RimWorld

RimWorld

Craft Mechtech Chips
61 Comments
Jay and Silent Rob Sep 1 @ 9:38pm 
@Gerewoatle No, it's poor design on Tynan's part. Imagine you don't know the game inside and out for a moment. Imagine you're playing with less experience. Imagine discovering 10+ years into a colony that your mechanitor became permanently handicapped because you completed the main objective the game gave you. Imagine how many thousands or tens of thousands of players have run into this problem. The fact that you can design a scenario that avoids the problem if you know how, and if you know that you need to do it in the first place, is irrelevant to the vast majority of players because most players don't put endless hours into the game and learn its intricacies.
Conductor Jul 29 @ 2:52am 
you are a WONDERFULL mechanitor
Gerewoatle Jul 25 @ 7:58pm 
@MechaMaria64 - It might have less to do with Tynan and more to do with people who don't know that you can edit scenarios.

You can start with a gravship and not have to worry about the mechanoid chase.
MechaMaria64 Jul 25 @ 4:05pm 
basically a requirement if you want to stop being chased in the odyssey scenario. great idea Tynan
doctor who? Jul 19 @ 12:14pm 
... well, now I really need this mod. Because hey! Why Taynon don't let us finding em or buying em after Odyssey ending?
immortalartisan Jul 15 @ 10:07pm 
...well now with 1.6 this is a replacement for fighting bosses
Nehr  [author] Jul 7 @ 9:02am 
@sharkbpro Thank you! <3

@zendingo I've lowered the raw plasteel costs a bit, maybe it feels more reasonable now. :) But yeah, you could download the mod and just change the values yourself if you want.
sharkbpro Jun 22 @ 7:48pm 
This mod is really balanced, it costs a good amount of time and resources to get them instead of combat!:steamthumbsup:
McSlashed Oct 27, 2024 @ 11:20am 
@zendigo It's fairly trivial to edit the crafting costs in the Recipes.xml in the 1.4 folder....and remove the 16 Intellectual requirement so I can actually have my Fabricors make the Nano chips.
zendingo Oct 13, 2024 @ 8:15am 
I understand your reasoning, but the crafting costs are such that there's gonna be literally no difference between having this mod or not. Either way, ain't ever gonna craft one.
Egoist Sep 13, 2024 @ 6:55am 
my face when i have to fight 20000 diabolus escorts just to acquire one nano structuring chip

this mod's gonna save my run, at least a few times lol
Nehr  [author] Aug 6, 2024 @ 11:55pm 
@Payday That sounds like a mod conflict, I'm not able to reproduce this problem myself. Can you give me any more info? What other mods are you using that may interfere with the chips or change the way they work?
Payday Aug 6, 2024 @ 2:00pm 
After Building a Nano structuring chip, the chip will be lost instantly.
Nehr  [author] Jul 10, 2024 @ 12:43pm 
@大番薯之怒 It's cool :)
大番薯之怒 Jul 8, 2024 @ 11:58pm 
bro,I made a translation for your mod and if you mind I will hide it.
Nehr  [author] Jun 5, 2024 @ 10:57am 
@zucek20 You craft them in the fabrication bench.

@Mc_Dyno Yes, that's correct. I'll clarify the whole process in the description the next time I update the mod. I'm glad you managed to figure it out yourself though. :)
Mc_Dyno Jun 4, 2024 @ 12:43pm 
I assumed after you researched the mechtech, and have a fabrication bench you can automatically craft it, but turns out I have to analyze the chip, research its correlating mechtech, and then research on how to craft it. For future reference if anyone has the same issue, check your research first folks.
Mc_Dyno Jun 4, 2024 @ 12:40pm 
Ah no wait I see the issue, so turns out I have to research the ability to craft the chips first. Thats the issue. Oh okay, I see the problem is I am a dumb dumb, nevermind carry on!:steammocking:
Mc_Dyno Jun 4, 2024 @ 12:32pm 
Yeah this mod doesn't seem to work.
Mc_Dyno Jun 4, 2024 @ 12:10pm 
Do you need Advanced Fabrication to make the chips? I have a fabrication table but now it won't let me craft the chips, I think it might have something to do with yayo's combat or maybe my scenario start? I really don't know but its beyond frustrating.
LemonOkayeg Apr 24, 2024 @ 8:58am 
where can i craft the chips if I got the research done?
Nehr  [author] Mar 1, 2024 @ 7:37am 
@friendly neighborhood gigachad It's totally fine to modify for personal use!
Enraged Spy Feb 29, 2024 @ 4:21pm 
you dont mind if i modify the script for personal use.
TiraboTurbos Jul 3, 2023 @ 9:04pm 
Very nice! This is perfectly the mod I was looking for!
Scorpio Jun 14, 2023 @ 8:41am 
i find the cost adequate , has feedback they should go to the subcore encoder , if you add the all the subcores would be great as well
Nehr  [author] May 30, 2023 @ 9:07am 
Just pushed a new update, should be live soon!

@Maty, @ShrubNinja and anyone playing with Alpha Mechs please lmk if the new chips are too expensive or cheap to make, it's my first time playing with the AlphaMechs mod so could really use some feedback.

@Dekent,@Tinnman420 I've added the mechlink as a research and made it craftable. It's not cheap, but it's craftable!
ShrubNinja May 29, 2023 @ 9:34pm 
This is exactly what I was looking for, thanks! Looking forward to when you get the chance to add the Alpha Mechs chips!
Maty the Fluff :3 May 29, 2023 @ 6:49am 
Thanks @Nehr! I'm looking forward to it! :3
Nehr  [author] May 29, 2023 @ 5:12am 
@Maty
Good idea! I've added Alpha Mechs to my current playthrough so I'll get a feel for the cost/work to craft the new chips. Expect this to be added soon-ish. :)
Maty the Fluff :3 May 8, 2023 @ 8:09am 
'Alpha Mechs' expands the sortiment of mechanoids a lot and on top of that adds 3 more different chips. Any chance we can get them to be craftable as well? :)
Tinnman420 Feb 28, 2023 @ 7:15am 
can you add the mech link crafting in here?
carbon Jan 16, 2023 @ 3:28am 
Crafting cost is well balanced IMO. I actually thought hmmm, maybe I'll do some more mech raids to speed things up. A+
Amycolis Dec 5, 2022 @ 1:23am 
no grind?
Sera Dec 1, 2022 @ 5:13pm 
I think craftable makes them op but this is amazing. I don't have to clear out another 50 mech bodies every time I need 1 chip.
SaltyRocksPew Nov 20, 2022 @ 3:56am 
thank you for making it so fabricors can craft these!
Dekent Nov 10, 2022 @ 12:04pm 
Any chance of adding a craftable mechlink as well?
Nehr  [author] Nov 6, 2022 @ 9:23am 
@Killer Thanks! The costs and values are in the github link at the bottom of the description. :)
Killer Nov 6, 2022 @ 8:58am 
Great mod, I totally agree that those chips should be craftable. But maybe u can add the crafting costs in the mod description ;)
Nehr  [author] Nov 6, 2022 @ 4:29am 
@Proxyer That's great! :)
Proxyer Nov 6, 2022 @ 4:17am 
Hello, author Nehr. Thanks for the great mod.
By the way, I created and published a translation mod that adds Japanese to your mod. I hope that it will help Japanese users understand your mod better.

[1.4] [Sub-MOD] Craft Mechtech Chips add Japanese Translation
https://steamcommunity.com/sharedfiles/filedetails/?id=2885179461
Nehr  [author] Nov 6, 2022 @ 3:56am 
New update is out now, which increases crafting time and replaces gold and steel cost for subcores.
I found it really boring that my subcore scanners and subcore crafting bench just sits unused for most of the time, this way we can utilize them a bit more and also make the chips feel like they require more relevant things to craft.
Nehr  [author] Nov 6, 2022 @ 2:31am 
@Neville Yeah, I totally agree now that you mention it.. though I think that making a cape takes waaay too long! I'm still tweaking the values, I'll publish an update soon which increases the amount of work needed..
I also had an idea to streamline the cost a bit while making use of subcores (which I barely use anymore late game) in the process of making the chips. Testing it right now so it'll be ready soon. :)
Molay Nov 5, 2022 @ 9:42pm 
So, I just started churning out signal chips with my surplus resources. Personally, I think they should require way more labor to craft. Right now it's 87, which is the same as a component. Half of an advanced component. Even making a cape is 267. I would say that multiplying labor by 10 would be more than reasonably - I think of those things as super intricate and high tech, hence why we normally can't craft them. I wouldn't find it absurd if it cost as much as high-grade armor, or more even. Considering the high resource cost too, it feels weird to smash them into a chip so quickly. Any thoughts?
Nehr  [author] Nov 5, 2022 @ 10:09am 
Latest update tweaks some values and I slightly lowered plasteel cost.
Also makes fabricator robots able to craft signal chips and powerfocus chips, the nano structuring chip will still need a smart colonist to make.
Vetracious Nov 4, 2022 @ 4:23pm 
Awesome, haha. I'm glad to have the mod as is, so no worries. Take your time and thanks :)

And while I can agree from a progamming perspective, I doubt you'd find many players minding a Harmony dependency as pretty much everything moved over to it anyway, so at least in that department I wouldn't worry too much if it can make your life easier.
Maty the Fluff :3 Nov 3, 2022 @ 3:17pm 
Awesome! I'm looking forward to beeing able to adjust the cost of the chips!
Nehr  [author] Nov 3, 2022 @ 11:57am 
@Vetracious I've been thinking about this tbh. I will look into adding settings for the mod, but since I'd like the mod to be 100% standalone I'd like to solve this without HugsLib, Harmony, etc. I know there is a solution, so give me a little time. :)

@Maty I will add this as an option when I add options!
Maty the Fluff :3 Nov 3, 2022 @ 9:04am 
I would also appreciate if we could have an option that lets Fabricator bots craft those chips.
Lol https://www.youtube.com/watch?v=Xr9s6-tuppI
Vetracious Nov 2, 2022 @ 9:12am 
Perhaps the mod could feature some settings to adjust the cost, either to offer some different choices to the player?
I personally think they're *just* a bit too steep, but I do like the fact that it isn't a 'cheat' mod.

Perhaps add in a toggle to allow all of them to be crafted by Fabricator bots to craft them?
Nehr  [author] Nov 1, 2022 @ 9:18am 
@Neville Thanks for the feedback. This was what I was going for! I wanted it to feel like end-game content still and not something you'd easily just throw together. So it's more of a choice (as you're saying) if you'd rather spend a bunch of resources or fight the boss again.