RimWorld

RimWorld

Argon's Basic Components
77 Comments
Argón  [author] 16 Jul, 2024 @ 11:17am 
Oh it's not necessary. I'm fine with it. Maybe another person liked it and you'll break their save xd
Zaljerem 16 Jul, 2024 @ 10:48am 
Excellent, I will gladly remove my update when you do. Thanks for all your mods old and new!
Argón  [author] 13 Jul, 2024 @ 12:01pm 
I will probably re-add this mod's content in a future expansion for EM - Metals
Phoenix-D 22 Dec, 2023 @ 8:55pm 
That said if you edit the setting XML manually, that works too.
Phoenix-D 22 Dec, 2023 @ 8:32pm 
The mod does work, but the mod option panel is broken by 1.4 so you can't change settings.
Game_Wizard1993 24 Nov, 2023 @ 11:19pm 
please update
Jointa 22 Jan, 2023 @ 9:52am 
This mod doesn't seem to do anything at all. Not even the mod settings display anything.
Fenn Psyian 2 Jan, 2023 @ 6:17pm 
Seems to work just fine in 1.4 with a little testing in Dev mode. Haven't tried in an actual play through yet but probably just needs 1.4 tag added to about.
Wild colonial boy 22 Nov, 2022 @ 1:36am 
1.4 please?
Argón  [author] 17 Jul, 2022 @ 1:33pm 
Yes, remember you can select anything you want to be crafted with these components instead in the mod options menu
FriendlyArchpriest 17 Jul, 2022 @ 12:02pm 
Can you craft VE Flintlocks and Muskets with these components? I think it is stupid that you need fabrication in order to make an ooga-booga gun...
Argón  [author] 24 Mar, 2022 @ 6:46pm 
Seems feasible
VolatileGlitchAviator 24 Mar, 2022 @ 6:41pm 
atleast that i can think of anyway XD
VolatileGlitchAviator 24 Mar, 2022 @ 6:41pm 
The only thing that could make this mod even better then it is, is a search function so you can look up stuff rather then having to scroll through and find the item you want to enable.
Argón  [author] 3 Feb, 2022 @ 11:11am 
Seems quite right
Maya 3 Feb, 2022 @ 9:12am 
Yes, but either with a less efficient version of the recipe, or with the current one(or alternative like I suggested in the patch suggestions) with better versions in more advanced tables, eg. 2 Industrial components for 1.5x the basic materials at the machining bench and 4 components for 2x the materials at the fabricator(just an example)
Argón  [author] 3 Feb, 2022 @ 6:00am 
So you want to be able to make industrial components at the smithy using basic components?
Maya 3 Feb, 2022 @ 12:26am 
As far as I can tell industrial components can only be made at the fabricator at the moment, but basic ones can be made at smithies, problem is(for me and a few others it would seem), basic components cant be used for anything other than making industrial components at the fabricator
Argón  [author] 2 Feb, 2022 @ 4:09am 
I think there was already a recipe, but adding more options seem very logical
Maya 1 Feb, 2022 @ 6:34am 
Since industrial components are used for all electronics I would suggest adding recipes for crafting them with basic components to the smithy and machining table and balancing things so the player uses less material and/or makes more components at the more advanced stations
Fol 10 Dec, 2021 @ 8:59am 
helmo hwat uses basic comonents i cant fin andy recipes using basic componets except to make inustrile comopnets
Argón  [author] 28 Oct, 2021 @ 9:03pm 
I doubt it, first I'll need to update this to add custom configuration. It is taking a while because I have been focusing on other stuff as well as that there was a small issue with the configuration that is yet to be fixed.
失地騎士Hatk 28 Oct, 2021 @ 8:57pm 
will there be glitter world component?
Maal 5 Sep, 2021 @ 9:53pm 
Forgot to remove this while going from a medieval run to industrial one. And I now look at my starting industrial components like something super precious lol.

Sort-of need to rush fabrication to make more, but cannot really afford a whole pawn just doing that when I have just 3 and I need other research too. I could rely on trade, but I have nothing to trade and no time to craft because I also forgot to give myself seeds (seedsplease) for farming and I use Yayo's Combat ammunition system. I don't have time to alloy steel to make industrial ammo, I need to run everywhere to harvest wild plants and remove their seeds so I can plant them so I can get a decent havest for winter. Feel like a survival game where I need to craft primitiv ammo and bows and rely on campfire/passive cooler until I stabilise.

It's interesting!
Argón  [author] 14 Aug, 2021 @ 7:35am 
Once I update the mod to add the configuration, I'll no longer need to patch
Madmatt88 14 Aug, 2021 @ 6:30am 
I know you are patching stuff for basic components thing. Mind you check the gun nut mods?
Argón  [author] 13 Aug, 2021 @ 5:08am 
You're supposed to craft the components, yet I do know it's a big chance, I'll balance it better for the next update
Madmatt88 13 Aug, 2021 @ 12:10am 
Hey there...

I find this mod a great challenge. Onyl issue is maybe compact machinery should yield industrial components. Otherwise we may not have any means to produce more advanced stuff outside traidng
Argón  [author] 10 Aug, 2021 @ 3:03pm 
That's why I commissioned configurable options. You only have to wait until I fix an incompatibility between said configuration and both EM Metals and Plastics.
SucháVoda 10 Aug, 2021 @ 2:55pm 
This mode doesnt work well, when i want to make charged weapons i need simple components.
Argón  [author] 9 Aug, 2021 @ 8:14pm 
Yes!
skycrossercat 9 Aug, 2021 @ 8:04pm 
Will that update cover both buildings and craftable items?
The Blind One 7 Aug, 2021 @ 5:29am 
Oh excellent news then! I'll be looking forward to such a user friendly luxury as you have suggested.
Argón  [author] 7 Aug, 2021 @ 4:57am 
Thanks for the code! Unfortunately(or rather fortunately) I'm gonna update the mod soon with options that'll let you manually select which items use basic components and which ones not. Update will come after the update of both Expanded Materials main mods.
The Blind One 7 Aug, 2021 @ 3:04am 
Scrap that last patch code, here's a better code that is slightly more mod proof (in specific vs VWE)

<!-- Patch Guns but not guns based on more research or guns which are based on gunsmithing. -->
<Operation Class="PatchOperationSetName">
<xpath>/Defs/ThingDef [@ParentName="BaseHumanMakeableGun" and (recipeMaker[not(researchPrerequisite)] or recipeMaker/researchPrerequisite="Gunsmithing")]/costList/ComponentIndustrial</xpath>
<name>ComponentBasic</name>
</Operation>

Now it also checks if by accident there's a duplicate prerequisite entry for gunsmithing in the weapons def itself. Hand cannon, lever action rifle and sawed off shotgun have a redundant gunsmithing prerequisite in their code which caused the previous code I posted to overlook them.
The Blind One 6 Aug, 2021 @ 10:59pm 
Here's the xpath code to make basic guns use basic components while advanced guns use industrial components.

<!-- Patch Guns but not guns based on more advanced research. -->
<Operation Class="PatchOperationSetName">
<xpath>/Defs/ThingDef [@ParentName="BaseHumanMakeableGun" and recipeMaker[not(researchPrerequisite)]]/costList/ComponentIndustrial</xpath>
<name>BC_ComponentBasic</name>
</Operation>

It basically checks if a gun has an (extra) research requirement for its construction, if it does, then it is not patched. If it doesn't have it, you can be sure it requires its parents BaseHumanMakeableGun's research prerequisite which is gunsmithing. Result: Revolver is basic while autopistol is advanced components. Is the code completely mod proof and perfect? No. But does it do the job? Yes and it probably will do it for most mods as well.
Argón  [author] 4 Aug, 2021 @ 7:08am 
That patch turned out to be a lil' weird. I'll check it and I'll update, I also noticed it, thanks for the useful feedback :D
The Blind One 4 Aug, 2021 @ 6:23am 
Noticed something strange:

When I run this mod standalone, simple weapons are not updated to use basic components at all. But if Vanilla Framework and Vanilla Weapons are added, then this mod does update some weapons to use basic components but not some that you would expect.

Assault rifles cost basic components for some reason even when the patch file says to exclude these weapons. Bolt action rifles on the other hand now still use industrial components.

Other weird things like EMP grande launcher costing basic but EMP grenades cost industrial lol.

Any idea what is going on here?
The Blind One 3 Aug, 2021 @ 11:46pm 
Just an idea:

Rename Advanced Component to Spacer Component this way the components will be listed by tech level in the stockpile. Currently it lists Advanced Components (3) first and then Basic Components (1) and finally Industrial Component (2). For a 3 1 2 order. Changing the name of Advanced Component to something like Spacer Component (or Nano component?) will ensure that they are listed alphabetically in order of value and tech level. Just an idea.
Argón  [author] 3 Aug, 2021 @ 12:59pm 
Gotta add them, hopefully I'll update this soon
Phant0m5 3 Aug, 2021 @ 12:49pm 
Got a request: could you patch the early prosthetics to use these? I always imagine you're basically putting on a wooden arm, maybe with a basic mechanical grip when you make certain motions. Not exactly precision engineering.
SucháVoda 2 Aug, 2021 @ 10:44am 
Idea: You can make simple components at fabrication bench. (One or in bulk)
not_waifu 30 Jul, 2021 @ 3:00pm 
Thank you for updating this mod for 1.3, it is a small mod that make a big diference.
Argón  [author] 30 Jul, 2021 @ 4:42am 
No, I kept them like vanilla
Xyllisa Meem Paradox Station 30 Jul, 2021 @ 3:31am 
do these have bulk conversion recipes?
Argón  [author] 29 Jul, 2021 @ 3:50pm 
Ehh... no it does not. The basic components have a work amount of 2200, while the vanilla component (industrial) recipe takes 5000 work amount.
Heithwald 29 Jul, 2021 @ 3:23pm 
hey there. basic components seem to require quite much more work to produce, compared to industrial components. is this intentional?
Richard Mc Nutbuster 29 Jul, 2021 @ 1:01am 
i really crave rimworld but this mod makes using muskets from vanilla weapons expanded pretty good
Autumn 24 Jul, 2021 @ 12:04am 
@Xyllisa Meem Paradox Station Not yet.