RimWorld

RimWorld

Clockwork And Steam
331 kommentarer
Tanya Sapien 28. juni 2024 kl. 23:03 
Confirmed not working on 1.5. serious log spam and unplayable lag. Shame, this was one of my favorites.
Zaire82 6. juni 2024 kl. 6:30 
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 9. mar. 2024 kl. 14:26 
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 17. jan. 2024 kl. 15:19 
Any plans for more to this?
OneShotPaddy 20. dec. 2023 kl. 17:03 
Thanks for the update!
Cirdain 19. dec. 2023 kl. 18:37 
Woo!
Chance2000w  [ophavsmand] 19. dec. 2023 kl. 17:52 
@Cirdain - CE Patch should be updated now!
Cirdain 19. dec. 2023 kl. 13:38 
Not to be pushy, but do you currently have any plans on updating the CE patch? If not, that's chill, just curious.
Chance2000w  [ophavsmand] 18. dec. 2023 kl. 20:51 
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  [ophavsmand] 18. dec. 2023 kl. 20:51 
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 18. dec. 2023 kl. 18:25 
Let's goooooooo
Siemaki 18. dec. 2023 kl. 14:24 
and the day is better!
Chance2000w  [ophavsmand] 18. dec. 2023 kl. 14:18 
@Mlie, Thank you! I appreciate you maintaining it for people in my absence
Mlie 18. dec. 2023 kl. 14:15 
Great to see you back, Ive made my version unlisted with a reference back to this one.
Chance2000w  [ophavsmand] 18. dec. 2023 kl. 14:11 
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 6. apr. 2023 kl. 20:18 
I needed this, thank you
Scalapher The Artificer 4. jan. 2023 kl. 21:23 
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 4. jan. 2023 kl. 15:39 
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 4. jan. 2023 kl. 15:31 
Update?
LNBalestra 2. jan. 2023 kl. 19:11 
me waiting for 1.4 update
(≡◉‿‿◉≡) 29. okt. 2022 kl. 15:30 
I just wished if there's a separate mod for the prosthetics only and a 1.4 update :)
Morcalvin 27. okt. 2022 kl. 14:53 
will you be updating this to 1.4?
Pinkie Keen 4. sep. 2022 kl. 16:01 
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 26. juli 2022 kl. 2:15 
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 10. juli 2022 kl. 13:28 
May I suggest that steam pipes would be hiding undef floors? Esthetic reason only :)
morten_kay 28. juni 2022 kl. 23:55 
@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 24. juni 2022 kl. 10:33 
Not sure if you'll consider updating this but the steamwork limbs don't count as artificial parts for transhumanists in ideology
agznai 4. juni 2022 kl. 12:10 
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 31. maj 2022 kl. 8:45 
there anyway to disable the visual of the eye prosthetics this mod adds? overlays extremely weirdly with some race mods and custom faces
RaptorMother 22. maj 2022 kl. 16:22 
for anyone wondering about the output, it's in the drop-down menu under the industrial hopper.
The Gaming Archaeologist 17. maj 2022 kl. 13:02 
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 6. maj 2022 kl. 10:04 
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 5. maj 2022 kl. 8:38 
So how exactly do the machines work? they all just say "need adjacent output"?
drsavagethe1 30. apr. 2022 kl. 20:26 
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 21. apr. 2022 kl. 21:02 
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 20. apr. 2022 kl. 7:57 
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 3. apr. 2022 kl. 9:35 
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 27. mar. 2022 kl. 7:58 
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 25. mar. 2022 kl. 16:19 
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 25. mar. 2022 kl. 16:06 
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 22. mar. 2022 kl. 4:37 
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 22. mar. 2022 kl. 2:12 
@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  [ophavsmand] 21. mar. 2022 kl. 18:21 
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 21. mar. 2022 kl. 16:45 
@evansandel4 same problem here. i "fixed" it by using the Quarry Mod and adding the resources via ingame Mod Menu to the Loottable.
Waterbug 21. mar. 2022 kl. 16:38 
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 14. mar. 2022 kl. 17:22 
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  [ophavsmand] 14. mar. 2022 kl. 15:40 
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 10. mar. 2022 kl. 6:21 
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 31. jan. 2022 kl. 8:06 
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??