RimWorld

RimWorld

Clockwork And Steam
This topic has been locked
Chance2000w  [developer] 19 May, 2019 @ 2:34pm
Old Information
Outdated Suggestions, Balance Issues, Etc...
Last edited by Chance2000w; 18 Dec, 2023 @ 8:28pm
< >
Showing 1-15 of 90 comments
Chance2000w  [developer] 19 May, 2019 @ 2:35pm 
Suggestions
Throw in your own suggestions for what you'd like to see added to the mod in the future!
Chance2000w  [developer] 19 May, 2019 @ 2:36pm 
Bugs, Errors, and What Have You
Post all the problems you experience here. I'll do my best to resolve them.
Popo Bigles 19 May, 2019 @ 6:58pm 
Any plans on making Clockworld droids/Steamwork Automatons?
Chance2000w  [developer] 19 May, 2019 @ 7:13pm 
Originally posted by ==DoktorKaiser==:
Any plans on making Clockworld droids/Steamwork Automatons?

Absolutely! In fact, it was my initial intention when making this mod. It will likely be a separate "Automatons Add-on" which uses this as a core mod. It might be a bit until that's out (mostly because I'm waiting on the art from pls.endmylife) but it's certainly in the works.
Last edited by Chance2000w; 19 May, 2019 @ 7:13pm
NorthRaider123 24 May, 2019 @ 5:58pm 
how about adding a steam system? like burn wood in a boiler and use that steam to power a steam powered machine table? OH and more weapons such as a steam cannon (think flamethrower but with steam) or breachload rifles/muskets (for early cheap guns)

those are my ideas
Popo Bigles 24 May, 2019 @ 6:13pm 
Ancient Clockworks? Machines long abandoned by their creators and left to rust in the ashes of a once glorious civilization of pre-modern technologies.

An example that I could think of would be Dwemers and their Dwemer Spheres from Skyrim. I don't remember their names but you get the idea.

A variety to bargain with in combat but weaker than the typical Synthetic Lancer. They can come in many forms, whether an aerial classification with high speed on a gravity gyro or a bronze-beast of a tank with one or two cannons.


These are just my ideas, they may be easy to accomplish or hard to achieve, but one way or another, in the end it's just my voice.
Chance2000w  [developer] 24 May, 2019 @ 6:27pm 
Originally posted by NorthRaider123:
how about adding a steam system? like burn wood in a boiler and use that steam to power a steam powered machine table? OH and more weapons such as a steam cannon (think flamethrower but with steam) or breachload rifles/muskets (for early cheap guns)

those are my ideas

I've been planning on adding a steam system since the beginning (hence why coal is already a resource even though it has few uses) and hopefully adding it in the next big update after releasing the "Automatons Add-on". New weapons will probably be added after that.
Chance2000w  [developer] 24 May, 2019 @ 6:32pm 
Originally posted by ==DoktorKaiser==:
Ancient Clockworks? Machines long abandoned by their creators and left to rust in the ashes of a once glorious civilization of pre-modern technologies.

An example that I could think of would be Dwemers and their Dwemer Spheres from Skyrim. I don't remember their names but you get the idea.

A variety to bargain with in combat but weaker than the typical Synthetic Lancer. They can come in many forms, whether an aerial classification with high speed on a gravity gyro or a bronze-beast of a tank with one or two cannons.


These are just my ideas, they may be easy to accomplish or hard to achieve, but one way or another, in the end it's just my voice.


I'm currently working on an Add-on to this mod that'll add various automatons. If all goes well there will be simple automatons that can be built to serve the colony, more advanced automatons that can be bought from a Clockwork Emporium trade caravan, and then some form of hostile faction. I rather like the idea of them being the ancient remains of some other race though... Perhaps I'll see if we can work that into the art.
Celeryscape 24 May, 2019 @ 8:00pm 
Also sorry to bother you again but if you are going to update it to medieval tech, make sure to keep those guns in industrial, sorry for sounding like captain obvious and entitled, have a good day!
Chance2000w  [developer] 24 May, 2019 @ 8:30pm 
Originally posted by Hagen Nutz:
Also sorry to bother you again but if you are going to update it to medieval tech, make sure to keep those guns in industrial, sorry for sounding like captain obvious and entitled, have a good day!

No, you're absolutely fine. I was actually curious as to if you wanted them separate.

I've just updated it. If you run into any problems feel free to mention them.
Last edited by Chance2000w; 24 May, 2019 @ 8:38pm
Celeryscape 25 May, 2019 @ 9:55am 
Aye found one bug, cant make the prosthetics at the clockwork table after research, may just have missed there tech level
Celeryscape 25 May, 2019 @ 11:10am 
Oh heres a suggestion for organs, A lung thats an bellows in a way,
Dragonn 25 May, 2019 @ 1:26pm 
Hey, when the steam system comes in, will you be adding support for the Dubs Hygiene water system?
Chance2000w  [developer] 25 May, 2019 @ 1:37pm 
Originally posted by Highly Homosexual Dragonn:
Hey, when the steam system comes in, will you be adding support for the Dubs Hygiene water system?

I would like to, however, it depends. I'm still fairly new to modding and it might be a bit too difficult for me to implement support. I'll certainly try though.
Chance2000w  [developer] 25 May, 2019 @ 2:43pm 
Originally posted by Hagen Nutz:
Aye found one bug, cant make the prosthetics at the clockwork table after research, may just have missed there tech level

Should be fixed now. I forgot to adjust the tech levels of the actual prosthetics.
< >
Showing 1-15 of 90 comments
Per page: 1530 50