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Please see discussion
Compatibility with the mod RT Fuse.
Introduces a carbon fibre (5kw) and a graphene (10kw) circuit breaker. (Which are both single cell items).
I can think about adding the subpersonae core as alternative use in the building materials. Both could then be applicable for purposes. However, the complexity of nano-fabrication with mechanites, I'd like to think could be considered as slightly more involved than say cleaning trash?
Graphics Revision - Oleg Marko
Chinese (simplified) translation - HawnHan
If I were to expand on this idea, I'd probably want to invest significant time into adding additional automation into the process also. Which implies further development of the buildings with code to achieve this. Some perhaps integrating with Rimefeller methods.
It would be an interesting development and is a good idea @pootis, but I won't see it as a priority development for myself atm. And as a courtesy, if I were to consider integrating functionality more readily with Rimefeller rather than developing code specifically for RimPlas then I would want to discuss this with Dubwise first to see how he would view it. Though straight forward to provide appropriate accreditation to Dubs work as applicable.
And I use Rimefeller in my own games, utilising both RimPlas and Sythelene elements. I also recommend the use of Rimefeller with this mod for the more obvious supply source of Chemfuel as a main base resource for synthetics.
The additional carbon synthetics developing the use of Graphene, with the resulting electrical items made from this advanced material then perhaps I would hope providing something more unique than elements more readily associated with plastic synthetics.
while this mod focuses on adding new new and unique items with new functions
If it helps, even from an immersion perspective, you could just look at the two differing types of plastic as different types, similar to the situation IRL.
But I'm hesitant to make one supercede the other or remove one for the situation where RimPlas and Rimefeller are utilised together, which I find being complementary not the other way around.
This even where they provide similar approaches for some of the content. In these cases it is possible to see the alternative interpretations and methods as being additional choice.
and the the generic rimplas of this mod
I make no apologies for this content rich mod that imo adds play ability to the game, though can appreciate it might initially be a steep learning curve coming to terms with what it provides and the production chains associated with it's use.
The Graphene Hydroponics bin will now regulate temperature for growing whilst powered.
Expansion mod provided:
RimPlas Ghost Gear
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1884487332
Additional compatibility elements with cabinets with VFE - production.
Added: Kevlar (textile), Ballistic Kevlar (metallic) and a Ballistic Kevlar vest.
Some additional balancing tweaks.
The insulators can be used like insulated walls but are placed individually per cell, and although week (cannot support a roof and low hp) are extremely effective insulators that can be readily built and moved around also (they can be "minified").
The convectors take further advantage of their properties, which means that you can use them like the insulators but also apply them as heat pushers to a limited amount like the bed rolls when fuelled with Chemfuel and are inside a room.
I really added them as experimental items when I was making the insulated walls, thinking there was no reason to exclude them as they are functional items. But even I haven't personally found a real niche way of applying them habitually, preferring to use the walls.
But they can be applied as say an inner lining to a regular wall or as a "filler" in a wall that isn't insulated or temporarily for a gap in a wall.
Neurosis security door will now operate on escaping prisoners.
Nano suit recipe fix. (Needed to be stuffed for Adv. Injection moulder).
Added research project % cost in mod options.
They should be.
The incident "short circuit" only examines or looks for vanilla power conduit definitions. So unless another mod changes this process the Graphene conduits won't short circuit.
Added Graphene regulator, which is a combined cooler and heater that goes into a wall similar to a cooler. It also includes a "boost" mode that doubles the power and regulation effectiveness when applied.
Additional compatibility added for the mod Insulation. RimThermoPlas now provides additional structures to use.
Also moved structural buildings from the Structures tab on the architect to be located in the RimPlas tab.
CarboPlasteel is made at the smelter (synthetic composite).
(In the case where the mod Industrialisation is loaded it can also be made at the Electric arc smelter).
1. Ah, ok, makes sense. I had just never seen this before.
2. Thanks!
Compatibility: RF Concrete 1.0: Uses concrete material for the production of Asphalt.
Added Graphene regenerating walls. The molecular memory of this "powered" framework as a wall allows it to be self repairing or regenerating. Breakdowns are possible. Upon "fully" healing itself the wall also passes commands to any pawns with jobs identified to repair it and cancel them.
Multiplayer native support (beta).
More Graphene additions:
Small Solar Generator, Underground conduit, heater, cooler, Intelligent Vent, Portable Power unit.
Essentially more efficient version of their vanilla counterparts unless they have a specific alteration or purpose.
(Note there are mod options and a toggle for you to tune the Vent's adaptive temperature range)
Added Graphene hydroponics bin.
Also an Advanced synthetic process to make Hyperweave. This interpretation is trying to closely follow the RimWorld canon in terms production and is limited by rare construction elements and resources associated with Mechanoid corpses. (Brief summary above).
Added a Neurosis Security door. (Synopsis above).
Not that much of a fan of stun weapons to be used as arresting tools where these can also be generally applied to hostile pawns for a potential quick capture. It can be seen as being a little OP for gaining new Pawns imho. There are also other mods already out there that provide these elements in various guises as standalone mods.
What I can do is consider some static objects or buildings that may provide additional security features. I have some initial ideas, but I want to think it through first.