边缘世界 RimWorld

边缘世界 RimWorld

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「额外原版配方」Additional Vanilla Crafting(Continued)
   
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
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2024 年 12 月 12 日 下午 6:45
2024 年 12 月 13 日 上午 3:49
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「额外原版配方」Additional Vanilla Crafting(Continued)

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额外原版配方 Additional Vanilla Crafting(Continued)
源代码:https://github.com/MaxwellYe0815/AdditionalVanillaCraftingContinued

13-12-2024:
消除对1.5版本的兼容性警告。
增加了对简体中文和繁体中文的本地化支持。
将研究项目放在了原版的研究栏内 非常 可能合适的地方

以下为原mod简介,大部分翻译过了
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2122304719
源代码: https://github.com/SpookieWookie/SPK-AdditionalVanillaCrafting

一个原版向的简单mod,增加一些生产仅限交易获取的材料的能力,只添加了配方和研究项目,没有向游戏内添加额外工作台。

额外原版配方 Additional Vanilla Crafting
目前增加了制作合成纤维、超织物、玻璃钢、中性胺、魔鬼素和闪耀世界医药的能力。平衡性有待建议,但我认为我已经在大多数方面取得了合理的平衡。我仍然认为任务和商人很重要,它们能让你在游戏后期保持库存充盈,也能让你在进入研究项目之前尽早站稳脚跟。我对其中很多东西的配方和依赖性做了一些创造性的改动,以尽可能保持它们的原汁原味。

合成纤维
-在精密装配台上制作。
-只需要布和 8 级手工技能。
-专为游戏中后期的布料直线升级而设计,如果获取魔菇布很困难,或者你只是喜欢不同的颜色,这款产品非常有用,因为两者的属性非常接近。
-30份布可生产 10份合成纤维。研究依赖:高级精密装配。研究成本:2000。
-因为材料获取简单所以生产非常缓慢。

超织物
-在精密装配台上制作。
-需要魔菇布、玻璃钢和 10 级手工技能。
-超织物是一种极其复杂的材料,需要制造台提供的先进工具和精确度。
-20份魔菇布+10份玻璃钢可生产 10 份超织物。研究依赖:恶魔菇和高级精密装配。研究成本:4000。
-因为材料获取较难所以比生产合成纤维的速度更快。

玻璃钢
- 在精密装配台上制造。
- 需要钢铁、化学燃料和 10 级手工技能。
- 生产相对较快(与其他一些模组相比),但高级精密装配的需求确实提高了门槛。
- 50 份钢铁 + 20 份化学燃料可生产 40 份玻璃钢。研究依赖:高级精密装配。研究费用:4000。
- 总体来说,生产难度不大,但钢铁在游戏后期可能很难保持充足,可再生的化学燃料也需要大量的爆炸动物。


药品相关的东西都需要智力技能,因为原版的医学需要它。骂泰南吧,别骂我。

中性胺
- 在药物实验台制造。
- 需要精神叶、草药和 8 级智力技能。
- 5 份精神叶 + 1 份草药可生产 1 份中性胺。研究依赖项:精神药物提炼和医药生产。研究成本:2000。
- 还包括原版风格的4倍批量配方。

魔鬼素
- 在药物实验台制造
- 需要精神叶、中性胺、玻璃钢、高级零部件和 10 级智力技能。
- 这需要一点思考。高级零部件代表魔鬼水的机械部分。默认情况下,这是一个批量配方。
- 20 份灵能叶 + 10 份神经胺 + 2 份玻璃钢 + 1 个高级组件生产 10 单位魔鬼素。研究依赖:中性胺合成(此模组添加)。研究成本:4000。
- 没有批量配方,因为它默认是批量生产的。

闪耀世界医药
- 在药物实验台制造
- 需要医药、中性胺、魔鬼素和 10 级智力技能。
- 给予魔鬼素一个除了“魔鬼交易”之外的附加用途
- 5 份中性胺 + 1 份药物 + 1 份魔鬼素可生产 1 份闪耀世界医药。研究依赖:魔鬼素合成(由本模组添加)。研究成本:6000。
- 还包括原版风格的4倍批量配方。

兼容性
这是一个非常简单的 XML 模块,所以不应该有任何问题。

Lore
My own headcanon is used for this entire mod, I do think it is relatively fair following vanilla restrictions without adding additional items and steps to the processes. No I'm not a chemistry student or anything even close so if this grinds your gears then accept my apologies in advance!

Synthread - my idea is that cloth is woven at a molecular level into a lattice structure to increase strength while retaining it's flexibility and light weight. This precision of course requires the fabcrication table with it's extreme precision (since it is used to make components).
Hyperweave - molecules of devilstrand and plasteel are fused carefully imbuing the properties of both materials. Advanced fabrication requirement is assuming that advanced fabrication would teach your pawns more than just plain advanced components, and would additionally teach them even deeper knowledge of utilising the fabrication bench.
Plasteel- steel gets molecularly restructured or something along those lines. Think how steel is made from iron in reality. That's the kinda thought process this is approached with. Chemfuel is added to strip away impurities from the steel to create that sweet sweet blue tint of pure, uh.. purity?
Neutroamine- fairly straightforward idea that further extrapolates yet more uses from psychoid. Herbal medicine added primarily for balance reasons, but also for whatever mystical chemicals it contains.
Luciferium- this was tricky straight up due to what luciferium is described as. It's literally microscopic little robots. I took the liberty of using an advanced component here, which serves as the programmable mechanites and some plasteel because, yolo. More psychoid because I saw another mod do it and you can't tell me what to do. Don't forget more neutroamine for good measure, because at this point our pawns should just be swigging that stuff down to treat infections, honestly.
Glitterworld Medicine - it's medicine with luciferium and even more neutroamine (I know right?). The mechanites in the luciferium are trained to rely on the neutroamine. When the neutroamine runs dry (when the medicine has completed it's job) then those mechanites perish and are expelled however our pawns expel things.

Changelog

05-12-2022:
Fixed a typo in the hyperweave crafting bill

03-12-2022:
Added compatability for 1.4. As with the previous update, no code changes as nothing should be broken.

09-07-2021:
Added compatability for 1.3, no code changes - there's no reason it should be broken. Let me know otherwise!

12-04-2021:
Source code now available: https://github.com/SpookieWookie/SPK-AdditionalVanillaCrafting

15-08-2020:
Verified compatible with update 1.2, if there's any issues let me know I - I may have missed something!

10-06-2020:
Added neutroamine, luciferium and glitterworld medicine. Also added a manifest.xml so that a version number appears with the mod manager mod.

09-06-2020:
Added plasteel crafting
Reworked synthread crafting thanks to some glaring balance issues that Xurker pointed out. Thanks Xurker!

07-06-2020:
Initial release
热门讨论 查看全部(1)
0
7 月 13 日 上午 10:42
Please update this mod: "Additional Vanilla Crafting." to 1.6
cjaustin319
8 条留言
Sparke 12 小时以前 
Please 1.6
网络害虫 8 月 17 日 上午 2:44 
1.6求求了
terrlerr 8 月 12 日 下午 6:49 
Works fine in 1.6.
cjaustin319 7 月 13 日 上午 10:38 
Please update this to 1.6
赤魂 7 月 13 日 上午 5:02 
1.6plz
YaBoyMims 2024 年 12 月 15 日 上午 2:11 
Very cool mod. I like how you explain various balancing and the lore/headcannon bit is a nice add. I think mostly luciferium and synthread are still pretty OP recipe but I look forward to using these materials more since in vanilla rimworld I hardly EVER use any of the materials you added
Salty Slothy 2024 年 12 月 13 日 下午 9:34 
Man I remember this mod. Holy crap has it been 4 years already?
J_Johna_Jameson 2024 年 12 月 13 日 下午 3:46 
This is a very good mod
its well balanced and makes the late game much more interesting
thank you