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Kai's Vending Machine
   
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Mod, 1.4, 1.5
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645.756 KB
15 Feb @ 9:56pm
8 May @ 5:58pm
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Kai's Vending Machine

Description
This mod adds a magically appearing vending machine and matching tokens. While the tokens are for spending at the machine, they can be used as nearly any given type of stuff for stuffable buildings and are edible.

Overall, this is a mod for convenience over efficiency and simplicity over robustness. If the thought of having to wait for a trader or set up a caravan for something kills your momentum, saps your enthusiasm, or otherwise just discourages you, this mod is for you. While my sandbox mod was effective at killing my executive dysfunction around some colony tasks and smoothing over burnout, it wasn't particularly fun and is mostly good for testing. This mod was a second approach. It takes time and colonist labor for results, but doesn't require any special quest/trade exclusive items at any point. In fact, it sells a few of those itself...



Getting Started
You start earning tokens for the machines primarily by growing token-based plants. If you need the tokens sooner than rice would grow, you can use the Spot of Greed to create them inefficiently using just labor. In case of emergency, the tokens are edible - but using the Spot of Greed to feed your colony will hold you back from progressing.

Cashing In
The vending machines are glorified spots. They don't require anything to build, they just appear. The supplies vending machine covers the things you can't really go on without - food, some recreation, and components. The resources machine has the rest of your building needs. There's another machine for fabrics and one for drugs, too.

The prices of these machines are roughly based on trading. Common and easily acquired things are at a 20% markup, so getting them normally is still a good idea. High-value, rare, trade-only options are at a 40% upcharge you can't negotiate down. This includes Glitterworld Medicine, Luciferium, Synthread, and Hyperweave. Devilstrand is at a premium price due to the general waiting to acquiring it. Components, which are otherwise a gigantic labor sink, are also at a 40% upcharge. Anomaly materials and entities are at a 200% upcharge. If you CAN get these normally, absolutely do it.

Between the vending machines and the altar (or spot) of greed, you can get a lot of powerful gear at egregious prices and labor expenses. Some things - but only a few - are restricted behind relevant vanilla researches. No research tab bloat here.



Getting Greedy
A nice big tokenberry farm or a line of altars of greed can secure you plenty of wealth, but you can now build wealth gestators for 300 tokens. They explode when damaged and require as much power as a hoarding power cell makes, but produce 30 tokens every day.

Then you can start building your base out of money, eating money, and shooting people with money! This definitely didn't become a "cult of money" mod. No Shadow Wizard Money Gang here. Promise. And you can still paint over the awful golden color of all the walls and floors afterwards.



The Rewards Of Wealth
The tokens themselves, should you accumulate a large enough amount, can be used as a material for most stuffable things. This includes stony, woody, metallic, and fabric. Buildings and walls made out of it have an absurd hit points multiplier. Floors made out of it reject most filth. Clothing made from it resists temperature and damage very well. Anything made from it will have an absurd beauty. It will also jump your wealth up as fast as a high-mining pawn set on a gold meteor.

There's a special meal on the altar of greed. You can turn 5 tokens into a meal that obliterates hunger and fatigue for a while. Combined with wealth gestators, this can sustain your colony in exchange for bloated wealth and harder raids.

You can now also make more complex devices with the tokens, with more coming as I dream them up. These include:

  • A buildable alternative to the vanometric power cell, with a lower power output. Unique art for it is pending RELEASED, BAYBEE!
  • A revolver that applies anesthetic based on the target's psychic sensitivity. The bullets are still bullets, so killing your target outright is still a possibility.
  • A short bow with overall worse stats than the revolver but a lower chance of killing the target.
  • A rifle with a long aiming time and slow firing bursts, tuned to higher lethality. EXPENSIVE.
  • If you have Psycasts Expanded, there's a staff that's a straight upgrade from the eltex staff. Reduces power costs by half. EXPENSIVE.
  • Bionic versions of limbs and organs, some of them stronger than their bionic counterparts. This includes hearts, lungs, livers, kidneys, stomachs, spines, arms, and legs. I'm probably going to increase the market value and token cost of some of them, because they're just plain better than their bionic counterparts.





To-Do and Development Notes

  • Bees? I added VGP honey and some insect mound "cave plants." Close enough.
  • Vending machine for psy stuff, and another one for biotech. I don't think another machine is appropriate at this point. I'm just going to start adding psy stuff to the altar.
  • The material is beefy as hell. Once you have a lot of them, you'll effectively be a tier above spacer ♥♥♥♥.
  • The OG supplies vending machine is MOSTLY caught up on the balancing curve.
  • This mod was NOT created with the time-based difficulty curve in mind. The downside of wealth bloat doesn't apply to the alternative difficulty scaling, so bare in mind this stuff will be pretty overpowered in that context.
  • Soda has been added, and a meal exists. Adding chips would be superfluous. Tokens may as well be pringles anyway.
  • I'm updating this mod every few days on the 1.5 branch. Verify your files if you're on that branch and not getting the updates.
  • The spot and altar of greed operate on a new job type, 'covet.' Covet is placed far to the right, to generally act as a spare labor sink and not a full-time profession.

There are two add-on mods for this: Too Far Gone and VE Pipe Networks.



Found an error? Don't report it in the comments. Use the connected error reporting thread.
Popular Discussions View All (3)
2
23 Mar @ 10:28am
PINNED: Balancing and other Feedback
I Do My Own Stunt Mods ( Kai ) 
2
23 Mar @ 6:23am
PINNED: Support for Other Mods
I Do My Own Stunt Mods ( Kai ) 
1
10 Mar @ 7:47pm
PINNED: Error Reporting
I Do My Own Stunt Mods ( Kai ) 
7 Comments
Altumnus 25 Jun @ 11:53am 
Thank you very much for sharing this mod!

I like that it only adds one base resource, the tokens, and exchanges pawn labor for those tokens.
I Do My Own Stunt Mods ( Kai )   [author] 7 May @ 10:05pm 
Most of the new stuff I make is going into separate mods, now. Add-ons, if you will. They're completely outside the scope of the original design, so I figured I'll let people choose if they want them or not.

It's linked up there, and working, if you want a sneak peek.
Roque the Rogue 7 May @ 3:45am 
Oh yeah! and this is a good one too! hey I hope it inspired you, I really like your mod hope to see more from you and your take on biotech and anomaly, wonder what kind of crazy drinks you can come up? the video shows the vending machine scp and some of the anomalous items it brings, hehe, imagine you're drinking a soda and suddenly cat ears sprout from your head? :'D there is a lot of potential in this!
I Do My Own Stunt Mods ( Kai )   [author] 6 May @ 8:15pm 
I figured there had to be a vending machine SCP.
Roque the Rogue 6 May @ 5:07pm 
Oh wow, this reminds me so much of SCP-261

https://youtu.be/YBajh7gSAlE

This is amazing! thank you so much.
I Do My Own Stunt Mods ( Kai )   [author] 16 Mar @ 12:10am 
Boxxo is a good boy
The Blind One 15 Feb @ 11:05pm 
Look it's our boy the vending machine from another world ...