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RimWorld => Releases => Mods => Outdated => Topic started by: Haplo on March 03, 2014, 05:29:14 PM

Title: [MOD] (Alpha 7) Workplaces (1.7.0 / 01.10.2014)
Post by: Haplo on March 03, 2014, 05:29:14 PM
Workplaces



Discontinued as of alpha 8
As alpha 8 comes with everything my workplace provided, I'll discontinue this mod.
If someone wants to use anything out of it, feel free to do, what ever you want.
Credits aren't needed anymore.

Description:
This mod is the evolution of my first mod 'Blacksmith's Workplace'. It implements all the original functionality and expands on it.
It has two workplaces: The original Blacksmith's Workplace and the newly created Weaponsmith's Workplace.
To use the second you must first read the book 'Weapon construction for dummies'. If you've done this already, there is a whole new world of weapon creation that awaits you..

Warranty: Single functions may need a higher understanding of crafting to be accessible.

Blacksmith's Workplace:
-Smelt Metal into Metal Bars
-Smelt Weapons into Metal Bars
-Forge Metal Bars into Metal


Weaponsmith's Workplace:
-Needs research
-Build Weapons out of Metal Bars


Mod Team:

Download:
Workplaces 1.7.0 (http://www.mediafire.com/download/26h3tp0leal6ae9/Workplaces_170.zip)
or
(http://static-3.nexusmods.com/15/images/101/1-1394454241.png) (http://www.nexusmods.com/rimworld/mods/13/?)

Addons:
Caution: All addons need the main mod and their third party mod to be active to work!
Workplaces 1.6.0 - Addon for Project Armory 2.13 (http://www.mediafire.com/download/4ujyes07y709vr6/Workplaces_160_PA_Extension_213.zip)

Screens:
(http://ludeon.com/forums/index.php?action=dlattach;topic=2354.0;attach=1077;image)


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

Credits:
Thanks to the work of scatterlogical (http://ludeon.com/forums/index.php?action=profile;u=6857) there is now a version compatible to Project Armory.

Notes:
If you want to use and expand on this mod, please feel free to do as you see fit.
If you have time, leave me a small notice so I can take a look into what wonders you created with it..  ;)

I did my best to balance these properly, so they fit seemlesly into the base game.
If you think there should be something corrected, please don't hesitate to tell me.

Changelog:

(Version 1.7.0)
-Update to Alpha 7

(Version 1.6.0)
-Update to Alpha 6
-Update PA extension to 2.13

(Version 1.5.7)
-Fixed M-24 crafting problem
  Thx to Orreborreman

(Version 1.5.6)
-Added Language-Support
-Added de-DE
-Updated PA extension to 2.11

(Version 1.5.5)
-Update to RimWorld - Alpha 5

(Version 1.5.2)
-Error fixing

(Version 1.5.1)
-Update to RimWorld - Alpha 4F

(Version 1.5.0)
-Update to RimWorld - Alpha 4
  (Removed the Smelt SlagDebries option, since it's now in the vanilla game available)
-Added Extension for Project Armory 2.06

(Version 1.4.4)
-Corrected a Problem in the PA-Version.
   Updated only the PA-Version.

(Version 1.4.3)
-Added smelting and dismantling of:
    Pump Gun, Molotov, Bows
-On special request added version without uranium as requirement
-Added Project Armory compatible version thanks to scatterlogical

(Version 1.4.2)
-Added Minigun and LMG (crafting 12 and 11)
-Changed experience gains

(Version 1.4.1)
Update to RimWorld - Alpha 3
Some Bugfixing

(Version 1.3)
This Mod implements and expands on my previous mod 'Blacksmith's Workspace X+', which isn't needed any longer.



[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 2) Workplaces
Post by: AcDie on March 04, 2014, 10:54:32 AM
nice progression ;D
Title: Re: [MOD] (Alpha 2) Workplaces
Post by: Evul on March 04, 2014, 11:11:47 AM
Niiice :)
Title: Re: [MOD] (Alpha 2) Workplaces
Post by: Haplo on March 04, 2014, 12:27:31 PM
Thanks, I tried to make it as minimal invasive as possible but still make adding new weapons rather easy.
Right now adding a new weapon is a work of 30s... + 2 hours to try to find the most ballanced implemention ;-)))

Hmm, ballancing.. I did reduce the output of metal bars a bit as it seems to be a bit too easy to get metal using the blacksmith workplace.
On this note I made the weapons a bit harder to obtain, too. Especially as the constructing doesn't give experience yet.
So I'd like to have your oppinion: Is it too hard, or is it's ok like it is? What do you think?
Title: Re: [MOD] (Alpha 2) Workplaces
Post by: AcDie on March 04, 2014, 12:40:02 PM
Yap, balancing is pain (you know where)... Also i think someone will ask you add 1 moar table (points to Evul)
Title: Re: [MOD] (Alpha 2) Workplaces
Post by: Haplo on March 04, 2014, 01:11:52 PM
What kind of table? A second weaponsmith table especially for project armory? Or something else?

As long as I have time, I can do a bit additional work without a problem :)
Title: Re: [MOD] (Alpha 2) Workplaces
Post by: AcDie on March 04, 2014, 01:59:33 PM
Quote from: Haplo on March 04, 2014, 01:11:52 PM
What kind of table? A second weaponsmith table especially for project armory? Or something else?

As long as I have time, I can do a bit additional work without a problem :)
I don't think that PA needs 1 more table, better use yours (aka cross-modding). I'm think he'll contact you if decided something. :-X  (Still keep silence)
Title: Re: [MOD] (Alpha 2) Workplaces
Post by: Haplo on March 04, 2014, 02:09:22 PM
No problem. If you need me, you know my number.  8)
Title: Re: [MOD] (Alpha 2) Workplaces
Post by: SlayR on March 04, 2014, 03:49:52 PM
Damn... I wanted to make a weapon bench. Guess i have to figure out something else to work on.
Title: Re: [MOD] (Alpha 2) Workplaces
Post by: Evul on March 04, 2014, 04:19:55 PM
AcDie is right :p
If you have time or I have time. ^^
I can provide you the code for the weapons making the weapons in PA constructable. :)
Title: Re: [MOD] (Alpha 2) Workplaces
Post by: Clwebb on March 04, 2014, 08:44:18 PM
The weapons workplace does not appear....  :(
Title: Re: [MOD] (Alpha 2) Workplaces
Post by: AcDie on March 05, 2014, 12:20:44 AM
Quote from: Evul on March 04, 2014, 04:19:55 PM
I can provide you the code for the weapons making the weapons in PA constructable. :)
I was talking not about this :P (Pssst, wires-wires)
Title: Re: [MOD] (Alpha 2) Workplaces
Post by: Haplo on March 05, 2014, 12:46:26 AM
Quote from: Clwebb on March 04, 2014, 08:44:18 PM
The weapons workplace does not appear....  :(
It sounds like you didn't do your research :)
It'll be available if you 'read the book'  (research weapon crafting).

Quote from: Evul on March 04, 2014, 04:19:55 PM
AcDie is right :p
If you have time or I have time. ^^
I can provide you the code for the weapons making the weapons in PA constructable. :)
If you have something, you know where to find me  8) ;)
Title: Re: [MOD] (Alpha 2) Workplaces
Post by: Haplo on March 07, 2014, 06:22:06 PM
Just a short update:
As I've seen Tynan released the textures he used in RimWorld.
I thought that is rather nice as now anyone can take them and do his own modifications.
So.. As I don't need them anymore, I thought I can provide my Textures from Workplaces too.
Maybe someone could use them  :)


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Title: Re: [MOD] (Alpha 2) Workplaces
Post by: DarkXess on March 10, 2014, 07:58:07 AM
Thanks for posting your release. Please update your release post with our download links too :)

You can find our mirror here:

(http://www.modsaholic.com/forums/site_pics/downloadbut.png) (http://www.modsaholic.com/forums/index.php/files/file/535-workplaces/)
Title: Re: [MOD] (Alpha 2) Workplaces
Post by: killerx243 on March 23, 2014, 12:11:07 AM
Would it be possible to create LMG's and Miniguns?

Edit: When adding Project Armory Weapons I stumbled upon the lmg crafting recipe... But how do I unlock it?
Title: Re: [MOD] (Alpha 2) Workplaces
Post by: Haplo on March 23, 2014, 04:35:17 AM
To add the LMG you just have to add the receip to the recipe list of the weapon smith table.
(see last entry)


<recipes>
<li>ConstructWeaponPistol</li>
<li>ConstructWeaponLeeEnfield</li>
<li>ConstructWeaponPumpShotgun</li>
<li>ConstructWeaponUzi</li>
<li>ConstructWeaponT-9IncendiaryLauncher</li>
<li>ConstructWeaponM-16Rifle</li>
<li>ConstructWeaponM-24Rifle</li>
<li>ConstructWeaponR-4ChargeRifle</li>
<li>ConstructWeaponFragGrenade</li>
<li>ConstructWeaponMolotovGrenade</li>
<li>ConstructWeaponL-15LMG</li>
</recipes>


But be aware, that it isn't really tested. I've removed it because in Alpha 2 it's officially not available :)
And as the Minigun has the description "Not intended to be held and used by humans." I decided to exclude it fully. But if you want to insert it, be my guest :)
Title: Re: [MOD] (Alpha 2) Workplaces
Post by: killerx243 on March 23, 2014, 09:43:47 AM
I read the patch notes incorrectly :S But thanks though :)
Title: Re: [MOD] (Alpha 2) Workplaces
Post by: lance789 on March 24, 2014, 11:57:39 AM
NPC's wont use either of the benches... how do i fix this?
Title: Re: [MOD] (Alpha 2) Workplaces
Post by: Haplo on March 24, 2014, 03:37:47 PM
Did you add a bill for something? Like smelting Slag Debris..
Or do you have the needed resources in the selected range?
Note: The base setting for new bills is set to 15 squares..

Or do you mean something else?  Like a modification you made?
Title: Re: [MOD] (Alpha 2) Workplaces
Post by: Nova on March 26, 2014, 12:54:24 PM
Could you please explain in the first post, what this mod even does?
Title: Re: [MOD] (Alpha 2) Workplaces
Post by: mrofa on March 26, 2014, 03:31:00 PM
This mod adds new recipes that allow you to make metal from slag and weapons.
Title: Re: [MOD] (Alpha 2) Workplaces
Post by: Haplo on March 27, 2014, 03:29:59 PM
Sorry, you are right, the description is a bit vague.
I've updated the introduction to include the workplace description.
Title: Re: [MOD] (Alpha 3) Workplaces
Post by: Haplo on April 10, 2014, 03:05:42 PM
Update to Alpha 3.
Title: Re: [MOD] (Alpha 3) Workplaces
Post by: City Builder on April 10, 2014, 05:14:56 PM
Hmm, seems both links are not working.  Nexus reports that there is a problem downloading the file for alpha 3 and the modaholics says it can't find the file requested.

I'm guessing there must be a delay after you have uploaded those files to the two places before they become live maybe?  Although it's been over 2 hours since you updated to alpha 3.

Nexus response:
Error
The site has run in to a problem, please look at the error message below...
Download down
Sorry, it seems like this file server is struggling with this file at the moment. Please try downloading the file from another file server.
Note: if this is happening on all the file servers there could be a problem! Head to the forums and let us know!


Modaholics response:
We could not find the file specified

I've tried 6 of the available Nexus servers and they all come back with the same error.
Title: Re: [MOD] (Alpha 3) Workplaces
Post by: Haplo on April 10, 2014, 05:31:54 PM
Hmm, strange. I tried both and got the file on both without problems..
On Nexus I used a London Server..

But if they continue to fail you could try the direct download (first option)
Sorry for your problems. Maybe it works tomorrow?
Title: Re: [MOD] (Alpha 3) Workplaces
Post by: City Builder on April 10, 2014, 07:23:34 PM
Thanks, I didn't even look to see if it was uploaded to this forum.  That worked fine.
Title: Re: [MOD] (Alpha 3) Workplaces
Post by: DarkXess on April 13, 2014, 11:13:53 AM
Thanks for posting your update, mirrors and download page updated :)

You can find our mirror here:

(http://www.modsaholic.com/forums/site_pics/downloadbut.png) (http://www.modsaholic.com/forums/index.php/files/file/535-workplaces/)
Title: Re: [MOD] (Alpha 3) Workplaces
Post by: Thoranius on April 16, 2014, 12:04:02 AM
Out of curiousity, were Pump Shotguns intentionally skipped in the list of smelt-able objects? I've checked all 4 weapon categories under the Workplaces 142 build, and couldn't find it anywhere.
Title: Re: [MOD] (Alpha 3) Workplaces
Post by: Haplo on April 16, 2014, 12:48:23 AM
Not intentionally, no.
Hmm I'll look into it as soon as I can.
Title: Re: [MOD] (Alpha 3) Workplaces
Post by: Thoranius on April 16, 2014, 01:38:41 AM
It's an easy enough fix, I just added <li>Gun_Pump Shotgun</li> in the line just under all 3 instances of <li>Gun_M-16Rifle</li> under the smelt medium weapons section of the Recipe_Blacksmith_Weapons.xml file in the Recipedefs folder of the mod, and it seems to have done the trick.

I also added Molotovs to the grenade list as a means to get rid of them without having to trade or destroy them, but I wasn't confident enough at modding to attempt adding a whole new category for them. The grenades make sense giving metal when dismantled, but the Molotovs would be nice in a separate category for dismantling them for 20 or so silver, much like the secondary product from dismantling grenades. Or, they could go in a whole different category, with no output other than experience for dismantling them. The low-grade tribal weapons would also fit nicely into that category, without having to rely on the burn-pile method to keep the map nice and tidy.
Title: Re: [MOD] (Alpha 3) Workplaces
Post by: Haplo on April 16, 2014, 03:24:21 PM
Thank you for the suggestions.
I've added them to the new version along with the bugfix.  ;D
Title: Re: [MOD] (Alpha 3) Workplaces
Post by: Dark-Noir on April 28, 2014, 11:17:30 AM
Can anyone make a compatible mod for Project Armory (v.2.00) ?
Title: Re: [MOD] (Alpha 3) Workplaces
Post by: Haplo on April 28, 2014, 01:24:46 PM
Yes, if you want, you can do that. :)
Or if you mean, if I would do that: Maybe. It depends on my free time..
Title: Re: [MOD] (Alpha 3) Workplaces
Post by: Thoranius on May 09, 2014, 02:30:50 AM
Thanks Haplo, I'm glad it worked. Any idea how you are going to mesh your mod with the new core version of metal slag refining?
Title: Re: [MOD] (Alpha 3) Workplaces
Post by: Haplo on May 09, 2014, 06:26:31 AM
Not sure yet.
The alpha 4 version will need a few basic changes, but I'll have to think about it a bit.
Maybe an Integration of the blacksmith with the official smelter, but I'm not to sure about it right now.
There are a few more things, that need to be addressed when alpha 4 is here. But it's still a while from now, so I have a bit of time, yet.

We'll see, we'll see :)
Title: Re: [MOD] (Alpha 3) Workplaces
Post by: scatterlogical on May 23, 2014, 05:05:38 AM
Quote from: Dark-Noir on April 28, 2014, 11:17:30 AM
Can anyone make a compatible mod for Project Armory (v.2.00) ?

Done! (kinda.)

Just knocked this together quickly - it only allows for you to melt down PA weapons, not build them (that's a much bigger project to add that).

It's also just a dirty file replacement, overwrite Workplaces\Defs\RecipeDefs\Recipe_Blacksmith_Weapons.xml. If someone would like to clean it up and make it into a proper mod (perhaps with weapon crafting too), be my guest.

At least this will help you get rid of the bazillions of Colt PPs and Glock 18s you have in your late game.

Grab it at the bottom:

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 3) Workplaces
Post by: mrofa on May 23, 2014, 05:34:17 AM
You could try to make crafting a weapon using special component, like a pistol could, after smelting give a pistol parts that would be requierd to craft pistols in the first place, the tricky part is giving a randome ammount of this parts on smelting. So people would exploit it to much ;D
Title: Re: [MOD] (Alpha 3) Workplaces
Post by: Haplo on May 24, 2014, 02:52:09 AM
Quote from: scatterlogical on May 23, 2014, 05:05:38 AM
Quote from: Dark-Noir on April 28, 2014, 11:17:30 AM
Can anyone make a compatible mod for Project Armory (v.2.00) ?

Done! (kinda.)

Just knocked this together quickly - it only allows for you to melt down PA weapons, not build them (that's a much bigger project to add that).

It's also just a dirty file replacement, overwrite Workplaces\Defs\RecipeDefs\Recipe_Blacksmith_Weapons.xml. If someone would like to clean it up and make it into a proper mod (perhaps with weapon crafting too), be my guest.

At least this will help you get rid of the bazillions of Colt PPs and Glock 18s you have in your late game.

Grab it at the bottom:

Thanks for the work. I'll make an PA Variant in the starting post as soon as I am back and will credit it to you :)

Quote from: mrofa on May 23, 2014, 05:34:17 AM
You could try to make crafting a weapon using special component, like a pistol could, after smelting give a pistol parts that would be requierd to craft pistols in the first place, the tricky part is giving a randome ammount of this parts on smelting. So people would exploit it to much ;D

I've actually thought about it early on, but didn't wanted to do it because of the extra micromanagement and the needed extra resources. I wanted to keep it rather simple so I only added the Metal Bars. Everything else is a bit of an overkill in my opinion..
Title: Re: [MOD] (Alpha 3) Workplaces
Post by: scatterlogical on May 24, 2014, 04:58:36 AM
Quote from: Haplo on May 24, 2014, 02:52:09 AM

Thanks for the work. I'll make an PA Variant in the starting post as soon as I am back and will credit it to you :)


You're welcome, happy to help :)
Title: Re: [MOD] (Alpha 3) Workplaces (1.4.3 / 26.05.2014)
Post by: Haplo on May 26, 2014, 05:05:09 AM
Ok, I've added the PA-compatible version to the downloads.  :)
Title: Re: [MOD] (Alpha 3) Workplaces (1.4.3 / 26.05.2014)
Post by: PunisheR007 on June 01, 2014, 12:32:38 AM
I get errors when i loadup with the pa compatible version, normal version works fine.
The errors are on the main menu when it loadsup with the mods enabled.
Title: Re: [MOD] (Alpha 3) Workplaces (1.4.3 / 26.05.2014)
Post by: Haplo on June 01, 2014, 02:21:49 AM
Thanks for the info. I'll take a look into it..

Edit: Ok, I've found the error. The new version can be found at the starting post. :)
Title: Re: [MOD] (Alpha 4) Workplaces (1.5.0 / 02.06.2014)
Post by: Haplo on June 02, 2014, 06:33:51 AM
Update to Alpha 4.
Right now only the base version is updated.
Other versions may come later.
Title: Re: [MOD] (Alpha 4) Workplaces (1.5.0 / 02.06.2014)
Post by: spatula on June 02, 2014, 08:44:45 PM
instead of a "workshop bench", what about making a small size (1 square) workshop table for each type of weapon?
(ie. pistol bench, rifle bench, machine gun bench, explosives workshop, laser weapons bench)

- the graphic for each table could be a disassembled version of that type of gun lying on the table
- would help it be more organized if compatible with something like Proj. Arm. because each table would have less items in it's build menu, and with the new "production tab" wouldn't kill the space there
- each bench could be it's own research project


...would be awesome to see the blacksmith table functions added to the smelter too.
Title: Re: [MOD] (Alpha 4) Workplaces (1.5.0 / 02.06.2014)
Post by: Haplo on June 03, 2014, 01:50:25 AM
I am not really for doing one bench for each weapon. Do you know how full your Architect menu is going to be? :)
But your idea with the 1x1 is interesting. Maybe I'll make an addon table for PA in that kind. One Table for a bunch of weapons and when the slots are full a second 1x1 extension. That may work..

Edit: Added the Project Armory 2.06 compatible version as an 1x1 extension table for the blacksmith workplace.
Title: Re: [MOD] (Alpha 4) Workplaces (1.5.0 / 03.06.2014)
Post by: Tuvka on June 03, 2014, 03:16:41 PM
Will mod compatible with (Alpha 4C) Project Armory (v.2.06) ?
http://ludeon.com/forums/index.php?topic=1950.0
Title: Re: [MOD] (Alpha 4) Workplaces (1.5.0 / 03.06.2014)
Post by: Haplo on June 03, 2014, 03:23:41 PM
I've added an addon thats for smelting all the weapons from PA 2.06 :)
Just activate it after you've activated the Workplaces and Project Armory mod and you have an table extension for it.
Title: Re: [MOD] (Alpha 4) Workplaces (1.5.0 / 03.06.2014)
Post by: Tuvka on June 03, 2014, 03:29:00 PM
Thank you so much my friend :)
when you can download the updated version?
Title: Re: [MOD] (Alpha 4) Workplaces (1.5.0 / 03.06.2014)
Post by: insanevizir on June 03, 2014, 03:31:22 PM
I'm having problems with the mod. When I activate it, with Project armory, it halts the game as soon as I leave the mods window. It pops up this debug window and removes all buttons from the game. Cant close it, cant create a new game, cant re-enter the mod screen to deactivate it.

pic of the bug:

http://s30.postimg.org/8atb4pes1/bug.jpg
Title: Re: [MOD] (Alpha 4) Workplaces (1.5.0 / 03.06.2014)
Post by: Haplo on June 03, 2014, 03:33:34 PM
Do you have the main mod Workplaces active too?
That's needed for it to work.
Title: Re: [MOD] (Alpha 4) Workplaces (1.5.0 / 03.06.2014)
Post by: Tuvka on June 03, 2014, 03:37:22 PM
yes, and not in the list of new weapons.
http://ipic.su/img/img7/fs/kiss_359kb.1401824194.png

or something I do not understand ...?
Title: Re: [MOD] (Alpha 4) Workplaces (1.5.0 / 03.06.2014)
Post by: insanevizir on June 03, 2014, 03:40:20 PM
I have PA and Workplaces activated and cant activate the 1x1 add on, cuz the game wont let me see the buttons anymore. Cant find that file where the game stores the mods to load on startup, so i cant remove then all and set to load only core game. lol. htink i'll have to redownload the game.
Title: Re: [MOD] (Alpha 4) Workplaces (1.5.0 / 03.06.2014)
Post by: Haplo on June 03, 2014, 03:45:54 PM
You should find it (under Windows at least) here:
C:\Users\<YourName>\AppData\LocalLow\Ludeon Studios\RimWorld\Config\ModsConfig.xml
Just delete the file and your game should reset to normal operation :)

Edit: I've updated the first post to make it more clear that you need the main mod too..

Quote from: Tuvka on June 03, 2014, 03:37:22 PM
yes, and not in the list of new weapons.
...

or something I do not understand ...?

You can't create the new weapons, sorry. Right now you can only smelt them if you have an excess.
To do that, you should have an Workplaces Blacksmith Extension table. There you can find the new smelting options.
The weapon creation.. I am unsure if I'll ever do that. At least not with all weapons as it is a lot work that needs to be done for it. And I'm really not up to it right now. Maybe if I am sometimes really bored I'll consider it, but until then...
Title: Re: [MOD] (Alpha 4) Workplaces (1.5.0 / 03.06.2014)
Post by: Tuvka on June 03, 2014, 04:01:38 PM
Ok, thanks buddy :)
Title: Re: [MOD] (Alpha 4) Workplaces (1.5.0 / 03.06.2014)
Post by: sorenson on June 05, 2014, 10:53:04 AM
I'm having problems crafting weapons. All of the necessary materials are in stock, and I have colonists with the required crafting skill... but it won't craft anything higher than a Lee-Enfield. Anything below that seems to work fine. Running 462 and 1.5.
Title: Re: [MOD] (Alpha 4) Workplaces (1.5.0 / 03.06.2014)
Post by: Haplo on June 05, 2014, 11:05:15 AM
Can you provide me with a savegame?
Then I can try to find out what the problem is :)
Title: Re: [MOD] (Alpha 4) Workplaces (1.5.0 / 03.06.2014)
Post by: insanevizir on June 05, 2014, 12:17:35 PM
Haplo, I'm a fan of your mod. I like to have a way to craft my own weapons and make some silver in the trade market.

I have a suggestion for a mod, that I believe is doable, and you may think is worth doing.

About this problem here:
"I am not really for doing one bench for each weapon. Do you know how full your Architect menu is going to be?"

Is it possible for you to create some kind of 3d printer/replicator mod?
I mean, instead of adding bill codes or tables for every weapon added in the game by any mod the player may have, you create one single table that duplicates any weapon that is stored in a hopper of some kind.

The resources needed to replicate the weapon could be defined by the price of said weapon in the trade system, its size or whatever way you find is doable. Big weaps cost more metal bars, small weaps need less, something like that.

So to create a weapon, you would need to have at least one of the said weapon and the materials needed to create it. To create another weapon, just remove the weap in the hopper and put another one.

If thats doable, I think it would become a universal compatible mod. Whatever weapon mod the guy use, your mod would work fine with it.

So, thats my idea. What you think?
Title: Re: [MOD] (Alpha 4) Workplaces (1.5.0 / 03.06.2014)
Post by: Haplo on June 05, 2014, 01:23:02 PM
I think it may be possible to make something like that.
Hmm, you will have to prefill the replicator with metal/metalbars/silver/... and it makes you the weapon thats in the hopper.
Only.. I think that my misc mod may be a better place to do that, as it most likely won't be a worktable.. Or maybe.. we'll see.
I'll have to test it, but unfortunately not soon as I have another project to work on right now, that's taking up all of my free time.
But thank you for the really interesting idea. I really think that I'll work on it when I have a bit of time :)
Title: Re: [MOD] (Alpha 4) Workplaces (1.5.0 / 03.06.2014)
Post by: insanevizir on June 05, 2014, 02:51:24 PM
Glad you liked. :)
Title: Re: [MOD] (Alpha 4) Workplaces (1.5.0 / 03.06.2014)
Post by: mrofa on June 05, 2014, 03:10:57 PM
That is a awsome idea mate!
Title: Re: [MOD] (Alpha 4F) Workplaces (1.5.1 / 08.06.2014)
Post by: Haplo on June 08, 2014, 02:52:53 PM
Checked compatibility; updated to alpha 4f
Title: Re: [MOD] (Alpha 4F) Workplaces (1.5.1 / 08.06.2014)
Post by: PunisheR007 on June 09, 2014, 12:22:53 AM
Your updated workplaces is throwing a list of error's todo with ingredients.
Title: Re: [MOD] (Alpha 4F) Workplaces (1.5.1 / 08.06.2014)
Post by: Haplo on June 09, 2014, 04:40:53 AM
Hmm, I've just tested it again and it worked without errors with the alpha 4f.
Which mods do you use?
When the errors pop up there is most likely a red one with it. Can you post it? Or better can you post the output_log.txt file?
Title: Re: [MOD] (Alpha 4F) Workplaces (1.5.1 / 08.06.2014)
Post by: Anexgohan on June 10, 2014, 12:30:18 AM
Hi,
I get some errors too, here is the output_log.txt file you requested.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 4F) Workplaces (1.5.1 / 08.06.2014)
Post by: Haplo on June 10, 2014, 01:09:17 AM
Hmm,  there is a strange xml version error in there, which may be the cause of it all. Or it could be nothing..
Can you post your modconfig.xml too? I can see there when which mod is loaded.
This way I can try it with your mod configuration and see if it's a problem of when the files are loaded..

Edit:
Do you have only the Workplaces active, or do you have Workplaces-ProjectArmory active too?
If you have the PA version active, the mods should be activated like this:
1. Project Armory
2. Workplaces
3. Workplaces PA
Title: Re: [MOD] (Alpha 4F) Workplaces (1.5.1 / 08.06.2014)
Post by: Anexgohan on June 10, 2014, 06:11:15 AM
Hi,
Here is the ModsConfig.xml hope this helps.
I do have Project Armory loading before Workplaces but still get the error.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 4F) Workplaces (1.5.1 / 08.06.2014)
Post by: Haplo on June 10, 2014, 06:21:22 AM
Ok, thanks.
Hmm, on the first view everything looks good.
I have to test it when I'm back at my computer and try to find the culprint..
Title: Re: [MOD] (Alpha 4F) Workplaces (1.5.1 / 08.06.2014)
Post by: Kulverstukass on June 10, 2014, 07:15:43 AM
Encountered the same problem as sorenson (http://ludeon.com/forums/index.php?topic=2354.msg37930#msg37930 (http://ludeon.com/forums/index.php?topic=2354.msg37930#msg37930)) and look what I've found in "Recipe_Weaponsmith_Weapons.xml" - Pistol and LeeEnf. have filter & /filter lines in ingredients section, and other items doesn't.
<ingredients>
<li>
<filter>
<thingDefs>
<li>MetalBars</li>
</thingDefs>
</filter>
<count>3</count>
</li>
</ingredients>


Added that for Molotovs in Recipe_Weaponsmith_Grenades.xml and now it can be properly produced.

Workplaces 1.5.1

/sorry for bad english :)
Title: Re: [MOD] (Alpha 4F) Workplaces (1.5.2 / 10.06.2014)
Post by: Haplo on June 10, 2014, 10:45:50 AM
Thank you all for the help finding this (dumb) error. It really was the problem that Kulverstukass found.
I've worked error-code into perfectly working xml files.. Sorry about that.
The fixed version is up. :)
Title: Re: [MOD] (Alpha 4F) Workplaces (1.5.2 / 10.06.2014)
Post by: DarkXess on July 01, 2014, 12:59:32 PM
*Sorry for the delay, been on my travels - working on updating all the mod pages etc now.

Thanks for posting your update, mirrors and download page updated :)

You can find our mirror here:

(http://www.modsaholic.com/forums/site_pics/downloadbut.png) (http://www.modsaholic.com/forums/index.php/files/file/535-workplaces/)

You can always contact me for changes to be made to the above link, also any updates please be kind to
inform us or even submit the update yourself on our downloads section (http://www.modsaholic.com/forums/index.php/files/).
Title: Re: [MOD] (Alpha 5) Workplaces (1.5.5 / 03.07.2014)
Post by: Haplo on July 03, 2014, 05:22:57 PM
So, here is the first of my mods converted to work with alpha 5.
The others will come soon :)
Title: Re: [MOD] (Alpha 5) Workplaces (1.5.5 / 03.07.2014)
Post by: iame6162013 on July 03, 2014, 05:38:11 PM
Quote from: Haplo on July 03, 2014, 05:22:57 PM
So, here is the first of my mods converted to work with alpha 5.
The others will come soon :)
#toosoon :P
Title: Re: [MOD] (Alpha 5) Workplaces (1.5.5 / 03.07.2014)
Post by: Haplo on July 03, 2014, 05:59:14 PM
Okay.. I thought I've seen the (forum) release of alpha 5..
But Maybe it was only my sleep deprived mind playing with me.. :-\
In this case, please ignore this post for now..
zzz...
Title: Re: [MOD] (Alpha 5) Workplaces (1.5.5 / 03.07.2014)
Post by: ShaggyD00 on July 04, 2014, 12:56:37 AM
you could instead update your PA extension to PA 2.10.     : )
Title: Re: [MOD] (Alpha 5) Workplaces (1.5.5 / 03.07.2014)
Post by: Haplo on July 04, 2014, 01:11:34 AM
OK,  ok. Don't rush the old ones.
I'll do that soon(tm) ;)
Title: Re: [MOD] (Alpha 5) Workplaces (1.5.5 / 03.07.2014)
Post by: JKTD1919 on July 04, 2014, 03:24:18 PM
I'm "not allowed" to reach the Project Armory 2.06 patch add-on. Maybe the link just doesn't work?
Title: Re: [MOD] (Alpha 5) Workplaces (1.5.5 / 03.07.2014)
Post by: Haplo on July 04, 2014, 03:55:58 PM
Ok, I'll update the link (and everything else) as soon as PA is updated to alpha 5 :)
Title: Re: [MOD] (Alpha 5) Workplaces (1.5.6 / 04.07.2014)
Post by: Morrigi on July 04, 2014, 06:50:13 PM
ETA???!!1one1!
[/trol]
Title: Re: [MOD] (Alpha 5) Workplaces (1.5.6 / 04.07.2014)
Post by: Haplo on July 05, 2014, 10:25:53 AM
Just to feed the Trolls:
The PA extension is updated.
Title: Re: [MOD] (Alpha 5) Workplaces (1.5.6 / 05.07.2014)
Post by: Kais23 on July 09, 2014, 09:41:30 PM
So I don't know if its just me or not but I can't seem to be able to build the minigun. =/ There isn't a way to select it to build, and I notice that it is in the code, so idk whats wrong.
Title: Re: [MOD] (Alpha 5) Workplaces (1.5.6 / 05.07.2014)
Post by: Haplo on July 10, 2014, 02:42:05 AM
I've removed it from the list, because it is a weapon of the mechanoids right now.
Title: Re: [MOD] (Alpha 5) Workplaces (1.5.6 / 05.07.2014)
Post by: Sakata on July 13, 2014, 07:33:11 PM
Hey Haplo. Just something I've noticed, I can't seem to make the M24 with this mod.  Seems to want wood planks which are not in the game anymore.
Title: Re: [MOD] (Alpha 5) Workplaces (1.5.6 / 05.07.2014)
Post by: Nibiru1221 on July 14, 2014, 12:17:42 AM
(Running Alpha 5d)

Not sure what I'm doing wrong but I added this mod into an existing game then once I activated it then my game crashed.. and I couldn't even start the game after.

So I backed up my saved game and installed the game fresh into another folder then added this mod only and then my game would not even run. I execute the 'rimworld' icon and the game window opens but it never loads the actual game.

Then if I remove this mod from my game then my game runs with no problem.

Since no one else reported any problems then I'm curious what I'm doing wrong?

Thanks.
Title: Re: [MOD] (Alpha 5) Workplaces (1.5.6 / 05.07.2014)
Post by: Haplo on July 14, 2014, 03:05:16 AM
Do you use the extension without the base mod?
Can you post the output_log.txt please? In there is normally the reason logged.
You can find it in the subfolder RimWorldxyz_data..
Title: Re: [MOD] (Alpha 5) Workplaces (1.5.6 / 05.07.2014)
Post by: Spare74 on July 14, 2014, 09:02:22 PM
I tried the mod today with the extension and on the weapon workplace I can craft every vanilla weapon but none of the PA mod, am I doing something wrong ?
(I have the main mod and the extension activated)
Title: Re: [MOD] (Alpha 5) Workplaces (1.5.6 / 05.07.2014)
Post by: Orreborreman on July 15, 2014, 03:09:01 AM
About the M24 problem, I found the issue, it's in Mods - Workplaces - Defs - RecipeDefs - Recipe_Weaponsmith_Weapons.
If you scroll down to M24 Rifle, it wants MetalBars, Uranium and WoodLog, BUT, accepted resources are Metalbars SILVER and Uranium, so Silver has to be changed to woodlog (or change woodlog for silver in what it requires) Hope it helps.
Title: Re: [MOD] (Alpha 5) Workplaces (1.5.6 / 05.07.2014)
Post by: Haplo on July 15, 2014, 03:34:00 AM
Quote from: Spare74 on July 14, 2014, 09:02:22 PM
I tried the mod today with the extension and on the weapon workplace I can craft every vanilla weapon but none of the PA mod, am I doing something wrong ?
(I have the main mod and the extension activated)

No, you didn't do anything wrong. Workplaces for PA does support the SMELTING of the PA weapons right now, but not the CRAFTING of them. As the writing of the crafting code is a huge workload, I haven't done it.
Maybe when I have a whole bunch of free time, but until then it only supports the smelting of your excess weapons and crafting of the vanilla weapons.

Quote from: Orreborreman on July 15, 2014, 03:09:01 AM
About the M24 problem, I found the issue, it's in Mods - Workplaces - Defs - RecipeDefs - Recipe_Weaponsmith_Weapons.
If you scroll down to M24 Rifle, it wants MetalBars, Uranium and WoodLog, BUT, accepted resources are Metalbars SILVER and Uranium, so Silver has to be changed to woodlog (or change woodlog for silver in what it requires) Hope it helps.

Ok, found it. Thanks for the catch. I'll update the mod shortly :)
Title: Re: [MOD] (Alpha 5) Workplaces (1.5.6 / 05.07.2014)
Post by: Spare74 on July 15, 2014, 03:59:10 AM
Quote from: Haplo on July 15, 2014, 03:34:00 AM
Quote from: Spare74 on July 14, 2014, 09:02:22 PM
I tried the mod today with the extension and on the weapon workplace I can craft every vanilla weapon but none of the PA mod, am I doing something wrong ?
(I have the main mod and the extension activated)

No, you didn't do anything wrong. Workplaces for PA does support the SMELTING of the PA weapons right now, but not the CRAFTING of them. As the writing of the crafting code is a huge workload, I haven't done it.
Maybe when I have a whole bunch of free time, but until then it only supports the smelting of your excess weapons and crafting of the vanilla weapons.

Oh okay, I'll take a quick look at the code, see if I can figure out how to make a few gun craftable ;)
Title: Re: [MOD] (Alpha 5) Workplaces (1.5.6 / 05.07.2014)
Post by: Haplo on July 15, 2014, 06:20:52 AM
I'm working on something for my misc mod, which can be used to create weapons (a nano printer ;) )
Title: Re: [MOD] (Alpha 6) Workplaces (1.6.0 / 13.08.2014)
Post by: Haplo on August 13, 2014, 02:57:28 PM
My very first mod and now updated to alpha 6 :)
Title: Re: [MOD] (Alpha 6) Workplaces (1.6.0 / 17.08.2014)
Post by: Haplo on August 17, 2014, 04:02:18 PM
Update:
Added the PA Extension for Project Armory 2.13 (Full Arsenal)
Title: Re: [MOD] (Alpha 6) Workplaces (1.6.0 / 17.08.2014)
Post by: Sakata on August 24, 2014, 04:49:20 AM
Hey Haplo, I'm wondering if you might be able to answer this for me.  The project armory compatible version, would it be safe to add to my "All in one mod pack" install?

Only asking here because I'm not sure if Jerethi is around for a little bit, and since your beautiful powerswitches don't work proper in A6 I'm sticking with A5 till everything is sorted.

Also how does one get hold of an older version of workplaces? Not sure if you keep a repository of the older packages?
Title: Re: [MOD] (Alpha 6) Workplaces (1.6.0 / 17.08.2014)
Post by: Haplo on August 24, 2014, 12:59:38 PM
You can find the older versions on Nexus, as I don't delete them ther, but just set them to outdated :)
It is here to find: Workplaces on Nexus (http://www.nexusmods.com/rimworld/mods/13/)
The alpha 5 versions were 1.57 and 1.5.6 PA
Title: Re: [MOD] (Alpha 6) Workplaces (1.6.0 / 17.08.2014)
Post by: Sakata on August 25, 2014, 07:19:59 AM
Ahh cool thanks. If the following question has a "yes" answer, I might download one from there.

Not sure if I worded what I was trying to do right.  Do you know off the top of your head if i could add workplaces PA version to A5 with Jerethi's All-In-One modpack without messing anything up? 
Title: Re: [MOD] (Alpha 6) Workplaces (1.6.0 / 17.08.2014)
Post by: Haplo on August 25, 2014, 09:55:38 AM
You do mean the alpha 5 version of Workplaces PA, don't you?
If so, and if the mod pack contains the PA weapons,  then yes. (don't know it right now)
The problem you'd have with Workplaces PA without the weapons from PA is, that it depends on finding the new weapon definitions. So if you don't have the weapons, it should throw red errors. If you have them, just deactivate the W PA again..
Title: Re: [MOD] (Alpha 6) Workplaces (1.6.0 / 17.08.2014)
Post by: Sakata on August 25, 2014, 09:45:51 PM
Coolbeans.  I'll give it a shot.  Just wasn't sure if there were any incompatibilities right off the bat, and I know some of them dont toss an error :P  Thanks!
Title: Re: [MOD] (Alpha 6) Workplaces (1.6.0 / 17.08.2014)
Post by: rab397 on August 30, 2014, 05:06:38 AM
Hey haplo!

The mod sounds great but i am running into a tiny problem.
I am trying to make one of my colonists (Crafting 11) make me a few m16 but for some reason he doesnt do it. i read something about gun crafting for dummies what is this and how can my colonists use it.

Many thanks already!
Title: Re: [MOD] (Alpha 6) Workplaces (1.6.0 / 17.08.2014)
Post by: Haplo on August 30, 2014, 05:14:52 AM
The gun crafting for dummies is the book your researching. Nothing more, nothing less. :)
When you can build the weaponsmith table, your colonist should be able to craft an m16 (needs lvl 9).
You just need the 10 metal bars and he should craft your m16.

Do you have everything needed?
Title: Re: [MOD] (Alpha 6) Workplaces (1.6.0 / 17.08.2014)
Post by: rab397 on August 30, 2014, 06:58:53 AM
Thanks for the quick response!

The only thing i need now is how to make metal bars.
So yeah how does that work? :P
Title: Re: [MOD] (Alpha 6) Workplaces (1.6.0 / 17.08.2014)
Post by: Shinzy on August 30, 2014, 07:17:42 AM
Quote from: rab397 on August 30, 2014, 06:58:53 AM
Thanks for the quick response!

The only thing i need now is how to make metal bars.
So yeah how does that work? :P
They're made in one of the benches, can't remember which from the top of my head :-[ but there's a bill for it in one of them
Edit: Workplace blacksmith! I don't know how I could have forgotten that =P 'process metal bars'
Title: Re: [MOD] (Alpha 6) Workplaces (1.6.0 / 17.08.2014)
Post by: Haplo on August 30, 2014, 07:56:08 AM
You get them when you dismantle weapons or you can smelt them from metal at the blacksmith table :)
Title: Re: [MOD] (Alpha 6) Workplaces (1.6.0 / 17.08.2014)
Post by: rab397 on August 30, 2014, 12:37:14 PM
Thank you so much both of you! I really like the mod keep up the good work :)
Title: Re: [MOD] (Alpha 6) Workplaces (1.6.0 / 17.08.2014)
Post by: Zeta Omega on September 07, 2014, 08:25:21 PM
Can you only craft vanilla weapons
Title: Re: [MOD] (Alpha 6) Workplaces (1.6.0 / 17.08.2014)
Post by: Haplo on September 08, 2014, 03:53:04 AM
Yes, crafting is only available for vanilla weapons.
The amount of work to integrate PA weapons is too high for me.
You can use the nano printer of my miscellaneous mod to duplicate other weapons (and apparells)
Title: Re: [MOD] (Alpha 7) Workplaces (1.7.0 / 01.10.2014)
Post by: Haplo on October 01, 2014, 04:24:34 PM
Updated to Alpha 7.