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RimWorld => Releases => Mods => Outdated => Topic started by: temple_wing on May 06, 2018, 08:07:36 AM

Title: [B18]RimEconomy v1.4 - specialties and productions
Post by: temple_wing on May 06, 2018, 08:07:36 AM
RimEconomy
specialties and productions

(https://raw.githubusercontent.com/jinlan/RimEconmy/master/About/Preview.png)

specialties:
Every world tile has a chance to have a specialty when generated. Increasing animals, plants, resource rocks.

productions:
AI base will produce extra goods based on what and how many specialties they have near by.

faction base enhancement:
AI base will be generated more powerful if there is more specialities nearby.

Compatibility:
This mod support:
DeepRim, Set-Up Camp, Giddy-Up Caravan.
Please load this mod after DeepRim and Set-Up Camp.
Support for Giddy-Up Caravan is implemented in Dll files, so whether to load this mod after Giddy-Up Caravan does not matter.

Requires HugsLib
https://ludeon.com/forums/index.php?topic=28066.0 (https://ludeon.com/forums/index.php?topic=28066.0)

Download
github:
https://github.com/jinlan/RimEconomy/releases (https://github.com/jinlan/RimEconomy/releases)

Changelog:
1.4:
plant speciality chance rased to 0.003.
disable Rat to be speciality.
disable plant that has commonality >= 5 to be speciality.
1.3:
No longer require to start a new game.
1.2:
Fixed a bug that incorrectly calculated specialty distance.
Add support to Giddy-Up Caravan.

important:
If you found that most of your specialities suddenly disappeared. Please try:
1 Turn on "don't filter plant" trigger in mod option.
2 If step 1 don't work, try raise up speciality chance in mod option. There are 3 options affecting speciality chance, try raise them all.
Title: Re: [B18]RimEconmy v1.0.0 - specialties and productions
Post by: temple_wing on May 06, 2018, 08:14:10 AM
Can any one tell me that how to make attachment pic to show in the middle of my post please?
Title: Re: [B18]RimEconmy v1.0.0 - specialties and productions
Post by: Canute on May 06, 2018, 08:17:06 AM
I don't think you can do that with attachments.
You need to upload the pic somewhere else and use the [ IMG] command.
Title: Re: [B18]RimEconmy v1.0.0 - specialties and productions
Post by: temple_wing on May 06, 2018, 08:20:40 AM
done. thanks
Title: Re: [B18]RimEconmy v1.0.0 - specialties and productions
Post by: tonsrd on May 09, 2018, 08:33:01 AM
Does this conflit with Trading Economy (https://ludeon.com/forums/index.php?topic=35551.msg364632#msg364632)

has anyone tested with this animal mod ?
Megafauna v1.3.1[/ur]

(https://ludeon.com/forums/index.php?topic=34432.0)
Title: Re: [B18]RimEconmy v1.0.0 - specialties and productions
Post by: temple_wing on May 10, 2018, 04:25:08 AM
Quote from: tonsrd on May 09, 2018, 08:33:01 AM
Does this conflit with Trading Economy (https://ludeon.com/forums/index.php?topic=35551.msg364632#msg364632)

has anyone tested with this animal mod ?
Megafauna v1.3.1[/ur]


(https://ludeon.com/forums/index.php?topic=34432.0)

compatible.
Title: Re: [B18]RimEconomy v1.0.0 - specialties and productions
Post by: Kori on May 10, 2018, 03:26:40 PM
That looks very interesting! I think it requires a new game?
I will use it for my next colony! :)
Title: Re: [B18]RimEconomy v1.0.0 - specialties and productions
Post by: Exende on May 11, 2018, 10:37:57 PM
steam version?
Title: Re: [B18]RimEconomy v1.1 - specialties and productions
Post by: temple_wing on May 12, 2018, 03:14:21 AM
Quote from: Exende on May 11, 2018, 10:37:57 PM
steam version?

Sorry. I can't. No matter how hard I tried, I just can't open the web page of steamcommunity.com
Title: Re: [B18]RimEconomy v1.1 - specialties and productions
Post by: Mehni on May 12, 2018, 04:40:40 AM
Awesome, I like this. I love the look of the worldmap! Certainly feels more alive with this.
Title: Re: [B18]RimEconomy v1.1 - specialties and productions
Post by: carpediembr on May 14, 2018, 09:44:46 PM
I'm having issues trading and I'm not sure if it an issue with RimEconomy or another mod, any chance you could help me out?

Trading caravans dont bring any trader: https://i.imgur.com/l3ta2pd.jpg

When trying to trade via the comms console (Robot Trader from Misc robots) the window is empty: https://i.imgur.com/oCQncAs.png

Title: Re: [B18]RimEconomy v1.1 - specialties and productions
Post by: temple_wing on May 14, 2018, 10:01:11 PM
Quote from: carpediembr on May 14, 2018, 09:44:46 PM
I'm having issues trading and I'm not sure if it an issue with RimEconomy or another mod, any chance you could help me out?

Trading caravans dont bring any trader: https://i.imgur.com/l3ta2pd.jpg

When trying to trade via the comms console (Robot Trader from Misc robots) the window is empty: https://i.imgur.com/oCQncAs.png



For no trader problem: I see a pawn with green exclamation mark. I'm not sure, if there is an exception before, then all later exceptions are possibly caused by that first exception. So we should focused on that first exception.

For empty trade window problem: This bug is already fixed in 1.1.3. Please update to newest version.
Title: Re: [B18]RimEconomy v1.1 - specialties and productions
Post by: carpediembr on May 14, 2018, 10:24:08 PM
Quote from: temple_wing on May 14, 2018, 10:01:11 PM
Quote from: carpediembr on May 14, 2018, 09:44:46 PM
I'm having issues trading and I'm not sure if it an issue with RimEconomy or another mod, any chance you could help me out?

Trading caravans dont bring any trader: https://i.imgur.com/l3ta2pd.jpg

When trying to trade via the comms console (Robot Trader from Misc robots) the window is empty: https://i.imgur.com/oCQncAs.png



For no trader problem: I see a pawn with green exclamation mark. I'm not sure, if there is an exception before, then all later exceptions are possibly caused by that first exception. So we should focused on that first exception.

For empty trade window problem: This bug is already fixed in 1.1.3. Please update to newest version.

The green exclamation mark is from RimQuest.... maybe that's causing some compability issues? These are the mods I'm currently using (where you can also see the 1.1.3 version of RimEconomy:




-<activeMods>

<li>Core</li>

<li>HugsLib</li>

<li>JecsTools-1.0.9.10</li>

<li>CombatExtended</li>

<li>AllowTool</li>

<li>AllowDeadMansApparel</li>

<li>DeepRim</li>

<li>Dubs Bad Hygiene</li>

<li>EdBPrepareCarefully</li>

<li>FashionRIMsta -A18</li>

<li>Hospitality</li>

<li>ImprovedWorkbenches</li>

<li>Infused</li>

<li>LongRangePodLauncher</li>

<li>MadSkills-B18-2.1.3</li>

<li>Miscellaneous_Core</li>

<li>Miscellaneous_Robots</li>

<li>Psychology</li>

<li>QualityBuilder</li>

<li>QualitySurgeon</li>

<li>RF - Faction Control</li>

<li>RF - Smooth Stone Walls</li>

<li>Right-Tool-for-the-Job-Rebalanced-0.18.1.3</li>

<li>RimFridge</li>

<li>Rimworld-Shields</li>

<li>StackMerger</li>

<li>TickMultiThread</li>

<li>Vegetable Garden</li>

<li>TradingSpot</li>

<li>VGP_Medicine</li>

<li>VGP_Resources</li>

<li>VGP_Tools</li>

<li>WorkTab</li>

<li>Additional-Joy-Objects-18.03</li>

<li>B18 Speedy Floors 1.0</li>

<li>BigBatteries</li>

<li>BillysCaravanFormation</li>

<li>CleaningArea</li>

<li>Clutter Furniture</li>

<li>Cults</li>

<li>DeadMansClothing</li>

<li>DefensivePositions</li>

<li>DermalRegenerator</li>

<li>Doors-Expanded</li>

<li>Eco Lamps</li>

<li>FluffyBreakdowns</li>

<li>GiddyUpCore-18.7.7</li>

<li>GiddyUpCaravan-18.3.2</li>

<li>IdleFix</li>

<li>Increased Stack</li>

<li>Locks-DoorsExpanded--master</li>

<li>MiningCo. MiningHelmet</li>

<li>RBSE - Lite Edition 1.82</li>

<li>ResearchTree</li>

<li>RimEconomy-1.1.3</li>

<li>RimQuest</li>

<li>RotTickFix</li>

<li>RuntimeGC</li>

<li>RW_RefugeeStats</li>

<li>sd_adv_powergen</li>

<li>SF [B18] Vanometric Tech</li>

<li>T-MoreFloors</li>

<li>Toxic Fallout Protection Suit</li>

<li>VGP CoffeeTeaDrugs</li>

<li>WanderingCaravans</li>

<li>WildAnimalSex 2.2</li>

<li>SafelyHiddenAway - Release</li>

<li>Miniaturisation-0.18.0</li>

<li>PathAvoid</li>

<li>LT-DoorMat</li>

<li>MapReroll</li>





Title: Re: [B18]RimEconomy v1.1 - specialties and productions
Post by: temple_wing on May 15, 2018, 04:47:05 AM
Quote from: carpediembr on May 14, 2018, 10:24:08 PM
Quote from: temple_wing on May 14, 2018, 10:01:11 PM
Quote from: carpediembr on May 14, 2018, 09:44:46 PM
I'm having issues trading and I'm not sure if it an issue with RimEconomy or another mod, any chance you could help me out?

Trading caravans dont bring any trader: https://i.imgur.com/l3ta2pd.jpg

When trying to trade via the comms console (Robot Trader from Misc robots) the window is empty: https://i.imgur.com/oCQncAs.png



For no trader problem: I see a pawn with green exclamation mark. I'm not sure, if there is an exception before, then all later exceptions are possibly caused by that first exception. So we should focused on that first exception.

For empty trade window problem: This bug is already fixed in 1.1.3. Please update to newest version.

The green exclamation mark is from RimQuest.... maybe that's causing some compability issues? These are the mods I'm currently using (where you can also see the 1.1.3 version of RimEconomy:




-<activeMods>

<li>Core</li>

<li>HugsLib</li>

<li>JecsTools-1.0.9.10</li>

<li>CombatExtended</li>

<li>AllowTool</li>

<li>AllowDeadMansApparel</li>

<li>DeepRim</li>

<li>Dubs Bad Hygiene</li>

<li>EdBPrepareCarefully</li>

<li>FashionRIMsta -A18</li>

<li>Hospitality</li>

<li>ImprovedWorkbenches</li>

<li>Infused</li>

<li>LongRangePodLauncher</li>

<li>MadSkills-B18-2.1.3</li>

<li>Miscellaneous_Core</li>

<li>Miscellaneous_Robots</li>

<li>Psychology</li>

<li>QualityBuilder</li>

<li>QualitySurgeon</li>

<li>RF - Faction Control</li>

<li>RF - Smooth Stone Walls</li>

<li>Right-Tool-for-the-Job-Rebalanced-0.18.1.3</li>

<li>RimFridge</li>

<li>Rimworld-Shields</li>

<li>StackMerger</li>

<li>TickMultiThread</li>

<li>Vegetable Garden</li>

<li>TradingSpot</li>

<li>VGP_Medicine</li>

<li>VGP_Resources</li>

<li>VGP_Tools</li>

<li>WorkTab</li>

<li>Additional-Joy-Objects-18.03</li>

<li>B18 Speedy Floors 1.0</li>

<li>BigBatteries</li>

<li>BillysCaravanFormation</li>

<li>CleaningArea</li>

<li>Clutter Furniture</li>

<li>Cults</li>

<li>DeadMansClothing</li>

<li>DefensivePositions</li>

<li>DermalRegenerator</li>

<li>Doors-Expanded</li>

<li>Eco Lamps</li>

<li>FluffyBreakdowns</li>

<li>GiddyUpCore-18.7.7</li>

<li>GiddyUpCaravan-18.3.2</li>

<li>IdleFix</li>

<li>Increased Stack</li>

<li>Locks-DoorsExpanded--master</li>

<li>MiningCo. MiningHelmet</li>

<li>RBSE - Lite Edition 1.82</li>

<li>ResearchTree</li>

<li>RimEconomy-1.1.3</li>

<li>RimQuest</li>

<li>RotTickFix</li>

<li>RuntimeGC</li>

<li>RW_RefugeeStats</li>

<li>sd_adv_powergen</li>

<li>SF [B18] Vanometric Tech</li>

<li>T-MoreFloors</li>

<li>Toxic Fallout Protection Suit</li>

<li>VGP CoffeeTeaDrugs</li>

<li>WanderingCaravans</li>

<li>WildAnimalSex 2.2</li>

<li>SafelyHiddenAway - Release</li>

<li>Miniaturisation-0.18.0</li>

<li>PathAvoid</li>

<li>LT-DoorMat</li>

<li>MapReroll</li>







Could you please have a try of 1.1.4? It works find on my computer, but I would hope you can try it.
In version 1.1.3, I just partially solved the "trade ship bug", hope I have really solved it this time.
Title: Re: [B18]RimEconomy v1.1 - specialties and productions
Post by: carpediembr on May 15, 2018, 10:58:39 AM
Quote from: temple_wing on May 15, 2018, 04:47:05 AM
Quote from: carpediembr on May 14, 2018, 10:24:08 PM
Quote from: temple_wing on May 14, 2018, 10:01:11 PM
Quote from: carpediembr on May 14, 2018, 09:44:46 PM
I'm having issues trading and I'm not sure if it an issue with RimEconomy or another mod, any chance you could help me out?

Trading caravans dont bring any trader: https://i.imgur.com/l3ta2pd.jpg

When trying to trade via the comms console (Robot Trader from Misc robots) the window is empty: https://i.imgur.com/oCQncAs.png



For no trader problem: I see a pawn with green exclamation mark. I'm not sure, if there is an exception before, then all later exceptions are possibly caused by that first exception. So we should focused on that first exception.

For empty trade window problem: This bug is already fixed in 1.1.3. Please update to newest version.

The green exclamation mark is from RimQuest.... maybe that's causing some compability issues? These are the mods I'm currently using (where you can also see the 1.1.3 version of RimEconomy:




-<activeMods>

<li>Core</li>

<li>HugsLib</li>

<li>JecsTools-1.0.9.10</li>

<li>CombatExtended</li>

<li>AllowTool</li>

<li>AllowDeadMansApparel</li>

<li>DeepRim</li>

<li>Dubs Bad Hygiene</li>

<li>EdBPrepareCarefully</li>

<li>FashionRIMsta -A18</li>

<li>Hospitality</li>

<li>ImprovedWorkbenches</li>

<li>Infused</li>

<li>LongRangePodLauncher</li>

<li>MadSkills-B18-2.1.3</li>

<li>Miscellaneous_Core</li>

<li>Miscellaneous_Robots</li>

<li>Psychology</li>

<li>QualityBuilder</li>

<li>QualitySurgeon</li>

<li>RF - Faction Control</li>

<li>RF - Smooth Stone Walls</li>

<li>Right-Tool-for-the-Job-Rebalanced-0.18.1.3</li>

<li>RimFridge</li>

<li>Rimworld-Shields</li>

<li>StackMerger</li>

<li>TickMultiThread</li>

<li>Vegetable Garden</li>

<li>TradingSpot</li>

<li>VGP_Medicine</li>

<li>VGP_Resources</li>

<li>VGP_Tools</li>

<li>WorkTab</li>

<li>Additional-Joy-Objects-18.03</li>

<li>B18 Speedy Floors 1.0</li>

<li>BigBatteries</li>

<li>BillysCaravanFormation</li>

<li>CleaningArea</li>

<li>Clutter Furniture</li>

<li>Cults</li>

<li>DeadMansClothing</li>

<li>DefensivePositions</li>

<li>DermalRegenerator</li>

<li>Doors-Expanded</li>

<li>Eco Lamps</li>

<li>FluffyBreakdowns</li>

<li>GiddyUpCore-18.7.7</li>

<li>GiddyUpCaravan-18.3.2</li>

<li>IdleFix</li>

<li>Increased Stack</li>

<li>Locks-DoorsExpanded--master</li>

<li>MiningCo. MiningHelmet</li>

<li>RBSE - Lite Edition 1.82</li>

<li>ResearchTree</li>

<li>RimEconomy-1.1.3</li>

<li>RimQuest</li>

<li>RotTickFix</li>

<li>RuntimeGC</li>

<li>RW_RefugeeStats</li>

<li>sd_adv_powergen</li>

<li>SF [B18] Vanometric Tech</li>

<li>T-MoreFloors</li>

<li>Toxic Fallout Protection Suit</li>

<li>VGP CoffeeTeaDrugs</li>

<li>WanderingCaravans</li>

<li>WildAnimalSex 2.2</li>

<li>SafelyHiddenAway - Release</li>

<li>Miniaturisation-0.18.0</li>

<li>PathAvoid</li>

<li>LT-DoorMat</li>

<li>MapReroll</li>







Could you please have a try of 1.1.4? It works find on my computer, but I would hope you can try it.
In version 1.1.3, I just partially solved the "trade ship bug", hope I have really solved it this time.

It got fixed with 1.1.4! Amazing job! https://i.imgur.com/rrrafT7.png

Thank you so much!

Title: Re: [B18]RimEconomy v1.1 - specialties and productions
Post by: TerrorThomasCao on May 15, 2018, 11:51:35 PM
Very interesting! Will be looking to add this to a new game later on if it keeps getting worked on
Title: Re: [B18]RimEconomy v1.4 - specialties and productions
Post by: MZ on June 09, 2018, 05:41:33 PM
Very sympathetic mod. Unfortunately it stopped working for me. First time I used it, everything was fine, world is full of specialities. Second time, only grass shows up. Third time and after, nothing. :( feels bad man. I do have an ungodly amount of mods loaded up.
Title: Re: [B18]RimEconomy v1.4 - specialties and productions
Post by: temple_wing on June 09, 2018, 08:00:23 PM
Quote from: MZ on June 09, 2018, 05:41:33 PM
Very sympathetic mod. Unfortunately it stopped working for me. First time I used it, everything was fine, world is full of specialities. Second time, only grass shows up. Third time and after, nothing. :( feels bad man. I do have an ungodly amount of mods loaded up.

Is there any exception thrown out? If yes can you post it out?

Just tried it, works fine on my machine. Can you reproduce it (the problem)? If yes, please tell me how?

Most possible ways to cause this problem:
1 Something happened while first time generating specialities. So the mod does not think generating is finished, so next time you load your game, it regenerate. That can cause some wired when second time you load.
2 Some mod changed commonality system. Made grass has a low commonality value and others have high commonality value.
3 Some mod changed world object system. Made only grass visible. Especially if some mod changed world object mat system.

This mod relies on commonality system, if any mod changed that, this mod will produce some wired result. I'll add an option to this mod, to shut down commonality based plant specialty filter. Turn it down will make this mod more compatible to "commonality changing mod"

Please post your mod list.

I posted modified RimEconomy.dll, you can try it. Added the option I just mentioned.

[attachment deleted due to age]
Title: Re: [B18]RimEconomy v1.4 - specialties and productions
Post by: Sixdd on June 10, 2018, 12:35:47 AM
This looks like a great addition, I'll be checking this out on my next playthrough.
Title: Re: [B18]RimEconomy v1.4 - specialties and productions
Post by: MZ on June 11, 2018, 11:47:12 AM
I did some more testing.

Mod doesnt return any exceptions.

I have some mods that influence worldgen, especially adding biomes, resources and expanding faction sizes.

The interesting thing is that the mod works perfectly on 30% size world. In the 100% theres often only one or two specialities scattered around half of the globe.
Title: Re: [B18]RimEconomy v1.4 - specialties and productions
Post by: temple_wing on June 11, 2018, 08:10:08 PM
Quote from: MZ on June 11, 2018, 11:47:12 AM
I did some more testing.

Mod doesnt return any exceptions.

I have some mods that influence worldgen, especially adding biomes, resources and expanding faction sizes.

The interesting thing is that the mod works perfectly on 30% size world. In the 100% theres often only one or two specialities scattered around half of the globe.

Please post your mod list.

Would you please try rimeconomy.dll I posted on #17?

Some mod may have changed biome's animalDensity and plantDensity. In case of that possibility, what about you raise up the speciality chance in mod option?

By the way, 100% map works fine on my machine.
Title: Re: [B18]RimEconomy v1.4 - specialties and productions
Post by: Lurmey on March 15, 2019, 07:41:08 AM
Sorry for necro-ing but is there a chance this mod will be revived for 1.0 or is there a similar mod for 1.0 that I don't know about?