RimWorld

RimWorld

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Randomised Stone Refinery V2
   
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Mod, 1.4, 1.5, 1.6
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458.000 KB
27 May, 2023 @ 7:40am
6 Jul @ 9:56am
8 Change Notes ( view )

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Randomised Stone Refinery V2

Description
A sequel of some sort to what is yet another mod that lets you refine resources from stones

The only real difference between this mod and others like it is that this one’s recipe has a recipe with a randomized outcome, you might get a decent amount of gold, plasteel and jade... or a sad, single piece of steel.

I like the idea of being able to get some useful resources out of stone, but with “static” outcomes it felt (to me at least) a bit weird that each and every piece of stone on the planet contains steel, gold, silver, uranium, jade and plasteel and yet being able to extract only one of them.

Balance

Currently the balance might be a bit “eh”, I’m open to suggestions.

I’m not going to get into the details here [I’ll have the exact drop rates readable somewhere else]
[Update: drop rates are for 1.4 only. Currently the rarity of drops is affected by the "deep drill commonality" stat, while the amount you get is affected by market value]

-The recipe requires as much work as cutting stone blocks

-The recipe on average should yield the same amount of market value as cutting stone blocks [~20] on average.

-The resources obtained are chosen randomly based on weights, meaning that an item with a weight of 100 is x5 more likely to drop than one with a weight of 20
-The drop rates and amounts are based on the resource’s market value, this might not be the perfect way of doing this, especially for modded resources, so I am open to suggestions.


C# Code stuff

This mod has been [re]made in order to test out a simple comp made for a different mod project. Because it is impossible [mostly just very difficult] to have a recipe result in a completely random output, this instead produces a “dummy” item whose entire purpose is to spawn a bunch of random items from a list and then disappear the moment it gets placed on the ground.

Compatability

  • The recipe should accept any modded stone chunk (unless for some reason they are given different categories, in which case it won’t)
  • Vanilla Factions Expanded - Mechanoids - The steel extractor, along with its normal recipes, can perform this recipe.
  • [1.4 only, future versions don't need to be patched manually] I’ll be patching in resources from other mods when requested. I’ve made sure the process is simple and easy, so it shouldn’t take much time or effort to do.

76 Comments
RojoMuerte 6 Jul @ 2:32pm 
Excellent, thank you! Missed this in 1.6.
MrKociak  [author] 6 Jul @ 9:58am 
Updated the mod to 1.6
Also added a "compatability mode" setting. All it really does is bring back how the mod worked back in the 1.4 version when enabled, cuz some people would experience issues in the 1.5 version, but not the 1.4, but to this day I still couldn't figure out the cause so I thought that this would be the best option for now.
WMF 24 Jun @ 11:10am 
Alrighty, gl with tha semester!
MrKociak  [author] 24 Jun @ 10:21am 
@WMF Oh yeah I'll get around to updating my mods to 1.6 soon-ish, I'll just need like a week more to get done with my current semester first :p
WMF 23 Jun @ 10:28am 
Any chance for this mod to support v1.6? :3
kongkim 25 Jul, 2024 @ 12:50pm 
@MrKociak Yah i understand that. I try it out at see how it go :) thx
MrKociak  [author] 25 Jul, 2024 @ 12:20pm 
I tried doing a quick fix, but it's still kinda difficult cuz I seriously cannot recreate the issue. I sadly no not have the time to test all the few hundred mods that people with these issues are using to find the incompatability :Y
kongkim 25 Jul, 2024 @ 11:35am 
Yah it say "Tried to place thing Steel87126 in a null map. "
I postet the full log below :)
MrKociak  [author] 25 Jul, 2024 @ 11:13am 
@kongkim it's supposed to spawn random items that are set as obtainable via deep mining, so weird items spawning would be caused by an item being set up like that.

As for the error, to be more precise, does it say something along the lines of "Tried to place thing Steel87129 in a null map."? The "null map" part would be especially important. Not exactly sure how I'd go about to fixing that yet if that's the case, cuz the spawned item's pawn is set to be copied from the map of the dummy item, but maybe it would help me recreate the issue on my end