RimWorld

RimWorld

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Craftable Uncraftables
   
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Mod, 1.5, 1.6
File Size
Posted
Updated
358.428 KB
1 May @ 1:28pm
12 Jul @ 1:28am
2 Change Notes ( view )

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Craftable Uncraftables

In 1 collection by Samael Gray
Samael Gray's Mods
8 items
Description
A simple QoL mod aimed to add crafting recipes for usually uncraftable resources in the base game and its DLCs along with some of the more popular items in various mods, with requirements and outputs that are as balanced as possible. All of this is done with a pseudo production chain in mod so that the recipes tie into each other.


The current list of added recipes:
  • Fabrics:

  • Synthread: x75 Chemfuel to x25 Synthread
  • Devilstrand: x50 Synthread, x10 Chemfuel and x5 Neutroamine to x25 Devilstrand
  • Hyperweave: x25 Plasteel, x50 Synthread, x75 Chemfuel and x1 Luciferium to x25 Hyperweave
  • Synthamide (Rimefeller): x75 Synthylene to x50 Synthamide

  • Manufacturables:

  • Glitterworld medicine (x5 bulk recipe included): x2 Medicine, x10 Synthread, x10 Neutroamine and x1 Luciferium to x5 Glitterworld medicine
  • Neutroamine (x5 bulk recipe included, Drug Lab and Biofuel Refinery): x10 Chemfuel and x5 Psychoid leaves to x1 Neutroamine
  • Reinforced Barrel (x5 bulk recipe included, Fabrication Bench and Machining Bench): x250 Steel to x1 Reinforced Barrel
  • Luciferium (x4 bulk recipe included): x10 Neutroamine and x1 Advanced Component to x1 Luciferium
  • Shield Core (Royalty): x2 Advanced Component and x25 Plasteel to x1 Shield Core
  • Prometheum (Combat Extended, Drug Lab and Biofuel Refinery): x100 Chemdfuel and x1 Neutroamine to x8 Prometheum

  • Raw Resources::

  • Plasteel: x75 Steel, x75 Chemdfuel and x15 Neutroamine to x20 Plasteel
  • Steel (From Plasteel, x4 bulk recipe included): x25 Plasteel and x1 Neutroamine to x15 Steel
  • Steel (From Anomaly's Bioferrite, x4 bulk recipe included): x25 Bioferrite and x1 Neutroamine to x20 Steel
  • Steel (From Rimsenal Federation's Foerum, x4 bulk recipe included): x25 Foerum and x1 Neutroamine to x15 Steel
  • Sky Steel (Alpha Animals): x75 Steel and x10 Neutroamine to x50 Sky Steel
  • Blue Gel (Alpha Animals): x75 Chemfuel and x5 Neutroamine to x50 Blue Gel
  • Synthylene (Rimefeller): x75 Chemfuel to x35 Synthylene
  • Foerum (Rimsenal Federation): x75 Steel, x50 Chemfuel and x10 Neutroamine to x25 Foerum

Bulk recipes take either a bit less work or materials to do compared to a simple ratio of the base recipe.
Biofuel Refinery (and Fabrication Bench) recipes are more efficient than the existing Drug Lab (and Machining Bench) recipe counterpart.

Almost all recipes require an appropriate research prerequisite to unlock and have corresponding skill requirements.
The research prerequisites range from Drug Production and biofuel refining for the simpler items to Advanced Fabrication for the endgame recipes like Hyperweave and Plasteel.


Suggestions for more recipes and feedback on the existing ones is welcome.

[discord.gg]


FAQ:

Buy why? There are several mods out there which already do all that...
That is correct and I don't want to compete with or undermine those mods.
I wanted to have/make a mod with a comprehensive list of things that can become craftable all in one place with recipes that tie into each other and are as balanced as possible in my opinion.
These recipes are not efficient and you're losing market value on them, let alone some like the Rimefeller ones have dedicated recipes and buildings attached to them that do a much better job, so the added recipes are compromises of some sort to get resources when the main methods of acquiring them is not within reach.

Shouldn't some recipes don't exist for lore/balance/... reasons?
That is correct to some extent, some of the items are a bit too advanced and or vague in origin on the surface to be craftable so a measure of disbelief suspension is required but, Rimworld colonists can build spaceships with onboard AIs and so many other wonders with some basic resources so why not other stuff?

Is this safe to add/remove mid-playthrough?
This mod is safe to add mid-playthrough and remove as long as the recipes are deleted from existing workbenches.


Check out my other mods, you might find something of your interest among them.

14 Comments
Samael Gray  [author] 12 Jul @ 8:15am 
Gravcores would be the only one that I can see becoming craftable but I'm not too sure about whether it's needed or not.
ALE199 12 Jul @ 6:38am 
Will you add craftable version of DLC unique stuff?
Filipino Goku 12 Jul @ 2:23am 
Thanks for the update!
Samael Gray  [author] 12 Jul @ 1:31am 
OK the mod is updated for 1.6, there was no need for changing and adapting stuff for the update and DLC.
Samael Gray  [author] 11 Jul @ 11:03am 
The mod works in 1.6 as is but I'll take a bit of time to update it properly for more cross-content.
da812manymonkey 7 Jul @ 6:23pm 
This is an xml mod and works perfectly in 1.6. It only needs a 1.6 in version to be updated. Love your work by the way.
Farbott 4 May @ 1:57pm 
like ultratech crafting but for mods!
Samael Gray  [author] 3 May @ 2:19pm 
It's similar to how destroyed buildings drop slag that don't add up to the original steel cost.
Richard Mc Nutbuster 3 May @ 9:05am 
why do you need 75 steel for 20 plasteel, but 25 plasteel to 15 steel? seems extremely weird
Samael Gray  [author] 2 May @ 10:52am 
That's not in my plans really, you can always use Cherry Picker and or delete/comment out the recipes you don't want or simply ignore them.