RimWorld

RimWorld

[sd] Luciferium Production (Continued)
26 kommentarer
DTD_Hiro 4 dec, 2024 @ 16:54 
odd, I have the DLC but honestly never really played much with the mechanator stuff. Thank you!
Mlie  [skapare] 3 dec, 2024 @ 22:09 
@DTD_Hiro There are mods like ”What the hack” that lets you down mechs as well as the Biotech DLC
DTD_Hiro 3 dec, 2024 @ 20:46 
what is a 'downed mechanoid"? In my experience mechanoids are either alive or dead (functional/non-functional?) But downed? Like a wounded pawn or animal? I've never seen that state for a mechanoid.
Cruel Moose 24 maj, 2024 @ 1:23 
So my fabricor will work at the stasis pod to make the oil, but I can't get him to work at the drug lab to actually make the luciferium :/ Great mod, just trying to get my base as automated as possible.
Mlie  [skapare] 4 apr, 2023 @ 2:01 
@MasterOfGrey As long as any licenses are followed I don't have any objections. Full source and license is available in the GitHub repo linked above.
MasterOfGrey 4 apr, 2023 @ 1:36 
Would it be ok if I integrated this into another mod?
I would like to use the stuff from this for a variety of things, but I don't want to make this a dependency when I also want to rebalance several things.
Bear 1 nov, 2021 @ 9:36 
@SpongeVlad I'm almost certain that's a Rimworld "feature" to say "no material" when you can't craft certain things. I've seen it many times and I've never installed this mod. I'm not ruling out that it can't be fixed within the mod structure, just that it happens.
[GC]SpongeVlad 23 jun, 2021 @ 18:23 
@Mlie, so the odd thing is, it wasnt an issue with the neutroamine, it was too low medical on my crafter. The odd thing is it shows the no materials and not low skill.
Mlie  [skapare] 22 jun, 2021 @ 21:51 
@[GC]SpongeVlad Have you tested it with only this mod loaded to rule out mod-conflicts?
[GC]SpongeVlad 22 jun, 2021 @ 19:27 
Having an issue where the recipe to make luciferium wont take any neutroamine. I can make medicine so that's working.
Mlie  [skapare] 12 feb, 2021 @ 0:55 
@pcgames-food Great, happy to help out!
pgames-food 12 feb, 2021 @ 0:50 
oh ok cool, thanks mlie - btw i managed to get my 1.0 game working in 1.2 :) mostly thanks to you :)
Mlie  [skapare] 12 feb, 2021 @ 0:48 
@pcgames-foood The recipe will take anything under CorpsesMechanoid-category so most mechs should work
pgames-food 12 feb, 2021 @ 0:44 
hi, one thing i did before installing this mod, was to also have marvins SOmetimes raids go wrong, + orions more mechanoids, and What the hack :)

this meant that there were more chances of fighting mechs and getting dead mechs.

i still have to try as i have some of orions mechs sitting at a base (i saved them for the future in case i needed a particular something), but i "think" there might be a way to get mechanite oil from "any" mech?
Grimgor 7 feb, 2021 @ 6:35 
thanks a lot for updating all these mods man!
lloki 27 dec, 2020 @ 4:01 
Ok, so I did miss something :D I works, thank you!

(Sorry, I remember using this mod few versions ago and there was a bill then. Also there's this in the description: "the recipes to get mechanite oil from downed mechanoids is not researched locked (skill lock with 10 crafting still), so its not so much rng dependent. you get 1 oil form all mechs.")
Mlie  [skapare] 27 dec, 2020 @ 2:45 
@lloki from above: ”get mech oil from them(sideproduct of disassembly)”
So no separate recipie
lloki 27 dec, 2020 @ 2:18 
Hmm, I don't know if I'm doing something wrong but I can't really extract the oil from downed mechanoid. I even tried this without any other mod, just vanilla - there's no bill to extract (no bills at all). Could you please check?
Mlie  [skapare] 30 apr, 2020 @ 11:25 
@yagiou Fixed, thanks for the report!
Oniwabanshu 29 apr, 2020 @ 23:55 
Hello there!
Please delete the copies of core bases in the mod, they are redundant. ResourceBase and BuildingBase
Thanks a lot!
Nick 15 mar, 2020 @ 13:12 
Thank you, love this mod and glad to see you made an updated version.
lechkingofdead 15 mar, 2020 @ 12:59 
making and selling lucaferium to make cash
lechkingofdead 15 mar, 2020 @ 12:58 
nice i was thinking on a colony that does just this
TheToric 13 mar, 2020 @ 13:19 
followed by:
Null key while loading dictionary of Verse.ResearchProjectDef and System.Single. label=progress
TheToric 13 mar, 2020 @ 13:18 
Could not load reference to Verse.ResearchProjectDef named LuciferiumProduction
Stokeling9701 10 mar, 2020 @ 15:29 
genius idea, reasonable way to produce it too. Wish we had more drug mods like this