RimWorld

RimWorld

Reasonable Components
102 Comments
=[RHIT]=Nippy 2 Dec, 2024 @ 4:15pm 
A similar option to this was added at some point to FSF tweaks, which is maintained. https://steamproxy.net/sharedfiles/filedetails/?id=2893432492&searchtext=fsf+tweak
Ferchu 12 Aug, 2024 @ 10:31am 
Hi @Fonic, could you upload the translation to Spanish?
ReasonableC_RecipeDef.xml : https://pastebin.com/EVfeXtPp

Thanks!
Mlie 1 Jul, 2024 @ 11:27am 
Since this mod has been reported working in 1.5 I added it to the No Version Warning-mod
https://steamproxy.net/sharedfiles/filedetails/?id=2599504692
Starempire42 21 May, 2024 @ 8:33pm 
one of the greatest mods I have ever used, can't wait for 1.5!
Cloaked Evil 1 May, 2024 @ 9:09am 
@GlassLionCharlie Most people who use this mod will also have a stack size mod such as https://steamproxy.net/sharedfiles/filedetails/?id=826366050
GlassLionCharlie 25 Apr, 2024 @ 6:56pm 
Interesting (breaking) bug with this one. If I try to make one of the component bundles, one of my pawns will start hauling steel to the fabrication bench, and then my other pawns will haul all of the steel back to storage. When I finally got a bulk fabrication to work (only 25x worked) and the work finished, it actually only created 15.

I think both of these issues are because of max stack sizes:
Components can only stack up to 15, so trying to create a stack of 25 just creates a stack of 15.
Steel can only stack up to 75 and you need 1000 to create 100x components, so you need 13 stacks of steel, but the fabrication bench can't hold 13 stacks, so they end up on the floor and my other pawns come and sweep them away.
CoolBreeze_75 13 Apr, 2024 @ 2:21pm 
will this be updated to 1.5?
Dcethe 2 Apr, 2024 @ 6:55pm 
For those wondering, This mod lowers the cost of Advance and Regular components. Also great for crafting a lot of components at one time #1 mod here. saves a lot of time
JoeOwnage 1 Apr, 2024 @ 10:15am 
seems to work fine
JoeOwnage 1 Apr, 2024 @ 10:11am 
I updated version number and made 1.5 folder in my local copy will report back
JoeOwnage 1 Apr, 2024 @ 10:07am 
Please 1.5 work per component is killing me
bagelhe 21 Mar, 2024 @ 11:52am 
this mod is great!
Alaskan Bull Walrus 10 Nov, 2023 @ 9:59am 
Does this work with simple components, where you can make base components at a machining table?
MrSharkey 10 Sep, 2023 @ 4:01am 
is it safe to add mid game?!?!?!?!?!?!?!!?
Tom Jackal 31 Jul, 2023 @ 1:37pm 
does this mod waive the component requirement for advanced components? or just change the further costs?
The Dutchman 30 Jul, 2023 @ 7:53pm 
Wow people are dumb. You make components at the exact same place you do without the mod. Nothing about that has changed...
Mk.V_Landship 20 Jul, 2023 @ 7:58pm 
how do i make them do i need a type of staion or something
Goldenolaf20 25 Jun, 2023 @ 9:22am 
not sure if anyone else is having this issue, but the work to complete the advanced components x25 is only 334
Mpkki 27 Apr, 2023 @ 9:17am 
Souka yes, creating components and advanced components are two different researchables with needed work station being unlocked after fabrication research
Souka 4 Apr, 2023 @ 5:40pm 
where do you create them, do you need to research advanced fabrication? cause i can't seem to find it
Ralathar44 25 Dec, 2022 @ 1:53am 
I tried to check what it was like without this mod again and ahahahahaha. Man, for making such a good base game the developer is on crack. So much time and work for even a single component. It's crazy.
[BRE] Bleuenn 22 Nov, 2022 @ 4:39pm 
Do you have to have a fabrication bench to make Components?
[BRE] Bleuenn 22 Nov, 2022 @ 4:25pm 
Where do you make the Components?
jacques 7 Nov, 2022 @ 2:23pm 
You know what just ignore that, I didn't check my research tree before complaining................................................
jacques 7 Nov, 2022 @ 2:19pm 
Does this mod like... work for anyone? I'm not able to craft advanced components at a fabrication bench/assembly bench even after adding the patch for vanilla expanded production... am I missing something??
LAJ-47FC9 31 Oct, 2022 @ 10:59pm 
Compat for Rimefeller and its synthylene-based component recipes? That'd be super neat.
Energyboy 24 Oct, 2022 @ 1:21pm 
Would you be able make a likewise mod for Rimefeller?
The last Eternal 22 Oct, 2022 @ 11:17am 
Thanks for this !!!
SaintD 21 Oct, 2022 @ 8:11am 
The most important mod in my list.
cleaner475 20 Oct, 2022 @ 8:15am 
Thank you!
Fonic the Fedgefog  [author] 20 Oct, 2022 @ 3:46am 
Updated for 1.4. I did it in a rush so any problems let me know and I'll set aside some time at the weekend to fix it. Enjoy. :grwheart:
cleaner475 18 Oct, 2022 @ 12:54pm 
Hi Fonic, any chance of a 1.4 update?
sebek 22 Jul, 2022 @ 4:00am 
"you can build a space ship but you cant build a fucking advanced component"
-every rimworld character
~Forbesy 4 Jul, 2022 @ 6:32pm 
Does this work with an existing save?
Shanghai Shanks 29 Jun, 2022 @ 3:45pm 
man really out here using real life experience to make the funny colony game more realistic
catpig7 5 Dec, 2021 @ 2:43pm 
Just to add a little comment on the complexity of PCB production - simple PCBs can be produced with pretty primitive equipment, like what we had at my state school in a neglected part of England 20 years ago. You just need the right acid, a suitable light source (probably UV?) and circuit boards with a "photosensitive" surface. Then you print your circuits onto a transparent piece of paper, put that on the circuit board, apply the light, and finally bath the board in the acid. Done.
Disclaimer: Some of the words may be wrong but you get the basic idea. As noted, it's been 20 yrs since I did this ;)
Alias 2 Oct, 2021 @ 1:25am 
@TwistedPacifist, Hi, I happened to be looking at your mod and I noticed that it overwrote the vanilla base for the fabrication bench. Since vanilla base overwrites always make me nervous, I started messing with the mod some and was able to refactor it a bit to leverage more of the vanilla code. By changing the recipes to inherit from the base game, you no longer have to multi-version the mod, the same xml/ patches work for 1.0 all the way up to 1.3. In theory, this also means that all you should have to do for future game releases is add the version number to the about file. If you're interested, I put the code up on my GitHub [github.com]. I also noticed that the advance component gold costs were 1.5, 3, and 7.5 instead of the pictured requirement, is that intentional? (if so disregard the changes on my GitHub).
NoImportance 24 Aug, 2021 @ 1:09pm 
@The Blind One - The part that is expensive for setup to manufacture is the Integrated Circuit or IC. This requires not only a multi-billion dollar factory, but extensive specialization. Memory Chip =/= Timing Chip for example. For a more immersive experience you could add a demanded purchasable/salvageable part to represent this. Really for immersion here the cost of the IC is how many you need to make before you get one that works, it is a game of scale. See work on Intel or Snapdragon manufacturing error rates. Or you could just pretend that the gold is the IC :P
CrOnA 20 Aug, 2021 @ 3:30pm 
at what bench do you actcually craft them at ?
The Blind One 31 Jul, 2021 @ 12:56am 
Yes but can you ''produce'' circuit boards?

hmmm? You need a multi-billion dollar factory for that. Though I suppose a Fabrication Bench suffices too in Rimworld.
Oldman 26 Jul, 2021 @ 6:04am 
This makes a lot of sense to me, at least the regular components. It's super easy to solder together regular circuit boards, and people can process them ridiculously fast even without an AI helping them.
Nooto 17 Jul, 2021 @ 12:04am 
Hey, would it be possible to implement adjustable mod settings for this mod? I want to be able to toggle on/off certain aspects of the mod (for example, I want the work reduction but not the cost reduction), and even better would be being able to adjust each aspect individually with sliders (e.g. I only want X% work reduction for the first batch, and a further Y% for each bulk bill after that, instead of a set-in-stone 50% with a further 5% each).
Already a great (and almost essential) mod though! I just want to be able to fine tune it for preferred game experience.
Julius97 16 Jul, 2021 @ 7:58am 
Works now, thanks!
Fonic the Fedgefog  [author] 16 Jul, 2021 @ 6:17am 
Looks like it hasn't updated to the new version. The preview image hasn't changed to the new one either. Try unsubscribing and insure the mod has been removed from your mod directory and resubscribe.
Julius97 16 Jul, 2021 @ 6:00am 
yes
Fonic the Fedgefog  [author] 16 Jul, 2021 @ 5:50am 
All good my side, showing up as 1.3 as expected. Are you sure you are running 1.3 from the beta branch?
Julius97 16 Jul, 2021 @ 5:04am 
@TwistedPacifist the mod still reports as game version 1.2 in the mod manager. Works fine but still....