[MOD] (Alpha 7) TechTreeMinami v3.3 RIMWORLD COMPLETE

Started by minami26, May 05, 2014, 11:49:17 AM

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Shinzy

Quote from: jabbamonkey on November 06, 2014, 12:16:40 PM
How does the mining work? I've built the Deepdriller Machine, and even added on some other elements to it (i.e. Deepdriller Compressor). When I click the machine, the icon for metal says "Metal: Waiting Supply" ...

I've tried to select characters, and try to make them "Prioritize Mining" ... but that isn't an option. So, I assume this device works automatically ... like the Oil Refinery that automatically produces Refined Oil every few minutes.  However, no metal is being produced. I know the machine has power, so that isn't the issue.

How does this work exactly?

I've only used this particlar thing as a separate mod but the way it should work
is that you craft a drill head in a "Mining Workbench" table
Then your colonist should automatically install the drill head on the machine
which in turn will drill until the head breaks

rutefly

Quote from: jabbamonkey on November 06, 2014, 12:16:40 PM
How does the mining work? I've built the Deepdriller Machine, and even added on some other elements to it (i.e. Deepdriller Compressor). When I click the machine, the icon for metal says "Metal: Waiting Supply" ...

..

How does this work exactly?

You need to make some drill pipes and drills on the mining workbench for it.

I think the mining workbench is still bugged and wont build anything but basic drills if you reload after having reseaerched advanced etc.

The author of that particular mod has made a bug fix though, that should work. Unless Manimani already has included the fixed, you can always just use that mod instead of the TTM version. (Remember to unselect the TTM version if you do).

jabbamonkey

I noticed a "possible" bug with recruiting prisoners and propaganda.   

When you click a prisoner, you have the option to "try to recruit" that prisoner. If the prisoner doesn't have many great attributes, then I usually just keep them as a prisoner and sell them to a slave trader (yes, I've devious like that). I started adding propaganda to my jail "cells" to help with my recruitment ... however, when I have a prisoner that I do NOT want to recruit ... they sometimes decide to "join my colony" anyway because of the propaganda items.

I know that I can always "re-arrest" them when a slave trader comes, but it seems to take a little realism out of the game. 

Just wanted to let you know about this (and this certainly is NOT a large issue at all).

Darkfirephoenix

Quote from: jabbamonkey on November 06, 2014, 12:42:40 PM
I noticed a "possible" bug with recruiting prisoners and propaganda.   

When you click a prisoner, you have the option to "try to recruit" that prisoner. If the prisoner doesn't have many great attributes, then I usually just keep them as a prisoner and sell them to a slave trader (yes, I've devious like that). I started adding propaganda to my jail "cells" to help with my recruitment ... however, when I have a prisoner that I do NOT want to recruit ... they sometimes decide to "join my colony" anyway because of the propaganda items.

I know that I can always "re-arrest" them when a slave trader comes, but it seems to take a little realism out of the game. 

Just wanted to let you know about this (and this certainly is NOT a large issue at all).
Well that is a "feature" not a bug, it even says in the info: "Provides a small chance of converting prisoners." Which means ANY prisoner, not only the ones you want... But it's rather helpfull if you have some really hard to convert prisoner you actually want, just wait a bit and TADA he/she joins your colony after some time.

Oragepoilu

Quote from: vlaslega on November 06, 2014, 09:31:10 AM
And no, it didn't use not included mods except edb interface and prepare carefully.

I'v tryed to look into this but i can't seems to load your game.
Maybe you are using an older version of mods; I'm using :
EdB interface 2.3.1
EdB prepare carefully 2.3.1
Tech tree 3.2.5

(all downloaded at just a few minute before i wrote this post)

I don't think I'm wrong thinking that we aren't using the same version of the mods, because as far as i know, save don't track the user.
Please, check the version you are using, or maybe just send me the mod you are using in private (I'm pretty sure you can't distribute what other people have made here)


Quote from: jabbamonkey on November 06, 2014, 12:42:40 PM
I noticed a "possible" bug with recruiting prisoners and propaganda.   

When you click a prisoner, you have the option to "try to recruit" that prisoner. If the prisoner doesn't have many great attributes, then I usually just keep them as a prisoner and sell them to a slave trader (yes, I've devious like that). I started adding propaganda to my jail "cells" to help with my recruitment ... however, when I have a prisoner that I do NOT want to recruit ... they sometimes decide to "join my colony" anyway because of the propaganda items.

I know that I can always "re-arrest" them when a slave trader comes, but it seems to take a little realism out of the game. 

Just wanted to let you know about this (and this certainly is NOT a large issue at all).

I'm pretty sure this feature come here because you can't (or it would be painfull to do this) track if the guys have the option ON or OFF for recrutment.

An other way to do this would be to have 2 houses, and use the "medical" function to bed to avoid your colonist to put people in the wrong piece.

minami26


hello everyone, this update makes it feel like rimworld is complete thus the title for the update. hope you guys are happy with this update.

I think this will be my last update for alpha 7, it is stable and its economy is now somewhat balanced so cheers everyone!

patchnotes:
v3.3 Economy Balance + TRADERS, VisitorMedBed and KeyBinding By Haplo! [MOD REPACK]

Updated Patches:
  - Custom Events
  - MAI v1.7.5

Added: Integrated directly in TTM, these are MUST HAVES!
Haplo's Traders.
- Adds a local trader from a friendly faction to come to the colony and trade items with their TradingPost.
- Integrated especially into TTM Main to replace the existing local trader... Haplo made it 10000000x better.

Haplo's Visitor Medical Bed
- Very Handy Bed for those wanting to ever save their fellow friendly faction.
  *HOW TO USE:
when people from a friendly faction gets incapacitated an option will be available from the VisitorMedical Bed by RightClicking the bed and choosing which person to help.

Haplo's KeyBinding [NEEDS A NEW COLONY]
- Keys 7, 8 and 9 are used to set drafted colonist positions.
*HOW TO USE:
press SHIFT + 7/8/9 to save selected drafted Colonists position.
pressing 7/8/9 will automatically call all selected colonists that are saved into position.

pressing SHIFT + Q sends a colonist to bed if tired.
pressing SHIFT + E sends a colonist to eat if hungry.

Changes:

Economy Balance
- first attempt at balancing Item Prices.
- Everything is higher priced now due to market value scaling.
- Makes items cheaper to make than buying while earning a profit.
- lowered amount of silver traders carry.
- Reconfigured what Local Traders Carry to match needs of the colony. Ship traders feels more like real SPACESHIP traders.

- Balanced Utility Metal and WoodPlank building costs.
- Changed Table and Stool stuff costs, made cheap.
- Removed Uranium as Stuff.

vagineer1

What was the original cooking requirement to make Simple meals? I cannot seem to make them anymore since installing TTM.
You see this tank?

This tank is the epitome of "I'm going to destroy you"


This tank can make Chuck norris cry.

All hail the Takemikazuchi.

minami26


Kitsune

Yay new update! ;D Yes minami take a rest, drink a cup of hot tee. With the work you did its deserved. ;)

I hope i get some time to play it today but the changelog looks nice. ^.^

Dave-In-Texas

i enjoyed playing  (as recently as yesterday before work) ttm 3.2  and enjoying your hard work, so when i got home and found an update I wiped all my mods and installed 3.3.

well. 

i get a ton of verse errors (see attachement).
I followed the same procedure as with 3.2
loaded just core, then ttm_main, then ttm_addons - restarting rimworld after each stage.

this time it just went fubar;  i'm guessing something(s) is missing lol

thank you for your attention

[attachment deleted by admin: too old]

Rikiki

Given the name in the console, this is related to Miscellaneous mod.
Please post the output_log.txt file, not just a screenshot...

minami26

#806
Those are just warnings not errors please ignore, thankyou :)

Given the misc mod has not seperated traders from the main files i have dissected them on my own and those warnings are just translations functions that are looking for its missing components since i have not included the whole misc mod,, so dont worry it wont harm anything just ignore it thankyou somuch!

Haplo

Actually these errors are from the translation files from Miscellaneous.
It looks like minami didn't delete the translation files that wheren't used :)
Either way, these errors are effectively harmless.

Ramsis

Quote from: Haplo on November 07, 2014, 12:31:06 PM
Actually these errors are from the translation files from Miscellaneous.
It looks like minami didn't delete the translation files that wheren't used :)
Either way, these errors are effectively harmless.

Normally I don't hijack but hey Haplo would you mind making non-medical beds for visitors as well? Would be nice being able to actually have them stick around for a bit instead of just running around and bailing as soon as they show up. Also to Minami if you could work out how to make them build might I suggest you and Haplo work out an event where visitors will come to your map and build up a small fort that they may occupy from time to time?
Ugh... I have SO MANY MESSES TO CLEAN UP. Oh also I slap people around who work on mods <3

"Back off man, I'm a scientist."
- Egon Stetmann


Awoo~

Kitsune

Sad i'm not going to play the new update for a few day's. My darling and me prepare now the pc's to depart to the our pc-specialist to upgrade our pc's a bit and i dont know how long it takes. So everyone take care of minami because he create pure chaos if no one watch over him. ;D

See you hopefully next week. :)