading inventory (number of items s it has haul )
Annabellee Mar 25, 2022 @ 4:06pm 
So this might be a bug or a mod conflict when the beetle start up it looks for items to haul and put in to inventory and it does this till it hit max weight and start to haul normally. But it never hauls items in it inventory it just keeps them. I do run common sense pick up and haul and while you’re up beta
ALE199 Mar 22, 2022 @ 4:37am 
I have an alternative for the new materials, instead of being tradable or using quarries or mining, how about they are craftable? I don't know exacly how but with enough mental gymanstics you can explain how you make copper by using Steel and Wood, Tin with using double the Steel.

or more extreame, rebalance the resources and make them not all being minable, since in my opinion, mineral resources are the most annoying resources in game.
there is a reason why all the minable resources have alternative ways to gather them that isn't the quarry.
Necro Mar 22, 2022 @ 2:12am 
@Chance2000w - how about making the news materials tradable? so ist would be possible to obtain new materials via overworld trading with the other factions if you don‘t want to use quarrys or other sources of renewable resource collection
Chance2000w  [author] Mar 21, 2022 @ 6:21pm 
Hello everyone- Just put out a patch fixing some issues people were having with steam systems from the previous patch. Unfortunately that proper update I have planned has been delayed as I don't have access to the software I use for making art.

Regarding the comments below- Admittedly, I tend to play with the quarry mod and other mods that change resource balancing. So, its quite possible the mod is more unbalanced in a vanilla setting. If you have any suggestions as to how to address this, I'm all ears.
Necro Mar 21, 2022 @ 4:45pm 
@evansandel4 same problem here. i "fixed" it by using the Quarry Mod and adding the resources via ingame Mod Menu to the Loottable.
Waterbug Mar 21, 2022 @ 4:38pm 
My first play through with it and it seems to me the resource availability to requirement ratio is way off. I'm halfway through the ship but haven't made one automaton bc I've just never had enough copper/tin/brass/gears/pistons/coal/etc/etc/etc. Traders never have the stuff, I can't scan for it. IDK. Maybe I just got a bad map roll.
Cirdain Mar 14, 2022 @ 5:22pm 
Thanks for the fixes! If I could be bold, any chance of you making more steampunky organ replacements? I really like the flavor of them.
Chance2000w  [author] Mar 14, 2022 @ 3:40pm 
Hello everyone! I'm on spring break and thus have resumed work modding. I've already put together a patch I plan on releasing later this day. It'll fix steam systems not saving properly, buff some items, and slightly change the electrostatic rifle to hopefully reduce lag and fix the stats not displaying (The code behind the electrostatic rifle was the first thing I had ever written in C# and it wasn't great).

The new rifle uses code already in the game, and it will cause some bleeding alongside the shock.

During testing my changes broke my save, but it's possible that was from a separate issue. Regardless, take caution.

Additionally, I'm working on a proper update adding some new content (and likely tweaking more things).
ignis Mar 10, 2022 @ 6:21am 
Cool idea, but too unpolished to actually use and too intrusive to use occasionally. Adds large amount of new mineable resources that are only useful for the mod itself.
aspendosia Jan 31, 2022 @ 8:06am 
Anyone else having a problem that Rimworld isn't accepting the clockwork bow as a ranged weapon? I equipped it to my 2 hunter pawns, but the game kept warning me that the hunter lacked a ranged weapon and they wouldn't go hunt with it, but were happy to go hunting with vanilla bows??