RimWorld

RimWorld

Medieval Things: Geysers
43 Comments
Kryth 26 Jun @ 8:10am 
I also noticed how this mod doesnt add in recipes from other mods that would be normally available in their vanilla variant, like I have VE Cooking and I cant bake with the Stonekettle, or make VE Armors chainmail and other recipes on the Stoneforge, but I can make VFE Medieval 2 weapons/armor. There is also the Charforge which has smelt, destroy, and burn options, but burn option doesnt work, you can set the bill for burn but it cant burn anything, destroy on the other hand works
Kryth 25 Jun @ 8:37am 
The Forge doesnt seem to work with the VFE medieval 2 linkables, or tool cabinet, is this intentional, seems like an oversight when you mentioned its compatible with it
det jo Lord flæskefar 7 Jun @ 4:13pm 
It seems only the Simple Research Bench from Medieval Overhaul can research the project, and not the Advanced one for some reason
SSS-class Warlock 2 Jun @ 2:14am 
Hmm yeah I dunno why, but it's not available to be constructed for me, it just doesn't show up anywhere
Chimbo 28 May @ 11:27pm 
Yeah, the vanilla expanded meals don't work either, I want to bake things in my badass brick oven! Absolutely love the mod otherwise.
adam110902 28 May @ 1:08pm 
also "big and small" large meals in the stonekettle
adam110902 28 May @ 1:06pm 
it seems like the charforge and smokeforge arent inheriting recipes properly, vanilla expanded bronze as well as rimfactory materials coke coal recipes aren't avalible
Atlas 19 May @ 8:57pm 
I was messing around with it for a bit, and it looks like, for me, the "TextureLoadingPatches" in Performance Fish's option seem to have an effect. When I turn off the "ModContentLoader_LoadTexture" and restart the game, then the Charforge is showing up again. I don't know why the other items/textures don't have that issue though. I don't know a ton about textures and masks though, tbh. I'll do some more digging and testing when I can!
Atlas 19 May @ 8:32pm 
I am also having the issue with the Charforge's image not showing up. I was able to narrow down a mod called Performance Fish [github.com] (It is not on Steam, you have to download it directly from Github) causing it to disappear for the North and South Orientations (East/West worked fined.) When the mod is enabled, broken texture...when it isn't enabled...texture is fine. No errors show up, and the player log isn't really jumping out at me, so I don't know where to begin with trying to diagnose the issue, but I hope it helps you find it!
MaxMinerva 16 May @ 4:50pm 
I tried doing a run where my tribe could only do research via Schematics and this was permanently unavailable due to it requiring a research bench on the map. Any chance that could be removed?
Aeromoto 11 May @ 12:08pm 
Is there any way we could get the Smokeforge to pick up mod recipes that are added to the regular smithy?
dustin3667 5 May @ 4:29pm 
Anybody have suggests to force pawns to use the psyfocus booster? When I have them meditate near it, they just “meditate at wall”. Also, can you hook more than one station to a geyser core? I wasn’t noticing the work speed bonus when I tried connecting a second station
biggusD 4 May @ 7:12pm 
I still reproduce the invisible chargeforge issue.
Salvador  [author] 3 May @ 2:26am 
I wasn;t able to reproduce the issue with the chargeforge but I did see there was some issues with it's mask. I hope the changes I did for it fixed the issues.
Havelock Vetinari 1 May @ 9:13pm 
absolutely incredible stuff, I've built a workshop entirely centered on this thing. I adore it.
That said, just to reiterate as others have said, for some reason the char forge is invisible unless rotated so the interaction spot is on the left. no graphics otherwise. it's rather odd. it still WORKS when it's invisible, I can click on it and colonists will use it. but it's invisible. odd stuff.
Anyway, brilliant mod, many thanks to you, for your first bit of work you really knocked it out of the park here.
Helios 29 Apr @ 4:11pm 
Great mod!!! my only suggestion would be possible to adjust the graphics so that each of the working stations "fits" with the core if you put them on all 4 sides, as it stands it looks kinda strange right now.
Im BioShocked 27 Apr @ 5:58pm 
My Charforge is also invisible
Salvador  [author] 27 Apr @ 6:55am 
Added the Psyfocus Booster. Provides a Big boost to psyfocus regen. Supports all mediation types. Requires Royalty DLC.
Salvador  [author] 26 Apr @ 3:22am 
@Emilie Sackenball, I looked into this. I am not able to reproduce this.
Emilie Sackenball 22 Apr @ 8:40am 
the concept is great and hopeful it uses eventual some type of pipes
The Charforge does not have graphics its a transparent or non existent sprite, its the only building with this problem
Salvador  [author] 21 Apr @ 11:10pm 
@Latex Santa, I am not sure. You can try it using dev mode and just remove the mod if it doesnt work.
Bog 21 Apr @ 9:07pm 
The Dawi support this :steamthumbsup:
2765690331aba 21 Apr @ 7:50pm 
great mod, love it
Latex Santa 21 Apr @ 2:21am 
@Salvador
Is this mod compatible with Terraform Rimworld?
That mod has research that allows the player to build steam geysers.
Will the Geyser Core and Magicyte Harvester be compatible with built steam geysers?
cyu4770 20 Apr @ 6:20pm 
thank you for this mod!! i was just thinking about how my medieval play through is struggling with regulating heat/the geysers and how i wish i had different work benches. amazing timing, thanks again!!
Maltesefalcon 20 Apr @ 6:49am 
Suggest: Allowing for piping to get that steam punk effect
Fiendix 19 Apr @ 4:48am 
@thesoupiest: What do you mean? it looks fine?
EruTheTeapot 19 Apr @ 2:32am 
Just as I was researching Steampower from The End Times Dwarfs, this mod pops up.. Checking it out soon as possible :)
Salvador  [author] 18 Apr @ 11:43pm 
I see good ideas posted in the discussion , I was looking for more ways to give the geysers more strategic value. I will look into expanding this more.

@thesoupiest, good idea, I am not an artist, just a developer.

@Samuel_Bucher, all the work benches are designed to also work alone. When they do, they use wood for fuel.
thesoupiest 18 Apr @ 10:45am 
Adding this to my mod list as soon as there's a retexture
zanaikin 18 Apr @ 4:33am 
This is amazing. Being able to take advantage of geysers is something medieval runs have been missing for a long time!

A suggestion: have you considered also supporting Dubs Bad Hygiene? There's already a geothermal water heater in there, just need to update it with a graphic that matches this.
KillerWolf2022 18 Apr @ 4:22am 
@Sapphic completely agreed, though could the magicyte harvester be reworked into maybe an eltex or psycharge harvester with VPE?
verymulch 17 Apr @ 4:10pm 
A good mod, I approve!
Samuel_Bucher 17 Apr @ 3:22pm 
Why is it called a smokeforge if it uses steam?
Naturtok 17 Apr @ 11:51am 
Would be neat to have iron heat pipes or something (that can't be put underground) so you can have the geyser be at the center and have the stations fan out rather than be placed right next to it and allow you to create a steampunk looking foundry
homounicornio 17 Apr @ 11:25am 
This looks amazing!! I always love steampunk style/technology; this fits right in. It could be cool to have some sort of pipes or something to connect the workstations to the geyser. I always get them so far out of my colony/safe zones that it is almost a waste. Is that something that can be done?
Thale 17 Apr @ 10:35am 
I gave you a follow. Looking forward to anything new. I really like your first two.
Thale 17 Apr @ 10:34am 
If somebody actually did what Sapphic Eldritch Horror is suggesting I would be ALL OVER IT as would so many other people.
Most Definitely a Mimic 17 Apr @ 7:14am 
@Dragons I agree completely!! I have been wanting an Overhaul of mechs and stuff to just like turn them into Golem or Ancient Automatons then i don't have to turn off half the game for a medieval playthough.
Industrial? -> Why not Steam era?
Ultra/space - > Lets just call it Magitech age
Dragons 17 Apr @ 4:41am 
this is a *great* concept. it's always a shame that Medieval tech is always designed less interestingly than Industrial when late Medieval is the *perfect* time for cogs, gears and steam power. thanks for this :er_heart:
Salvador  [author] 17 Apr @ 1:05am 
Thanks for reporting this. Added a custom texture so no more dependency on Anomaly.
Stalinator9000 17 Apr @ 12:25am 
I do not have Anomaly, and when I click the magicyte harvester then I get an error because of the texture used for the eject button.
"Could not load UnityEngine.Texture2D at UI/Commands/EjectBioferrite in any active mod or in base resources."

Since Bioferrite is Anomaly specific then I would either put it as a dependency, or change the texture to something from baseline or from rimworld of magic (Since that mod is needed for this building to make sense)
Most Definitely a Mimic 16 Apr @ 10:27am 
YES! more!! I know this was an idea done ages ago i if i remember that I have always wanted continued.
A Forge option may be cool as well?