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RimWorld => Releases => Mods => Outdated => Topic started by: Chiko on July 21, 2014, 05:41:20 AM

Title: [Mod] (Alpha 5D) Rimworld Extended v0.8
Post by: Chiko on July 21, 2014, 05:41:20 AM
This mod adds new content to the game and changes some vanilla features. These changes make the game harder and they extend/slows the technological progression of your colonists to make players take a bit longer to reach the ideal settlement.

RESOURCES
Buildings now require mostly manufactured resources instead of raw ones and most of them are also sold/bought by traders as well. Wood Planks, Metal Bars, Animal Hides, Leather, Cloth, etc. Early campaigns get harder because of this.

APPAREL
Most of these can now be crafted in the Tailor Table or destroyed in the Furnace. There's also a new armor, Leather Vest, which is a bit weaker than Armor Vest but can be manufactured.

WEAPONS
Most weapons have been rebalanced and given more simple names. There are some new ones like the Revolver and Submachine Gun.

MEALS
Made some changes to them. Most of them have new names, graphics and descriptions but there is new stuff like Slop Meal, which is quite nasty.

BUILDINGS
Some of the vanilla ones have been replaced and I also added a couple more. They can do more things than before like apparel and basic weapon crafting. There's also new furniture and security buildings.

RESEARCH
Most of the buildings need to be researched now so you start with very basic tech like turrets that need to be manned like the mortar ones. There are also new tech to research.

Screenshots:
(http://i200.photobucket.com/albums/aa145/ChikoEduardo/th_screenshot2_zps024f95f0.png) (http://i200.photobucket.com/albums/aa145/ChikoEduardo/screenshot2_zps024f95f0.png)

(http://i200.photobucket.com/albums/aa145/ChikoEduardo/th_screenshot1_zpsd5a1fd8d.png) (http://i200.photobucket.com/albums/aa145/ChikoEduardo/screenshot1_zpsd5a1fd8d.png)


TIPS
-The first thing you will need to build is a Basic Workshop. It's the working station you need to build planks, stone blocks and metal bars, which are needed in all buildings and most crafting recipes. Failing to build one at start might hinder your development for months, or you will depend on those random crash pods with resources.
-The Butcher Table can also produce meals. It's of horrible quality but it's still better than raw food in the early game.
-Trading can really make a difference now since building and crafting need manufactured resources, so it's a good choice to make a Comms Console and a Trade Beacon instead of a Research Table and other metal requiring buildings.


PLANNED FEATURES:

Hide Coats: These will be early versions of the duster or jackets, offering less protection and affecting movement more.

Sling: An improvement to throwing rocks by hand with increased range and damage. These will be carried by tribesmen.

Leatherworks Table: As the name suggests, this will be the workstation to turn hides into leather and leather apparel crafting. I will only implement this if I create too many leather items for the Tailor Table, though.

Weapons Rebalance: I want to make weapons even more unique, with advantages and disadvantages. For instance, long range weapons could be really accurate at long range but not at close range or add movement penalties to heavy weapons, which usually deal a lot of damage.

AI Chip uses: So far, they can only be used to build autonomous sentry turrets but I want to add more uses for them. I could add autonomous Mortar Turrets or maybe make them a required ingredient to build food dispensers. I saw some player controlled mechanoid mods around here, which are good ideas but adding new playable "races" need dll handling, which I have no idea about.


DOWNLOAD LINKS:

Normal Version
http://www.mediafire.com/download/7c43wlp6dcir432/RMExtended08.rar
Copy the mod folder inside and paste it in the mod section inside the game.

Compatibility file for Colonist Creation Mod
http://www.mediafire.com/download/6bt6677q86jxw53/RMExtended-CCM02.rar
Copy the Defs folder inside and replace it with the one inside the CCM.
Title: Re: [Mod] (Alpha 5d) Rimworld Extended v0.1
Post by: Spare74 on July 21, 2014, 08:21:37 AM
I'm downloading it, gonna give it a try.

edit: I played it a little bit, the fact that you need to research to smelt the metal ore is kinda hardcore because it makes you run arround the map to collect scrap while you're researching...
that was my 1st piece of feedback
Title: Re: [Mod] (Alpha 5d) Rimworld Extended v0.1
Post by: Dr. Z on July 21, 2014, 11:21:38 AM
Sounds really good to my on paper, will try it with my next colony, but I wonder if you could add a list of planned features since this is labeled as 0.1.
Title: Re: [Mod] (Alpha 5d) Rimworld Extended v0.1
Post by: Chiko on July 21, 2014, 11:48:24 AM
Quote from: Spare74 on July 21, 2014, 08:21:37 AM
I'm downloading it, gonna give it a try.

edit: I played it a little bit, the fact that you need to research to smelt the metal ore is kinda hardcore because it makes you run arround the map to collect scrap while you're researching...
that was my 1st piece of feedback
Yeah, it's usually a crawl for me early in the game because of that. I was wondering if more people would feel it like that. Most of the buildings need Metal Bars but I'm thinking about making them mid game materials, meaning I'm thinking about adding crude buildings that only need a minimal amount of metal but more Stone Blocks and Planks. I'm also open to suggestions in this regard.

Quote from: Dr. Z on July 21, 2014, 11:21:38 AM
Sounds really good to my on paper, will try it with my next colony, but I wonder if you could add a list of planned features since this is labeled as 0.1.
Sure. I'll add the list between the Tips and the Download Link. There are some things I'm working on right now and a lot more I have in mind. Most of them will probably require dlls, which I'm not familiar with, though. :P
Title: Re: [Mod] (Alpha 5d) Rimworld Extended v0.1
Post by: Spare74 on July 21, 2014, 11:57:00 AM
where do you make the cloth bolt needed to build a bed ? I though it would be on the tailor bench but it's not.
Title: Re: [Mod] (Alpha 5d) Rimworld Extended v0.1
Post by: Chiko on July 21, 2014, 12:41:35 PM
Quote from: Spare74 on July 21, 2014, 11:57:00 AM
where do you make the cloth bolt needed to build a bed ? I though it would be on the tailor bench but it's not.
I haven't implemented that yet. You can only buy them from Industrial Traders for now. They might also be dropped by random crashing pods. Might be a good idea to butcher animals to also skin them to make Hide Beds early in the game.
Title: Re: [Mod] (Alpha 5d) Rimworld Extended v0.1
Post by: Dr. Z on July 21, 2014, 12:55:31 PM
QuoteRaw Materials Trader: I have no idea if it's possible to add a new Trader Ship but if it can be done, this one will trade them with you.

It's possible, but only for resources which is the case here I think. Just copy paste a trader from core and replace name and goods.
Title: Re: [Mod] (Alpha 5d) Rimworld Extended v0.1
Post by: Chiko on July 21, 2014, 12:59:29 PM
Quote from: Dr. Z on July 21, 2014, 12:55:31 PM
QuoteRaw Materials Trader: I have no idea if it's possible to add a new Trader Ship but if it can be done, this one will trade them with you.
It's possible, but only for resources which is the case here I think. Just copy paste a trader from core and replace name and goods.
Thanks! I will see if it works. this will be added in the next update if it does with no problems.
Title: Re: [Mod] (Alpha 5d) Rimworld Extended v0.1
Post by: Chiko on July 21, 2014, 03:12:01 PM
Update time, lads. This update addresses the problem with not being able to manufacture cloth, which is no longer the case and it also add some extra stuff:

-Butchering and skinning Muffalos takes a bit longer but it will also yield Fiber Bundles, which can be turned into Cloth Bolts in the Tailor Table.
-Turning Hides into Leather now yields a bit more.
-Added Assault Shotguns. They are faster and slightly more accurate than pump-action Shotguns.
-Rebalanced revolvers and pistols with higher firing speed and pump-action shotguns to be slower.
-Added a new trader ship, Raw Materials Trader.  It will trade Logs, cheap planks and stone blocks, and metal ores.
-Renamed Food Trader ship to Agricultural Trader, which also deals with fiber and hides besides food.
-Industrial Trader has no discounts in planks and stone blocks but it might have a bigger stock of them.

Download link in the main page. :3
Title: Re: [Mod] (Alpha 5d) Rimworld Extended v0.2
Post by: Chiko on July 22, 2014, 01:23:54 PM
What do you lads think about adding uranium as requirement is some buildings? For instance:

Battery
50 Metal Bars
30 Uranium

Fertilizer Pump
25 Metal Bars
20 Uranium

Improvised Turret
60 Metal Bars
25 Uranium

Explosive Mortar
200 Metal Bars
50 Uranium

Incendiary Mortar
200 Metal Bars
75 Uranium

Sentry Turret
90 Metal Bars
50 Uranium
1 AI Chip
Title: Re: [Mod] (Alpha 5d) Rimworld Extended v0.2
Post by: forsaken1111 on July 22, 2014, 01:55:13 PM
What would be the purpose of adding uranium to their costs?

How about a new class of lights which use radioactive decay lighting? Uranium isn't really the best material for it but it would work. 10 Uranium and 25 Metal to make a light that requires no power? Would be nice for lighting up the map outside.
Title: Re: [Mod] (Alpha 5d) Rimworld Extended v0.2
Post by: Chiko on July 22, 2014, 02:30:19 PM
Quote from: forsaken1111 on July 22, 2014, 01:55:13 PM
What would be the purpose of adding uranium to their costs?
To simply make reaching top tech a bit harder. The more the high tech is the item, the more exotic materials it should need. Wood and Stone will be the most low tech requirements for buildings and stuff. Metal will be in the middle. Uranium, which is used in a lot of things, like weapons, armor, tools, power generation and shielding, will be needed in more advanced tech.

Quote from: forsaken1111 on July 22, 2014, 01:55:13 PM
How about a new class of lights which use radioactive decay lighting? Uranium isn't really the best material for it but it would work. 10 Uranium and 25 Metal to make a light that requires no power? Would be nice for lighting up the map outside.
I read something similar to that in wikipedia, when I needed a quick idea about this. Radioactive Glazes in materials like glass and pottery or for glow-in-the-dark dials in equipment using an uranium waste called radium.

About your idea and what I just mentioned, though. What about glowing tiles and walls? I dunno if it's possible for them to generate light but maybe I could try and if it works, they should generate like a little amount of light on their own but maybe enough to give a dim illumination in a room to negate the darkness penalty in your colonists, perhaps?

Edit: It can be done with walls but not with floor tiles. I can do this with a lot of things, tough, like glowing tables, chairs and maybe beds. :P

There's only one problem... they need to be powered to work. Otherwise there's no glow at all.
Title: Re: [Mod] (Alpha 5d) Rimworld Extended v0.2
Post by: Chiko on July 22, 2014, 03:41:14 PM
Scratch that, actually. There's a way to make these walls glow without having to be connected to the power grid.

Interestingly enough, these "radium walls" are somehow shielded against solar flares, which is actually an unexpected property of this new kind of lighting.
(http://i200.photobucket.com/albums/aa145/ChikoEduardo/th_screenshot1_zps57640f74.png) (http://i200.photobucket.com/albums/aa145/ChikoEduardo/screenshot1_zps57640f74.png)

I will add a new research, Radium Lighting. Which will unlock these radium walls, radium lamps and maybe radium furniture.
Title: Re: [Mod] (Alpha 5d) Rimworld Extended v0.2
Post by: Dr. Z on July 22, 2014, 04:10:18 PM
I like the idea of uranium being requiered for high tech-buildings, but there should be a way to refine it and you should make the improvisesd turret better if you desing it for late game.
Title: Re: [Mod] (Alpha 5d) Rimworld Extended v0.2
Post by: Chiko on July 22, 2014, 06:32:38 PM
Quote from: Dr. Z on July 22, 2014, 04:10:18 PM
I like the idea of uranium being requiered for high tech-buildings, but there should be a way to refine it and you should make the improvisesd turret better if you desing it for late game.
I always got the idea uranium in this game was already refined since you can only buy it. I'll think about that.

Also, what do you mean with making improvised turret better? I forgot to mention this in the main page but the turrets actually do more damage than the vanilla ones. :P
Improvised Turret also doesn't need power, it works like the mortars, meaning you have to man them.

There an improved version of this turret, I called it Sentry Turret, which is what the original was, so it needs power, attacks automatically but does more damage. It also has a different look. I'm thinking about making automatic versions of the mortars too.
Title: Re: [Mod] (Alpha 5d) Rimworld Extended v0.2
Post by: Abrexus on July 22, 2014, 10:17:32 PM
Excellent mod!  I love the idea of refining the base resources.  A couple of thoughts and ideas for you if I may...

First, I am finding the Crude Work Table impossible to make without modding the resource requirements to be Wood Logs and Metal Ore.  Maybe I'm missing something, or just unlucky, but I am not getting any metal bars when I create the map, and without them I can't make the starting table.  I would suggest changing it's requirements to just Wood Logs and Metal Ore to make getting started a bit easier.

The next hurdle I am running into is finding slag to turn into metal bars using the Crude Work Table.  Until a cargo pod crashes, I am stuck with a ton of Metal Ore but no way to make bars.  I can't build a research bench either to get the Smelter or build any power generation buildings until I get Metal Bars either, so it's a bit of a stopping point.

I would suggest allowing the Furnace to be unlocked at the start and build-able using Stone Blocks and Wood Planks, and have that be able to convert Metal Ore to Metal Bars.  It would also need to be usable without a power source.  The Smelter could be used for extracting Metal Ore from Slag and Weapons.

Finally, I would suggest are growing cotton, which can be harvested for cotton fiber.  This could be turned into cloth at the Tailor station.

Please let me know if I am missing something, and keep up the great work with your mod!
Title: Re: [Mod] (Alpha 5d) Rimworld Extended v0.2
Post by: Chiko on July 22, 2014, 10:48:12 PM
Quote from: Abrexus on July 22, 2014, 10:17:32 PM
Excellent mod!  I love the idea of refining the base resources.  A couple of thoughts and ideas for you if I may...

First, I am finding the Crude Work Table impossible to make without modding the resource requirements to be Wood Logs and Metal Ore.  Maybe I'm missing something, or just unlucky, but I am not getting any metal bars when I create the map, and without them I can't make the starting table.  I would suggest changing it's requirements to just Wood Logs and Metal Ore to make getting started a bit easier.

The next hurdle I am running into is finding slag to turn into metal bars using the Crude Work Table.  Until a cargo pod crashes, I am stuck with a ton of Metal Ore but no way to make bars.  I can't build a research bench either to get the Smelter or build any power generation buildings until I get Metal Bars either, so it's a bit of a stopping point.

I would suggest allowing the Furnace to be unlocked at the start and build-able using Stone Blocks and Wood Planks, and have that be able to convert Metal Ore to Metal Bars.  It would also need to be usable without a power source.  The Smelter could be used for extracting Metal Ore from Slag and Weapons.
That's actually something that shouldn't happen. I made it so players start with enough planks, stone blocks and metal bars to build a crude workshop, a solar panel, a research bench and a butcher table, even maybe a cooking station if you are lucky. Are you using other mods? If you are using a mod that changes the map generation, then that's why you aren't getting the new starting resources.

Quote from: Abrexus on July 22, 2014, 10:17:32 PM
Finally, I would suggest are growing cotton, which can be harvested for cotton fiber.  This could be turned into cloth at the Tailor station.
That's a good idea to complement the option I introduced in the last update. You can only make cloth from animal fiber so having the option to get cloth from farming instead of hunting is a nice idea.

Quote from: Abrexus on July 22, 2014, 10:17:32 PM
Please let me know if I am missing something, and keep up the great work with your mod!
Thanks for the feedback. I don't usually get much feedback when I mod in other games. xD
Title: Re: Rimworld Extended update v0.3
Post by: Chiko on July 23, 2014, 01:08:31 AM
It's update time:

-Added new requirements for advanced buildings. Mostly, turrets and energy related buildings now need uranium.
-Some weapons also need uranium in their crafting recipes, usually military grade weapons.
-Added new research, Radium Lightning. It will be available after researching metal walls. With this tech, you will be able to build glowing walls and lamps that offer illumination but don't need power. Unlike normal lights these are not affected by solar flares.
-Colored Lights are also radium now, so they will be available for research after Radium Lightning.
-Added a new weapon, the Crossbow. It's similar to a Great Bow but it has better range, damage and accuracy. It takes a while to aim and fire, though. Can be crafted in the Machining Table.

Download link in the main page, as usual.
Title: Re: [Mod] (Alpha 5d) Rimworld Extended v0.2
Post by: Dr. Z on July 23, 2014, 06:15:28 AM
Quote from: Chiko on July 22, 2014, 06:32:38 PM
I always got the idea uranium in this game was already refined since you can only buy it. I'll think about that.

I mean that there should be a way to refine it ourselfs from other materials, some way of crafting it so that we don't have to rely on trade ships.
Title: Re: [Mod] (Alpha 5d) Rimworld Extended v0.2
Post by: Chiko on July 23, 2014, 08:36:15 AM
Quote from: Dr. Z on July 23, 2014, 06:15:28 AM
Quote from: Chiko on July 22, 2014, 06:32:38 PM
I always got the idea uranium in this game was already refined since you can only buy it. I'll think about that.
I mean that there should be a way to refine it ourselfs from other materials, some way of crafting it so that we don't have to rely on trade ships.
I could see if it's possible to add it as a new mineable mineral, Uraninite, which will be available is much lower quantities than Metal Ore. Also, I read it's quite common and can be usually found mixed with other metal ores so maybe I could add a recipe to turn like 25 Metal Ore into 5 units of Uranium in the Smelter, which it isn't that bad since metal ore is like everywhere in any generated map.
Title: Rimworld Extended update to v0.4
Post by: Chiko on July 23, 2014, 11:16:23 PM
Small update for today:

-Added new mineable mineral, Uranium Ore, which can be processed into the Uranium Bars already in the game. It's not as common as Metal Ore, though.
-The Smelter has also the ability to extract Uranium from 20 units of Metal Ore and turn them into 5 units of processed Uranium.
-Weapon suppliers ships sell and buy Uranium at a discount.
-Crude Workshop is now called Basic Workshop and it can also craft crossbows.
-Wooden furniture, doors and walls now offers a small mood bonus while Metal ones are stronger and unaffected by fire.
-New weapon added, Charger Pistol. A handgun version of the Charger Rifle.
Title: Re: [Mod] (Alpha 5d) Rimworld Extended v0.4
Post by: BetaSpectre on July 23, 2014, 11:19:52 PM
Any chance for a log of all the updates?
Title: Re: [Mod] (Alpha 5d) Rimworld Extended v0.4
Post by: Chiko on July 23, 2014, 11:30:24 PM
Quote from: BetaSpectre on July 23, 2014, 11:19:52 PM
Any chance for a log of all the updates?
Only from 0.2 and forward... I made this mod a while ago before I released it so I forgot most of the changes to the vanilla content. :P
Title: Re: [Mod] (Alpha 5d) Rimworld Extended v0.4
Post by: Chiko on July 24, 2014, 06:18:05 PM
I'm working on weapon stuff now. Stuff done and ideas in mind:

I'm rebalancing some weapons to make them a bit more different from each other. The changes are too many or small to mention them in this post. :P

I'm also working on the new Charger Tech, which will be available after researching Sentry Guns, Gun Turret Cooling and Mortars. These will allow colonists to craft charger weapons and turrets. I'm still thinking about the weapon crafting part. I will probably add a new workbench for advanced weapons because the Machining Table has like too many recipes, IMO. I could use feedback with this.

T-9 Incendiary Launcher will be called Inferno Rifle, and I'll do a handgun version of it, with less range and damage but better accuracy and fire rate. I think I'll call it Inferno Compact. I dunno if I should make a research tech with inferno weapons and turrets because this type of weapons are more for raiders or to attack bases, rather than for defense since there have more chances to cause more harm to your structures and colonists with their increased "friendly fire" potential.
Title: Re: Rimworld Extended update to v0.5
Post by: Chiko on July 25, 2014, 09:45:37 PM
I just finished updating the mod. The new changes includes:

-Increased the output from turning scrap metal into bars from both Basic Workshop and Smelter.
-Made small changes to some of the weapons once again.
-Changed the look of the Machining Table and reverted it to its former role.
-T-9 Incendiary Launcher is now called Inferno Rifle.
-Added a new weapon, Inferno Pistol, which is a less damaging but quick firing version of the rifle.
-Added Metalworks Bench, which will allow players to make basic projectile weapons. It's available after researching the Smelter.
-Advanced Weapons research will allow you to build a Metaltech Bench, which can be used to make charger and inferno weapons. This also unlocks the Charger Turret and the Inferno Mortar. It's available after researching Sentry Guns, Gun Turret Cooling and Mortars.
-Made some changes to the mood effects in the game like eating raw food or getting shot. They are less crippling now. I made this because this mod makes the game longer to reach positive mood boosters.
-Since Radium Walls can replace Lamps, including the radium ones, I made them give a small mood bonus to make lamps a bit less obsolete. Choosing Radium Walls or Lamps is more of a aesthetics option now.
-Made some changes to the Storytellers to make them overall less hateful towards the players. This means slower raid rates and slower challenge increase as the time passes.
Title: Re: [Mod] (Alpha 5d) Rimworld Extended v0.5
Post by: felixh on July 26, 2014, 01:45:15 AM
I like the idea of making game more challenging by increasing construction/crafting difficulty instead of relentless raids, but having to wait for airship crash event to build your first smelter is too much. You have at most 360 metal bars to start with (300 on average and 240 on minimal), and you will need 20 for basic workbench, 80 each for research table and solar panel and 180 for smelter. That takes exactly 360 metal bars. How to play this game without a steady supply of metal is beyond me.
Title: Re: [Mod] (Alpha 5d) Rimworld Extended v0.5
Post by: Chiko on July 26, 2014, 07:38:56 AM
Quote from: felixh on July 26, 2014, 01:45:15 AM
I like the idea of making game more challenging by increasing construction/crafting difficulty instead of relentless raids, but having to wait for airship crash event to build your first smelter is too much. You have at most 360 metal bars to start with (300 on average and 240 on minimal), and you will need 20 for basic workbench, 80 each for research table and solar panel and 180 for smelter. That takes exactly 360 metal bars. How to play this game without a steady supply of metal is beyond me.
That's why I made it a bit more easier in the raiding attacks. I forgot to mention in the update there but I also slightly increased the output from turning scrap metal into bars in both the Basic Workshop and Smelter.

Alternatively, you could save those metal bars instead of building a Research Table and make more bars from scrap metal in the Basic Workshop to build a Comms Console and a Trade Beacon instead, which is a lot more useful to have at first for an increased number of reasons, compared to the ability to research, IMO.

Having a steady supply of metal at the start of a campaign is one of the things I wanted to change. :P
I kinda want players to have choices on what would be best to do, depending on their current situation, instead of having access to everything at first.
Title: Re: [Mod] (Alpha 5d) Rimworld Extended v0.5
Post by: PilotBhav04 on July 27, 2014, 10:43:01 AM
I agree with the above, making me not use this mod because its so difficult. Wish you can tone things down a little bit with the cost of making some things to make it better to start the game then things can get more interesting that way. Please fix soon I waiting patiently as I can haha :)
Title: Re: [Mod] (Alpha 5d) Rimworld Extended v0.5
Post by: Chiko on July 27, 2014, 12:45:11 PM
I've been testing it and I'm actually finding the game more easy and a bit slower paced, even with the more aggressive storytellers. I left a tips section in the main page for those having trouble.

This is the setup I usually go for when I start a new campaign:
(http://i200.photobucket.com/albums/aa145/ChikoEduardo/th_screenshot1_zps5a240fcc.png) (http://i200.photobucket.com/albums/aa145/ChikoEduardo/screenshot1_zps5a240fcc.png)
As I mentioned before, having the ability to trade is a lot more useful at first than having the ability to research. With that you could simply sell animal hides, fiber, etc. and be able to buy building materials or use the extra money to pay tribute to other factions and be able to ask for reinforcements when under attack.


I found an error with the Inferno Mortar, though. It displays more information that it can show in the screen. This is probably why there are no vanilla power requiring mortars. I will have to turn it into a turret instead. I will make it like something in between an artillery and turret.

Edit: I also managed to add new music but for some reason, the volume was like at half so you could barely hear the new tunes. I tried different things but I just decided to removed them and shelve the idea.
Title: Re: [Mod] (Alpha 5d) Rimworld Extended v0.5
Post by: PilotBhav04 on July 27, 2014, 06:58:52 PM
And I just realized this mod doesn't work with the Colonist Creation mod. Im no genius but if it works for some of you, sorry and ignore this. But this mod coupled with the Colonist creation mod makes the game amazing.
Title: Re: [Mod] (Alpha 5d) Rimworld Extended v0.5
Post by: Seth1483 on July 27, 2014, 09:03:04 PM
Quote from: PilotBhav04 on July 27, 2014, 06:58:52 PM
And I just realized this mod doesn't work with the Colonist Creation mod. Im no genius but if it works for some of you, sorry and ignore this. But this mod coupled with the Colonist creation mod makes the game amazing.

RimWorld Extended modifies the map generation thus CCM is incompatible with it.  If enough people get interested in this mod and complain about the incompatibility other modders may work out a compatibility file or, hey, maybe chiko would be willing to take a look at he mapgen code for CCM and change his accordingly.
Title: Re: [Mod] (Alpha 5d) Rimworld Extended v0.5
Post by: Chiko on July 27, 2014, 10:06:10 PM
Quote from: Seth1483 on July 27, 2014, 09:03:04 PM
Quote from: PilotBhav04 on July 27, 2014, 06:58:52 PM
And I just realized this mod doesn't work with the Colonist Creation mod. Im no genius but if it works for some of you, sorry and ignore this. But this mod coupled with the Colonist creation mod makes the game amazing.

RimWorld Extended modifies the map generation thus CCM is incompatible with it.  If enough people get interested in this mod and complain about the incompatibility other modders may work out a compatibility file or, hey, maybe chiko would be willing to take a look at he mapgen code for CCM and change his accordingly.
Well, I just took a look and found out the only thing I need to change is just copy and replace a bit of code at the bottom of the mapgen. Imma releases a compatible fix containing just that file as a separated download.

The fix works but the file needs to replace the CCM mapgen instead of mine because of the mod loading order stuff. I just uploaded the fix and left the download link in the main page.
Title: Re: [Mod] (Alpha 5d) Rimworld Extended v0.5
Post by: felixh on July 28, 2014, 02:19:44 AM
Quote from: Chiko on July 27, 2014, 12:45:11 PM
I've been testing it and I'm actually finding the game more easy and a bit slower paced, even with the more aggressive storytellers. I left a tips section in the main page for those having trouble.

This is the setup I usually go for when I start a new campaign:
(image deleted)
As I mentioned before, having the ability to trade is a lot more useful at first than having the ability to research. With that you could simply sell animal hides, fiber, etc. and be able to buy building materials or use the extra money to pay tribute to other factions and be able to ask for reinforcements when under attack.


I found an error with the Inferno Mortar, though. It displays more information that it can show in the screen. This is probably why there are no vanilla power requiring mortars. I will have to turn it into a turret instead. I will make it like something in between an artillery and turret.

Edit: I also managed to add new music but for some reason, the volume was like at half so you could barely hear the new tunes. I tried different things but I just decided to removed them and shelve the idea.

I tried your setup yesterday and it did work. However this mod makes the early stage of rimworld experience a puzzle game rather than a strategy/simulate game because you have to start with this specific build, otherwise you will get stuck and the game becomes unplayable. At least I think it is a good idea to add a "stone furnace" that requires only stone blocks to build to melt down metal ore with fuel at an increased cost of metal.
Title: Re: [Mod] (Alpha 5d) Rimworld Extended v0.5
Post by: Chiko on July 28, 2014, 02:27:56 AM
Quote from: felixh on July 28, 2014, 02:19:44 AM
Quote from: Chiko on July 27, 2014, 12:45:11 PM
I've been testing it and I'm actually finding the game more easy and a bit slower paced, even with the more aggressive storytellers. I left a tips section in the main page for those having trouble.

This is the setup I usually go for when I start a new campaign:
(image deleted)
As I mentioned before, having the ability to trade is a lot more useful at first than having the ability to research. With that you could simply sell animal hides, fiber, etc. and be able to buy building materials or use the extra money to pay tribute to other factions and be able to ask for reinforcements when under attack.


I found an error with the Inferno Mortar, though. It displays more information that it can show in the screen. This is probably why there are no vanilla power requiring mortars. I will have to turn it into a turret instead. I will make it like something in between an artillery and turret.

Edit: I also managed to add new music but for some reason, the volume was like at half so you could barely hear the new tunes. I tried different things but I just decided to removed them and shelve the idea.

I tried your setup yesterday and it did work. However this mod makes the early stage of rimworld experience a puzzle game rather than a strategy/simulate game because you have to start with this specific build, otherwise you will get stuck and the game becomes unplayable. At least I think it is a good idea to add a "stone furnace" that requires only stone blocks to build to melt down metal ore with fuel at an increased cost of metal.
I want to add like tiers of the same building types and a stone smelter sounds about right with that. What I have in mind was to add charcoal into the game as a required "fuel" for early low tech buildings like that stone smelter you mention. I also wanted to make it so you could power buildings with charcoal but that requires me messing with dll, which is something I'm trying to avoid.
Title: Re: [Mod] (Alpha 5d) Rimworld Extended v0.5
Post by: felixh on July 28, 2014, 02:48:19 AM
Quote from: Chiko on July 28, 2014, 02:27:56 AM
Quote from: felixh on July 28, 2014, 02:19:44 AM
Quote from: Chiko on July 27, 2014, 12:45:11 PM
...

I tried your setup yesterday and it did work. However this mod makes the early stage of rimworld experience a puzzle game rather than a strategy/simulate game because you have to start with this specific build, otherwise you will get stuck and the game becomes unplayable. At least I think it is a good idea to add a "stone furnace" that requires only stone blocks to build to melt down metal ore with fuel at an increased cost of metal.
I want to add like tiers of the same building types and a stone smelter sounds about right with that. What I have in mind was to add charcoal into the game as a required "fuel" for early low tech buildings like that stone smelter you mention. I also wanted to make it so you could power buildings with charcoal but that requires me messing with dll, which is something I'm trying to avoid.
You can just use logs for fuel for now, as required material in crafting recipes. That should not require c# coding.

FYI, Haplo, the author of "misc. & MAI", posteed an example of how to make a modding .dll (http://ludeon.com/forums/index.php?topic=3408.0). If you want to further develop your mod, it may be helpful.
Title: Re: [Mod] (Alpha 5D) Rimworld Extended v0.5
Post by: Chiko on July 28, 2014, 03:00:15 AM
Thanks for the link. I've been looking for dll modding threads and this one I didn't see.
Title: Re: [Mod] (Alpha 5D) Rimworld Extended v0.5
Post by: Chiko on July 28, 2014, 06:13:44 PM
I've been working on the next update. The furnace will be available from the start, won't need electricity and will also be used to make charcoal. The Basic Smelter doesn't need electricity but their recipes to melt scrap metal and ores into bars require charcoal and take a bit longer than when done with the Electric Smelter. I made it so these buildings need more stone than metal bars.

I also made a Basic Stove that doesn't need electricity to work but needs logs in their recipes instead. But for some reason, it doesn't work. It can cook grilled steaks or simple meals. I'll try something else later but if I can't find a way to implement it, I will have to make use electricity but like half.
Title: Re: Rimworld Extended update to v0.6
Post by: Chiko on July 28, 2014, 08:11:34 PM
New update for today. I managed to fix the issue with the Basic Stove and I added some extra stuff:

-Made the Furnace available from the start since it's now needed to make charcoal, a basic crafting ingredient. It doesn't need electricity anymore but now needs charcoal to destroy apparel and corpses.
-Added Basic Smelter, which is available from the start. It's an improvised version of the electric one, which needs charcoal instead of electricity to melt scrap metal and ores. It takes more time and gives less resources too and it also lacks the ability to extract uranium from metal ore.
-Added Basic Stove, an improvised stone version of the Cooking Station. It needs either logs or charcoal to cook instead of electricity. It can be used to make grilled steaks or simple meals.
-Cooking Station now needs to be researched in order to be available for construction.
-Made some early buildings need less Metal Bars and more of the other basic materials like Planks and Stone Blocks.
-Changed the Inferno Mortar into Inferno Turret because of error with electric mortars. It has less range but can fire faster.
-All Turrets and Mortars now have better "health" and can take more punishment before being destroyed.
-Crossbows now have better firing speed.
Title: Re: [Mod] (Alpha 5D) Rimworld Extended v0.6
Post by: 2rok on July 29, 2014, 02:02:09 AM
Hey, nice work with your mod! Just a thought from me:

Maybe you could add a change log to your front page post so it's easier to keep track of new changes.
Title: Re: [Mod] (Alpha 5D) Rimworld Extended v0.6
Post by: Chiko on July 29, 2014, 12:17:13 PM
I've been meaning the do that for a while but I always forget to do that. xD

Also, I just found a bug with the Basic Stove again... The food prepared from it cannot be eaten by anyone. Pawns just keep trying to eat the same food until they either mental break on you or die.

I've been digging around the files to see what the problem is and the reason was because one of the ingredients is not edible = the Logs or Charcoal used to cook them. I have 3 options to fix this that would be best to need some feedback:

1-Simply make the basic stove electric, but it would naturally need less power to work.
2-Make logs edible but that would mean animals would prey on logs and your colonists would eat them when there's nothing else to eat.
3-Delete it and just revert to the Cooking Station being the only one.
Title: Re: [Mod] (Alpha 5D) Rimworld Extended v0.6
Post by: Dr. Z on July 29, 2014, 01:47:00 PM
In the pawn stats I saw something like "minimal food quality", to prevent colonists from eating grass and stuff I think, so maybe you could make the logs eatable but of such a quality that only animals eat them, if it works like I think they would then eat the meal because it gets a new food quality. You would also have to protect your logs from animals so this would be a new tactical element and at least not THAT unrealistic.

If that doesn't work I would make them eatable anyway, because if there's really nothing else, why don't eat wood? As long as you survive...
Title: Re: [Mod] (Alpha 5D) Rimworld Extended v0.6
Post by: Chiko on July 29, 2014, 02:53:26 PM
Quote from: Dr. Z on July 29, 2014, 01:47:00 PM
In the pawn stats I saw something like "minimal food quality", to prevent colonists from eating grass and stuff I think, so maybe you could make the logs eatable but of such a quality that only animals eat them, if it works like I think they would then eat the meal because it gets a new food quality. You would also have to protect your logs from animals so this would be a new tactical element and at least not THAT unrealistic.

If that doesn't work I would make them eatable anyway, because if there's really nothing else, why don't eat wood? As long as you survive...
Funnily enough, I watched a documentary yesterday about sieges on tv. Starving ppl would start eating their pets, then dead people, then bones and then chairs and tables... so as you say, it's not that unrealistic.

What I could do is to give logs the food quality of None, which means if not even raw food is available, then colonists would start eating wood, which should feed very little and cause mental breaks, if I attach a related thought for eating wood.

About animals... They are simple too hungry, IMO. They search and cleanse the entire map of grass and plants. What about making Muffalos and Squirrels immune to hunger? It would make animals less of a threat to the ecosystem. xD

Boomrats I will leave alone, though. They should be like the ultimate vermin and feats upon your unprotected foodstuff and logs.
Title: Re: [Mod] (Alpha 5D) Rimworld Extended v0.6
Post by: Dr. Z on July 29, 2014, 03:41:38 PM
The vegetation is balanced around the fact that animals eat plants, I see no point in making animals immune to hunger plus you have to protect your food and fields so you would take challange away from eraly game. I'm not sure if colonists would eat something with food quality "None" at all because I think the minimal quality for them is "Raw". But go ahead and do that, we will see if it works. If they would eat it, it would be even better.
Title: Re: [Mod] (Alpha 5D) Rimworld Extended v0.6
Post by: Chiko on July 29, 2014, 04:06:32 PM
Quote from: Dr. Z on July 29, 2014, 03:41:38 PM
The vegetation is balanced around the fact that animals eat plants, I see no point in making animals immune to hunger plus you have to protect your food and fields so you would take challange away from eraly game. I'm not sure if colonists would eat something with food quality "None" at all because I think the minimal quality for them is "Raw". But go ahead and do that, we will see if it works. If they would eat it, it would be even better.
Is there a way to rebalance that a bit more? because after ending with most of the plant life in the map, animal life will simply start to starve and die nonstop since they respawn, and leave players with tons of free animal corpses to butcher.

I tried giving them a higher hunger threshold but they will continue to eat anything in sight even when just slightly hungry. Also, it seems that the Herbivorous/Carnivorous/Omnivorous tags in pawn diets don't work because I keep seeing muffalos and squirrels eating meat. :P
Title: Re: [Mod] (Alpha 5D) Rimworld Extended v0.6
Post by: Dr. Z on July 29, 2014, 04:47:47 PM
From what I know, animaly can't starve at all. I discovered this a while ago when I accidently build in a boomrat in a locked up room, but it was some Alphas ago so I don't know if it's changed.

Anyway, I'm still not getting why you want to change it. I never had an issue with animals eating to many plants. Did you accidently turn off the respawn of plants or something like that?
Title: Re: [Mod] (Alpha 5D) Rimworld Extended v0.6
Post by: Chiko on July 29, 2014, 05:47:09 PM
Quote from: Dr. Z on July 29, 2014, 04:47:47 PM
From what I know, animaly can't starve at all. I discovered this a while ago when I accidently build in a boomrat in a locked up room, but it was some Alphas ago so I don't know if it's changed.

Anyway, I'm still not getting why you want to change it. I never had an issue with animals eating to many plants. Did you accidently turn off the respawn of plants or something like that?
Not that I know of. It's something I always notice in every game I start. Also, animals do starve in Alpha 5.

The issue I have with this is they simply devoid the map of plant life in less than a year and then start littering the map with their corpses when they cannot find anything to eat anymore.
Title: Re: [Mod] (Alpha 5D) Rimworld Extended v0.6
Post by: Dr. Z on July 29, 2014, 06:07:29 PM
Strange, this never happened to me and I never heard of it. Maybe you should post this in the bug forum and ask for clarification.
Title: Re: [Mod] (Alpha 5D) Rimworld Extended v0.6
Post by: Seth1483 on July 29, 2014, 07:27:28 PM
Quote from: Dr. Z on July 29, 2014, 06:07:29 PM
Strange, this never happened to me and I never heard of it. Maybe you should post this in the bug forum and ask for clarification.
Same.  Actually I believe Tynan rebalanced the entire ecosystem setup for A5 so animals wouldn't eat everything and so plants become less invasive.  Perhaps you did something that messed up the plant cycle or else some other portion of the animal behaviors.
Title: Re: [Mod] (Alpha 5D) Rimworld Extended v0.6
Post by: supruzr on July 29, 2014, 08:10:46 PM
Quote from: Chiko on July 29, 2014, 12:17:13 PM
I've been meaning the do that for a while but I always forget to do that. xD

Also, I just found a bug with the Basic Stove again... The food prepared from it cannot be eaten by anyone. Pawns just keep trying to eat the same food until they either mental break on you or die.

I've been digging around the files to see what the problem is and the reason was because one of the ingredients is not edible = the Logs or Charcoal used to cook them. I have 3 options to fix this that would be best to need some feedback:

1-Simply make the basic stove electric, but it would naturally need less power to work.
2-Make logs edible but that would mean animals would prey on logs and your colonists would eat them when there's nothing else to eat.
3-Delete it and just revert to the Cooking Station being the only one.

4- The logs aren't an ingredient in the meal, they're just a side requirement to use the stove. You're not coding it right at all, by making logs an ingredient in each recipe you can craft.
Title: Re: [Mod] (Alpha 5D) Rimworld Extended v0.6
Post by: Chiko on July 29, 2014, 08:21:27 PM
Quote from: Seth1483 on July 29, 2014, 07:27:28 PM
Quote from: Dr. Z on July 29, 2014, 06:07:29 PM
Strange, this never happened to me and I never heard of it. Maybe you should post this in the bug forum and ask for clarification.
Same.  Actually I believe Tynan rebalanced the entire ecosystem setup for A5 so animals wouldn't eat everything and so plants become less invasive.  Perhaps you did something that messed up the plant cycle or else some other portion of the animal behaviors.
Hmm... I did changed something in the plants, I checked the mod and there's the file in there. I will delete both the xml affecting the plants and the one affecting the animals, that way the game will run the vanilla ones.


Quote from: supruzr on July 29, 2014, 08:10:46 PM
4- The logs aren't an ingredient in the meal, they're just a side requirement to use the stove. You're not coding it right at all, by making logs an ingredient in each recipe you can craft.
It's the only way I know to make it work without having to mess with dll coding. Do you know another way to code this so I can keep things less weird?
Title: Re: [Mod] (Alpha 5D) Rimworld Extended v0.6
Post by: Seth1483 on July 30, 2014, 03:13:50 AM
Quote from: Chiko on July 29, 2014, 08:21:27 PM
Quote from: Seth1483 on July 29, 2014, 07:27:28 PM
Quote from: Dr. Z on July 29, 2014, 06:07:29 PM
Strange, this never happened to me and I never heard of it. Maybe you should post this in the bug forum and ask for clarification.
Same.  Actually I believe Tynan rebalanced the entire ecosystem setup for A5 so animals wouldn't eat everything and so plants become less invasive.  Perhaps you did something that messed up the plant cycle or else some other portion of the animal behaviors.
Hmm... I did changed something in the plants, I checked the mod and there's the file in there. I will delete both the xml affecting the plants and the one affecting the animals, that way the game will run the vanilla ones.
Well you don't need to delete the files but pull up the vanilla version of each file and look at them side by side with your modded versions and you should be able to figure out what happened.
Title: Re: Rimworld Extended update to v0.7
Post by: Chiko on July 30, 2014, 04:04:19 PM
I guess it's time for that update to be released:

-I managed to "fix" the cooking bug in the Basic Stove by making logs edible. It's not an ideal fix but I made it so pawns would only start eating them when there's nothing else to eat and when they do, they will get a stackable x6 thought that will most likely cause mental breaks.
-Raw Materials traders will now sell Logs instead of just buying them.
-Increased the input and output when turning logs into charcoal.
-Basic Smelter needs more charcoal to make bars.
-Electric Smelter now needs charcoal but a lot less to make metal bars. This is because Charcoal (Carbon) is an ingredient for Steel, which is what I imagine Metal is.
-Added Purple Carpet because reasons. :P
-Most of the research times have been increased a bit.
-Fixed some small details with the new additions, like for instance, the wooden equipment rack now having the correct wood sounds and effects when being built.

Important Note: This new update lacks a couple of unnecessary files, so it's best to delete the previous version of this mod before installing this one.
Title: Re: [Mod] (Alpha 5D) Rimworld Extended v0.7
Post by: Chiko on July 31, 2014, 12:46:29 AM
I'm working on some weapon ideas now.

Tribes have been using crossbows but I will change that so it will be a Midworld weapon instead. So it won't be sold by traders and it will be used by pirates and other settlers.

Tribesmen are little trouble at first so I will add a new weapon for them, Bundle of Torches. It's like Inferno weapons but highly inaccurate, short range and slow but it will give Tribes the ability to burn down flammable structures and items.

And I'm also adding a new charger sniper rifle to increase the spacer tech weaponry.

I've also started making the sprites for the Hide Coat, which is looking like a mix of Tribalwear and Duster. I'm thinking about changing the starting apparel so your first settlers start with no jackets/Dusters so it make sense to make Hide Coats. Either that or make them like a faction apparel for Outlander factions.
Title: Rimworld Extended update to v0.8
Post by: Chiko on August 01, 2014, 02:08:20 AM
Small update for today:

-Made some changes so buildings that glow but don't need power stop sending notifications of them being without power.
-Crossbow is now a midworld weapon, usually carried by pirates and outlanders.
-Tribesmen have a chance to spawn with a new weapon, bundle of torches, which is the most primitive way of causing fires.
-Added a new spacer tech weapon, Charger Sharpshooter. It's a powerful energy/projectile sniper rifle.
-Added a new energy weapon, Inferno Burner. It's similar to a flamethrower so it's only effective at close range.
Title: Re: [Mod] (Alpha 5D) Rimworld Extended v0.8
Post by: Chiko on August 01, 2014, 12:01:11 PM
I'm kinda running out of ideas. I mean, things I can implement only with xml editing. I tried editing dll files but even looking at VS express and assemblies makes me feel frustrated. xD

The only things I have done so far for the next update are small time things like making weapons now having the mechanoid disassembly sound and effect, Stats for the Hide Coat, and ideas for new weapons and decoration like stone or metal statues.

I do have new armor ideas like the chainmail shirt, a decent armor that uses the "on skin" layer. Leather and metal armors which will be like medieval versions of power armor. Making apparel is kinda hard for me so I will probably make these not in the next update. :P
Title: Re: [Mod] (Alpha 5D) Rimworld Extended v0.8
Post by: Khadi on August 02, 2014, 02:22:16 PM
I have problem with it. Like you said, things now require new resources to be build. But, on the start of the game i don't get any of the new ones. I mean no wood planks, metal bars, and so on. And I need them to do a basic workbench. And i have no way to get them. So what now? Is this some kind of a bug or what?
Title: Re: [Mod] (Alpha 5D) Rimworld Extended v0.8
Post by: Chiko on August 02, 2014, 03:55:29 PM
Quote from: Khadi on August 02, 2014, 02:22:16 PM
I have problem with it. Like you said, things now require new resources to be build. But, on the start of the game i don't get any of the new ones. I mean no wood planks, metal bars, and so on. And I need them to do a basic workbench. And i have no way to get them. So what now? Is this some kind of a bug or what?
Are you using other mods? As mentioned before, this mod is not compatible with any other mods that change the map generation xml file.
Title: Re: [Mod] (Alpha 5D) Rimworld Extended v0.8
Post by: Khadi on August 02, 2014, 04:52:01 PM
Hmmmm... That's a shame. I look what can make a problem. Thanks.
Title: Re: [Mod] (Alpha 5D) Rimworld Extended v0.8
Post by: Khadi on August 02, 2014, 05:40:15 PM
Sorry, for the double post, but i have another problem, and i wanted this to be seen. xD
The compatibility patch you made for ccm. When i don't install it then well, the resources from your mod won't appear, but when i install it the ccm won't work. The starting panel for this mod saying "want to use ccm?" i can only click on "no" now. Got any clue what to do? :P
Title: Re: [Mod] (Alpha 5D) Rimworld Extended v0.8
Post by: Chiko on August 02, 2014, 05:59:40 PM
Quote from: Khadi on August 02, 2014, 05:40:15 PM
Sorry, for the double post, but i have another problem, and i wanted this to be seen. xD
The compatibility patch you made for ccm. When i don't install it then well, the resources from your mod won't appear, but when i install it the ccm won't work. The starting panel for this mod saying "want to use ccm?" i can only click on "no" now. Got any clue what to do? :P
Where did you put the compatibility patch? Inside this mod or inside CCM? You have to put it inside CCM because the game loads that game first.
Title: Re: [Mod] (Alpha 5D) Rimworld Extended v0.8
Post by: Khadi on August 02, 2014, 06:06:42 PM
Quote from: Chiko on August 02, 2014, 05:59:40 PM
Where did you put the compatibility patch? Inside this mod or inside CCM? You have to put it inside CCM because the game loads that game first.

Yes, i puted it inside the ccm. And now it won't work.
Title: Re: [Mod] (Alpha 5D) Rimworld Extended v0.8
Post by: Chiko on August 02, 2014, 06:14:24 PM
Quote from: Khadi on August 02, 2014, 06:06:42 PM
Quote from: Chiko on August 02, 2014, 05:59:40 PM
Where did you put the compatibility patch? Inside this mod or inside CCM? You have to put it inside CCM because the game loads that game first.
Yes, i puted it inside the ccm. And now it won't work.
That's weird. I just tried it myself and it works with no problems. Maybe your game loads my mod first or something.
Title: Re: [Mod] (Alpha 5D) Rimworld Extended v0.8
Post by: Khadi on August 02, 2014, 06:18:39 PM
Quote from: Chiko on August 02, 2014, 06:14:24 PM
That's weird. I just tried it myself and it works with no problems. Maybe your game loads my mod first or something.

So that means i have to find out myself. Awesome mod by the way.
Title: Re: [Mod] (Alpha 5D) Rimworld Extended v0.8
Post by: Chiko on August 02, 2014, 06:20:34 PM
I think I know what the problem is. I think CCM got an update that changes his map generation file, which the patch changes back to the old one and causes the error.

I will fix it as soon as I get time, I'm currently working on other things right now.
Title: Re: [Mod] (Alpha 5D) Rimworld Extended v0.8
Post by: Khadi on August 02, 2014, 06:32:12 PM
Quote from: Chiko on August 02, 2014, 06:20:34 PM
I think I know what the problem is. I think CCM got an update that changes his map generation file, which the patch changes back to the old one and causes the error.

I will fix it as soon as I get time, I'm currently working on other things right now.

Oh, really? Thank you. So for now i have to wait then.
Title: Re: [Mod] (Alpha 5D) Rimworld Extended v0.8
Post by: Chiko on August 03, 2014, 12:37:59 AM
Mkay, I managed to fix the compatibility patch with CCM and uploaded it into the main page.
Title: Re: [Mod] (Alpha 5D) Rimworld Extended v0.8
Post by: Khadi on August 03, 2014, 04:23:03 AM
And now it works! Thanks alot man. :D
Title: Re: [Mod] (Alpha 5D) Rimworld Extended v0.8
Post by: ScorchingBlaze on August 28, 2014, 10:27:14 AM
Update for Alpha 6 coming? 

Missing this mod so much  :'(
Title: Re: [Mod] (Alpha 5D) Rimworld Extended v0.8
Post by: Chiko on August 28, 2014, 11:07:21 AM
Quote from: ScorchingBlaze on August 28, 2014, 10:27:14 AM
Update for Alpha 6 coming? 

Missing this mod so much  :'(
I was actually about to update this mod some days ago but Alpha 6 hardcoded the part needed to change the starting materials in new games. I decided to wait till a new Alpha but if ppl want this mod sooner than later then I guess I could update it with some changes.
Title: Re: [Mod] (Alpha 5D) Rimworld Extended v0.8
Post by: ScorchingBlaze on August 29, 2014, 10:58:55 AM
Quote from: Chiko on August 28, 2014, 11:07:21 AM

I was actually about to update this mod some days ago but Alpha 6 hardcoded the part needed to change the starting materials in new games. I decided to wait till a new Alpha but if ppl want this mod sooner than later then I guess I could update it with some changes.

Yes, please that'd be great if its manageable
Title: Re: [Mod] (Alpha 5D) Rimworld Extended v0.8
Post by: Josh_Hawley on August 29, 2014, 03:00:45 PM
Quote from: ScorchingBlaze on August 29, 2014, 10:58:55 AM
Quote from: Chiko on August 28, 2014, 11:07:21 AM

I was actually about to update this mod some days ago but Alpha 6 hardcoded the part needed to change the starting materials in new games. I decided to wait till a new Alpha but if ppl want this mod sooner than later then I guess I could update it with some changes.
Yes, please that'd be great if its manageable

Yes Please =)
I finally registered an account here just so I could request this.