RimWorld

RimWorld

Medieval Things: Geysers
71 Comments
Spinel Nov 26 @ 7:32am 
I feel the current UI is a bit inconvenient. Would it be possible to remove the standalone Research tab and merge it into the Medieval Research tab? Thank you for your hard work regarding this mod.
Morcalvin Nov 26 @ 4:50am 
Is there a way to use this to pipe heat around my base? Or am I misunderstanding what it means by dispensing heat, light and fuel?
Teddy_Spaghetti Nov 18 @ 3:32pm 
Is anyone else having issues getting the psyfocus booster to work. I placed it next to an anima tree, but my colonist is still getting the same psyfocus of 128% regardless of whether the booster is there or not
Patriote Nov 14 @ 5:37pm 
My advice on this is make research time much longer. Nobody will use this mod unless they are running some type of medieval-esque or even steampunk-esque colony. This should be expensive.. atleast 2500 or 3000.
Harry_Robinson1 Nov 9 @ 4:01pm 
*For people who don't know the lingo, that means that all modded recipes should work. If they show up in the vanilla equivalent, they'll show up in these worktables.
Harry_Robinson1 Nov 9 @ 2:38pm 
I made a patch for the recipe inheritance issue, which also adds support for VFE - Production Cabinets.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3602969636
Light Anemos Nov 8 @ 12:07am 
Heyo, same question as the below commenter. Really awesome mod!
Broad Side Of A Barn Nov 6 @ 7:21am 
Any update on the Magicyte Harvester ejecting issue and/or the recipe inheritance issue?
bella Nov 1 @ 12:17am 
anyone know of an integration mod that lets you craft vanilla expanded recipes on the stonekettle?
AQueerDeer Oct 31 @ 12:05pm 
I think adding a Steam Powered Stonecutter would be really cool- something like medieval pneumatic cutter/press?
Skegg Oct 24 @ 8:23am 
Was trying to use this mod in a medieval overhaul focused playthrough, and realized that the stations in this mod don't actually inherit recipes from their normal counterparts (i.e. the smokeforge doesn't inherit smithing station effects) any shot this stuff could get patched to properly pull recipe data from their mundane counterparts? feels weird to have to have both the fancy geyser anvil *and* a normal anvil
Taz Oct 14 @ 11:57am 
A tailoring bench would be great as well (steam powered loom basically) with the same speed boost
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: