RimWorld

RimWorld

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Concrete for Fertile Fields
   
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Mod, 1.1, 1.2
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963.789 KB
25 Mar, 2020 @ 5:13pm
11 Aug, 2020 @ 10:20pm
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Concrete for Fertile Fields

Description
Modification of Mlie's update of Rainbeau Flambe's mod for RimWorld 1.1 and Harmony 2.0
https://steamproxy.net/sharedfiles/filedetails/?id=1539310322




This mod adds concrete to the game as an add-on to Fertile Fields. It REQUIRES Jamaican Castle's updated version of Fertile Fields.
I was having issues with duplicate recipes when using Jamaican Castle's updated version of Fertile Fields, and this modified version of Concrete was the best solution I could work out.




--- Original Description ---
Concrete can be made at a stonecutting table or at the rock mill, with sand, crushed rocks and cement. Sand and crushed rocks can be made from stone chunks or blocks, also at a stonecutting table. Cement is made by "cooking" limestone in a smithy. (Note that while by default, only limestone can be used, the cement recipe can be adjusted to allow other stone types. It's less realistic, but obviously, limestone won't be readily available on all maps.)

Vanilla concrete and paved tile floors are now made with concrete instead of with steel. (Honestly, I have no idea why Tynan added concrete floors to the game without adding concrete from which to make them.)

Concrete can be used to make "cinder" blocks. These can be used to make walls and other items that can otherwise be made from stone blocks. Cinder block walls are weaker (and less attractive) than granite walls, but can be built quickly.

The mod adds embrasures, which can be made of any material from which regular walls can be made. (Embrasures are walls with holes through which pawns can shoot. However, they're walls with holes, so they also act effectively as permanently-open vents, equalizing temperatures on both sides of the wall. Additionally, items on the "inside" side of an embrasure will still be subject to deterioration as if they were outside.)

It also adds "poured concrete walls," which are as strong as standard stone walls, but easier to build in bulk, "steel-reinforced concrete walls" (and matching embrasures), which are nearly as strong as plasteel walls, and "plasteel-reinforced concrete walls," with twice the durability of plasteel walls, for those who want the ultimate security for their pawns living in bunkers.

Steel-reinforced walls require "Machining" to have been researched. (I realize there's no direct correlation between machining and bunker wall construction, but I didn't want to add a brand-new tech just for this, and machining seems to represent about the right technological competence and conceptual research focus, and it's something that nobody starts the game with.) Plasteel-reinforced walls additionally require "Microelectronics Basics" research.

- Rainbeau Flambe (dburgdorf)

=====

Compatibility:

This mod should be compatible with most any other mods, except other mods which add concrete. But why would you be trying to use two different mods to add concrete? Just pick one or the other!

The basic embrasures added by this mod share a defName with the embrasures added by "Combat Extended." Embrasures in your game will thus be defined by whichever of the two mods loads last. There really isn't much difference between the two. I'd recommend loading "Concrete" after "Combat Extended," though, since my embrasures provide slightly better cover and look nicer. :D

You should be able to add this mod to an existing saved game without trouble, but removing it from a game in progress will likely cause problems.

Since this requires Fertile Fields, you'll see that the terraforming option which allows conversion of rocky dirt into rough stone requires concrete in addition to crushed rocks.

And if you're using my "Advanced Bridges" mod, you'll find that construction of deep water bridges now requires concrete instead of steel.

If this mod is used together with either "Glass+Lights" or "Dub's Skylights," then creation of the glass from those mods will require the sand from this mod.

=====

Update: Added support for the new colored concrete floors in Project RimFactory Revived. With this mod loaded, they cost concrete instead of steel, just like vanilla concrete floors.
Update: Added support for the concrete bridges in Roads of the Rim. With this mod loaded, they cost concrete as well as (less) steel.
Update: Small tweak to stop walls from leaving behind resources when destroyed, since vanilla walls don't do that.


***This mod is no longer being maintained or updated. If someone wishes to take over, contact me. Or feel free to simply fork it and post your own version.
44 Comments
Thundercraft 23 Mar @ 6:05am 
Any chance of an update?
MatrixVirus 5 Feb, 2021 @ 4:36pm 
Does this work with the Insulation mod? Or can it be? ;) (I asked Mile awhile back for compatibility but no dice)
Karmapowered 16 Jan, 2021 @ 12:54pm 
I like to play with embrasures. They add some variety to my RW toolbox, and I take them over ugly killboxes any day. I also like the concrete walls as they are. Not everything has to be neon-flashy or instantly picture-perfect. That's usually the price to pay for better security in RL too. Please don't change anything.

More importantly, thank you very much for making this more compatible with the more up-to-date versions of RF's mod legacy. I really can't play RW without most of his mods.
Malkav  [author] 30 Oct, 2020 @ 2:17pm 
If ya don't like 'em, don't build 'em!
ELLIOTTCABLE on Discord 23 Oct, 2020 @ 2:08pm 
It's a small thing, but the walls from this mod cannot be coloured with Dub's Paint Shop. (Good *lord* they are bright white!)

Relatedly: There's a lot of other wall-options from other mods; but not a lot of other really good 'concrete' materials that tie into Fertile Fields. Could you perhaps add a mod-option that entirely removes the concrete walls (and, I suppose, the embrasures too, as I know a lot of people don't like playing with those) from the build-menu? That'd be neat! (=
Malkav  [author] 20 Aug, 2020 @ 8:08pm 
They are mostly the same.

When 1.1 came out, I noticed some duplicate recipes and other minor flaws when used with Fertile Fields, so I created this version with the duplicates removed, but that makes it dependent on Fertile Fields. I've also added some minor patches to support other mods as noted above.

As for 1.2 all I did was update the version compatibility number, since Tynan has said most things are unchanged. Since I have not been playing RimWorld lately, but I hate it when modders are inattentive, I figured I'd do what seemed necessary, then fix anything that came up.
SkyLarkBlue 14 Aug, 2020 @ 2:01pm 
Just curious, what's the diffference between this version and the Mile version? They both seem up to date as of 1.1 (although that one does not have any update info for 1.2). The description for both seems to just be an updated version of the original abandoned mods. I'm thinking I should switch from the Mile version to this one, I just want to know if it's going to change anything drastically I guess.
Malkav  [author] 11 Aug, 2020 @ 10:20pm 
Experimental update for 1.2 posted. 1.1 unchanged. Post comments if you find a problem.
Malkav  [author] 19 Jul, 2020 @ 5:42pm 
For whatever reason, the brick embrasure normally works with NO INGREDIENTS. Mlie's version and mine are both exactly the same in this respect. It is carried over from the original 1.0 version by Rainbeau Flambe. I haven't been able to figure it out, it's either in the C# assemblies and/or the FF code somewhere. Something in your modlist is conflicting with this normal function.

If I could find where it's coming from, I'd disable it and cost the brick embrasure normally, for increased compatibility.

This is an example of the unsolvable issues you run into with legacy code.
Lustique 19 Jul, 2020 @ 11:25am 
I still have the same problem, only now the recipe seems completely empty. I'm kind of suspecting this happens because I changed from the old mod to this one mid-game, which would probably make it something you can't fix and I have to live with. :/