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v1.6.1
- Fixed research position (X/Y) in version 1.6.
v1.6.0
- Added 1.6 tag preliminarily for new DLC.
v1.5.2
- Adjusted the research location.
Your wellcome! Hava a fun!
v1.5.1
- Fix research-related xml errors.
- Added v1.5 elements to research defs.
- Added new translations in Research Translations.
- Added new folder for v1.5.
v1.5.0
- Update tags for Rimworld 1.5.x.
Your wellcome!
v1.4.1
- Update RimWorld 1.4.3704.
- Reduced the required skill level required for creating various artifact items.
This change is applied only to 1.4.
[h1]Required skills :[/h1]
Crafting artifact : Crafting Level 15 => 12
Crafting vanometric power cell : Crafting Level 18 => 15
Crafting infinite chemreactor : Crafting Level 18 => 15
Crafting psychic emanator : Crafting Level 18 => 15
I would like to thank @Elvis for suggesting this change.
OK. It may be better to review the required skill level. I will change the required skill level and test it. Thank you for reporting.
but :D :D i want to customize it for my own gameplay, at least i wanna reduce required skills points. all of my crafters are like beetwen 13-15. i edited recipedefs file but it didnt effect the game
Hi! Bro!
The premise is that Alcotech technology is at a more advanced stage than the Gilitter world. Therefore, they are essentially artifact-class relics that can only be created by beings that have evolved into Alcotech. In fact, if you simply want to obtain artifacts, it may be faster to purchase them at other faction bases.
When I thought of artifact item production in this mod, I envisioned it as end-game content. To consume the resources of a colony with a surplus inventory.
So I wanted to set up a more complex production process, research and the time it takes to create them in years. However, I decided those were not realistic in the testing phase, so I simplified it to what it is now. The reason the materials is more than you assume is because I created the mod according to these concepts.
Hopefully I can share with you the fun of gathering the materials needed for production. Thank you.
It is possible to change the work time. The question is whether they are sufficient reasons. Artifacts are items that are impossible to create originally and many of them cannot be created even in the glitter world.
It would take extraordinary talent and effort, and longer time in my opinion, to be able to create them by colonists who crash landed on them.
Also, RimWorld's specifications set a cap on the amount of time can work on it. This can be changed with dlls instead of xml, but unfortunately I don't have the skills to assemble dlls.
So it is difficult to change the hours to exceed the limit. It is easy to reduce it.
Yes. At the end of the game where there is no way to do it, I think it is an option to expand the use of resources.
Another good point is that this MOD does not affect the game performance because it uses vanilla defs.
v1.4.0
- Update RimWorld 1.4.3509 (unstable).
- Added "MA_" to the beginning of file names to prevent duplicate translation files. This change does not affect mod functionality.
v1.3.0
- Update for 1.3 Preview beta
- Update for 1.2 Unstable build
Hello Babushkina_Sphera.
The reason is to avoid duplication of the same function because there are already other mods. It might be nice to take in the feature and make it look like a new Mod when there are other Mods, but I personally don't like that. Thank you.
Ex: Neurotrainer Etc. Crafting
RimWorld 1.1.2587 rev830
- change Manifest.xml for Rimworld 1.1.
Hello dumbledoreisreallygay.
I'm glad I could help. This Mod concepts began with the question, "How much would it cost to produce a reward item?". So I hope this Mod will help you enjoy playing as the end content of your game for a long time.
v1.0.5
for RimWorld 1.1.2557 rev1177
- Change folder structure and LoadFolders.xml
It's a different from unlimited in self-power generation.
I checked, but there was no problem.
Perhaps you misread "biofuel refinery" and "infinite chemreactor"?
Certainly "biofuel refining" is an industrial tech level. However, I think that "infinite chemreactor" is a tech level more than Spacer, which solidifies nitrogen in air infinitely.
Hello AveryTheKitty.
I will check it. Thank you for report.
v1.0.5
Update for RimWorld 1.1.2549 rev534
However, compatibility with RimWorld 1.0 is maintained.
Since the specification of 1.1 is still being confirmed, it will be only 1.0 for a while. I plan to start supporting 1.1 as soon as the confirmation work is completed.
A new Sub-MOD has been prepared.
[1.0] [Sub-MOD] Makeable Artifacts for Taming Artifact
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1925874468
You can make Taming Artifact in Taming Artifact MOD with this mod.
Hello mutt522.
It is Taming Artifact created by Kikohi?
Although technically possible, but I don't want to add it as a prerequisite mod, so please wait to create it separately (Makeable Artifacts Sub-Mod).
- Production of Psychic Emanator was added.
Thanks to Drag0nCh1ld's suggestion.
Hello Drag0nCh1ld !
It is unnatural that you can't make only a psychic emanator in a special building as you want. I want to be able to make it. Thank you for the suggestion.
v1.0.3
It is now possible to create "infinite chemreactor" by adding new recipes and research.
All artifacts can be created on the fabrication bench.
New Recipe : Make infinite chemreactor
Research Requirements : Infinite chemreactor
Research Prerequisite : Lost technology
Need Skill : Crafting Level 18
Cost :
Artifacts x1
Advanced component x5
Steel x 50
Plastic steel x 30
Uranium x 10
Gold x 10
v1.0.2
Manifest.xml for Mod Manager has been updated for RimWorld ver 1.0.2408.
v1.0.1
- Two new research projects and one new recipe have been added.
New research project:
Lost technology
Research the relics of ancient civilization and revive the how to making artifacts (psychic insanity lance, psychic shock lance, psychic animal pulser, psychic soothe pulser). Requires a research project "starflight basics" completed.
vanometric power cell
Produce the vanometric power cell. This generates free energy, forever, without using fuel. This technology is developed by archotech AIs, and is beyond even most glitterworld societies. Requires a research project "Lost technology" completed.
New recipe:
Make vanometric power cell (Can be produced on fabrication bench).
Use one of four types of artifacts (psychic insanity lance, psychic shock lance, psychic animal pulser, psychic soothe pulser) as material.
Hello Machiano. Thank you for the suggestion. The construction cost is likely to be high, but I think about it.
どういたしまして!
Hello Trunken.
You are welcome! No one made it for 1.0 (including updates) so I made it. I hope you helped. :)