RimWorld

RimWorld

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Survival Expanded - Bare Essentials
   
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Mod, 1.5, 1.6
File Size
Posted
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2.210 MB
17 Mar, 2024 @ 2:04pm
11 Jun @ 2:44pm
5 Change Notes ( view )

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Survival Expanded - Bare Essentials

In 1 collection by dracoix 🐉
Survival Expanded
5 items
Description
Even with zero available resources all hope is not yet loss. Create slag boxes to grow food quickly, harvest grass itself, and make food from it.


The core ethos of these independent mods is "Survival, not Thrival". It will give the tools needed to not starve or parish from environmental factors. Thriving will be up to the player and the other mods they bring along the way. ZARS was created in B19 well before some of the more notable favorite mods such as Vanilla Expanded Framework, and it's time to adjust accordingly.


Bare Essentials
Here is the catchall for general purpose use as an independent mod.

- Slag Harvest Boxes - Grow what you would normally be able to grow. Cross-mod and vanilla compatible.
- Dirt Wall and Dirt Doors - Quickly built shelter, compatible with vanilla walls and doors.
- Bed Mats - Better than sleeping directly on the ground. They are bedrolls, but much cheaper.
- Harvest what seemed like useless grass and bushes for Hay.
- Create edible pulp from hay and refine it to bland Paste.


1.6
- No changes yet, just needed to get it out for others.

1.5
- Removed Hay=>Cloth and Hay=> Wood conversions; letting other mods do it.
- Slag Harvest Boxes now have a fertility of 1.6 (160%) instead of 2.0 (200%). Still better than rich soil.

To Do
-



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28 Comments
MightNight 24 May, 2024 @ 8:05pm 
Sounds good. Thanks and looking forward to it!
dracoix 🐉  [author] 23 May, 2024 @ 10:19pm 
I've been busy the past few weeks with other things, once I get back to Rimworld I'll do some housecleaning.
MightNight 21 May, 2024 @ 6:26pm 
Hey Draco. I would love to use your survival mods but, even though the dirt, sand, and ice doors are correctly located in the survival tab, the walls are still locked behind the "construction" research technology of VFE - Tribals. Could you also switch the basic walls to the survival tab?
HotLemonadeBoy 28 Apr, 2024 @ 7:39pm 
HotLemonadeBoy 28 Apr, 2024 @ 7:38pm 
If you build a wall, floor, or something on top of the grasses, then you won't get any hay from them. You can still get hays from growing zones.
Kylo 15 Apr, 2024 @ 9:15pm 
Changed tags to 1.4 seems to work
Kylo 15 Apr, 2024 @ 8:45pm 
@dracoix, awesome mods thank you, is it possible to backport this to 1.4?

Same for production spots?

I have ZARS but it would be nice to get the streamlined versions on 1.4. Are they compatible?
dracoix 🐉  [author] 10 Apr, 2024 @ 11:33am 
Fun, I'll see if I can patch into VGP and make it play nicely
Lost ( Kai )  10 Apr, 2024 @ 7:25am 
There is an incompatibility with VGP Garden Plants' line of mods. The patch that assigns meager hay outputs to purposeless plants that don't have yields is hooking into the VG_Plant abstracts, and assigning harvestTag nodes they don't need. The purpose node isn't in the abstract, so it sees that harvestYield is also missing and says MMMM, MINE.

This ends in (harmless) red errors. Those particularly bothered can slip <purpose>Food</purpose> directly into the XML for VGP's abstracts, and the patching method will leave them alone.
dracoix 🐉  [author] 22 Mar, 2024 @ 11:31pm 
Most of my mods are pure vanillafied XML files as I'm keen on keeping the ticks up, mod settings require C#. So if and when Ty and the gang give us a base XML modsettings to tweak and switch off mod defs, I'll do it that way. Right now it's locked behind C# and this mod is already a split from the original monolithic old mod.

And yes, things will be added as Anomaly DLC comes out and Vanilla Expanded Framework updates. Us modders are scrambling to make sure all the puzzle pieces fit back together in our collective community discords before 1.5 drops publicly. A lot of my own ideas are on the back-burner and being tested and set aside to pull out of my pocket when needed.