RimWorld

RimWorld

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Adobe Abode (1.5 continued)
   
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Mod, 1.5
File Size
Posted
Updated
2.848 MB
28 Apr @ 7:22am
3 Jul @ 1:06am
7 Change Notes ( view )

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Adobe Abode (1.5 continued)

Description
Disclaimer : This is a re-upload of the original mod by JKN. I have no intention of stealing his work, I just want to keep it alive for the community. If JKN wants me to remove this mod, I will do so.

I've updated the mod to use [SYR] Processor Framework instead of the VFE processor.

The original mod can be found here : https://steamproxy.net/sharedfiles/filedetails/?id=2896217209

Adds a renewable stone-line material in the form of craftable Adobe bricks.

Mix adobe in the Adobe Mixing Table (5 hay for 1 mix)
Then put the mix in the Adobe Baking Frame, for a maximum of 15 bricks by frames. Each mix fills 3 bricks.
Wait 3 days in the sun, but avoid rain and snow and keep it between 6 and 60°C and your bricks will be ready.

So you have 15 bricks for 5 mixes for 75 hay.

If you want to ignore weather, take a look at the mod settings :)

Dependencies :
* SYR Processor Framework for the processing of mix to bricks
* XML Extensions for the mod settings
25 Comments
Deklatis 4 Jul @ 10:35am 
No more errors! thank you very much!
Kaeh  [author] 3 Jul @ 1:07am 
@Deklatis i added fertility tag with a value at 0. Tell me if the error is still there :)
Kaeh  [author] 3 Jul @ 12:53am 
Hey, sorry for the delay. I don't think it would be an issue but i will check if i can fix that.

The tile should have no fertility, but the game may need at least a value
Deklatis 25 Jun @ 11:49am 
Config error in JKN_FineAdobeTile: missing texturePath
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Config error in JKN_FineAdobeTile: Terrain Def JKN_FineAdobeTile has no fertility value set.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Config error in JKN_FineAdobeTile: missing texturePath
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Config error in JKN_FineAdobeTile: Terrain Def JKN_FineAdobeTile has no fertility value set.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

These something to be concerned about?
Slowly rebuilding modlist
kongkim 27 May @ 4:57am 
@Kaeh Cool thx :)

Sounds good with some settings.
Must say I like the ide of it needing to build outside in the sun, but that if you would like to build it indoor it come with a small extra cost, like in form on having a running camp fire or something like that. When I made the under roof mod I also was playing with a ide on a stone kilns to bake them indoor but at the cost of its a small amount at the time or something :)
Kaeh  [author] 27 May @ 4:11am 
Updated ;)
Kaeh  [author] 27 May @ 3:38am 
Good idea :)

For the roof thing, it needs a certain temperature to operate properly.
Safe Temperature is between 6°C and 60°C
Ideal Temperature is between 12°C and 60°C

Also, i'll update the mod soon with some settings (settings -> mod options -> the little '+' to the right of the button) to allow users to unset sun/rain/snow weather factors.
I'm also removing the need to have no roof cause that's kind of silly, the frames are not that big :)
kongkim 27 May @ 12:41am 
@Kaeh just to let you know, got the mod to work again if people want to use it under a roof. :)

I really would like to add so if build indoor it needs to be build close to a campfire, just to keep the balance a bit. Do you know if that can be done easy? or with the new processer mod?

Also play a bit with the changes, my personal take on it would be to make 1 adobe mix fill 3 rows on the bakers insted of only 1, it is a full bucket there should be more mix in one then to only 1 brick :P And i would cut down a bit on the crafting needed. its a bit much to craft 15 to fill one baker :)
kongkim 26 May @ 3:32pm 
Yah :)

And yes plz. let me know if you can see what i need to change for it to work.
Also bed time here anyway :P
Kaeh  [author] 26 May @ 3:29pm 
Yep I understand totally !

I hesitated to keep both for a time with a message saying « please remove the deprecated one and use the other one », should have done that I think ^^

For the patch I can’t tell rn but it’s an xml tag value to update from false to true in either the building or the process, ink try to remember tomorrow and update you if you want :)