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RimWorld => Releases => Mods => Outdated => Topic started by: Nasikabatrachus on March 03, 2014, 03:12:05 AM

Title: [MOD] (Alpha 2) Toughrock: Concrete Economy (Release 2)
Post by: Nasikabatrachus on March 03, 2014, 03:12:05 AM
Toughrock



Description:
I made this mod to make mining a more dwarfy involved activity and to slightly extend the game's economy. Toughrock does this by adding new resources, structures, and recipes to the base game.

Features:
Mod Team:
How to use:
Start a new game with Toughrock loaded to play. Toughrock is not compatible with existing saves and cannot be removed from a save.

I suggest setting up a Stonecutter's table next to a rock debris dumping zone just outside any rock mine you make, and build new tables further into the mine as your activities deepen it. Keep in mind that your structural defenses are now very expensive in terms of time and resources. Remember also that colonists move much more slowly over rock debris than they do over clear floors, so regular hauling is now a very important activity.

Download:
See bottom of post.

Screens:
(http://i.imgur.com/mrULot2l.jpg)
http://imgur.com/mrULot2
(http://i.imgur.com/ceRFcCkl.jpg)
http://imgur.com/ceRFcCk

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Notes:
Anyone may use any part of this mod's contents for their own purposes. Please credit me if it's practical to do so, but don't sweat it.

Any suggestions for improving aspects of this mod are welcome. If you wish to contribute a texture, defs, or code, please post them in this thread or send them to me via PM and you will be credited in this post.

Thanks to Rokiyo (http://ludeon.com/forums/index.php?action=profile;u=2816) for their help making the rock debris standable.

Release 2 Notes:
The work time for creating concrete has been reduced from 1400 to 900.

The material requirements for the Smelter are 150 metal, 60 concrete, and 25 power conduit segments.

The Smelter uses the mining skill, and metal output is variable, so your best miners will get more metal per ore unit than everyone else.

The Electronics Workshop uses the crafting skill, and output of power conduit segments and light elements is not variable.

I'm aware that the new textures are a bit crude overall, so if you would like to volunteer better textures, just post them in this thread or PM them to me and I'll likely include them and credit you.

You may wish to use this mod (http://ludeon.com/forums/index.php?topic=2450.0) to clear away debris as your game progresses. It should work fine, but I haven't tested or balanced it myself.

Known Issues:



[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 2) Toughrock: Concrete Economy
Post by: Camirex on March 03, 2014, 07:04:32 AM
Thanks for the mod, but no offense, I'm not really seeing the value in this. It seems like it would cost a lot more resources (extra 10 metal) to make the same thing as the stone wall with an extra 200 hitpoints. Just seems like a lot of effort for very little gain. As well as the 3x increased mining time.

I think balancing it so that concrete walls can conduct electricity would make them more worthwhile; at its current state, 200 more hitpoints for all that work  just isn't really worth it.
Title: Re: [MOD] (Alpha 2) Toughrock: Concrete Economy
Post by: letharion on March 03, 2014, 08:37:36 AM
Quote from: Camirex on March 03, 2014, 07:04:32 AM
I think balancing it so that concrete walls can conduct electricity would make them more worthwhile; at its current state, 200 more hitpoints for all that work  just isn't really worth it.

They've tried to balance this by reducing stone walls to 500 hp instead of 1000. Whether that's "right or wrong" I don't know.

From a logical standpoint, I think I would expect their to be a larger difference between "natural rock walls" at 1000, and armored concrete at 1200. Not that I really know much about the topic.

Also, I see no reason why concrete walls couldn't conduct power. There could even be two variations. One that doesn't (the current one) and one more expensive in metal that does.
Title: Re: [MOD] (Alpha 2) Toughrock: Concrete Economy
Post by: SlimeCrusher on March 03, 2014, 10:47:28 AM
Do you want some help with the reinforced concrete walls? I can help you to make them look different, but first, is it made brick by brick on plain just like normal walls?
Title: Re: [MOD] (Alpha 2) Toughrock: Concrete Economy
Post by: Nasikabatrachus on March 03, 2014, 08:57:50 PM
I'm not a huge fan of the idea of having concrete walls transmit power, but I'll consider putting it into a future version. For now, if anyone wants to have concrete walls transmit power, they can just change the <transmitsPower> tag to true in the Concrete_and_Stone_Wall.xml file.

Quote from: SlimeCrusher on March 03, 2014, 10:47:28 AM
Do you want some help with the reinforced concrete walls? I can help you to make them look different, but first, is it made brick by brick on plain just like normal walls?

I'd appreciate any help you're willing to give. I'm not very well informed about how real concrete walls are produced, but the idea of the concrete bags resource implies that the walls would be built by applying layers of concrete over each other, resulting in a lot of horizontal striation. That would be difficult to show on something so small, however. I think the simplest thing that could be done to differentiate concrete walls would be to lighten the very tops of the walls and apply some tonal variation and small detail. I made the current texture by lightening the metal wall texture and painting lots of faint dark smudges in order to get an effect like this (https://www.123rf.com/photo_6759259_old-concrete-wall.html).
Title: Re: [MOD] (Alpha 2) Toughrock: Concrete Economy
Post by: Vas on March 03, 2014, 09:37:27 PM
I don't like that the stone you mine now has 1000, it would be better if it were at least half, like 500.  It already takes a while for some miners to do their work and when you first start out, finding a cave is most normally the very first thing you do, to make a cave I mean.

On top of this, before you can really set up anything, you gotta move all this newly created rock out of your walls.  So Starting new on a map, this would present a difficult problem.  It would add loads of litter to the game when you first start and your first priority would end up being make the stone cutter table as fast as you possibly can just to get rid of this stuff and hope no raiders show up or wild animal raids that come in to eat everything you grow before you can.

You could also use Slag as a resource, it's somewhat scrap metal so you could make slag produce a stack of "support beams" which is used in the construction of concrete objects.  So all objects that your mod creates with this new resource could also require slag for producing support beams out of useless hunks of metal that end up all over the map and you have no way of getting rid of it except bombs.  Lots and lots and lots of bombs.  But yea, technically concrete wouldn't stand on it's own, at least not till it is dry, so the support beams from Slag would be a good idea.  :P
Title: Re: [MOD] (Alpha 2) Toughrock: Concrete Economy
Post by: deadbeat88 on March 04, 2014, 11:43:42 AM
I dont like this mod. Its not compatible with save files.
However, I like the concept of getting rock debris whenever you mine the mountain. Could you make a standalone mod for this? ...that is compatible with the savefile, ofcourse.
Title: Re: [MOD] (Alpha 2) Toughrock: Concrete Economy
Post by: Vas on March 04, 2014, 11:51:15 AM
Quote from: deadbeat88 on March 04, 2014, 11:43:42 AM
I dont like this mod. Its not compatible with save files.
However, I like the concept of getting rock debris whenever you mine the mountain. Could you make a standalone mod for this? ...that is compatible with the savefile, ofcourse.

The reason it isn't compatible with previous save files, is because it changes too much stuff.  You can't make it compatible.  Some mods will need new save files, unfortunately that's something you're stuck with and have to deal with.  :P  Sorry.
Title: Re: [MOD] (Alpha 2) Toughrock: Concrete Economy
Post by: Nasikabatrachus on March 04, 2014, 05:58:51 PM
I've altered the OP to reflect save compatibility.

Currently working on adding metal ore which will be dropped by mining minerals and which will need to be refined at a smelter, which will require a lot of energy to operate.
Title: Re: [MOD] (Alpha 2) Toughrock: Concrete Economy
Post by: Architect on March 05, 2014, 02:58:19 PM
Quote from: Nasikabatrachus on March 04, 2014, 05:58:51 PM
I've altered the OP to reflect save compatibility.

Currently working on adding metal ore which will be dropped by mining minerals and which will need to be refined at a smelter, which will require a lot of energy to operate.


Oooh, thats an exciting idea :D
Title: Re: [MOD] (Alpha 2) Toughrock: Concrete Economy
Post by: Geneoce on March 05, 2014, 03:32:38 PM
More economy? More difficulty?

I like it. Installing now, Giving feedback later.
Title: Re: [MOD] (Alpha 2) Toughrock: Concrete Economy
Post by: Nasikabatrachus on March 06, 2014, 01:54:36 AM
So, the ore and smelting update is almost done. However, I can't seem to get pawns to fill bills at the smelter itself. I've been trying to get it to work for a few hours, and have simplified the smelter's defs to the point that it's practically the stonecutter's table. The ore smelting recipe works in the stonecutter's table, and the workgiver and skillneed defs seem to be in order. The only thing I can think of is that the problem relates to the smelter's size, texture, and interaction square, except I don't know why that would be a problem. I've either missed something very subtle or very obvious. If anyone else wants to take a crack at it, I'd be grateful.

EDIT: Nevermind, I figured it out. Apparently it really was to do with the interaction square.
Title: Re: [MOD] (Alpha 2) Toughrock: Concrete Economy
Post by: Tynan on March 08, 2014, 05:22:39 PM
Quote from: Nasikabatrachus on March 06, 2014, 01:54:36 AM
So, the ore and smelting update is almost done. However, I can't seem to get pawns to fill bills at the smelter itself. I've been trying to get it to work for a few hours, and have simplified the smelter's defs to the point that it's practically the stonecutter's table. The ore smelting recipe works in the stonecutter's table, and the workgiver and skillneed defs seem to be in order. The only thing I can think of is that the problem relates to the smelter's size, texture, and interaction square, except I don't know why that would be a problem. I've either missed something very subtle or very obvious. If anyone else wants to take a crack at it, I'd be grateful.

EDIT: Nevermind, I figured it out. Apparently it really was to do with the interaction square.

Sorry I wasn't here to help you out!

Modding RW will be a bit rough for the first few months, but I think as the community expands it'll get better.
Title: Re: [MOD] (Alpha 2) Toughrock: Concrete Economy
Post by: Nasikabatrachus on March 09, 2014, 01:23:33 AM
No problem, Tynan. It's all part of the learning process to me.

Toughrock Mod version 2 will be put up shortly! This post will have the original release attached.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 2) Toughrock: Concrete Economy (Release 2)
Post by: xiuhte1 on March 15, 2014, 06:50:48 AM
Emm i can't download it, any idea why??
Title: Re: [MOD] (Alpha 2) Toughrock: Concrete Economy (Release 2)
Post by: Nasikabatrachus on March 15, 2014, 04:43:23 PM
I just downloaded it successfully. I don't have any insight into how the forum works so I have no idea why you couldn't.
Title: Re: [MOD] (Alpha 2) Toughrock: Concrete Economy (Release 2)
Post by: xiuhte1 on March 17, 2014, 04:22:03 AM
when i click download it says// An Error Has Occurred!
You are not allowed to access this section, but this only happens here, i already downloaded another mods:c
Title: Re: [MOD] (Alpha 2) Toughrock: Concrete Economy (Release 2)
Post by: letharion on March 17, 2014, 05:16:55 AM
Quote from: xiuhte1 on March 17, 2014, 04:22:03 AM
when i click download it says// An Error Has Occurred!
You are not allowed to access this section, but this only happens here, i already downloaded another mods:c

I don't know what the issue is about, but it happens to me on several mods when you click the large pretty "download" button, arrow-pointing-down-thing. If you scroll past it though to the end of the initial post, and click directly on the filename as uploaded, you can download from there.
Title: Re: [MOD] (Alpha 2) Toughrock: Concrete Economy (Release 2)
Post by: xiuhte1 on March 17, 2014, 05:38:26 AM
thank you thank you thank you very much, it worked :D
Title: Re: [MOD] (Alpha 2) Toughrock: Concrete Economy (Release 2)
Post by: Ribas on March 17, 2014, 08:29:55 PM
Why not paved tiles uses concrete bags too? (or concrete + stones).
Title: Re: [MOD] (Alpha 2) Toughrock: Concrete Economy (Release 2)
Post by: Steffmeistro on March 18, 2014, 06:58:35 AM
This looks very interesting. Do you think it will stack with the Better Power mod?
Title: Re: [MOD] (Alpha 2) Toughrock: Concrete Economy (Release 2)
Post by: deadbeat88 on March 18, 2014, 03:41:59 PM
I must say, the power consumption of the smelter is FUCKING RIDICULOUS. Before you can even produce a 5000 power, you'd run out of metal. And even if you did manage to get a smelter and smelt things, you'd basically struggle as even managing to smelt 1 ore would only give you less than 100 metal which is very small.

I really like the concept of this mod and hopefully you balance this out. For now, Im lowering the power to 500.

PS: those small/big lamp are pretty useless, I cant even revert them back to metal :|
Title: Re: [MOD] (Alpha 2) Toughrock: Concrete Economy (Release 2)
Post by: Nasikabatrachus on March 18, 2014, 09:19:10 PM
Thanks for the comments. I'm taking down the orange arrow thing since that seems to be problematic. This release was definitely (im)balanced on the harsh side of difficulty; next release should be more reasonable.
Title: Re: [MOD] (Alpha 2) Toughrock: Concrete Economy (Release 2)
Post by: Ribas on March 19, 2014, 12:47:56 AM
Quote from: deadbeat88 on March 18, 2014, 03:41:59 PM
I must say, the power consumption of the smelter is FUCKING RIDICULOUS. Before you can even produce a 5000 power, you'd run out of metal. And even if you did manage to get a smelter and smelt things, you'd basically struggle as even managing to smelt 1 ore would only give you less than 100 metal which is very small.

I really like the concept of this mod and hopefully you balance this out. For now, Im lowering the power to 500.

PS: those small/big lamp are pretty useless, I cant even revert them back to metal :|


So... "A Smelter with a 2500 kg capacity could work equipped with 60 Hz electricity transformer and 500KW (5000W) to melt iron at the rate of 1000 Kg/h. A Smelter of the same capacity on stream could work with 960 Hz frequency converter and 1000 KW (10.000W) for a 2000 Kg /h melting capacity".

Yep, 5000W is too high, the smelter in the game cannot melt 1000kg of iron per hour.
But... 500W is too low for this real capacity.
Title: Re: [MOD] (Alpha 2) Toughrock: Concrete Economy (Release 2)
Post by: deadbeat88 on March 19, 2014, 01:36:09 AM
Quote from: Ribas on March 19, 2014, 12:47:56 AM
Yep, 5000W is too high, the smelter in the game cannot melt 1000kg of iron per hour.
But... 500W is too low for this real capacity.

Considering the smelter is one of the important equipment in Rimworld, having it on 1000w would still be too high. Take note that you not only smelting the ore, but also the metal bars to get the metal from it. Additionally, the smelter does not operate automatically. Therefore, you have to feed electricity on it all the time... which is not practical in first 1hr of gameplay.

Title: Re: [MOD] (Alpha 2) Toughrock: Concrete Economy (Release 2)
Post by: letharion on March 19, 2014, 04:11:23 AM
Quote from: deadbeat88 on March 18, 2014, 03:41:59 PM
So... "A Smelter with a 2500 kg capacity could work equipped with 60 Hz electricity transformer and 500KW (5000W) to melt iron at the rate of 1000 Kg/h. A Smelter of the same capacity on stream could work with 960 Hz frequency converter and 1000 KW (10.000W) for a 2000 Kg /h melting capacity".

It would be interesting to know the source and context of this quote. :)

However, 500KW is <em>not</em> 5000W. The K is 1000, so 500KW is 500000W.

That aside, I actually like that the power requirement is quite high. Needing to struggle with the metal added more challenge to the game.
Title: Re: [MOD] (Alpha 2) Toughrock: Concrete Economy (Release 2)
Post by: xiuhte1 on March 19, 2014, 04:42:21 AM
for me the smelter is fine the "problem" is just in the first days, after you really have a lot of iron for more power plants
Title: Re: [MOD] (Alpha 2) Toughrock: Concrete Economy (Release 2)
Post by: Ribas on March 19, 2014, 09:45:52 AM
Quote from: letharion on March 19, 2014, 04:11:23 AM
Quote from: deadbeat88 on March 18, 2014, 03:41:59 PM
So... "A Smelter with a 2500 kg capacity could work equipped with 60 Hz electricity transformer and 500KW (5000W) to melt iron at the rate of 1000 Kg/h. A Smelter of the same capacity on stream could work with 960 Hz frequency converter and 1000 KW (10.000W) for a 2000 Kg /h melting capacity".

It would be interesting to know the source and context of this quote. :)

However, 500KW is <em>not</em> 5000W. The K is 1000, so 500KW is 500000W.

That aside, I actually like that the power requirement is quite high. Needing to struggle with the metal added more challenge to the game.
I take from this site:
http://global.britannica.com/EBchecked/topic/549533/smelting (http://global.britannica.com/EBchecked/topic/549533/smelting)
The power requirement is really quite high, whatever, normally an average smelter works at 500W~1400W.
Title: Re: [MOD] (Alpha 2) Toughrock: Concrete Economy (Release 2)
Post by: 123nick on April 16, 2014, 01:37:38 AM
sorry if this is obvious, but is this mod going to be updated to alpha 3? also sorry if this is a bit old post for a old mod, its just that i really like this mod.
Title: Re: [MOD] (Alpha 2) Toughrock: Concrete Economy (Release 2)
Post by: Ribas on April 17, 2014, 03:57:09 AM
Quote from: 123nick on April 16, 2014, 01:37:38 AM
sorry if this is obvious, but is this mod going to be updated to alpha 3? also sorry if this is a bit old post for a old mod, its just that i really like this mod.

If the OP doesn't give an answer, I'll try to update to A3.

Title: Re: [MOD] (Alpha 2) Toughrock: Concrete Economy (Release 2)
Post by: Ribas on May 01, 2014, 05:28:04 PM
Alpha 3 Toughrock will be realeased soon.
Title: Re: [MOD] (Alpha 2) Toughrock: Concrete Economy (Release 2)
Post by: mrofa on May 02, 2014, 02:07:42 PM
Well it can be done got Nasikabatrachus premission if you need help :)
Title: Re: [MOD] (Alpha 2) Toughrock: Concrete Economy (Release 2)
Post by: Ribas on May 02, 2014, 06:35:52 PM
I know, I already have his permission.   :)
There is little work to be done now.
Title: Re: [MOD] (Alpha 2) Toughrock: Concrete Economy (Release 2)
Post by: JKTD1919 on July 09, 2014, 10:23:08 PM
So many good mods that were just let to die! D: