RimWorld

RimWorld

[FSF] Lightweight Building Polymer
67 Comments
Mlie 27 Jul, 2021 @ 12:18pm 
FrozenSnowFox  [author] 21 Jul, 2021 @ 2:28pm 
@Kitten Raee
Sorry but 1.3 was a good chance to discontinue a bunch of mods I don't use. This one may actually work perfectly fine without an update you'd have give it a try. I don't think anything really changed that would cause problems.
Kitten Raee 21 Jul, 2021 @ 10:22am 
I am heartbroken this got discontinued :<
A stack of polymer on a caravan allowed for provisional base and hospital on the go
FrozenSnowFox  [author] 26 Feb, 2021 @ 12:51pm 
@DisKorruptd
Good suggestion, I added it to the list.
DisKorruptd 26 Feb, 2021 @ 9:10am 
Another good mod to pair this with is "Replace Stuff" you can set up intitial structures with polymer, then replace it with a sturdier material
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1372003680
FrozenSnowFox  [author] 3 May, 2020 @ 4:00pm 
@TC
You can find the recipe at the location below. Just change the number in the <count> field in the chemfuel section. Alternatively you can change the output result.

\1.1\Defs\RecipeDefs\PolymerRecipe.xml
TC 3 May, 2020 @ 3:58pm 
Where can I edit the chemfuel need in the files? I would like to make it a bit less. Thank you a lot!
roskebjynn 23 May, 2019 @ 3:07pm 
@FrozenSnowFox
Aw shucks. No matter, then. Thanks for your reply anyways!
FrozenSnowFox  [author] 23 May, 2019 @ 2:58pm 
@1xylon
Ah that's where you saw it. Since its not listed in the xml its possible it might be simply hardcoded in the game. If that's the case I'm afraid its out of my expertise anyway since I don't know coding.
roskebjynn 23 May, 2019 @ 2:56pm 
@FrozenSnowFox
I don't know how this looks on the coding side of things. I'm not familiar with modding at all, so I am of no help there. I assumed that everything under an item's stats was changeable.

Ingame it's found under "Stats"; "Multipliers when made from this"; "Mass". The materials I have found so far to have this property is wood, with a multiplier of 30%, plasteel, with a multiplier of 80%, and uranium, with a multiplier of 200%.

I don't know if that helps you in any way, but that's all I know. I wouldn't spend too much time on it if I were you, though. I imagine most people don't even notice it
FrozenSnowFox  [author] 23 May, 2019 @ 2:42pm 
@1xylon
I certainly have no issues with changing it although I don't see any mass multiplier listed in the resource files anywhere or anything else that looks like it might change the mass of finished items.
roskebjynn 23 May, 2019 @ 4:45am 
@FrozenSnowFox
A lot of materials in RimWorld have a "Mass" multiplier, which changes the mass of objects made from that material.

For instance, wood has a mass multiplier of 30%, meaning items made from wood are *significanty* lighter than items made from polymer.

This is annoying, since the mass of 1 wood is 8 times higher than the mass of 1 polymer.

Would you consider changing the mass multiplier of polymer to something like 10%? It makes it easier to build furniture you can uninstall and carry with you.
FrozenSnowFox  [author] 9 Feb, 2019 @ 11:17am 
@Natalo77
None that I'm aware of.
Natalo77 9 Feb, 2019 @ 8:24am 
Any hard incompatibilities?
geniusthemaster 31 Dec, 2018 @ 4:16pm 
thanks for the fast reply :)
FrozenSnowFox  [author] 31 Dec, 2018 @ 3:39pm 
@geniusthemaster
Sorry but that's not something I plan to do. There's quite a variety of different wall mods with varying degrees of strength and cost. I'm sure you can find one already made that suits your needs on the workshop.
geniusthemaster 31 Dec, 2018 @ 3:35pm 
could you create a super resin mod thats even more durable and nonflammable? sappers annoy the heck out of me. maybe make it out of all the stones combined so i can havea purpose for my 8000 + of each stone and the quarry traders and orbital miners.
FrozenSnowFox  [author] 28 Aug, 2018 @ 2:12pm 
@andoreth
Sorry but it's update time. An archive of all my B18 mods can be found linked in the attached mod collection if you need the old versions.
Andoreth 28 Aug, 2018 @ 8:12am 
Do you have a place where someone can download older vesions of this mod? I forgot to sign up to beta 18 directly in steam and got auto-updated, though I'm wanting to skip .19. Yes, my fault and no worries if you don't, but I will miss this great mod until we meet again in 1.0 in that case.

FrozenSnowFox  [author] 8 Jul, 2018 @ 4:16am 
@Kitten Raee
Most of my mods needed updating to work properly, I wouldn't recommend using old versions. If you're desperate for an updated version you can find a manual download archive of my mods for 1.0 in the attached mod collection. The workshop pages won't be updated until the official release.
Kitten Raee 8 Jul, 2018 @ 4:11am 
Heya, just wanted to report, mod works in 1.0 except crafting recipe. Since refinery was reworked, there's no bill for it in chemfuel refinery.
Pamparampampamparam 9 Jan, 2018 @ 3:41pm 
I know I've said this already, but I really think the plasteel requirment is unnessecary given how fragile the stuff actually is to both fire and force. The material is sufficiently late-game by virtue of being relativly advanced on the tech tree and requiring a heathy stock of chemfuel. This stuff shoudl be thought of as late-game replacement to wood, not steel or stone.
Pamparampampamparam 8 Jan, 2018 @ 8:17pm 
Ah, I had to research it first. my bad.
FrozenSnowFox  [author] 8 Jan, 2018 @ 6:43pm 
@BasileusMaximos
Make sure polymer is researched. After that the floor should appear in the floors section as a white looking tile. Beyond that I can't really help you I don't think anything should conflict with the mod but you can always try moving it to the bottom of your load order.

@◀Mr.Sandman▶
The plasteel investment is fairly minimal. Polymer is essentially a late game material. Its costly but its rapid deployment makes it very good. You get a fairly good return on materials if you deconstruct your bases.

@Wolf619
Sorry I accidentially hit delete on your comment while I was trying to highlight a username. I think we probably have more than enough extra work benches for things so I'd like to avoid adding one just for polymer. Besides I have zero graphic skills so it would look probably be some crappy recolor.
Pamparampampamparam 8 Jan, 2018 @ 5:03pm 
I can't find the polymore floor :(
Depraved Arachnophile 22 Dec, 2017 @ 7:51pm 
Plasteel seems a bit expensive for a material that can be destroyed by stubing your toe on it.
Xam Huad 9 Dec, 2017 @ 8:17pm 
All materials in the vanilla game* (bar stone etc), yes.

Personally, I would've decreased the Flammability value to support the real life
Fluorocarbon (a polymer variant aka Fluoropolymer) flame resistant properties (<0.1).
In combination with a slightly higher HP value (but lower than that of Wood).

In exchange (balance sake), to reduce Beauty to <0 (as it is quite an ugly material)
and a severily decreased monetary Value (less than Steel).

That said, the vanilla game values for Beauty are silly. Carpet more beautiful than Wood
and Stone? What's the world coming to.. Carpet has its uses, sure, but many palaces
have been built with Stone and Wood as materials. So euhm, whatever.
I do like your Mods though. Just this one had me wondering. :emofdr::thumbs:
FrozenSnowFox  [author] 9 Dec, 2017 @ 7:55pm 
@X4MHD
I honestly have no knowledge in the field. I'm not entirely certain polymer was even the right word for it but it seemed like a decent fit. Regardless of how it may function in the real world it needs to be balanced for the game. All materials in the game have some manner of flammability except for stone and uranium. It's not as flame resistant as steel but it is half as flammable as wood.

The stats are subject to change but overall I think they are fairly balanced for the game and it fulfills my original intentions. I have no doubt my polymer won't fit everyones needs but there's always other mods. You could even modify my mod for yourself if you want to change a small detail of it like giving it more health or removing the flammability. It's all xml so its simply enough to do.
Xam Huad 9 Dec, 2017 @ 7:26pm 
I'll be honest, I'm not a fan of flammability. Polymers in that regard fall in the category
of Wood & Leather, i.e. generally considered flammable.

HOWEVER, there are exceptions in the world of Polymers (due to there being many varieties),
one of which is PTFE (sheet). It's actually quite flame resistant with the LOI score of >95.
The higher the LOI (Limiting Oxygen Index) score, the lower the flammability (combustion).
Meanwhile POM has the LOI score of 15 and is more likely to combust when
the situation arrives.

Designers and the like keep in mind the properties of the materials they're working with,
so that building plans can be constructed properly and within set effective goals.
Fundamentally, that means Polymer as a resource is an umbrella term for the broad
spectrum of highly versatile materials used in maximum efficiency where possible
(i.e. easy to construct, sturdy, flame resistant and all other properties where required). :airodan:
FrozenSnowFox  [author] 9 Dec, 2017 @ 6:11pm 
@X4MHD
It's designed as a cheap flimsy late game material for rapid base construction. The construction time is almost instant but as a result it takes a while to manufacture. Floors do only require 1 piece of polymer so they're very cheap. As for the stats

Cost - 5 Plasteel and 100 Chemfuel for 50 Polymer
Value - 8.9
Mass - 0.05
Stack Limit - 500
Work to Build - 0.1
Door Opening Speed - 1.4
Flammability - 0.5
HP Modifier - 0.1
Beauty - 1
Xam Huad 9 Dec, 2017 @ 6:00pm 
I've been wondering about this mod. So, the Polymer are plates, like Plasteel? Makes sense.
However, can you tell us the following values:
:vbox: Door Opening Speed
:vbox: Flammability
:vbox: HP modifier
:vbox: Beauty
That info may be useful for people who have mods that introduce resources
like Bone (cheap / fast / sturdy / non-flammable) and Ironwood (beautiful / non-flammable).
I mean, I've been looking for a Floor material that's cheap to produce and looks good.
Compacted Dirt is free and fast, but it's definitely not a looker.
I can't say Polymer is a strong contender for cheap floor producing though, due to Plasteel req,
unless floor tiles only require 1 Polymer each to build..
FrozenSnowFox  [author] 4 Dec, 2017 @ 1:34pm 
@slick91989
Oops, thanks for letting me know.
DrBloodEye 4 Dec, 2017 @ 1:32pm 
Not sure if this has been pointed out, but the research ingame says the polymer is made at the machining table
FrozenSnowFox  [author] 19 Nov, 2017 @ 12:09pm 
@Etherdreamer
You can grab an archive of my A17 mods at the link below.

https://openload.co/f/MQ2H1PFpKg8/FSF_A17_Mods.rar
Emilie Sackenball 19 Nov, 2017 @ 6:59am 
Apparently it still works for A17, sadly I found your mod too late and I don't have an backup copy.
FrozenSnowFox  [author] 24 Oct, 2017 @ 4:30am 
I don't plan to keep old versions of my mods available online. Its easier and cleaner for myself and others to automatically update to the newest version. I do however keep a personal copy on my PC for backup sakes in case people ask. I highly suggest you backup your entire workshop folder for rimworld right now because my mods are not the only ones you need to worry about. You can find the mod number in the url for this mod its 928368180. Please read this thread for information on how to backup your mods.

https://ludeon.com/forums/index.php?topic=29440.0

My mods will not be updated for A18 until it officially releases (probably a week or two at least). Please check my mod collection for more information on the mods compatibility status. The game said A17 saves are compatible with A18 however mods will not be. Looking through my mods a couple of them require updates. Depending on the changes required its most likely mods that will require you to do a fresh save for A18.
Tzeentch 24 Oct, 2017 @ 4:11am 
Please could you seperate this mod for A17 and A18, I don't want screw up my save file... please
Pamparampampamparam 17 Oct, 2017 @ 9:46pm 
Awsome, thanks.
FrozenSnowFox  [author] 17 Oct, 2017 @ 9:41pm 
@BasileusMaximos
At this time I don't plan to change the requirements. The chemfuel cost is already quite hefty when you need to produce a large amount. I have considered increasing the chemfuel cost though because it seems a tad low in comparison to mortar shells which requires 10. I'll take another look at the cost when A18 comes and maybe even do a poll on it.

For now if you want to change the requirements you can do so fairly easily in your own copy of my mod. You can find it under
Steam\steamapps\workshop\content\294100\928368180
Open the recipe file under Defs\RecipeDefs and change the number in the count fields to change the plasteel/chemfuel requirements. You'll most likely need to redo this when I update the mod to A18.
Pamparampampamparam 17 Oct, 2017 @ 9:05pm 
I hear you on it being cheap, admittedly I haven't played in a while and I just remembered plasteel as being an endgame resource.

However, I would still recomend making the polymer more expensive by making it cost more fuel per polymer. The appeal of this stuff in addition to its effeciency as a building material, in my eyes, is that it doesn't consume any rare stuff with better uses elsewhere but rather consumes a lot (a LOT) of super-common stuff (fuel made from trees/crops) that you have lying around after getting yourself established.

It would serve the duel purpose of giving you a good building material (that isn't so good aesteticly/defensivly) while also giving you something to use all the wood and excess food you don't need as much of anymore. I can see this mod going brilliantly with the mass-refining/fuel generator mods that are out there. Chemfuel would become like the black gold it is in our world rather than something completly useless.
FrozenSnowFox  [author] 17 Oct, 2017 @ 8:46pm 
@BasileusMaximos
I've played with my polymer quite a lot and it seems like the cost is in a good place. It's supposed to be fairly expensive as its intended to be a mid-late game resource. The plasteel requirement though is barely anything if anything it probably wouldn't hurt to make it cost more.

My mining base setup requires 3000 polymer thats 6 4x4 bedrooms with double beds, a large kitchen/rec room, a small freezer, a decent sized animal barn and everything floored. That costs 300 plasteel, deconstructing it gives about 50% or more of the materials back making each setup less than 150 plasteel. If you're in the stage where you can do mining expeditions a single good mining setup on a resource node with underground plasteel can pull up 5k-10k of plasteel.
Pamparampampamparam 17 Oct, 2017 @ 8:15pm 
I think it might be a bit expensive with the plasteel. Instead I would make it use more fuel more inefficiently (100 for 25 polymer) and require a high energy and expensive fabricator.

Setting up a supply chain for this stuff should be a challenge but once its up it should be the most practical and dirt cheap thing in the world.
Saxon 4 Aug, 2017 @ 10:43am 
Great idea. Plastics/polymers are strangely missing in the vanilla game and it was a bit of a disappointment to build my mid- and late-game bases out of varieties of rock. Apparently in the future we forgot how to make plastic and people chisel their furniture out of rocks just like the Flintstones.

Thanks for making this mod! I hope it becomes part of the base game.
StarlightSovereign 18 Jun, 2017 @ 7:06pm 
I second Grafitti's idea :D
Bureau 5 Jun, 2017 @ 6:59am 
Also a small cleanliness bonus would be nice, perfect for field hospitals and kitchens.
NoxiousPluK 5 Jun, 2017 @ 3:48am 
I'd say Plasteel + Chemfuel (makes sense to me, and gives a real sink for those two endgame resources, and explains the flamability). Also I'd go with 140% door open speed :)

Thanks for the great mod! :tabbycat:
FrozenSnowFox  [author] 28 May, 2017 @ 10:55pm 
@⟁xel You mean the ruins spawned around the map? Unfortunately I don't know how to turn that off at the moment. Adding polymer as a resource seems to have added it to the list of materials to spawn ruins from.
Jeffman12 28 May, 2017 @ 10:08pm 
If this is supposed to be a delicate material, should it not leave any ruins? Is that just something there's no reliable way to shut off on your end? I suppose it wouldn't be as delicate as wood, considering wood's biodegradeable, but you know, seems like something worth asking.

In any case, I'm definitely subbed.
FrozenSnowFox  [author] 27 May, 2017 @ 8:49pm 
While I don't expect to see a huge amount of feedback on this it might give me a bit of an idea on what to do.

http://www.strawpoll.me/13057152
Omega13 27 May, 2017 @ 8:12pm 
I tend to agree with previous posters that chemfuel seems like a good fit as a component (especially since it would give us more things to do with chemfuel) but I really like the idea of a cheap, lightweight building material that can be used to quickly construct semi-permanent bases.