RimWorld

RimWorld

Project RimFactory - Materials
141 Comments
Lemon caro 25 Jun @ 3:18am 
this mod is a tragedy
it has so many good things going for it only to fuck up in completely innocuous ways
like how you need to research Kevlar in order to make polyester and the polyester research only lets you build carpets

then there are the recipe's them selves, sure your pawns can make quick work out of refining steel from coke and earn a good chunk of crafting exp doing so but the actual factory part of rim factory where you use machines to refine the materials is agonizing

using a blast furnace, like anyone doing a low tech start or run would do is actually more time consuming then having your pawns go to a primitive kiln and refine steel with coke
as pawns do it faster then the actual industrial building

it's not that i wouldn't recommenced this mod, i do recommend this mod if your interested

but right now it needs a lot of rebalancing
magicsuperstar 4 May @ 3:32pm 
where is copper in the game? I can't seem to find it on the map or in nearby factions for sale.
Wxine 27 Mar @ 10:20am 
[Def Error] PRF_CarbonFiber:Project RimFactory - Materials\Defs\ThingDefs_Stuff\Items_Resource_Carbon.xml

[Project RimFactory - Materials - Start of stack trace]

Verse.PatchOperationReplace(xpath="/Defs/ThingDef[@Name = "StandingLampBase"]/costList"): Failed to find a node with the given xpath

XML error: <soundImpactStuff>BulletImpact_Wood</soundImpactStuff> doesn't correspond to any field in type StuffProperties.


pls update
cllmsteele 19 Sep, 2024 @ 9:40am 
so how do we fix the standing lamp base error as i cant do anything with it nor do i know how to fix it
Jingo柏利斯 10 Sep, 2024 @ 3:29am 
Defs\ThingDefs_Stuff
\Items_Resource_Carbon&Glasswork&Masonry&Metal&Plastics&Quartz

soundImpactStuff
--> soundImpactBullet


Patches\Patches that Alters Vanilla
\Buildings_Construction.xml

<xpath>/Defs/ThingDef[@Name = “StandingLampBase”]/costList</xpath>
--> <xpath>/Defs/ThingDef[defName = “StandingLamp”]/costList</xpath>
Accelexin 5 Sep, 2024 @ 9:58am 
also this mod tries to patch a thing called StandingLampBase, which I didn't find after searching for it in the entire Data folder of the game. here's the error:

Patch operation Verse.PatchOperationReplace(/Defs/ThingDef[@Name = "StandingLampBase"]/costList) failed
Accelexin 5 Sep, 2024 @ 9:48am 
this mod sure causes some errors about <soundImpactStuff>. I looked over other material mods, they have <soundImpactBullet>, not <soundImpactStuff>. are these simply typos or outdated because of game updates?
Hogdriver155 23 Aug, 2024 @ 8:57pm 
This mod causes a whole bunch of errors relating to elixien gas. Remove it and the errors go away. Hmm.
Denneisk 8 Jul, 2024 @ 8:24pm 
Is the texture for the transparent wall supposed to replace the Glass + Lights window? When I build a G+L window, it shows up exactly the same as the transparent wall from this, when it shouldn't.
源之初 23 Jun, 2024 @ 10:25pm 
After I studied the sterile technology, I couldn't find the sterile floor in the floor section
AcetheSuperVillain 27 May, 2024 @ 8:25pm 
patch with Fortifications: Industrial?
Pinkamena 20 May, 2024 @ 2:24am 
@Viri That sounds like soundImpact library from base rimworld isn't getting called, an ignorable error but certainly not a desirable one. I'll take a look at the code and see if I can't figure out how to patch it, assuming I can recreate the error in my own game.
Viri 18 May, 2024 @ 2:45pm 
XML error: <soundImpactStuff>BulletImpact_Wood</soundImpactStuff> doesn't correspond to any field in type StuffProperties. Context: <stuffProps><stuffAdjective>carbon fiber</stuffAdjective><categories><li>Fabric</li></categories><commonality>0.3</commonality><constructEffect>ConstructWood</constructEffect>(50,50,50)<soundImpactStuff>BulletImpact_Wood</soundImpactStuff><soundMeleeHitSharp>MeleeHit_Wood</soundMeleeHitSharp><soundMeleeHitBlunt>MeleeHit_Wood</soundMeleeHitBlunt><statOffsets><Cleanliness>0.4</Cleanliness></statOffsets><statFactors><Flammability>1.4</Flammability><MaxHitPoints>2.0</MaxHitPoints><Beauty>6.3</Beauty></statFactors></stuffProps>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
I have bunch of those errors when I add this mod.
Torkkar 16 May, 2024 @ 3:33am 
so for anything that has a Helixien power version is it VFE: Power you need or Vanilla Helixien gas Expanded as that adds ALL the Helixien gas stuff not the power unit?
Pinkamena 10 May, 2024 @ 7:40pm 
Using this on 1.4 and I'm currently looking at carbon fiber as a material (described as good against blunt impacts, not against sharp). Currently I believe the material modifiers are backwards, as it gives 300% sharp and 14% blunt, making it an extremely bullet resistant material that would be shredded by a neanderthal's club.
第四天灾 17 Dec, 2023 @ 11:17pm 
Config error in PRF_Fossil: is smeltable but does not give anything for smelting.
Whuh 4 Dec, 2023 @ 8:34pm 
If I use this mod, I can't build Sterile tile....

I don't know why.
:reimu2::reimu2:
Sato Monster 11 Sep, 2023 @ 3:36am 
@nothingtosay They have no control over Helixien deposits as that's from another mod. As to your other issue, I recommend using the mod Better Ground Penetrating Scanner by Kikohi, as it allows you to select the target of the scanner and optionally have it scan at a configurable rate even when unmanned.
NothingToSay 2 Sep, 2023 @ 6:11am 
Also, i get there is some realism being aimed for, but this is a game, with real world time being sunk into it. And compute time. so the game slows to a crawl cause the deep drill map is littered with endless junk and the game tyring to scan for a new pocket that might be useful for the player.
NothingToSay 2 Sep, 2023 @ 6:09am 
So one thing i don't like and suggest improving on: change ground scanning for these materials. one needs not nor wants so much of these materials like helixien gas or oil or 20 deposits of quartz when one only needs ever a tiny amount of it. or copper... or aluminum... Or diamond. many of these are just useless. and wasting time when one really just needs steel, silver, gold, uranium, plasteel for almost anything in all production chains.
pgames-food 27 Jul, 2023 @ 4:25pm 
ah have you seen this mod? Make Anything Craftable
you might be able to swap in coal from 1 mod into coal of another type, which burns :lunar2019piginablanket:
marcsmin 27 Jul, 2023 @ 2:58pm 
One of the issues i think is the game does not see it as fuel, I used "burn it for fuel" and now i can burn cloth, just not .... coal =P
pgames-food 27 Jul, 2023 @ 7:09am 
hi there is a mod i saw some months back which lets you config the game to treat 1 item as another, i forgot what it is called, but if you try searching around for it i think it can help you. (i first though it was something related to cherry picker mod, but if i can remember the exact name after a coffee i post back for you) :lunar2019piginablanket:
marcsmin 26 Jul, 2023 @ 5:40pm 
it appears tha the coal added by this mod does not work like normal coal and thus cannot actually be used as fuel in things like the fueled furnace/smelter
Ssovi 22 Jun, 2023 @ 10:40am 
where is the alloy forge in the build menu?
Rubber Ducky 13 Jun, 2023 @ 5:46pm 
Does this have built in patches for other mods like Expanded materials does?
fluffywesties 2 May, 2023 @ 11:08pm 
Just a silly question... how do i smelt once i have researched alloying? i've got the smith and smelter but no new recipies show up.
Nitsah 20 Apr, 2023 @ 8:04pm 
Honestly I wish there was a toggle for vanilla buildings since with enough mods you can effectively be blocked from getting materials on map for research.
chiwa_uwu 26 Mar, 2023 @ 12:19pm 
where can I find some quartz? lot of object need it,but I cant find anything
demize 24 Mar, 2023 @ 11:27am 
With Helixien gas moved out of VFE Power and into its own mod, the patch for Helixien gas needs to be updated to refer to the right mod, and a bit of other adjusting to match how it does things now. I think this should work: https://gist.github.com/demize/a455b6fa5469540fdec3b6213d1c6913

I also updated PRF_Fossil to be non-smeltable to get rid of another red error. Doesn't make much sense to smelt fossils for nothing when there are other recipes that can actually do things with them (though maybe being smeltable is necessary for some reason? if so, they should probably give something when smelted just to get rid of the red error).
Sasha Pines (no brain) 15 Jan, 2023 @ 7:54am 
thank you for killing my 35 hour run with this mod very good
Riffy 8 Dec, 2022 @ 1:25pm 
Anyone unable to make coke? I am trying to work out what the issue is but no luck so far.
Lustique 7 Dec, 2022 @ 9:34am 
As "DocUniversalResources" isn't going to happen anymore (AFAIK), are you guys planning on basing this on "Resource Dictionary" (eventually), instead?
Paul Dexter 2 Dec, 2022 @ 12:53am 
SOS2 become playable again if you remove ship beam reference from 2340181629\Patches\Patches that Alters Vanilla\Buildings_Construction.xml
In SOS2 ship hull is expensive enough for my taste
Fenix 31 Oct, 2022 @ 6:30am 
I'm probably the last of many ppl to ask this, but can we have the new recipes as optionals? As an option on the menu or as a different material choise in the construction. It will help in my opinion with compatibility. Sorry for asking this, you probably already answered the question, but i cannot find an answer. Thank you for your time and effort
Jigain 28 Jul, 2022 @ 11:45pm 
I don't know if this is still being worked on, but the description for carbon fiber seems to conflict with the actual material stats. The description reads "can dampen blunt strikes, but not that good against cutting and piercing", while the stats say that sharp armor (which is cutting and piercing) is 300%, which is better than hyperweave at 200%, while blunt armor is a mere 14%, equal to low-grade leathers such as lightleather. Most likely either the numbers got switched around, or the description needs a rewrite.
Pass_Me_Your_Human_Rights 13 Jun, 2022 @ 9:11am 
is this mod compatible with vanilla expanded?
matthewturtleman 11 May, 2022 @ 2:39pm 
How do I make iron into steel? Is there a research I do not start out with that I will need?
Wobbly 15 Apr, 2022 @ 7:26am 
Hey does this work well with Rimefeller or will i need to use Cherry picker to disable plastics and oil from this mod?
Domine Mortis 15 Feb, 2022 @ 1:30pm 
Hello! Where can I get quartz?
B r u h 3 Feb, 2022 @ 12:54am 
is there side effects of quartz or quartz torch?
Skullcrusher 26 Dec, 2021 @ 11:44am 
how do i use coal for power
Icepick1815 24 Nov, 2021 @ 7:40pm 
im still having an issue with the kevlar not researching. any fix to that?
王者方舟碧蓝原神高手 12 Oct, 2021 @ 5:19am 
something wrong that i cant find the kiln to burn coke
magww 29 Aug, 2021 @ 6:59pm 
Not sure if its a bug with another mod which is obviously the highest probability but I just cant get either the Primitive Kiln to be researched or bricks to be made says I dont have the materials which I do. I suspect that its causing confliction with Primitive Workbenches. Perhaps cause they have the same name for the kiln? Dunno but sadness, love me some bricks....
Lamar 28 Aug, 2021 @ 5:49pm 
I found a pretty big issue with this mod and Save Our Ship 2 - the patch this mod does on the "ship beam" recipe overrides SOS2's powered ship hull, making a single hull tile cost 150 steel, 50 stainless steel, and one advanced component.
sanicek 24 Aug, 2021 @ 3:53pm 
Same thing with diamonds, the only way to make SYNTHETIC diamond currently is to process actual mined raw diamond (haven't found one spawned yet though) as the other recipes don't have recipeuser.
This mod indeed feels like EA but it has been that way for months now. Most of the materials have barely any uses and are bad for stuffing. There are also some unnecessary products like cement or carbon powder that serve no purpose other than to make the production chain 1 step longer. Overall a giant increase in clutter for very little benefit.
Mod integration is non-existant, both with existing material mods and with recipe alterations.
Tbh it's much better to get all your material needs fixed by other mods like Carbon, Coal Expanded, Rimefeller and concrete and metals are in multiple mods.
One thing I liked (because it was fairly simple and stony stuff is used only for specific things) was the dig spot and brickmaking (minus the sand).
nchorbajian 14 Aug, 2021 @ 9:53am 
Same thing with PRF_MakeSteelBulkCoal, PRF_MakeSteelBulkCoke, PRF_MakeStainlessSteelChemBulk, and PRF_MakeStainlessSteelCokeBulk
nchorbajian 14 Aug, 2021 @ 9:50am 
PRF_MakeConcreteBulk and PRF_MakeRConcreteBulk are missing recipeusers so you can't really make them
Nugan 8 Aug, 2021 @ 7:43am 
Does this mod add a patch for Save Our Ship 2? Because I'm not sure if I can find it if there is one.