RimWorld

RimWorld

Clockwork And Steam (Continued)
34 Comments
Bloodyfist 15 Jul @ 9:17am 
Is there any way to make the ore added by this mod a vein. to be able to use the mine vein command
mutootie 13 Jul @ 7:07am 
thank you for the update!!!!!!!!!
ClockJerk 29 Jun @ 12:10pm 
Love the mod but the one thing I hate are the weapon visuals and sounds
The electrostatic rifle looks like a Wonderwaffa from COD zombies and your telling me it just shoots a single blue bullet with not even a cool sound? Screw that same thing with the ruby raygun its so underwhelming when it could be cool all this to say im gonna make an add on for this that ups the cool factor a little bit but to be absolutely clear im not trying to overshadow this creator in anyway art is subjective and people like different thing
mynameactually 8 May @ 10:26pm 
Anyone know how the ruby synthesizer is supposed to work?
hestaby316 12 Apr @ 9:00am 
Clockworks cannot be ordered or drafted. And will not even go to a set zone.
i feel like that look like Wunderwaffe dg-2 form zombie:steamthumbsup::friendly:
Paco Wallo III 3 Mar @ 12:55am 
Hey quick question, are these Medieval level techs or Industrial level techs? I'm assuming industrial since they're steampunk, but was just wondering if they'd even be usable in my medieval hardcapped playthrough
doc.valentine2014 24 Jan @ 8:17am 
seconding BladeofSharpness, having a lot of issues with the windups "wandering" infinitely and queuing orders repeatedly, might be an issue with PUAH or some such though
DeathTomato 22 Jan @ 6:03pm 
Looks like there's an incompatibility between this mod and Expanded Materials - Metals , by Argon. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3333419387 Here's the log if you might be interested: https://pastebin.com/QN1hVd9E
BladeofSharpness 24 Dec, 2024 @ 9:52am 
Hi Zal,
Thanks for the update, even though I don't use mechanoids. Can you take a look at the windups? They don't work, and their dedicated screen is broken.
The scarab (hauler) seems to work but accumulates an infinite number of queued orders. Also, it does not unload everything, so at some point, it does nothing but tries to load (which it can't as it is full).

I think these are the biggest problems with this mod as of now; the rest seems to work well.
Imperator Ranger 11 Dec, 2024 @ 4:07pm 
Hi Zaljerem,

Thanks for keeping the mod up to date!

Should you have time, could you be able to update the mod so Transhumanist and Bodymodder colonists become satisfied with steamwork and tesla-tech limbs and organs? Thanks!
BladeofSharpness 7 Dec, 2024 @ 1:07am 
Further to my problem: I solved it by adding a second steam generator. The lack of pressure compared to the displayed zero pressure and no particular message, so I was a bit befuddled. What's more, I don't remember adding anything to the system, so why it worked before and then ceased working, I don't know. In any case, no bug, just a not-too-clear problem which is now solved. Hopefully, this will help others if they encounter the same issue.

The beetle I built diligently works, but the clockwork spider is still non-functional. I'll see if building a new one resolves the issue, as it might be related to the spider being built before the update.
BladeofSharpness 4 Dec, 2024 @ 9:54am 
Ok, I'll see with them then.

Is there any possibility that you broke the steam system, either by editing the boiler, steam pipe, accumulator or anything? Because despite the boiler running and the installation untouched, I'm now with 0 steam pressure and it prevents the forge and workbench from working.
Zaljerem  [author] 3 Dec, 2024 @ 8:32am 
Most patching is now being done on the CE side, you should request this mod. I don't personally use it, have no plans to.

I will try to work back further on this mod, as you rightly state it is a great one worthy of living on.
BladeofSharpness 3 Dec, 2024 @ 8:30am 
I guess you don't do CE though? ;-) My next playthrough will be CE and I'll miss this mod a lot.
BladeofSharpness 3 Dec, 2024 @ 8:28am 
Oh, these are excellent news, and thank you for supporting this mod. I believe few people realize how impressive this mod is in terms of its features. It adds prosthetics, steampunk equivalents of turrets, automatons, drugs, plausible equivalents of batteries, fridges, decent armors, and so much more. When you want to play in a western or Victorian universe but still want a fighting chance against spacer factions or Anomalies, it's simply a must-have.
Zaljerem  [author] 3 Dec, 2024 @ 8:01am 
Updated: Completed all translation keys, other fixes ... bugs haul in my testing, built clockworks function ... I fixed some issues so hopefully it works better, I'll test some more.
Zaljerem  [author] 3 Dec, 2024 @ 7:11am 
Thanks for the report, I'll take a look.
BladeofSharpness 3 Dec, 2024 @ 1:31am 
The clockworks you build are not working indeed.
Incompetent spy 26 Nov, 2024 @ 7:18pm 
Dang I wish this mod was compatible with dubs hygiene
BladeofSharpness 20 Nov, 2024 @ 2:06am 
I have also uncovered in an ancient danger a clockwork bear and it definitely charged at me. I can't say if the one you build will work though.
BladeofSharpness 20 Nov, 2024 @ 2:05am 
I must have been lucky or I have not built yet the problematic items, but the mod works fine for me. I'm yet to build a beetle, but I have numerous clockwork turrets that work quite well (and they require no power!), I modded slightly the stats of some apparels, and I'm in awe with the original author, Chance2000 who managed to create a parallel steam system complete with pressure!

So probably the mod has bugs, but so far I have not experienced any. I'm using the ruby gun, several apparels, 2 turrets and soon the balloon.
Penguin 16 Nov, 2024 @ 4:46pm 
@plushie gator paws
I'm pretty sure the clockwork bug's issue with picking things up is a weird interaction with Pick up & Haul. If you go into Pick Up & Haul's settings and turn off mechanoids, the beetle should start working (might require a restart).

This worked for me, at least.
Naptime Hyena 30 Oct, 2024 @ 8:28am 
Hey i just wanted to let you know there's a few various bugs with this mod. Such as the clockwork bug that carries stuff not being able to drop anything it picks up. It will carry things until its inventory gets full and then bugs out and overloads the log with undefined commands.
The clockwork bear literally just doesnt do anything and never attacks like its supposed to.
The steam turrets sometimes just randomly disappear, lose power and wont turn back on, and they disappear when you uninstall them and the supplies will to upon deconstruct.
Some of the apparel literally just crashes on the trading menu and I cant really pinpoint what items exactly since it just explodes my game before I can see it. The trading menu box just poofs and you cant interact with your game anymore so you just have to alt f4.
I really want this mod to work properly but like shit it even makes my pawns just randomly disappear upon loading my save and I really wanna play more of this Steampunk file.
BladeofSharpness 21 Oct, 2024 @ 2:12am 
Version 1.4 had a CE compatibility patch but this one does not it seems.
Numbers 15 Oct, 2024 @ 7:51pm 
IS THAT THE FUCKING WUNDERWAFFE
ScxrletRoses 17 Sep, 2024 @ 4:35pm 
Look like the wunderwaffe
Bone 5 Sep, 2024 @ 6:28pm 
Not sure if I should post it here, but, I can't install a clockwork leg onto a colonist through the operations tab, is this a bug, or am I missing a research?
star flame 26 Aug, 2024 @ 2:08am 
CE?
I'm blind as ♥♥♥♥ 25 Aug, 2024 @ 10:48am 
Man, i really like this mod, i've used it so many times but it's just so expensive whenever i think about actually using it. Useful if it's a themed playthrough, but damn it's not good for something more regular.

Still thanks, i was looking for it the other day and was a bit sad it wasn't updated :]
DeathTomato 25 Aug, 2024 @ 9:10am 
Oh, this is a good one, thank you dude.
Zaire82 25 Aug, 2024 @ 3:59am 
Thanks for dedicating your time to keeping mods alive
Roque the Rogue 24 Aug, 2024 @ 6:47pm 
Wasn't expecting to see this one any time soon, thanks for reviving it!
Bark. 24 Aug, 2024 @ 1:00pm 
WOOOOOOOO
YEAAAAAAAAAHHHHHHHHB BABYYYYYYYYYY
THAT'S WHAT I'VE BEEN WAITING FORRRR THAT'S WHAT IT'S ALL ABOUT