RimWorld

RimWorld

[SPK] Additional Vanilla Crafting
45 Comments
cjaustin319 12 Jul @ 7:32pm 
1.6?
Arz 30 Apr, 2024 @ 1:16pm 
played the whole campaign with this - no issues. Would be nice to have an update to get rid of "wrong version" sign, but that's it
Korvon 13 Apr, 2024 @ 4:48pm 
is this gonna get bumped to 1.5? seems to work at the moment but there may be a bug i'm missing somewhere
Golden 24 Feb, 2024 @ 4:10pm 
neutroamine neutroamine neutroamine neutroamine neutroamine

but thank you for making this mod i needed this
samsockeater 9 Jan, 2024 @ 2:32am 
no update = assume worked?
&(*null) 30 Nov, 2023 @ 11:34am 
Added this to a pre-existing game. Crafting neutroamine was not an option in the crafting table after researching refining and medicine production. Testing it again with a clean game.
pedroekh 15 Dec, 2022 @ 6:19am 
Synthread is supposed to be a synthetic material. IMO, it should use chemfuel instead to cloth, because synthetic fabric is made out of petrol. Hyperweave is made by weaving at molecular level, so it makes sense the way it is.
s p o o k i e  [author] 5 Dec, 2022 @ 9:45am 
@c.olivie23

Thanks, fix incoming
c.olivie23 4 Dec, 2022 @ 3:36pm 
*your* mod
c.olivie23 4 Dec, 2022 @ 3:36pm 
hi, found a typo in you mod game it says hyperwave instead of hyperweave
on the crafting bill
djrusson 3 Dec, 2022 @ 1:53am 
spookie,

Many thanks . I use Rimpy and I must have OCD as I don't like playing when there are warnings flagged in RimPy , even if it is an irrelevant warning.
s p o o k i e  [author] 2 Dec, 2022 @ 9:39am 
@djrusson You can ignore the message and use it anyway. All I need to do is update the supported versions list. I'll try to get that done as soon as I'm able to.
djrusson 2 Dec, 2022 @ 5:27am 
If this can be used with v1.4 how can the mod be amended so that RimPy Mod Manager does not flag the mod as an error with " mod and game version mismatch" ?
NachoToast is now playing RimWor 29 Oct, 2022 @ 5:39pm 
Works "as is" for me as well :)
Aeon2927 27 Oct, 2022 @ 2:30am 
Mod have no need to be updated. It works "as is" right now. You don't need to change anything. Just turn it on
eMYNOCK 21 Oct, 2022 @ 8:30pm 
all i can tell with certainity, no error logs upon start up and the items appear in the research screen... far more promising then the majority of my poor mod list.
s p o o k i e  [author] 21 Oct, 2022 @ 6:39pm 
@NothingToSay I haven't tried it yet, but I'd be very surprised if anything is broken. I'd give it a spin - let me know if any issues, and I'll at least try to push a minor update to ad official 1.4 support to get rid of the incompatibility warning.
NothingToSay 21 Oct, 2022 @ 12:30pm 
Will there be an update for 1.4?
Kasa 27 Nov, 2021 @ 10:48am 
Not here to poke fun at your head cannon because it ultimately doesn't matter but I did get a chuckle at the idea of "fusing" molecules to give something the properties of 2 materials seeing as are not inherent to an specific item.

Combining Hydrogen with Oxygen does not give you something with the properties of hydrogen and oxygen it just gives you water XD

In other words your combining them at to close a level XD
s p o o k i e  [author] 13 Nov, 2021 @ 3:52am 
Unfortunately I'm not the most adept at modding rimworld, and adding a lot of these features would be a massive time sink. The mod was mostly made for myself originally since nothing seemed to exist that focused on staying relatively vanilla. The "source code" is all on github and y'all can fork it and do whatever you want to it.
Dax 12 Nov, 2021 @ 6:54pm 
Technically I can just use "cherry picker" mod to remove some of recipes myself, but still... With mods like this that adds multiple recipes, customizing them would make a great feature.
Dax 12 Nov, 2021 @ 6:51pm 
I do like the synthtread, hyperweave and plasteel recipes, but not a fan of the rest. Would it be fine if you added a way to disable each recipe individually? Would be nice to have this mod go in synergy with other "craftable" mods based on whenever one prefer yours and someone else's recipe, instead of it being "all or nothing".
Piatsa 25 Oct, 2021 @ 7:15am 
Have you thought of adding a recipe for mortar barrels?
s p o o k i e  [author] 9 Jul, 2021 @ 9:10am 
Can you please confirm if the mod is actually broken for 1.3 or if I just need to update the metadata. I've not played in a good while so I don't want to go poking around if I don't have to.
einBetra 9 Jul, 2021 @ 3:50am 
update for 1.3 plz <3
s p o o k i e  [author] 12 Apr, 2021 @ 8:57am 
Posted source code: https://github.com/SpookieWookie/SPK-AdditionalVanillaCrafting
Haven't played Rimworld in a while, last I checked this mod still works - let me know if there are any issues though.
s p o o k i e  [author] 25 Aug, 2020 @ 11:27am 
Currently, no. Unless they add eltex as an actual material at some point. Personally I haven't really delved into the psychic gameplay too much either, nor have I actually played the game for a little while. If I get a lot of requests I may look into something though!
[CRFX] Juncboks 25 Aug, 2020 @ 1:40am 
Odd question, but any plans to add some way of making Eltex?
s p o o k i e  [author] 14 Aug, 2020 @ 3:14pm 
@Fallout Games, I think it should still be compatible - I'll just need to add 1.2 compatibility to stop the errors appearing!
Sleepy Coder 14 Aug, 2020 @ 1:26pm 
will you be updating it soon?
ellisonb 16 Jun, 2020 @ 10:11am 
There was another mod for synthread crafting.. Think it was 35 chemfuel to make 22 synthread. Anyway really enjoy this mod. I had 3-4 doing the same things (not as well) that I removed in favor of this one so thank you.
s p o o k i e  [author] 12 Jun, 2020 @ 11:48am 
Good suggestions guys, I'll keep these in mind for sure when I get around to doing another update!
TheToric 12 Jun, 2020 @ 9:36am 
maybye make the synthread out of a small amount of chemfuel? headcannon would be that sythread is basically nylon or polyester?
Marty Saints 10 Jun, 2020 @ 1:05pm 
Downloading this mod, but already a small idea. Maybe a small skill level increase? Seems a bit to low for items which should be rare. This also makes it a small bit more difficult. Anyway without having played it, its a great mod
s p o o k i e  [author] 9 Jun, 2020 @ 3:45pm 
Update 2.
Added plasteel refining.

I think I'll probably add neutroamine, luciferium and glitterworld medicine in the next couple days as well.
s p o o k i e  [author] 9 Jun, 2020 @ 12:45pm 
Oh yeah and it uses a fabrication bench now, and requires standard fabrication research (which unlocks the table). If you have existing bills it'll probably throw a one time error when you load your save, should be totally harmless.
s p o o k i e  [author] 9 Jun, 2020 @ 12:42pm 
Update: Reworked synthread crafting. No longer uses Devilstrand - turns out devilstrand is kinda already better. It now serves as a straight upgrade from cloth - requiring advanced research and long work time. This should fit well for people who don't have particularly great growing conditions for devilstrand (without mods), or who just want something that isn't red I guess?
s p o o k i e  [author] 9 Jun, 2020 @ 11:16am 
Admittedly I've never really looked into if synthread was better, I just kind of assumed it would be considering it's scarcity.
s p o o k i e  [author] 9 Jun, 2020 @ 11:14am 
@Xurker I could make it require only cloth and the fabrication bench. That way it's a flat upgrade from cloth, aside from the research time + labour.
Xurker 8 Jun, 2020 @ 5:50pm 
isnt devilstrand already better than synthread? according to the wiki the only thing it does better is slightly higher cold insulation (22 to 20) but it loses out on everything else, especially armor
Chowder 7 Jun, 2020 @ 10:53am 
Hey, nice work! Have you considered making neutroamine craftable as well? Perhaps something with psychoid leaves and herbal medicine or something?
Andesfort 7 Jun, 2020 @ 9:09am 
Weave me daddy. :SSPrincess:
𓃦 Foggy Notion 7 Jun, 2020 @ 7:41am 
excellent balancing, thanks a bunch!!
RavenousEye 7 Jun, 2020 @ 4:50am 
out of all hyperweave mods, this one is the most balanced imo. time to switch hyperweave mod with this one 10/10