RimWorld

RimWorld

RimPlas
72 Comments
Ry0___X 31 Aug, 2022 @ 3:39pm 
1.3?
Pelador  [author] 6 Mar, 2020 @ 3:28pm 
@Aggression

Please see discussion
Kill7X 6 Mar, 2020 @ 2:21pm 
Does this work with 1.1?
SZ 21 Feb, 2020 @ 4:13am 
This is an awesome mod. Now all I need is a mod that removes mineable plasteel from generating in worlds. I'm currently using In Game Def Editor mod to do this, but wish there was a mod that kept it from feeling like cheating.
Pelador  [author] 11 Feb, 2020 @ 10:49am 
@Update

Compatibility with the mod RT Fuse.

Introduces a carbon fibre (5kw) and a graphene (10kw) circuit breaker. (Which are both single cell items).
TangerineSpaceRaptor 3 Feb, 2020 @ 6:56pm 
That's true, the complexity of using nanites to manufacture things is more involved than cleaning trash. Upon further reading I also realized I mispoke a bit - the fiction primer says that AI persona can be used for manage small spacecraft so I think you're right, having an AI persona core as a crafting ingredient makes sense. I'll be on Discord.
Pelador  [author] 3 Feb, 2020 @ 3:46pm 
@FloppyDolphins

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?
TangerineSpaceRaptor 3 Feb, 2020 @ 2:59pm 
I got the information on AI cores from the Rimworld fiction primer.
TangerineSpaceRaptor 3 Feb, 2020 @ 2:59pm 
Some constructive criticism - the advanced injection moulding machine should require a subpersona core, not a full ai persona core. Subpersonae are used for tasks like this, according to the lore of the game. It doesn't quite make sense for the thing to require a sapient ai persona core.
Pelador  [author] 23 Jan, 2020 @ 8:07pm 
@Update

Graphics Revision - Oleg Marko
Pelador  [author] 8 Jan, 2020 @ 11:27am 
@Update

Chinese (simplified) translation - HawnHan
Pelador  [author] 15 Dec, 2019 @ 1:23pm 
It's an interesting idea, and could be pursued, perhaps with an alternative patch that can then integrate elements better with Rimefeller.

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.
pootis 15 Dec, 2019 @ 1:13pm 
ok but is it possible to make it so injection moulders hook up to rimefeller pipes?
Pelador  [author] 15 Dec, 2019 @ 1:09pm 
@pootis

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.
pootis 15 Dec, 2019 @ 1:08pm 
rimefeller and rimplas are only similar in this area otherwise there completely different rimefellers core is power generation,composites and production of various spacer materials like plasteel
while this mod focuses on adding new new and unique items with new functions
Pelador  [author] 15 Dec, 2019 @ 12:56pm 
@pootis

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.
pootis 15 Dec, 2019 @ 12:25pm 
i figured out how to use the mod easily there's just alot of overlap between rimefellers Synthylene
and the the generic rimplas of this mod
Pelador  [author] 14 Dec, 2019 @ 10:43pm 
@pootis

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.
pootis 14 Dec, 2019 @ 9:52pm 
my brain turned to mush while using this with rimefeller
Pelador  [author] 2 Dec, 2019 @ 2:52am 
@Update

The Graphene Hydroponics bin will now regulate temperature for growing whilst powered.
Pelador  [author] 8 Oct, 2019 @ 7:19pm 
Pelador  [author] 6 Oct, 2019 @ 1:17am 
@Update

Additional compatibility elements with cabinets with VFE - production.

Added: Kevlar (textile), Ballistic Kevlar (metallic) and a Ballistic Kevlar vest.

Some additional balancing tweaks.
Pelador  [author] 29 Sep, 2019 @ 1:13pm 
@Lustique

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.
Lustique 29 Sep, 2019 @ 11:35am 
How exactly are you supposed to use the ’RimThermoPlas insulators‘, since they aren't walls, in contrast to the other insulation structures from the Insulation mod?
Pelador  [author] 24 Sep, 2019 @ 2:09am 
@Update

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.
Frission 2 Sep, 2019 @ 8:46pm 
I like this and the art but putting 'Rim' in the name of everything is killing me, lol
MaxTillentine 18 Aug, 2019 @ 9:59am 
Thanks. Looks like it is what "Carbon" mod buffed on steroids. Looks tasty, gonna tinker around a bit. )
Pelador  [author] 18 Aug, 2019 @ 9:54am 
@MaxTillentine

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.
MaxTillentine 18 Aug, 2019 @ 9:26am 
Is the graphene conduits protected from shortcut?
Pelador  [author] 18 Aug, 2019 @ 12:04am 
@Update

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.
Pelador  [author] 12 Aug, 2019 @ 6:05am 
@Update

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.
Anna Bean 11 Aug, 2019 @ 11:55am 
Great, found it!
Pelador  [author] 11 Aug, 2019 @ 10:27am 
@leia198166

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).
Anna Bean 11 Aug, 2019 @ 7:30am 
How do I make the carboplasteel? I have both injection moulders and biorefineries but don't see the recipe for this. I have researched carbon synthetics and carbon composite. TIA!
Lustique 8 Aug, 2019 @ 3:55pm 
@Pelador:

1. Ah, ok, makes sense. I had just never seen this before.

2. Thanks!
Pelador  [author] 8 Aug, 2019 @ 3:10pm 
@Update @Lustique

Compatibility: RF Concrete 1.0: Uses concrete material for the production of Asphalt.
Pelador  [author] 8 Aug, 2019 @ 1:31pm 
Not a bug, since you wouldn't normally be able to place the "hidden" type using normal game mechanics as it is an attachment extension of the former that provides the underground state. Using "god mode" to bypass the intended game mechanics is the problem.
Lustique 8 Aug, 2019 @ 1:10pm 
It seems there are two different graphene underground conduits in the game. One of them can only be accessed with Dub's Mint Menu (searching for ‘Rimplas’), and I get errors when I'm trying to build/place it (using god mode)). I guess that's a bug.
Lustique 7 Aug, 2019 @ 6:16pm 
I opened a new discussion by the way, and am only posting this, so you get notified, because apparently that's not a thing with new discussions. Just react whenever you want to (or not, I'm not your boss :D).
pgames-food 28 Jul, 2019 @ 12:09am 
regenerating walls sound cool :) i think theres a new material (oil-based) in real life that can seal itself when it tears too.
Pelador  [author] 26 Jul, 2019 @ 3:45pm 
@Update

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.
Pelador  [author] 15 Jul, 2019 @ 12:32pm 
@Update

Multiplayer native support (beta).
darkzero 28 Jun, 2019 @ 7:16pm 
This an amazing companion mod. Keep up the great work!
Pelador  [author] 22 May, 2019 @ 6:50pm 
@Update

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)
Pelador  [author] 18 May, 2019 @ 1:31pm 
@Update

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).
ClutsyGinger 3 May, 2019 @ 1:54pm 
interesting security door. And here I was thinking rubber mallet/mace "safely knock unconscious" or a tazer or stunner.
Pelador  [author] 3 May, 2019 @ 6:24am 
@Update @cardinalsno1

Added a Neurosis Security door. (Synopsis above).
ClutsyGinger 28 Apr, 2019 @ 12:20am 
I can see the problem. On the one hand you don't to seriously injure a colonist having a break, but you probably don't want to capture a pawn to quickly unless it's tied to colony size.
Pelador  [author] 27 Apr, 2019 @ 11:45pm 
@cardinalsno1

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.
ClutsyGinger 27 Apr, 2019 @ 9:59pm 
or a Tazer