RimWorld
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Medieval Things: Geysers
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Mod, 1.5, 1.6
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1.263 MB
16 apr, ore 9:15
1 ott, ore 3:19
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Medieval Things: Geysers

Descrizione
In a medieval colony, the limited steam geysers aren't as valuable as they are in a typical playthrough. This mod aims to restore that value by expanding the functionality of geysers through geothermal crafting.

It introduces a series of handcrafted, stone-built workstations—each designed to function independently, but gaining powerful bonuses when placed adjacent to a Geyser Core. From smithing and brewing to crystal generation and arcane forges, every structure is fireproof, fuel-efficient, and deeply rooted in ancient stonecraft.

Features:
  • New geothermal-compatible workbenches with unique roles and bonuses
  • The Geyser Core - a central module that distributes heat, light, fuel, and speed boosts
  • Fully medieval-compatible, with immersive aesthetics and balanced progression

Additional mod support:
  • A RimWorld of Magic - Unlocks the Magicyte Harvester
  • VFE Medieval 2 - Draught Lab receives bonuses from the Geyser Core
  • Medieval Overhaul - Stone Oven, Large Stone Oven, and Furnace bonuses from the Geyser Core

Craft with stone. Power with steam. Build the forgotten technologies of a deeper age.









[patreon.com]

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Updates:
04/27/2025
  • Added Psyfocus Booster

05/03/2025
  • Fixed mask textures for chargeforge and other buildings

Q&A
Q: Can this be added mid game?
A: Yes, its safe to add in an already playthrough.

Q: Can this be removed mid game?
A: If you delete all related buildings, should be safe to remove.


I am mainly do medieval runs so if you are medieval player as well and want to help support me make more mods, subscribe to my Patreon: https://www.patreon.com/Salvador143
72 commenti
Devilsreborn 2 dic, ore 12:37 
Having issues with RoM magicite harvester spamming error logs when pawns try to eject and also being unable to eject manually/with dev mode, speaking of dev mode, somehow "spawn steam geyser" is gone from list of spawnables, unsure if this mod chages its name in the list but been unable to find it, this is the only mod i have that does anything with geysers, but it could be something else..
Spinel 26 nov, ore 7:32 
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 26 nov, ore 4:50 
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 18 nov, ore 15:32 
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 14 nov, ore 17:37 
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 9 nov, ore 16:01 
*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 9 nov, ore 14:38 
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 8 nov, ore 0:07 
Heyo, same question as the below commenter. Really awesome mod!
Broad Side Of A Barn 6 nov, ore 7:21 
Any update on the Magicyte Harvester ejecting issue and/or the recipe inheritance issue?
bella 1 nov, ore 0:17 
anyone know of an integration mod that lets you craft vanilla expanded recipes on the stonekettle?