RimWorld

RimWorld

38 ratings
Clockwork And Steam (Continued)
   
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Mod, 1.5, 1.6
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3.517 MB
24 Aug, 2024 @ 8:46am
12 Jul @ 5:57pm
4 Change Notes ( view )

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Clockwork And Steam (Continued)

In 1 collection by Zaljerem
Zal's Continued Mods
514 items
Description
Original mod by Chance2000w
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1736127702
If the original author requests it, I will remove this update.

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Original mod notes (1.4):


This mod adds various bits and baubles relating to clockwork and steam power, alongside additional functional and decorative materials.

Clockwork and Steam is a mod designed to add some "steampunk-ish" style to Rimworld. Currently the mod adds new workbenches, resources, weapons, apparel, turrets, structures, and prostheses. Because of the theme of this mod, crafting plays a huge aspect with many components taking quite some time to craft.

Steam System - C&S adds a semi-realistic steam system to the game. Create boilers, pipes, and accumulators to power various machines and even electrical generators.

Resources - C&S adds many new ores such as copper, tin, zinc, ruby, and sapphire used in various recipes.

Workbenches - C&S adds several new workstations; Clockmaking table, Steam-forge, Tesla-foundry, Alchemy table, Chemistry lab, Windup table, and Alloy Furnace.
These various workstations are used to produce various tiers and types of items and ingredients used in this mod.

Weapons - C&S adds various new weapons; the Electrostatic Rifle, Steam Rifle, Circular Saw, Bladed Cane, Clockwork Bow, and Ruby Raygun. These weapons all have particular purpose and effects. Some (such as the circular saw) provide bonuses to certain skills. Others (such as the electrostatic rifle) apply new effects to the pawn they hit.

Prostheses - C&S adds clockwork and steamwork equivalents for many body parts. These parts range in how well they perform (an artificial stomach crafted from treated leather is unlikely to be as good as its natural parallel). Additionally, internal organs may cause brazen rot.

Brazen Rot - Brazen rot is a special illness caused by clockwork internal organs. Think of it as representing all the various maladies and side effects of having brass and leather embedded in your chest. Brazen rot increases in severity faster the more clockwork internals a person has. By default it is not lethal in itself, but it can become quite severe. There are mod settings to create lethal variants or disable it entirely. It can be treated temporarily with medicine or cured with Chime, a special tonic made with alchemy.

Apparel - C&S new apparel items such as the Tailcoat and Ring. Each of these grants the pawn a moodlet that gives them a mood bonus when equipped (The tailcoat uses a custom layer so that it renders properly. This means pawns can wear a jacket or duster over the tailcoat).
Alongside this, C&S includes new armour (such as the Clockwork Exoskeleton) and even some decorative masks that give bonuses to particular skills.

Turrets - C&S currently adds three new turrets with different purposes.

Windups - C&S adds "Windups". These essentially function as animals that do simple tasks and don't require rest or feeding.

Alchemy - C&S adds new plants and a simple alchemy system used to produce and refine new ingredients used in the mod's recipes. These plants are used for the production of enhanced fabrics and later tier items.
Alongside this, C&S currently adds two new chemicals to the game; Ecstatia and Phantasm. Ecstatia gives pawns an intense mood boost when consumed, but can cause addiction. Phantasm causes the exact opposite.

Traits - C&S currently adds three traits; Clockmaker, Alchemist, and Living Automaton. Clockmaker and Alchemist add bonuses to certain skills. Living Automaton currently just functions as a modified Transhumanist (To be changed in the future).

Automation - C&S adds several machines. These machines can be used to automate the production of the basic components used in this mod.
34 Comments
Bloodyfist 15 Jul @ 9:17am 
Is there any way to make the ore added by this mod a vein. to be able to use the mine vein command
mutootie 13 Jul @ 7:07am 
thank you for the update!!!!!!!!!
ClockJerk 29 Jun @ 12:10pm 
Love the mod but the one thing I hate are the weapon visuals and sounds
The electrostatic rifle looks like a Wonderwaffa from COD zombies and your telling me it just shoots a single blue bullet with not even a cool sound? Screw that same thing with the ruby raygun its so underwhelming when it could be cool all this to say im gonna make an add on for this that ups the cool factor a little bit but to be absolutely clear im not trying to overshadow this creator in anyway art is subjective and people like different thing
mynameactually 8 May @ 10:26pm 
Anyone know how the ruby synthesizer is supposed to work?
hestaby316 12 Apr @ 9:00am 
Clockworks cannot be ordered or drafted. And will not even go to a set zone.
i feel like that look like Wunderwaffe dg-2 form zombie:steamthumbsup::friendly:
Paco Wallo III 3 Mar @ 12:55am 
Hey quick question, are these Medieval level techs or Industrial level techs? I'm assuming industrial since they're steampunk, but was just wondering if they'd even be usable in my medieval hardcapped playthrough
doc.valentine2014 24 Jan @ 8:17am 
seconding BladeofSharpness, having a lot of issues with the windups "wandering" infinitely and queuing orders repeatedly, might be an issue with PUAH or some such though
DeathTomato 22 Jan @ 6:03pm 
Looks like there's an incompatibility between this mod and Expanded Materials - Metals , by Argon. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3333419387 Here's the log if you might be interested: https://pastebin.com/QN1hVd9E
BladeofSharpness 24 Dec, 2024 @ 9:52am 
Hi Zal,
Thanks for the update, even though I don't use mechanoids. Can you take a look at the windups? They don't work, and their dedicated screen is broken.
The scarab (hauler) seems to work but accumulates an infinite number of queued orders. Also, it does not unload everything, so at some point, it does nothing but tries to load (which it can't as it is full).

I think these are the biggest problems with this mod as of now; the rest seems to work well.