RimWorld

RimWorld

Project RimFactory Revived
 This topic has been pinned, so it's probably important
zyMex  [developer] 14 Jun, 2020 @ 2:13pm
Suggestions
Please feel free to add suggestions here

i can be:
- New items
- Balance changes
- Removal of stuff
- Ideas
- New functions

yea anything feel free to add your suggestion ALSO
Please add a description for it, and some info what you want and why.

makes it easier for us to review it and see if it should go into PRF
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Showing 1-15 of 149 comments
Firathmagi 14 Jun, 2020 @ 2:54pm 
you probably saw me when i posted it in the comments before but ill put it here again
a new assembler that has the range pump feature without the odd speed gain feature of the adaptive assembler, dunno if that would qualify it as a higher or lower tier than the adaptive assembler
you could also add one that does both range pumping and speed pumping which i would assume would qualify it as a higher tier than the adaptive
this is mostly so you can have one assembler do multiple recipes without having to worry a the initial speed penalty on the adaptive for each recipe while still being able to draw from multiple dsus for recipes that have a lot of different ingredients.
of course the adaptive is still better if you want something to produce a lot of a single thing tho
Nimble102 22 Jun, 2020 @ 3:02am 
I really like all of the elements here, and there's only 2 things I'd really like,

- The Simple Thing: Retexture of the 64K (or the rainbow battery as I call it), its ok, but its uh, doesn't quite fit with the 'industrial' thing.

And now for a little bit of a game changer:

- Automatic Trap Repairer (with tiers, or not, up to you.)

So the point of this, is that it repairs broken down traps that (either animals or enemies stepped on) but also that it has a range (it doesn't have to be much, like 3 - 5 blocks depending on power consumption, but I also don't want to place DIRECTLY next to the trap cause raiders will obviously destroy them) and the speed could be something like 1 trap fixed per 1 hour should be decent.

Heck, it doesn't even need to use power, maybe even a Chemfuel version, or just chemfuel overall! (The Chemfuel one would probably be more effective or / and cheaper, but its up to you)

It could be even unlocked in a new research tab called 'Repairers' or something like that, its up to you. And since the fueling machine is also quite similar, it could be in the same research tab...
or you could just put it in the Tier 1 research, up to you!
I just, want trap repairers really badly. (and don't put them very deep in research, maybe somewhere in the middle or start.)

They would make my day
:D
Imp0815 25 Jun, 2020 @ 5:44am 
I would like an option to aktivete and deaktivate auto forbid for all logistic items in this mod. Setting up a Wireless Logistic network often gets disturbed by colonist hauling stuff from an I/O Port Output into the next inout Port.
zyMex  [developer] 25 Jun, 2020 @ 10:29am 
@Imp0815 what are still forbidding stuff? =) only vacuum are forbidding stuff and if using PRF puller it willl auto unforbid now to solve problems there have been for I/O getting in forbidden stuff from vacuums =)
Firathmagi 4 Jul, 2020 @ 10:24am 
angle growzone pullers and/or power amped mechinite cultivators would be nice
Firathmagi 5 Jul, 2020 @ 1:43pm 
this might be really difficult but a drone based device for manning mortars and turrets would be nice
should use at minimum 1 drone 2 ai chips and 1 data disc
should need to be placed either on or directly next to the interaction spot and need time to setup for whatever thing its working with
probably should also be expensive powerwise
Robob 19 Jul, 2020 @ 4:21am 
something that makes drills less spammable,like requiring steel/chemfuel from time to time to operate,or needing maintenance
Specter 21 Jul, 2020 @ 6:33am 
- reduced power consumption when not actively working on stuff (similar to Turn it On and Off)
- a schedule for animal stations. no point in powering those when all animals are sleeping
<match Class="PatchOperationAdd"> <xpath>/Defs/ThingDef[@Name="prf_AnimalBase"]/comps</xpath> <value> <li Class="CompProperties_Schedule"> <startTime>0.25</startTime> <endTime>0.9</endTime> <offMessage>Off for resting period</offMessage> </li> </value> </match>
Popchip 24 Jul, 2020 @ 6:37am 
If possible could you make it so digital storage units and the I/O ports could connect/transfer between maps? would make z levels more fun with this mod
Firathmagi 26 Jul, 2020 @ 5:30pm 
rimefeller patch for digital oil transmision
NotFuji 27 Jul, 2020 @ 6:03am 
Can we get a compatability patch for Coal Expanded?
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1874344070

Mawy 28 Jul, 2020 @ 9:39pm 
An option on the small recycler for power/speed (although maybe it would be good on all machines). Like the plasma drill. When a raid comes and I remove the organs, I recycle my clothes and in the meantime I have a lot of lag due to the large number of items stored in the digital store. This could speed up the process. Some where I miss them:
- Smart recycler.
- Industrial stoneworks.
- Drone cultivator / mechanites cultivator.
- Adaptive assembler.

A patch for better workbench management(mod). Especially for the option of linked recipes.

A recipe in drills for the sand(ceramics mod). Currently it has the clay but not the sand.

An auto SACS and auto reactor console from rimatomics. A rimefeller resource console would also be fine. I think the previous mods with this one are very linked and it would be good as a kind of upgrade to the default consoles.

A auto-cleaner, maybe in wall. A first option with drones and a second with mechanites.
Firathmagi 29 Jul, 2020 @ 4:32pm 
so there are mods like backup power that let you add things on to buildings to provide extra functionality so how about making an addon for the various assemblers to allow power and speed boosting. will probably involve c coding tho
edit:
also an option for a recipe db to absorb all the recipes from nearby dbs with one click so that you can consolidate down would be nice
Last edited by Firathmagi; 30 Jul, 2020 @ 9:29pm
One this I'd really like: Ship Attached Storage Units. These are storage containers that can hold up to 192 items but require Steel, Plasteel, and Uranium and are attached to a Ship's structural beam. Once the ship takes off, the items will go with it. I think of it as colonists gathering some possessions from the Rimworld to take to the stars with them, more than practical uses.
Kentaro 30 Aug, 2020 @ 1:40am 
Can we have a patch for Z-Level mod? It's cool to move industrial underground, I think the only feature that need to work is I/O port. If it works around multiple floor/map, then the whole manufacture chains can work since we just have to roll things in a I/O port in this floor and pull it out from another I/O port.
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