RimWorld

RimWorld

Ceramics
329 Comments
Skywatcher68 15 Aug, 2022 @ 6:23am 
@Thundercraft
Thanks for that, I see Ceramics Crafting is patched to work with Glass + Lights whereas Ceramics VEF evidently is not -- their sand is different.
Thundercraft 9 May, 2022 @ 2:27pm 
@Autismus Maxium
There are two forks of this mod that have been updated to work with RimWorld 1.3:

Ceramics VEF - Like this mod, but updated and based around Vanilla Expanded Framework. Quote, "i just modified some parts that are already in 1.3 / Ideology / Vanilla Expanded. Longer Mudbrick useage. Unfired brick Extruder to free up a worker. may use Clean Porcelain (+Silver) ."

Ceramics Crafting - Like this mod, but only crafting (simplified), updated for 1.3 (VEF not needed). Quote, "this is a port of N7Huntsmans ceramics mod, only crafting. i just modified some parts that are already in 1.3 / Ideology. may use Clean Porcelain (+Silver) ."
Autismus Maximus 9 May, 2022 @ 1:41pm 
come on man, where is 1.3
F1tgal911 3 Jan, 2022 @ 11:26am 
Agree on porcelain, it's overpowered. I used it in earlier games to make an infinite amount of grand statues which I sold for lots of cash. Felt kinda cheaty afterwards. I liked this mod but I'm better off without it.
Den 22 Dec, 2021 @ 2:03am 
1.3 plssssssssss!!!!!!!!!!!
darksouls 26 Nov, 2021 @ 8:13pm 
1.3 plssssssssss
MyFriendRa 19 Nov, 2021 @ 2:30am 
issues with Achtung? or just 1.3?

Can make bricks but get a missing exception error or something for pawns using the kilns or drying racks. so no bricks...

in 1.2 this was main source of build material and worked great with the prison labour mod
Thundercraft 5 Nov, 2021 @ 9:05pm 
Quote, "I'd suggest nerfing that digging site building for sand and clay, in some way."

Please no... Also, I'd be willing to bet that the majority of current subscribers would agree with me that it is fine the way it is. If there really is a need to nerf this, then I'm sure someone will create a patch to do that eventually. That way, those who are fine with the current mechanics can enjoy it as is. Besides, porcelain is not OP. While nice, it's certainly not the best material in the game.
Dax 5 Nov, 2021 @ 4:14pm 
Will there be an update for 1.3? I love this mod. Although only criticism I got, is that porcelain is a little overpowered. Its technically an infinite resource, and has cleanliness and beauty bonuses. I'd suggest nerfing that digging site building for sand and clay, in some way.
DKshinigamiNK 3 Nov, 2021 @ 12:26pm 
which would make your piece, literally, explode:steamsalty:
DKshinigamiNK 3 Nov, 2021 @ 12:24pm 
if you wanted a bit of more randomness you could even stimulate a cooking failure because of a bubble in your ceramic:steammocking:
Lurmey 14 Oct, 2021 @ 1:46pm 
@pgames-food Depends if the ceramic was fired and optionally glazed. Clay undergoes chemical changes during firing to make it non-porous, hard and brittle. Unfired clay can be reused by just rehydrating it, however clay can also form mould if poorly kept so even that isn't perfectly recyclable.

Though mouldy clay is apparently better for making stoneware so... who knows?

TL;DR: Fired clay no, unfired clay yes.
pgames-food 20 Sep, 2021 @ 8:24pm 
hi does anyone know if this is feasible?
if you smash up and grind up a broken ceramic cup, can it be re-made/mixed/cooked back into ceramic?

if so i can try and add that to my rimside recycling mod in future update :)
Xidon Eye 20 Sep, 2021 @ 1:56pm 
Vanilla Expanded Framework port, "simplefied", testversion
Ceramics VEF
i'm no artist nor i am capable to code anything. but maybe someone likes this.
on my todo list is Mechanoids factory support and maybe a brick extruder.
Ascythian 19 Sep, 2021 @ 2:37pm 
Would love an update to this since I use it regularly.
CharlieOscar2 19 Sep, 2021 @ 6:24am 
Who wants to tell @Mlie to come to the rescue here?
Alien Xenomorph 18 Sep, 2021 @ 7:48am 
Mod working good enough along with [SYR] Universal Fermenter (1.3) (fork) (unofficlal) . Now all kilns working as intended but unfired bricks are loading/unloading by pawns with brewing work.
F1tgal911 16 Sep, 2021 @ 5:04am 
I miss this mod so much in 1.3...loved to make lots out of porcelain.
azure_wolf_22 8 Sep, 2021 @ 10:46pm 
Unfired bricks not being taken to any kiln. 1.3 bug or new game required?
Hans 6 Sep, 2021 @ 10:15am 
Update? :)
miku567 1 Sep, 2021 @ 7:46am 
@BoxingBud klis dont have bills menu. Pawns will simply take unfried bricks to them to get fried and thus usable for construction. But it seems that part of the mod got broken in 1.3 game update
Teamson 24 Aug, 2021 @ 12:22pm 
any chance for a compability patch for medival overhaul?
BoxingBud 19 Aug, 2021 @ 12:49pm 
I don't see any tasks from the kils, are they standby and used automatically?
LordQarlyn 13 Aug, 2021 @ 4:51am 
Hoping to see the 1.3 update. I love this mod.
Teamson 8 Aug, 2021 @ 4:42pm 
@76561198151966731 just wow....
VulpineVandal 25 Jul, 2021 @ 8:13pm 
the only issue i have seen thus far going from 1.2 to 1.3 is that i can no longer load kilns and drying racks with unfinished bricks. Everything else works fine.
潜在狗子 22 Jul, 2021 @ 1:59am 
Can't wait to see a 1.3 update
Lurmey 26 Jun, 2021 @ 1:59am 
I really wish there was a setting to move all the Ceramics jobs into a separate work type. Something like "potter" or "brickworker" etc
Fluffy_Fractalshard 23 May, 2021 @ 5:16am 
I wish there was an option to disable clay from spawning in the world (gathering clay at a clay-gathering spot is immersive and is totally sufficiant). My storage is bursting full of clay and it sucks for mountain bases sicne oyu cant even smoothe it. I will probably not use this mod again.
SkyLarkBlue 3 May, 2021 @ 3:36pm 
I'm really so sad this mod never developed as much as some of your ideas for it. I really love this mod and can't imagine playing without it, but I know the day is coming where it will become obsoleted by a new mod that does all the same basics and more. I hope you come back to this one day and implement so of those future expansion ideas.
youmu konpaku 23 Apr, 2021 @ 2:27pm 
Quitting to menu, then loading a new save may cause drying racks to still exist. my pawns unloaded some nonexistent drying racks that were at about the same location as my old base, and got bricks.
fatburner 7 Apr, 2021 @ 6:46am 
Is anyone else having trouble with unfired bricks disappearing when colonists put them into the electric kiln? I noticed it happens when they try to put less than 70 in
levoweal 4 Mar, 2021 @ 3:02am 
@somr Try pick up and haul.
Mr-Bandit 17 Feb, 2021 @ 7:02am 
i just created a zone around the kiln after an attempt to refuel and put the pawn in it. there was not enough fuel to reach 100% so it could not even attempt a refuel. usually anything consuming fuel will allow a partial refuel, but not the kilns...
Mr-Bandit 17 Feb, 2021 @ 6:47am 
ok, i just witnessed a pawn spend all day refueling a kiln. they brought the fuel, but it did not have enough to fill to 100%, so it went to get more, by the time it got back more fuel had been consumed by the kiln so it didn't have enough again, so it went to get more... all day...

am i the only one experiencing this?
Hilvon 16 Feb, 2021 @ 1:52am 
Cool mod. Really like the possibility of getting non-burnable materials to build the base a bit sooner.

I am not sure I aggree that fired brick walls are as beautiful as marble (both have +1 beauty), but that is not a big issue.
Also I am a bit confused that hardened ceramic plates don't actually require any... well... hardening.

Also have you considered switching your mod to Universal Fermenter to handle brick drying/firing. This should remove potential incompatabilities. And it allows for kilns to have multiple possible uses.
Lazy Invincible General 11 Feb, 2021 @ 10:37am 
if you use this it'll let you set what can be used as fuel
https://steamproxy.com/sharedfiles/filedetails/?id=1823276856&searchtext=burn
Mr-Bandit 11 Feb, 2021 @ 4:27am 
neceros' "coal expanded", here the link (i think they'll work well together!)

https://steamproxy.com/sharedfiles/filedetails/?id=1874344070
N7Huntsman  [author] 10 Feb, 2021 @ 9:18pm 
@Mr-Bandit What mod is the coal and charcoal from?
Mr-Bandit 10 Feb, 2021 @ 4:41am 
can we get the kilns upgraded so they take coal and charcoal pls
Fassina 7 Feb, 2021 @ 10:21am 
Did you fix porcelain reducing cleanliness when used as an ingredient for things that give cleanliness?
I fixed it once for my own use, apparently you have porcelain give a 0.4 cleanliness modifier, that is multiplied so it reduces cleanliness by 60%.
What you appear to have intended was for it to give a 40% boost, so the value should be 1.4
cesa210 4 Feb, 2021 @ 6:40pm 
Great mod, but....

The clay-pit its a bit OP and the clay spot its very dependent of the type of terrain. Maybe in a future add, or change , the way you get clay and sand.

How about obtain clay directly form the water, similar to real life. You could also later introduce a more industrial way, like a machine, to obtain high quantities at a time.
SkyLarkBlue 3 Feb, 2021 @ 7:42pm 
I just reread the mod notes (it's been a while) and see the author pointed out possible compatibility issues. I haven't had any come up, it's been a log time since I ran without the universal fermenter so that may be bridging the gap if there is one.
SkyLarkBlue 3 Feb, 2021 @ 7:40pm 
@Rude$t I've never had issues with this mod in relation to brewing in general or the universal fermenter. Or any of the other mods you mentioned. I'm not really sure what you mean about patching with the UF either. It seems unrelated to me? I suppose you are referring to the kilns but as long as I've used this mod I've never seen any reactions between this and fermenting (although I don't frequently watch my debug log either).
steadfast 2 Feb, 2021 @ 1:50am 
@76561198263824510, ty! U r my savior. I have already got that mod, but now I am going to use its all features. :steamthumbsup:
exBeNN 1 Feb, 2021 @ 8:34pm 
Great underrated mod, thanks for keeping it updated.
fatburner 1 Feb, 2021 @ 6:44am 
Nice mod! +1

(Have you tried making a porcelain spike trap? 102 damage.)
Rude$t 31 Jan, 2021 @ 12:07am 
Hi! Question for the author and/or people using this mod. How conflicty is it with brewing, exactly? Does it work with Vanilla Expanded Vikings, Brewing, or Medieval? Does it conflict with the Universal Fermenter mod- and if not could that be a potential way around those conflicts? Could the universal fermenter, by way of unifying everything, be a path towards a universal patch?
daz_ian 26 Jan, 2021 @ 4:15pm 
@bushwhacker I use Better Workbench Management https://steamproxy.com/sharedfiles/filedetails/?id=935982361 and set the bill for bricks to count both bricks and unfired bricks
apinsig 26 Jan, 2021 @ 5:41am 
i recomend adding text to clay pit that you can get sand there to it took me way to long to find that