RimWorld

RimWorld

Transmution
101 Comments
Killer Tamashi 4 Oct, 2023 @ 12:42am 
So the mod works alright on 1.4, except for one minor problem..fabricator mechs can't actually fabricate at the transmutation tables.
Random Chiuhuahua 9 Nov, 2022 @ 12:04pm 
I am not the original author, but I took a stab at updating this for 1.3 and 1.4, It's loading OK with no errors so far.

https://github.com/GorditaLaTaca/rimworld_transmution_reupload
Colonial  [author] 15 Sep, 2022 @ 10:59am 
It's all just XML people
vvv
martingolding96 5 Sep, 2022 @ 8:09am 
No need for an update as the mod still works on 1.3
Killer Tamashi 14 Jul, 2022 @ 12:13am 
I'm seeing some asks for 1.3...but does anyone know if it actually works on it?
MMz 27 Apr, 2022 @ 6:52am 
Any chance of 1.3 update please? Great ideas!
TheBigCheese146 13 Mar, 2022 @ 5:35pm 
Hey there, just wondering if a 1.3 update is possible in the future?
Random Chiuhuahua 4 Aug, 2021 @ 6:50am 
Will you make a 1.3 update?
Colonial  [author] 19 Jun, 2021 @ 10:28pm 
It *should* work with 1.2... I'm on summer break now, so if it's spitting out error messages, send me a pic and I'll try and fix it.
Saotorii 26 Apr, 2021 @ 1:44am 
F
Lord Palpatuna 18 Aug, 2020 @ 7:10am 
1.2?
慕白 10 Jul, 2020 @ 6:02pm 
lol.......ty
Colonial  [author] 10 Jul, 2020 @ 6:01pm 
不,我不能。我正在为此使用翻译工具。我未创建我的mod的中文版本(链接到的中文版本)。这是另一位创作者认可的翻译。如果该翻译中的某些内容需要更改,则必须转到该页面并在此处留下评论。
慕白 10 Jul, 2020 @ 5:58pm 
Can you speak Chinese
Colonial  [author] 10 Jul, 2020 @ 5:42pm 
I'm sorry, but I didn't make the Chinese translation of this mod. You should contact the author of that mod if it needs updating.
慕白 10 Jul, 2020 @ 5:42pm 
Hello. Can you update the Chinese pronunciation?
Diamondcyborg55 30 Jun, 2020 @ 2:38pm 
I wish I had a super computer but i dont so oof
Avder 21 Jun, 2020 @ 10:27am 
Thank you! Glad to see it also appears to give some crafting experience.
Colonial  [author] 21 Jun, 2020 @ 7:51am 
It's under crafting.
Avder 20 Jun, 2020 @ 4:36am 
What job category is the transmution reactor contained under? I'd like to know what I need to prioritize in order to get someone set up so its their main job when there's jobs available due to resource shortage.
Colonial  [author] 20 Mar, 2020 @ 3:35pm 
There should be a github link on the second comments page. You can download the 1.0 version there.
MilkxDragon 20 Mar, 2020 @ 3:29pm 
I love this mod, but i haven't switched to 1.1 version yet due to the majority of the mods i use not updating yet either. Is it possible to get the 1.0 version?
Colonial  [author] 17 Mar, 2020 @ 9:32am 
It was a deliberate choice. It sounded smoother, and it fits well with Rimworld's naming system (think cryptosleep instead of cryosleep, etc.)
Latex Santa 17 Mar, 2020 @ 9:13am 
@SomewhereOutInSpace Was calling this mod Transmution (as well as the process of converting one material into another material) instead of Transmutation a mistake you never caught on, or was it a deliberate choice? Not trolling, just curious. Thanks for the mod! I'll probably be using it in my android-only Robot Invasion playthrough... as soon as all of my favorite mods are updated.
Colonial  [author] 5 Mar, 2020 @ 4:25pm 
There's a github link somewhere in the recent comments. It should have a 1.0 release there.
The Fat Puppers 5 Mar, 2020 @ 2:14pm 
Is it possible to download the 1.0 update, im waiting for al my other mods to update
Colonial  [author] 28 Feb, 2020 @ 9:39am 
No, I'll take a look. The mod might be referencing a deprecated ThingDef or something. Might take me a day or two, though.
nex 28 Feb, 2020 @ 7:21am 
@SomewhereOutInSpace
just the ones made out of transmuted devilstrand. those also look darker as ones harvested from a field or spawned in with debug menu.

but its no big deal if you have no time the rest of the mod works just fine for me.
Colonial  [author] 28 Feb, 2020 @ 6:58am 
@nex
Unfortunately, that likely isn't something caused by Transmution. Do all devilstrand clothes look beige, or just ones made from transmuted materials?

If it's the former, it must be another mod. If it's the latter, I'll check my code. Sorry, I'm just really busy with school, and I can't spend time looking through my code without good cause.
nex 28 Feb, 2020 @ 2:10am 
as far as i can tell its working fine with 1.1 except when i make devilstrand the icon is darker than the normally harvested one and if i craft clothes with it those too have the wrong color. like beige or something instead of red.

if you need a modlist or savefile just ask and i'll send a dropbox link.
K-Immolation 27 Feb, 2020 @ 3:44am 
thank you very much!
Thyrork 26 Feb, 2020 @ 3:58pm 
Would be neat! Maybe a catch all that lets you transmute anything into limited (the stuff you already got) stuff?
Colonial  [author] 26 Feb, 2020 @ 11:34am 
I could write an off-workshop patched version to add textiles (i.e. human leather) to the possible ingredients, if you'd like.
Thyrork 26 Feb, 2020 @ 9:52am 
Is there ways to add things that can be used to fuel transmutation? I uh... I'm feeling morbid and think human flesh would look better as steel. :lunar2019madpig:
Colonial  [author] 26 Feb, 2020 @ 8:13am 
K-Immolation 26 Feb, 2020 @ 5:37am 
1.0 version plz.thx
Thyrork 25 Feb, 2020 @ 2:31pm 
Thank you so much! :HappyMask:
Colonial  [author] 25 Feb, 2020 @ 10:54am 
1.1 update has been pushed! If anyone needs the 1.0 version, I can provide a Github link.
Colonial  [author] 25 Feb, 2020 @ 10:52am 
1.1 Update is on it's way! Just ironing out some references that were changed.
Thyrork 25 Feb, 2020 @ 9:46am 
I hope you find the time to bring this to 1.1, friendo. Its such a nice mod to work towards and use as a way to float an economy.
Tommy Gray x Land Raider 24 Feb, 2020 @ 1:35pm 
update for 1.1 plz
pgames-food 13 Dec, 2019 @ 9:42pm 
captain snafu strikes again.... (in a good way of course - he's helped me with mod translation too) :)
Colonial  [author] 13 Dec, 2019 @ 6:58am 
Thank you @CaptainSnafu !
CaptainSnafu 13 Dec, 2019 @ 5:11am 
Hi, I made Chinese translation for your great mod :
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1935495611
Colonial  [author] 12 Oct, 2019 @ 12:36pm 
That's... odd. The recipe for steel transmution takes any item with the "ResourcesRaw" tag, which hops does NOT possess. Hops fall under the tag of PlantMatter. Can you link a screenshot?
Krausladen 11 Oct, 2019 @ 11:32pm 
Well I had a ton of hops being stored by my food, and my ingredient listing is at unlimited, so its searching for ingredients across all of my stockpiles.

As for the explosion, its because its stacked - since you can stack 10 powercells in the same thing, and I had about 10 piles of them next to eachother, it created a chain reaction explosion. Each explosion is capped, but the stacks next to stacks creates an crazy chain reaction. I was honestly happy it happened because I'd never seen it before and it was just that crazy lol.
Colonial  [author] 11 Oct, 2019 @ 3:25pm 
Wow, the explosion can get that large? Damn, I thought the game capped it at some point.

Sure I can add in more bulk recipes, although not for any of the rare resources. Any suggestions for me?

For your issue with the hops - when you say not detected, you mean it shows up as 0 of that ingredient next to its name in the bill tab, correct? If so, make sure your hops are in a properly accessible stockpile. If that's not it, I'll take a closer look.
Krausladen 11 Oct, 2019 @ 2:42pm 
Also - I was trying to grow hops to make into steel as it is included in the recipe. Plant matter in total doesnt get detected by the reactor, even though its checkable. Not sure why.
Krausladen 11 Oct, 2019 @ 2:40pm 
Any chance we'll see bulking more of the recipes?