RimWorld

RimWorld

Medieval Things: Geysers
59 Comments
pillbug2 Oct 2 @ 3:31pm 
Just in time for the patch I made for this for Better Architect Menu :) Thank you so much for this mod!
Salvador  [author] Oct 1 @ 5:56am 
Updated to 1.6. There's an issue with the Magicyte Harvester not ejecting contents after 1.6, will need to look further into it.
Tailtia Sep 25 @ 3:47pm 
@Gundam No problem! Just figured I'd ask, gave up trying to do it myself haha!
Gundam Pharmacist Sep 24 @ 3:20pm 
@Tailtia Unfortunately no, I haven't used Rimworld of Magic, sorry!
Tailtia Sep 22 @ 9:04am 
@Gundam Pharmacist Do you use Rimworld of Magic by any chance? Button to eject magicyte doesn't seem to work which is the only I've had so far! I was trying to figure out how to fix it myself, but not having any success :D
Gundam Pharmacist Sep 15 @ 12:37pm 
Update: Mod seems to be behaving in 1.6 after all the mentions of earlier visions were edited. However, the area of effect for the core seems to be a little off center.
Gundam Pharmacist Sep 14 @ 5:09pm 
Trying out this mod editing the XMLs to say 1.6, will inform what happens.
Draco137955 Sep 13 @ 8:28am 
would absolutly love this mod updated and maybe some extra stuff added to if. like what adam said the vanilla cooking expanded or even medieval overhauls slop pot or maybe even dubs hygiene for hot tubs. so many ideas and possibilities. totaly looking forward to this mods future.
Laquillare Sep 4 @ 9:30am 
Please update for 1.6, thank you!
adam110902 Aug 9 @ 5:45am 
would more mod compatibility be possible?
vanilla extended stew pot variant would be interesting
神说万岁 Aug 7 @ 8:24am 
Will there be an update to 1.6?
Arlington Jul 29 @ 3:04am 
this is epic but ive heard theres a problem with the workbenches not inhertiting recipes from mods
Broad Side Of A Barn Jul 26 @ 10:25am 
@Spinecone:
I have this on 1.6 and the Magicyte harvester doesn't let me extract magicyte, other than that @Kryth was correct
Rage Jul 25 @ 6:25pm 
needs steam pipes and stuff for the 1680 1740s steampunk workshops. which litearlly where just masses of pipes heating systems and automations all powered by steam purely.
Spinecone Jul 16 @ 12:19pm 
Any news on if this works with 1.6, or whether the issues Kryth noticed have been fixed?
gamer9999 Jul 16 @ 7:50am 
1.6 ?
Kryth Jun 26 @ 8:10am 
I also noticed how this mod doesnt add in recipes from other mods that would be normally available in their vanilla variant, like I have VE Cooking and I cant bake with the Stonekettle, or make VE Armors chainmail and other recipes on the Stoneforge, but I can make VFE Medieval 2 weapons/armor. There is also the Charforge which has smelt, destroy, and burn options, but burn option doesnt work, you can set the bill for burn but it cant burn anything, destroy on the other hand works
Kryth Jun 25 @ 8:37am 
The Forge doesnt seem to work with the VFE medieval 2 linkables, or tool cabinet, is this intentional, seems like an oversight when you mentioned its compatible with it
det jo Lord flæskefar Jun 7 @ 4:13pm 
It seems only the Simple Research Bench from Medieval Overhaul can research the project, and not the Advanced one for some reason
SSS-class Warlock Jun 2 @ 2:14am 
Hmm yeah I dunno why, but it's not available to be constructed for me, it just doesn't show up anywhere
Chimbo May 28 @ 11:27pm 
Yeah, the vanilla expanded meals don't work either, I want to bake things in my badass brick oven! Absolutely love the mod otherwise.
adam110902 May 28 @ 1:08pm 
also "big and small" large meals in the stonekettle
adam110902 May 28 @ 1:06pm 
it seems like the charforge and smokeforge arent inheriting recipes properly, vanilla expanded bronze as well as rimfactory materials coke coal recipes aren't avalible
Atlas May 19 @ 8:57pm 
I was messing around with it for a bit, and it looks like, for me, the "TextureLoadingPatches" in Performance Fish's option seem to have an effect. When I turn off the "ModContentLoader_LoadTexture" and restart the game, then the Charforge is showing up again. I don't know why the other items/textures don't have that issue though. I don't know a ton about textures and masks though, tbh. I'll do some more digging and testing when I can!
Atlas May 19 @ 8:32pm 
I am also having the issue with the Charforge's image not showing up. I was able to narrow down a mod called Performance Fish [github.com] (It is not on Steam, you have to download it directly from Github) causing it to disappear for the North and South Orientations (East/West worked fined.) When the mod is enabled, broken texture...when it isn't enabled...texture is fine. No errors show up, and the player log isn't really jumping out at me, so I don't know where to begin with trying to diagnose the issue, but I hope it helps you find it!
MaxMinerva May 16 @ 4:50pm 
I tried doing a run where my tribe could only do research via Schematics and this was permanently unavailable due to it requiring a research bench on the map. Any chance that could be removed?
Aeromoto May 11 @ 12:08pm 
Is there any way we could get the Smokeforge to pick up mod recipes that are added to the regular smithy?
dustin3667 May 5 @ 4:29pm 
Anybody have suggests to force pawns to use the psyfocus booster? When I have them meditate near it, they just “meditate at wall”. Also, can you hook more than one station to a geyser core? I wasn’t noticing the work speed bonus when I tried connecting a second station
biggusD May 4 @ 7:12pm 
I still reproduce the invisible chargeforge issue.
Salvador  [author] May 3 @ 2:26am 
I wasn;t able to reproduce the issue with the chargeforge but I did see there was some issues with it's mask. I hope the changes I did for it fixed the issues.
Havelock Vetinari May 1 @ 9:13pm 
absolutely incredible stuff, I've built a workshop entirely centered on this thing. I adore it.
That said, just to reiterate as others have said, for some reason the char forge is invisible unless rotated so the interaction spot is on the left. no graphics otherwise. it's rather odd. it still WORKS when it's invisible, I can click on it and colonists will use it. but it's invisible. odd stuff.
Anyway, brilliant mod, many thanks to you, for your first bit of work you really knocked it out of the park here.
Helios Apr 29 @ 4:11pm 
Great mod!!! my only suggestion would be possible to adjust the graphics so that each of the working stations "fits" with the core if you put them on all 4 sides, as it stands it looks kinda strange right now.
Im BioShocked Apr 27 @ 5:58pm 
My Charforge is also invisible
Salvador  [author] Apr 27 @ 6:55am 
Added the Psyfocus Booster. Provides a Big boost to psyfocus regen. Supports all mediation types. Requires Royalty DLC.
Salvador  [author] Apr 26 @ 3:22am 
@Emilie Sackenball, I looked into this. I am not able to reproduce this.
Emilie Sackenball Apr 22 @ 8:40am 
the concept is great and hopeful it uses eventual some type of pipes
The Charforge does not have graphics its a transparent or non existent sprite, its the only building with this problem
Salvador  [author] Apr 21 @ 11:10pm 
@Latex Santa, I am not sure. You can try it using dev mode and just remove the mod if it doesnt work.
Bog Apr 21 @ 9:07pm 
The Dawi support this :steamthumbsup:
2765690331aba Apr 21 @ 7:50pm 
great mod, love it
Latex Santa Apr 21 @ 2:21am 
@Salvador
Is this mod compatible with Terraform Rimworld?
That mod has research that allows the player to build steam geysers.
Will the Geyser Core and Magicyte Harvester be compatible with built steam geysers?
cyu4770 Apr 20 @ 6:20pm 
thank you for this mod!! i was just thinking about how my medieval play through is struggling with regulating heat/the geysers and how i wish i had different work benches. amazing timing, thanks again!!
Maltesefalcon Apr 20 @ 6:49am 
Suggest: Allowing for piping to get that steam punk effect
Fiendix Apr 19 @ 4:48am 
@thesoupiest: What do you mean? it looks fine?
EruTheTeapot Apr 19 @ 2:32am 
Just as I was researching Steampower from The End Times Dwarfs, this mod pops up.. Checking it out soon as possible :)
Salvador  [author] Apr 18 @ 11:43pm 
I see good ideas posted in the discussion , I was looking for more ways to give the geysers more strategic value. I will look into expanding this more.

@thesoupiest, good idea, I am not an artist, just a developer.

@Samuel_Bucher, all the work benches are designed to also work alone. When they do, they use wood for fuel.
thesoupiest Apr 18 @ 10:45am 
Adding this to my mod list as soon as there's a retexture
zanaikin Apr 18 @ 4:33am 
This is amazing. Being able to take advantage of geysers is something medieval runs have been missing for a long time!

A suggestion: have you considered also supporting Dubs Bad Hygiene? There's already a geothermal water heater in there, just need to update it with a graphic that matches this.
KillerWolf2022 Apr 18 @ 4:22am 
@Sapphic completely agreed, though could the magicyte harvester be reworked into maybe an eltex or psycharge harvester with VPE?
verymulch Apr 17 @ 4:10pm 
A good mod, I approve!
Samuel_Bucher Apr 17 @ 3:22pm 
Why is it called a smokeforge if it uses steam?