[A12] Matter Converter 1.2r - Convert even more stuff! (23.8.2015]

Started by Helixien, July 21, 2015, 06:41:50 AM

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Helixien


Are you like me? Do you like science (but still misspell far to often) and ever thought ".... damn... all these stone chunks and corpse... it would be so nice if I could make use of them!"? Yes? You do? GREAT! Then you will like this mod. Like you, I have often thought it was a waste to burn all these delico... I MEAN poor dead people! Or the old, bad clothes no one needs! Or other stuff I have normally far to much of.
So I decided to make a little something, something to change that!

BEHOLD THE MATTER CONVERTER!
It works like magic, but it isnt!



No longer will your corpses go to waste! No longer will stone chunks take up space! No longer will old clothes be burned! NO! Using glitter world science your colony will be able to convert all these stuff into RAW MATTER!
And this matter you can then use, to create meat, steel or sliver (and there would be more if I got more time on my hands today :/)
Matter is easy to store and does not burn as easy as other stuff (or corpses for that matter)!

You may ask yourself: "But how does it work?" Well, it is easy! Once you spent days researching the matter converter tech, you can finally build THE MATTER CONVERTER (it is awesome!). Now just let your colonist put stuff inside and the converter will use all of your energy to transform it into raw matter! After that, use the matter to create new stuff!
It sounds unrealistic, but it is JUST SCIENCE!


Okay, frankly the mod may is pretty useless but who cares ;D

Features:



Important: The mod does NOT aim to replace the trading system, it is more meant to allow you to make use of stuff you otherwise would just burn or sell. It is not cheaty, nor overpowered. It takes quite a lot time to research and also a lot of energy to run it!

The mod allows you to do the following:

       
  • Convert: corpses, old clothes, slag, stone chunks, raw food, weapons, etc INTO RAW MATTER!
  • Use the raw matter to create: raw meat, wood, steel, plasteel, uranium, artillery shell, medicine, glitterworld medicine, silver and gold! All in a balanced way!
  • Two new things to research before you can use the matter converter.


Changelog:


1.2r:
- Updated to A12

1.1:
- Raw matter now glows.
- Matter converter has a new artwork!
- Moved the ArtificialMeat into the "RAWMEAT" section.
- Changed the color of the raw matter icon.
- Added more stuff to creat with matter!

1.0: Added more stuff to convert and create. Also balanced the converter so far, that it fits into the vanilla RimWorld.



Download and Credits:

Version 0.5: Download by clicking here!
Version 1.0: Download by clicking here!
Version 1.1: Download by clicking here!
Version 1.2r: Download by clicking here!

Mod is using art from the art resources section and glasswork!
Do not include this mod into any mod packs!

Screenshots:





MrOlder

( ͡° ͜ʖ ͡°)   Ain't no rest for the Wicked and the Weird Peeps.

Helixien

Quote from: kaptain_kavern on July 21, 2015, 08:39:55 AM
Added to the A11b modlist ;)

Thanks mate!

Quote from: MrOlder on July 21, 2015, 09:49:14 AM
Loving them gifs tbh

Me too!

So, I updated it to version 1.0 and now it is more balanced and also harder to get and use. ALSO, you can now create more stuff and convert more stuff into raw matter.

Iwillbenicetou

Nice :D Will use this right away. You should also be able to turn raw matter in artillery shells. Your choice though. :P
Mod Help! The basics on how to download mods!

Helixien

Quote from: Iwillbenicetou on July 21, 2015, 06:52:20 PM
Nice :D Will use this right away. You should also be able to turn raw matter in artillery shells. Your choice though. :P

It is on my list. Together with meds and some other custom items I work on.

Helixien

Updated the mod with new stuff and also tested it under A11c. Worked fine!

cy-one


milon

How much power does it need?
Can you specify quality/health factors for the Convert bill?
Anything in particular it's not compatible with?

cy-one

Quote from: milon on August 14, 2015, 01:55:47 PM
How much power does it need?
Can you specify quality/health factors for the Convert bill?
Anything in particular it's not compatible with?

I think 2500
Yes you can ;)
At least no problems with the EdB-Mods, Industrialisation, Superior Crafting and a few other mods I have running.

Helixien

Quote from: milon on August 14, 2015, 01:55:47 PM
How much power does it need?
Can you specify quality/health factors for the Convert bill?
Anything in particular it's not compatible with?

I havent found any mod that isnt compatible with my one. So you are good.
It needs 2500 power.
And not really sure what I should specify about the bills.

rditto48801

I saw this mod is supposed to work with Alpha 12 according to the thread title, so I gave it a try since I am getting back into Rimworld again.

However, after about having a small colony about starve in Alpha 12 (winter cold snap vs. not so robust hydroponic room heaters), with a mound of 300 or so Artificial Meat, I would say there is an issue with Artificial Meat as a food source.
Maybe it's because I got it from a Cargo Pod event, but Artificial Meat I got from it lacks a Nutrition value when I check its Info.
Which in turn means colonists refuse to use it to cook with or otherwise won't use the NPD if that is all it is stocked with, since Alpha 12 meal recipes seem to now depend on ingredient nutrient value, not a flat item count.

Is this some sort of bug due to how I got the Artificial Meat, or does the stuff lack a Nutrition Value in general?
Of note, the colony in question has not completed research to get the Matter Converter stuff, so I don't know if that is a factor or not.
Always (less than) eager to stockpile 3 metric tons of steel to replicate a useful gun.

Dr. Watson. Proving that being wrong is one step closer to being right.

RickyMartini

Awesome mod! 3 issues I have encountered:

1. Matter converter is available from the start even without researching it.

2. Artificial meat has no nutritional value. (Can't be used)

3. Matter Converter has false x,y coordinates and is therefore stretched.


I tweaked the issues for myself privately but I don't want to release it just like this without asking. I do hope you refine this mod for the community! Cheers!