RimWorld

RimWorld

Craftable Uncraftables
14 Comments
Samael Gray  [author] 12 Jul @ 8:15am 
Gravcores would be the only one that I can see becoming craftable but I'm not too sure about whether it's needed or not.
ALE199 12 Jul @ 6:38am 
Will you add craftable version of DLC unique stuff?
Filipino Goku 12 Jul @ 2:23am 
Thanks for the update!
Samael Gray  [author] 12 Jul @ 1:31am 
OK the mod is updated for 1.6, there was no need for changing and adapting stuff for the update and DLC.
Samael Gray  [author] 11 Jul @ 11:03am 
The mod works in 1.6 as is but I'll take a bit of time to update it properly for more cross-content.
da812manymonkey 7 Jul @ 6:23pm 
This is an xml mod and works perfectly in 1.6. It only needs a 1.6 in version to be updated. Love your work by the way.
Farbott 4 May @ 1:57pm 
like ultratech crafting but for mods!
Samael Gray  [author] 3 May @ 2:19pm 
It's similar to how destroyed buildings drop slag that don't add up to the original steel cost.
Richard Mc Nutbuster 3 May @ 9:05am 
why do you need 75 steel for 20 plasteel, but 25 plasteel to 15 steel? seems extremely weird
Samael Gray  [author] 2 May @ 10:52am 
That's not in my plans really, you can always use Cherry Picker and or delete/comment out the recipes you don't want or simply ignore them.
ashencone 2 May @ 10:39am 
Could you add mod options to disable some recepies? Thanks!
Up To Me! 2 May @ 8:17am 
I understand, it's okay. Thank you for the great mod!
Samael Gray  [author] 2 May @ 7:55am 
I'm afraid archotech stuff are out of the question, there is no way of adding them in a balanced way imo.
Up To Me! 2 May @ 6:47am 
Could you please add the Psychic Emanator, Psychic Shock Lance, Psychic Insanity Lance, and AI Core? Other items like the Animus Stone or chips already have mods available, but I couldn't find one for these four.