边缘世界 RimWorld

边缘世界 RimWorld

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Recipes of the Rim
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Mod, 1.5, 1.6
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904.350 KB
9 月 19 日 下午 4:46
12 月 14 日 上午 8:21
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Recipes of the Rim

描述
A whole bunch of recipes for items that aren't craftable in the base game.

No DLC is required, but content will be loaded alongside the respective DLC.

"Yet another recipe mod?!", I hear you say! Well, this is intended to be cleaner, and with ongoing support. I used Craftable for the longest time, but as I started to learn how to mod things into the game for myself, I was sorry to see the lack of updates as DLC was added to the game.

Balancing
I largely kept to the rule of balancing most recipes' ingredients with the end item's market value, but disregarded this where I felt the item was so rare/exotic that it commanded a more difficult recipe, for example Gravcore, Persona weapons.
In this regard, I also done my best to make it feel like actual progression and reward, as opposed to just patching in recipes.

Known issues
Any mod that removes vanilla defs that have recipes in this mod, will directly conflict. Send me a full log if something like this happens so I can address it.

Recipes
  • Defs only loaded if you have the respective DLC.
  • Techprints only present if you have Royalty loaded.
  • Added x5, x10 and x25 Component/Advanced component, same requirements, same ingredients (multiplied by yield)
  • ¹ Eltex Gear stuff not loaded if you have VPE, since it already adds those.
  • ² Shuttle engine made at Garage bench and requires VVE Engine block instead of Gravlite panel/Components, if VVE is loaded.
  • ³ Gravcore stuff not loaded if you have my mod Craftable Gravcore and Mech Chips, since it adds this after 'earning' them by completing the Odyssey MSQ.
  • ⁴ Flamebow only loaded without CE, since they remove the def (?!)

Item
Research
Workbench
Ingredients
Reinforced barrel
Mortars (Basegame)
Machining
Steel x150, Uranium x25, Component x5
Synthread x50
Synthread Research x2700
Tailor
Cloth x50, Chemfuel x25, Dye x1
Hyperweave x50
Hyperweave Research x3500, TECHPRINT
Tailor
Synthread x50, Plasteel x25, Dye x1
Plasteel x50
Plasteel Research x3000
Smelter
Steel x50, Chemfuel x75, Dye x1
Neutroamine x1, x4
Neutroamine Research x3000
Drug Lab
Psychoid leaves x2, Herbal medicine x2
Glitterworld medicine x1, x4
Glitterworld medicine Research x3000
Drug Lab
Synthread x2, Chemfuel x2, Neutroamine x2, Medicine x1
Luciferium
Luciferium Research x5000
Drug Lab
Plasteel x5, Chemfuel x10, Neutroamine x2, Glitterworld Medicine x1
Healer mech serum
Healer mech serum Research x5750, TECHPRINT
Drug Lab
Hyperweave x75, Neutroamine x50, Luciferium x3, Glitterworld Medicine x3, Advanced component x5
Resurrector mech serum
Resurrector mech serum Research x7500, TECHPRINT
Drug Lab
Neutroamine x50, Luciferium x5, Glitterworld medicine x5, Advanced component x5, Healer mech serum x2
Psychic foil helmet
Complex clothing (Basegame)
Tailor
Steel x40, Cloth x30
Antigrain shell
Antigrain shell Research x6000, TECHPRINT
Machining
Steel x100, Plasteel x25, Uranium x40, Chemfuel x40, Advanced component x1
Psychic shock lance
Psychic artifacts Research x6000, TECHPRINT
Fabrication
Plasteel x20, Luciferium x1, Advanced component x2
Psychic insanity lance
^
Fabrication
Plasteel x35, Luciferium x2, Advanced component x1
Psychic animal pulser
^
Fabrication
Plasteel x40, Luciferium x2, Advanced component x1
Psychic soothe pulser
^
Fabrication
Plasteel x35, Luciferium x1, Advanced component x1
Persona core
Persona core Research x8000
Fabrication
Plasteel x220, Advanced component x10
Techprof subpersona core
Techprof [...] Research x10000, TECHPRINT
Fabrication
Plasteel x150, Uranium x50, Advanced component x5, Persona Core x1

ROYALTY
Psylink neuroformer
Psylink neuroformer Research x5000, TECHPRINT
Fabrication
Plasteel x30, Luciferium x5, Advanced component x5
Shield core
Shield core Research x2000, TECHPRINT
Smithy
Plasteel x10, Advanced component x1
Psyfocus robe ¹
Eltex gear Research x5500, TECHPRINT
Tailor
Plasteel x40, Cloth x60, Psylink neuroformer x1
Psyfocus vest ¹
^
Tailor
Plasteel x30, Cloth x40, Psylink neuroformer x1
Psyfocus shirt ¹
^
Tailor
Plasteel x15, Cloth x30, Psylink neuroformer x1
Eltex skullcap ¹
^
Tailor
Steel x20, Psylink neuroformer x2
Psyfocus helmet ¹
^
Tailor
Steel x30, Plasteel x25, Psylink neuroformer x1
Psyfocus staff ¹
^
Smithy
Plasteel x60, Psylink neuroformer x2
Monosword
Empire weapons Research x5000, TECHPRINT
Fabrication
Plasteel x75, Uranium x40, Advanced component x5
Plasmasword
^
Fabrication
Plasteel x70, Uranium x50, Advanced component x5
Zeushammer
^
Fabrication
Plasteel x90, Uranium x25, Advanced component x5
Persona monosword
Persona weapons Research x7000, TECHPRINT
Fabrication
Plasteel x75, Uranium x40, Advanced component x5, Psylink neuroformer x1, Persona core x1
Persona plasmasword
^
Fabrication
Plasteel x70, Uranium x50, Advanced component x5, Psylink neuroformer x1, Persona core x1
Persona zeushammer
^
Fabrication
Plasteel x90, Uranium x25, Advanced component x5, Psylink neuroformer x1, Persona core x1

BIOTECH
Flamebow ⁴
Recurve bow (Basegame)
Crafting spot/Smithy
Wood x30, Chemfuel x5
Deathrest capacity serum
Deathrest serum Research x4000
Fabrication
Luciferium x5, Hemogen pack x30, Advanced component x2
Archite capsule
Archite capsule Research x4000, TECHPRINT
Fabrication
Plasteel x30, Hemogen pack x5, Advanced component x2


ANOMALY
Shard
Shard Research x7500
Fabrication
Twisted meat x150, Bioferrite x150, Advanced component x5


ODYSSEY
Shuttle engine ²
Shuttles (Basegame)
Fabrication
Plasteel x135, Gravlite panel x50, Component x5, Advanced component x5
Sentience catalyst
Sentience catalyst Research x4000
Fabrication
Plasteel x10, Gravlite panel x25, Advanced component x1
Gravcore ³
Gravcore Research x5000
Fabrication
Plasteel x75, Vacstone blocks x75, Gravlite panel x75, Advanced component x10
热门讨论 查看全部(1)
2
10 小时以前
Missing jobStrings for all items except bulk components and advanced components
Isajii
40 条留言
ChrisB  [作者] 9 小时以前 
Sure. It's in a loadfolder now instead since that's a far better way to do it, thanks for highlighting that it was CE.
Griffon 10 小时以前 
well in your case a simple "patch operation conditionnal" should be enough to fix the problem without having to install CE (or just installing to test then uninstall).
https://rimworldwiki.com/wiki/Modding_Tutorials/PatchOperations#PatchOperationConditional
ChrisB  [作者] 10 小时以前 
Ugh, almost made it to 10,000 hours of Rimworld avoiding installing CE, I guess it had to happen at some point
Griffon 11 小时以前 
After reviewing my logs I found the issue.
I do play with Combat Extended and Biotech DLC. There is a patch file in CE for biotech that removes the flamebow. You can find it in the CE mod file "2890901044\Biotech\Patches\ThingDefs_Misc\Weapons\RangedIndustrial_Biotech.xml"
at the end of the file :
<Operation Class="PatchOperationRemove">
<xpath>Defs/ThingDef[defName="Flamebow"]</xpath>
</Operation>

Hope this helps.
ChrisB  [作者] 20 小时以前 
@oriontt as I said twice in my two previous comments, I need a log, otherwise there's nothing I can do. I can't guess which mod it is that's conflicting with the simple recipe I made that is affecting very few people and which I can't recreate.
orionnt 21 小时以前 
Having issues after the last patch as well. Im not using and Random Research mods, but trying a new Lost Tribe start with this mod installs, causes Map Generation to fail while throwing errors about missing Flamebow Defs. Disabling this mod resolves the problem. Seeing this in the logs:

Could not resolve reference to ThingDef named Flamebow

followed by these errors at Map Generation:
Exception from asynchronous event:
System.NullReferenceException: Object reference not set to an instance of an object
at Verse.ResearchProjectDef.get_UnlockedDefs ()
at RimWorld.ResearchManager.FinishProject (RimWorld.ResearchProjectDef proj, System.Boolean doCompletionDialog, System.Nullable`1[T] forcedFinishTick)
at RimWorld.ResearchUtility.ApplyPlayerStartingResearch ()
at Verse.Game.InitNewGame ()

This appears to be caused by Recipes of the Rim referencing Flamebow, which is missing at runtime during Tribal initialization.
ChrisB  [作者] 12 月 13 日 下午 1:16 
I've just tested with CM_Semi_Random_Research and it works perfectly fine on my end. It's more likely another mod manifesting the flamebow or restricting ingredients based on tech level.
If someone can send me a full log, and steps leading to the error, I can identify which mod this is and patch something in/out, unfortunately without a log there isn't much I can do.
ChrisB  [作者] 12 月 13 日 下午 12:46 
@Griffon thanks for posting, I'm actually playing my own game right now and happened to have - fortunately - started this exact research, although i'm using ferny's progression semi-random research. It looks like some sort of conflict with Captain Muscles' OG SRR (I assume it's a fork/continued mod).

Could you please send a log so i can look into it?
Griffon 12 月 13 日 上午 11:38 
Hello, same as Gloom, last update is throwing me an error. In my case, when used with semi random research. The logs seems to point out to a flamebow recipe :
[CM_Semi_Random_Research] Detected broken recepies! One of the broken recipes has the lable: make flamebow with DefName chrisb_craft_Flamebow Most likely from mod : Recipes of the Rim Suspected id of the mod that added the broken recipe: chrisb.recipesoftherim

Commenting said recipe fixed the issue on my side (in Biotech_Recipes.xml file). Though at a glance I can't see what's wrong in that RecipeDef.
ChrisB  [作者] 12 月 13 日 上午 3:16 
@Gloom I'm not seeing what you're seeing, both on a devquicktest with only this mod and in a run with 453 mods. It's more likely that some other mod broke that stuff and you restarting rimworld is what actually fixed it, and removing this mod was coincidental but inconsequential. The updates I added were minor and wouldn't have had this effect.