RimWorld

RimWorld

RimPlas
39 Comments
Mlie 12 Aug, 2020 @ 1:56am 
Since Pelador has announced their retirement from modding I made an update of this:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2194993727
Hope it helps anyone!
Ascythian 22 Jul, 2020 @ 7:00pm 
Could you post screens on what it looks like in-game?
Pelador  [author] 13 Jul, 2020 @ 6:11pm 
@Update

Additional graphical revisions by Genom-X
Erde 23 Jun, 2020 @ 8:07am 
Aight, no biggie. Mostly meant reducing any duplicate items if any exist. Thank you for your efforts when it comes to modding and, of course, for humanitarian aid provided.
Pelador  [author] 23 Jun, 2020 @ 7:54am 
@Erde

If you want to log onto the discord to share specifics/details/ideas. But worth knowing that my focus at the moment has been supporting disadvantaged individuals during the Covid-19 epidemic. This means I do not have the same amount of free time to add features as had in the past though still in a position to support the mod listing.
Erde 23 Jun, 2020 @ 7:05am 
Any possibility for Rimfeller + Rimplas interoperability the future?
Lustique 13 Jun, 2020 @ 5:34am 
@Pelador: Thanks for the quick reaction again! This update probably pissed someone off. :D
Pelador  [author] 11 Jun, 2020 @ 8:06pm 
@Update @Lustique

Basic lights now correctly configured. (Thanks for catching that one @Lustique)
Lustique 11 Jun, 2020 @ 2:22pm 
@Pelador: Is it possible you made the ceiling lights stronger than intended? At the moment, they seem to provide 100% light, which AFAIK makes them as strong as sun lamps.
Pelador  [author] 7 Jun, 2020 @ 12:51am 
@Update

Further graphical revisions by GenomX and Oscar Potocki (with permission).
Pelador  [author] 24 May, 2020 @ 5:01pm 
@Update @Teacyn

Concrete compatibility with making asphalt now includes:

Industrialisation,
RF Concrete (Continued),
WD Simple Concrete,
D9 Simple Concrete.
Teacyn 24 May, 2020 @ 8:16am 
Thanks a bunch!
Pelador  [author] 24 May, 2020 @ 8:14am 
@Teacyn

Will add it to the list. Soon TM
Teacyn 24 May, 2020 @ 7:21am 
Would it be possible to add support for Simple Concrete alongside RF's Concrete?
Pelador  [author] 23 May, 2020 @ 1:16pm 
@Update

Graphics revision (Partial) - GenomX
Pelador  [author] 23 May, 2020 @ 9:36am 
@Update

Adds a modular fabricator that will autonomously and efficiently make components and advanced components from other prepared synthetic materials and associated hopper system. (PDF updated).
Pelador  [author] 21 May, 2020 @ 2:22pm 
@Update

Reinstated MP compatibility

Added High-tech hospital bed that help control pain, adds joy and relaxation over time and can help to control mental states where relevant.
Pelador  [author] 6 May, 2020 @ 3:05am 
@Update @ZJK

Added mechanites to orbital exotic traders stock and also available as quest rewards for now. Further production to be considered.
ZJK 5 May, 2020 @ 4:45pm 
Adding it to traders, quest rewards, random spawns at more technologically advanced NPC bases, breaking it down from luciferium, making a workbench that in it's construction requires a dropped item from defeated crashed ship parts or mechanoid clusters with said workbench able to produce mechanites with expensive end-game resources.
Pelador  [author] 5 May, 2020 @ 4:32am 
@ZJK

Such as?
ZJK 4 May, 2020 @ 11:49pm 
Is the only way of getting mechanites through breaking down mechanoids? Any chance you'd feel compelled to add another method of procurement if that's the case?
darkzero 3 May, 2020 @ 7:41am 
Love this mod. It doesn't get the attention it deserves.
Pelador  [author] 2 May, 2020 @ 11:19pm 
@Update

Graphene Hydroponics bin can now be minified.
fireglow 27 Mar, 2020 @ 8:03pm 
@Pelador Hmm, I found navigating the 19 research tasks on three tabs a bit hindersome, especially since some jobs depend on ones listed in other tabs.
Just my two cents of observation while trying out this mod :)
There's definitely a lot of items in there! BIG mod, cool stuff!
Pelador  [author] 27 Mar, 2020 @ 11:24am 
@fireglow

It will have been separated as the number of research jobs when using tabs became unwieldy, potentially creating errors using the vanilla tab process when altogether on the same tab.

Similar to other mods that utilise a number of research projects or if you generally have a more heavily modded game, I'd recommend using a research mod like Fluffie's research tab or NotFood's research pal, which imho simplifies the use of research projects into a single tree whilst adding additional capabilities for researching in the process.
fireglow 27 Mar, 2020 @ 11:06am 
have you considered merging the three research tabs into one?
Pelador  [author] 25 Mar, 2020 @ 2:50pm 
@Update

Additional Graphene power generation. Details in PDF notes.
Pelador  [author] 21 Mar, 2020 @ 10:16pm 
@Update

Restores compatibility with N7 Defences Expanded due to name change with V1.1
Pelador  [author] 20 Mar, 2020 @ 9:53am 
@Update

Applied more appropriate terrain affordance flags to all "stuff".

Introduced "ElectroSteel" and "Gold" wool as additional fabrics, which can be made at the injection moulder. (They will be even more useful with a future addition ;) ).
Pelador  [author] 18 Mar, 2020 @ 3:29pm 
@Update (Oops forgot to add them in last version).

Added sensible place worker for ceiling lights and also that the lights will be destroyed due to roof collapse.
Pelador  [author] 18 Mar, 2020 @ 1:46pm 
@Update

Added ceiling lights. Normal steel and Graphene version.
VexedVirtuoso 15 Mar, 2020 @ 4:03pm 
@Pelador

Whoops... thanks!
Pelador  [author] 15 Mar, 2020 @ 1:48pm 
@Ravyn

Smelter.
VexedVirtuoso 15 Mar, 2020 @ 11:39am 
I might be missing something, but I'm trying to find the recipe for CarboPlasteel and it's simply non-existent... am I correct in assuming it should be at the Injection Moulder? I've completed all the research and am trying to make Ghost Gear but that's the one material I can't seem to make.
Pelador  [author] 8 Mar, 2020 @ 11:52am 
@..::MeMeOuS_FIGhTeR::..

In V1.0 there were a number of mods that increased the maximum carrying capacity for pawns, varied also by race definitions. These mods had/have different interpretations of how to increase this value.

It is then left to the discretion of the player which if any mods that have been converted to V1.1 that alters the maximum carrying capacity values to make use of this stat benefit with the nano-suits, otherwise yes, it will stop at the existing vanilla cap.
TamerlaN 8 Mar, 2020 @ 11:20am 
Something wrong with nanosuits, their carrying capacity increase doesn't work properly
Pelador  [author] 2 Mar, 2020 @ 8:17pm 
@Update

Harmony dependency.

Correction to burnable modded stuffs settings.
Pelador  [author] 1 Mar, 2020 @ 2:40pm 
@Update @Solpel

Added priority capabilities to the Injection moulders and mech breaker.

Otherwise would suggest using a work mod like Fluffys Work tab in order to be able to open up the sub worktypes to adjust their individual priorities as per the work assignments.
Solpel 1 Mar, 2020 @ 1:01pm 
I've noticed that the various workstations, like the injector and mech breaker from this mod seem to get a lower priority on being worked then other workstations from different mods or base game. They also suffer from an issue with forced work tasks only doing one piece before stopping and switching to some other task, instead of continuously doing work on that station until canceled. This issue also existed back in 1.0 as well, and isn't unique to 1.1.