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Concrete for Fertile Fields
   
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Mod, 1.1, 1.2
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963.789 KB
25 Mar, 2020 @ 5:13pm
11 Aug, 2020 @ 10:20pm
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Concrete for Fertile Fields

Description
Modification of Mlie's update of Rainbeau Flambe's mod for RimWorld 1.1 and Harmony 2.0
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1539310322




This mod adds concrete to the game as an add-on to Fertile Fields. It REQUIRES Jamaican Castle's updated version of Fertile Fields.
I was having issues with duplicate recipes when using Jamaican Castle's updated version of Fertile Fields, and this modified version of Concrete was the best solution I could work out.




--- Original Description ---
Concrete can be made at a stonecutting table or at the rock mill, with sand, crushed rocks and cement. Sand and crushed rocks can be made from stone chunks or blocks, also at a stonecutting table. Cement is made by "cooking" limestone in a smithy. (Note that while by default, only limestone can be used, the cement recipe can be adjusted to allow other stone types. It's less realistic, but obviously, limestone won't be readily available on all maps.)

Vanilla concrete and paved tile floors are now made with concrete instead of with steel. (Honestly, I have no idea why Tynan added concrete floors to the game without adding concrete from which to make them.)

Concrete can be used to make "cinder" blocks. These can be used to make walls and other items that can otherwise be made from stone blocks. Cinder block walls are weaker (and less attractive) than granite walls, but can be built quickly.

The mod adds embrasures, which can be made of any material from which regular walls can be made. (Embrasures are walls with holes through which pawns can shoot. However, they're walls with holes, so they also act effectively as permanently-open vents, equalizing temperatures on both sides of the wall. Additionally, items on the "inside" side of an embrasure will still be subject to deterioration as if they were outside.)

It also adds "poured concrete walls," which are as strong as standard stone walls, but easier to build in bulk, "steel-reinforced concrete walls" (and matching embrasures), which are nearly as strong as plasteel walls, and "plasteel-reinforced concrete walls," with twice the durability of plasteel walls, for those who want the ultimate security for their pawns living in bunkers.

Steel-reinforced walls require "Machining" to have been researched. (I realize there's no direct correlation between machining and bunker wall construction, but I didn't want to add a brand-new tech just for this, and machining seems to represent about the right technological competence and conceptual research focus, and it's something that nobody starts the game with.) Plasteel-reinforced walls additionally require "Microelectronics Basics" research.

- Rainbeau Flambe (dburgdorf)

=====

Compatibility:

This mod should be compatible with most any other mods, except other mods which add concrete. But why would you be trying to use two different mods to add concrete? Just pick one or the other!

The basic embrasures added by this mod share a defName with the embrasures added by "Combat Extended." Embrasures in your game will thus be defined by whichever of the two mods loads last. There really isn't much difference between the two. I'd recommend loading "Concrete" after "Combat Extended," though, since my embrasures provide slightly better cover and look nicer. :D

You should be able to add this mod to an existing saved game without trouble, but removing it from a game in progress will likely cause problems.

Since this requires Fertile Fields, you'll see that the terraforming option which allows conversion of rocky dirt into rough stone requires concrete in addition to crushed rocks.

And if you're using my "Advanced Bridges" mod, you'll find that construction of deep water bridges now requires concrete instead of steel.

If this mod is used together with either "Glass+Lights" or "Dub's Skylights," then creation of the glass from those mods will require the sand from this mod.

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Update: Added support for the new colored concrete floors in Project RimFactory Revived. With this mod loaded, they cost concrete instead of steel, just like vanilla concrete floors.
Update: Added support for the concrete bridges in Roads of the Rim. With this mod loaded, they cost concrete as well as (less) steel.
Update: Small tweak to stop walls from leaving behind resources when destroyed, since vanilla walls don't do that.


***This mod is no longer being maintained or updated. If someone wishes to take over, contact me. Or feel free to simply fork it and post your own version.
44 Comments
Luinithil 11 Apr, 2020 @ 11:05am 
Hi, the brick embrasures are broken- architect view shows no details, trying to build it disappears the UI, getting a lot of errors. https://gist.github.com/d9ffb556f7b7b22b35ebe07761e29e5f
Malkav  [author] 7 Apr, 2020 @ 3:18pm 
The problem is because Jamaican Castle has continued updating and improving FF, but [RF] Concrete (Ccontinued has only been updated for 1.1 compatibility. I redownloaded those mods and dug into the code. In CC, there are separate recipes for the stonecutting table and the rock mill, with the rock mill versions requiring less work. In the latest version of FF, the rock mill has a 150% work speed modifier and just inherits all the stoncutting table's recipes. The result when both are loaded is the FF rock mill inherits all the stonecutting table's recipes AND all the rock mill exclusive recipes. I tried creating a patch which removes the CC extra recipes and duplicate rock mill, but that doesn't work because both rock mills have the same internal name. In the end, the best solution I could find is still what this mod does: remove CC's rock mill and rock mill exclusive recipes.
Lanthrudar 7 Apr, 2020 @ 2:38pm 
I'd save your games, delete the entire RW folder including any DL'ed mods, and try again. This really sounds like you have DL'ed mods or old files somewhere impacting this.
Malkav  [author] 6 Apr, 2020 @ 7:04pm 
Well, this mod is still needed. I tested loading only FF, Concrete (Continued), and Makeover, and the Rock Mill has all 24 recipes the stone cutting table has, and in addition it has another 15 duplicate recipes which look identical but use less work. For example, there are 2 copies of "Make any stone blocks.' One of them takes 27 work, the other 20.
Malkav  [author] 6 Apr, 2020 @ 6:44pm 
LOL, a whole kettle of worms, rendered moot.:steamhappy:
Croctus 6 Apr, 2020 @ 6:11pm 
The creator of FF Makeover just updated to include your mod so I suppose don't worry about compatibility anymore lol
Malkav  [author] 6 Apr, 2020 @ 5:46pm 
@Lanthrudar Maybe one or the other of them fixed it, but when I created this, I tried loading only those mods, and still saw the duplicate recipes. I'll have to test all over again.
Lanthrudar 6 Apr, 2020 @ 4:37pm 
@Malkav I use JC's update to FF, plus @Mlie's update to Concrete and do not see these duplicate recipes. I'd check what other mods you have that may modify the various production benches, as well as making sure you don't have any actual mod's in your mod folder.

I'd also make sure you unsubscribe to the original versions of RF's mods for both of these to make sure the game isn't pulling something form those.

I'm not discounting there may be some issue with how these work that is causing what you see, just if this was the case I think you'd get the duplication with every person who has subscribed to both editions and that's not the case.
Croctus 6 Apr, 2020 @ 4:16pm 
Okay that sounds great. I look forward to it and thanks for the great work.
Malkav  [author] 6 Apr, 2020 @ 9:32am 
@PsalmOfSin I tried a quick fix, but it caused other problems.
However, I've learned more about how mod patching works since I originally posted this mod. I think I can make a compatibility patch instead of a stripped-down version of concrete. It will require Mlie's [RF] Concrete as a dependency, but will result in greater compatibility in general. It shouldn't take me more than a day to put together.