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RimWorld => Releases => Mods => Outdated => Topic started by: Abrexus on March 26, 2015, 04:34:24 PM

Title: [A11b] Superior Crafting: Kobayashi Maru! v0712
Post by: Abrexus on March 26, 2015, 04:34:24 PM
(http://i.imgur.com/TZVAUIZ.png)

Many thanks to the TwitchTV streamers listed below who are supporters of Superior Crafting.  Many great ideas for the mod have been conceived from the streamers and viewers there.  Please feel free to drop in, share your thoughts, and say hello!  Also, a special thanks to Das24680 (https://www.youtube.com/channel/UCHJM-Vd74Egk1xvGp4BHWBA).  I first found out about Rimworld on his Youtube channel.  It's entirely his fault I got sucked into the game and this amazing mod community!

Special thanks to Kirid, jacob814, Skullywag, & Jaxxa for allowing me to incorporate their work into Superior Crafting!  Please note:  Any use of Superior Crafting Alpha 11 additions and features requires a request be sent to Abrexus.  This is due to the fact that some of the new code and textures are not mine, and were given to me for my use in this pack only.


(http://streambadge.com/twitch/dark/das24680.png) (http://www.twitch.tv/das24680) (http://streambadge.com/twitch/dark/JacksEncoded.png) (http://www.twitch.tv/JacksEncoded) (http://streambadge.com/twitch/dark/maysletsplays.png) (http://www.twitch.tv/maysletsplays) (http://streambadge.com/twitch/dark/timalick.png) (http://www.twitch.tv/timalick)

Latest Version
Superior Crafting Alpha 11b CORE Mod Download v0712 (https://www.sendspace.com/file/c8rfyl)

*note*  this is for Rimworld alpha 11b and later ONLY.

Previous Versions
Superior Crafting Alpha 11 CORE Mod Download v0703 (https://www.sendspace.com/file/xdtz4t)

*note*  this may NOT be save game compatible with versions earlier than 0701 and is not compatible with alpha 11b or later.

So what is Superior Crafting?  Well, it's my vision on how a redesign of the research tree and production chain can enhance the feel of starting out alone and isolated on a new world.  With Superior Crafting, you start with minimal items you can build, and must research your way up to the more advanced items.  The production chain is also enhanced, so that crafting plays a larger role in your colonies growth.  This mod may not be for everyone.  You have to work hard to unlock the good stuff, nothing is given to you for free.  You'll also have to make hard choices as to what you want to research next.  This choice matters, and depending on the biome you start in, one technology may benefit you more than if you started somewhere else.

Please feel free to leave any comments, questions, or ideas, because without you the community this mod would not be what it is today!


Changes:
* Updated to alpha 11
* Training items are now used automatically when the pawn is idle, as well as manual use
* Added a flamethrower weapon
* Added a fire extinguisher
* Hydroponic tables can now automatically change all connected tables to grow the same plant type
* Updated all in game textures to remove unsightly ghosting
* Replaced wood plank texture with something more pleasing to the eye
* Balanced vents so temperature equalizes more evenly between connected rooms
* Decreased the cost of campfires to help balance starting in cold climates
* Decreased the cost of mulch used to fertilize soil
* Mulch now is made from kindling instead of whole logs
* Increased the amount of silver traders have available to buy your goods with
* You can no longer extract biomatter from a rotten corpse

Fixes:
* Hoppers now properly accept hauled items
* Growing zones now working properly for crops
* Meal source alert now properly recognizes the cookstove, grill, and food prep table
* Floors can now be removed
* Equipment rack is now able to store items properly
* Minor fix to allow for worktables to function better
* Raiders should no longer be armed with fire extinguishers
* Colonists should now be able to resume crafting melee weapons at the craftsman's table
* Fixed bug when adding the 5th colonist to the training menu
* Fixed the advanced prosthetic arm, power claw, & scyther blade so they now properly work as melee weapons
* Colonists will now stop training if asked to perform another job
* Fix to workgiver code for fire extinguishers
* Fix to allow scars to be healed on any body part
* Fixed error when fighting fire with pawn who has a melee weapon equipped
* Fixed duplicate slave/pirate trader
* Doors now have the forbidden command added back

- FAQ -
Question:  I want to build a furnace, but it wants to make it out of slate blocks and I don't have any and can't make any.
Answer:  If you click on the icon in the build menu, you can select what types of blocks you can build it from.  Sometimes the default selection isn't a type of block you may already have.

Question:  How do I use the training devices?
Answer:  All four training devices are mannable.  Just activate your pawn and right-click the item to direct them to man it.  They will stop using it when they are tired, hungry, or interrupted by you.


- Mods I play SC with -
EdB Interface UI Mod (https://ludeon.com/forums/index.php?topic=5258.0)
EdB Prepare Carefully (https://ludeon.com/forums/index.php?topic=6261.0)
Pawn State Icons (v03d) (https://ludeon.com/forums/index.php?topic=9163.0)
Miscellaneous V1.11.2 - Vanilla Enhanced (http://www.mediafire.com/download/56vrvwekrm92b43/Miscellaneous_VanillaEnhanced_1112.zip)
I use the above mods in all my games, and they all work without any problems so far.

Zombie Apocalypse Fix (https://www.sendspace.com/file/tjsm9r)
This is a fix for the Zombie Apocalypse mod.  Overwrite the Races_Zombie.xml file located in the  "Defs/ThingsDefs" folder of the Zombie Apocalypse Mod folder, with the one included in this ZIP file.



(https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png) (http://creativecommons.org/licenses/by-nc-sa/4.0/)
Superior Crafting
by Abrexus & Mrofa
is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. (http://creativecommons.org/licenses/by-nc-sa/4.0/)
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return!
Post by: Abrexus on March 26, 2015, 04:34:35 PM
(http://i.imgur.com/5qsVpl9.png)
Superior Crafting Highlights!

Complete Surgery, Prosthetics, and Bionics Crafting (Including scar removal & bone replacement)
Four Training Items (Holosuite, Punching Bag, Medical Dummy, and Shooting Range)
Upgradable Food Replicator (So your colonists don't have to live on Nutrient Paste)
Bunker Shield (Can be attached to your embrasures or used stand alone)
New Turrets (Manned and Unmanned - Gatling, Shotgun, and Sniper)
Craftable Medicine that can be made in the Chemlab
Lighted & Dragable Hydroponics Table
Stone Embrasures
Dragable Tables
Lighted Walls
Blast Doors
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return!
Post by: Sykes0 on March 26, 2015, 04:36:38 PM
this mod looks really cool, saw Rawdee123 stream it and Abraxus was really cool explaining it on the stream, can't wait to try it :D
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return!
Post by: apljee on March 26, 2015, 04:38:26 PM
I'll have to try this mod. It seems there's been a lot of research overhaul mods (including mine) recently!
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return!
Post by: Ramsis on March 26, 2015, 05:47:00 PM
I had to bug the CRAP out of Abrexus just to get him to come back. I had to send emails, physically call his cell phone, threaten him with violence, and even mass bother him via Skype. Trust me when I say it was worth the effort and I'm glad I got him to come back.

That being said, I can't wait to see just how great this mod gets and so help me god if Abrexus tries to abandon us again....
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return!
Post by: mrofa on March 26, 2015, 06:11:52 PM
I had to bug the CRAP out of Abrexus just to get him to come back. I had to send emails, physically call his cell phone, threaten him with violence, and even mass bother him via Skype. Trust me when I say it was worth the effort and I'm glad I got him to come back.

That being said, I can't wait to see just how great this mod gets and so help me god if Abrexus tries to abandon us again....

Oh  god so good that i dont have fan boys in clutter :D

Anyways guys grate work :D
Btw i love the tabels looks so well good, maybe i should take you to make my textures :D
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return!
Post by: Patrykbono20 on March 26, 2015, 06:34:50 PM
Thanks Man :)
Full compatility for TS Mod and Apparello ?
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return!
Post by: Abrexus on March 26, 2015, 06:43:16 PM
Thanks Man :)
Full compatility for TS Mod and Apparello ?

I haven't tested it with those yet, although Apparello should work fairly well as I didn't change the default cloth def names.  It does work well with the EdB Mods and the Zombie Apocalypse mod.

Just an FYI there is a typo in the smelting recipe, but it just a test description typo, the recipe does produce the correct materials.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return!
Post by: apljee on March 26, 2015, 07:06:30 PM
May I ask what you made that tech tree in (not the background, just the techtree diagram), I've been struggling with finding a reliable choice for my mod.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return!
Post by: Abrexus on March 26, 2015, 07:19:58 PM
May I ask what you made that tech tree in (not the background, just the techtree diagram), I've been struggling with finding a reliable choice for my mod.
I used "drive.draw.io" from my google chrome browser.  I was a bit surprised at how easy it was to use, and it exports it as a PNG with a transparent background, which makes it easy to transpose onto something else.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return!
Post by: cythedag on March 26, 2015, 07:24:09 PM
Is this compatible with extended surgery and bionics?
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return!
Post by: Abrexus on March 26, 2015, 07:33:43 PM
Is this compatible with extended surgery and bionics?

As I am a big fan of that mod myself, I have included most of those features in this mod as well, so you wouldn't need to run both.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return!
Post by: krazy_tony_13 on March 26, 2015, 07:49:41 PM
Im gonna dl this to stream this weekend!!
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return!
Post by: f0xh0und696 on March 26, 2015, 07:59:07 PM
welp, looks like my colony will cease to exist once i install this beauty again, also at least my mods list will be sorter too.
thanks for the revival, of this gemstone ;)
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return!
Post by: millenium on March 26, 2015, 09:12:10 PM
im having an issue with the backyard furnace. i build it and it dissapears

debug log says could not resolve cross reference: no verse.thingdef named metal found to give to verse.thingcount 35x null

at least thats what popped up when i built it i have alot of mods so maybe something is conflicting ill check and report back.

strike that i cant even start a new colony with just this mod.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return!
Post by: Dante King on March 26, 2015, 09:38:05 PM
FYI: I can't build regular walls made of stone or metals, besides the lighted walls, which lag me to death, and I'm not building a high-tech base out of wood, which is flammable, VERY flammable
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return!
Post by: cythedag on March 26, 2015, 10:29:39 PM
>>millenium
backyard furnace? isnt that industrialization mod? Im pretty sure it isnt compatible with this mod.
>>Abrexus
Also, this mod adds a great amount of difficulty to this game.... and I absolutely love it! there are a few things like the occasional typo, on the looms crafting menu you have make cloth twice but one of them is for deavilstrand or something like that but its just named make cloth like the regular one. Anyways, I had a few reservations before trying this mod (not a huge fan of loads of crafting tables) but so far it is really quite great. 90% of it feels vanilla. I like it.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return!
Post by: cythedag on March 26, 2015, 11:28:09 PM
>>Abrexus
Im pretty far into a game just using your mod (and edb stuff except scenarios). I have the chemlab and the bionics table. I queued up to make some medicine, I have all the ingredients but my colonists arent making any. I noticed in the workgiver defs that the chemlab isnt listed would that be the reason i cant make medicine? Also, i have corpses in stock in my fridge, but the bionics table doesnt have an option to process corpses into biomatter, only bills for body parts. Oddly though, its called a bionics work table and not an organ vat but the bionics table claims to be an organ vat. im a little confused. Could i get some feedback?

EDIT: Also, my dudes arent making mulch....
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return!
Post by: Koupally on March 26, 2015, 11:55:25 PM
I thought his MOD would be fun, but.  It's just a pain.  It wasted my time about four times before I realized you can't really do anything unless you start out on a place with a beach, that has boom rats and has slate stone. (Who knows what else I could add on here, I'm not sure because I deleted it after building up and establishing a compound only to find out that I'm boned because I had no access to sand in the area I had chosen.)  This pretty much limits where you can even start out at.  You can't even get to the point of being able to trade without glass, which requires sand.  And you're pretty much screwed if you didn't start in an area with slate chunks.  Good concept, poorly executed, in my opinion.

Forgive me if I'm misinformed, or if I missed something right under my nose that solves all these problems.  But I couldn't find it and I'd rather not have a mod that limits where I can choose to start out, let alone one that doesn't even warn me about it's limitations before I waste a huge chunk of time trying to enjoy it.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return!
Post by: cythedag on March 27, 2015, 12:09:11 AM
>>Koupally
I understand were you're coming from, but he did just release this mod after all. Really the part that bugs me the most is that this hasn't been thoroughly tested by the author before release. The organ vat is very broken. WorkGiverDefs is incomplete leading to a few tables not even working at all. This game has a debug menu, you can unlock everything in game to test out mods like this. I just don't understand how a developer could drop the ball like that. At first I liked it, but now I'm just disappointed after wasting 3 hours playing it.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1a
Post by: Abrexus on March 27, 2015, 01:04:41 AM
Thanks for pointing out the mistakes!  I've updated to fix the workgiver files for the chemlab, bionics table, and organ vat.  Also some non-breaking  recipe text is fixed.  As for the furnace, it is built out of stone, and if by default it is set to a stone you don't have, click the icon in the build menu and select stone that you do.  It will give you the option then to make it out of stone that you do have.  The same goes for the hide bed.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1a
Post by: f0xh0und696 on March 27, 2015, 01:40:18 AM
all my colonists keep, breaking (wandering/broken), is this down to the code or part of the rimsanal storyteller and/or corresponding packs.
get like 4 colonists a day breaking, not to mention a besiege every 2 days
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1a
Post by: cythedag on March 27, 2015, 02:22:02 AM
>>Abrexus
Bugs I've Noticed/Suggestions
*raw devilstrand's item description is the name
*Suggest wood log floor for starting out (maybe balance it out so it's not as beautiful as plank floor or has a walking speed debuff)
*Organ vat, and bionic crafting table have the same name
*Worktables need <itemSurface>False</itemSurface> variable to keep colonists from eating on them
*Suggest having a plasteel bar icon different than plasteel ore to avoid confusion
EDIT: You actually do have a plasteel icon in the textures folder, you need to change the variable in Items_Resources.xml from <graphicPath>Things/Item/Resource/Plasteel</graphicPath> to <graphicPath>Things/Item/Resource/PlasteelBar</graphicPath>
*"Organ Vat" (named Bionic Crafting Table) is still broken, no way to make Biomatter from corpses to make organs


You have fixed the medicine and mulch crafting. Thank you.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1a
Post by: cythedag on March 27, 2015, 02:49:30 AM
Stuff I noticed while rummaging thru your code.

*Snippet from Buildings_Production.xml

Line 679
<ThingDef ParentName="BuildingBase">
<defName>TableOrganvat</defName>
<EType>BuildingComplex</EType>
<label>bionic crafting table</label> *Wrong label

*Snippet from Recipes_Production.xml

Line   636   
<RecipeDef>
<defName>ExtractBiomatterCorpse</defName>
<label>extract biomatter from corpse</label>
<description>Extracts biomatter from a corpse.</description>
...
Line 659       
<products>
<ArtilleryShell>10</ArtilleryShell> *Wat? Should be Biomatter.
</products>

EDIT: I also noticed you need this code for the ExtractBiomatterCorpse RecipeDef to work:
<recipeUsers>
<li>TableOrganvat</li>
</recipeUsers>

Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1a
Post by: Abrexus on March 27, 2015, 04:51:23 AM
@cythedag  Thank you for all the help!  Corrections made and new version is uploaded.  I also fixed a bug with Construction II not properly unlocking conduit walls and powered doors.  They should now unlock properly, and be able to use all materials.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1c
Post by: cythedag on March 27, 2015, 09:39:38 AM
Bugs

FertilizerPump's shadow is messed up. It's shadow looks like a wall.

Organvat - still cannot process biomatter
I tried adding variable <recipeUsers>TableOrganvat</recipeUsers> to the biomatter reciepe but its throwing an exception in the assembly. dll modding isn't my forte, but maybe it's related to that? Maybe im stupid and it's not related at all. Would like to process biomatter eventually so i can make organs.

EDIT: Also, outdoor fences act as roof support. I can use the no roof zone tool to fix it but is there a way to make it not a roof support by default?
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1c
Post by: Matthiasagreen on March 27, 2015, 09:48:54 AM
I may cry from happiness. I have waited a long time for this to come back!
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return!
Post by: millenium on March 27, 2015, 09:55:39 AM
>>millenium
backyard furnace? isnt that industrialization mod? Im pretty sure it isnt compatible with this mod.

mass updating and not paying attention sorry
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1c
Post by: skullywag on March 27, 2015, 10:38:24 AM
So thats what you did with my shields...nice!
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1c
Post by: cythedag on March 27, 2015, 10:48:25 AM
Code Corrections

I figured out how to fix the organ vat not working properly here are the changes i made:

Buildings_Production.xml:
Line 711
<recipes>
<li>ExtractBiomatterCorpse</li>
</recipes>

Recipes_Production.xml:
Line 644
<ingredients>
<li>
<filter>
<categories>
<li>CorpsesHumanoid</li>
</categories>
</filter>
<count>1</count>
</li>
</ingredients>
<fixedIngredientFilter>
<categories>
<li>CorpsesHumanoid</li>
</categories>
<specialFiltersToDisallow>
<li>AllowRotten</li>
<li>AllowBuried</li>
</specialFiltersToDisallow>
</fixedIngredientFilter>

Also I changed in Workgiversdef <defName>DoBillsTableOrganvat</defName> to <defName>DoBillsBiomatter</defName>

I just tested the changes in game and it now functions properly. You can make corpses into biomatter. I suggest upping the biomatter from corpses to 35, that way you can still get one usable organ from a corpse. just a suggestion.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1c
Post by: UMK on March 27, 2015, 04:09:38 PM
What are features presented exactly? Listed in the thread: turrets, blast doors, organ vat, nuclear plants and shield generators.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1c
Post by: 123nick on March 27, 2015, 07:44:33 PM
does this change many vanilla things? does it remove anything?
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1c
Post by: Devlah on March 27, 2015, 08:59:43 PM
I've got piles of sand (1200) and a Glassworks with power supply, a "Make Glass" bill set, but my colonists won't make glass for some reason.  Is it possible I'm missing something?

EDIT:  Figured it out.  I also have Mechanical Defense 2 (https://ludeon.com/forums/index.php?topic=7380.0) installed, and it features a separate item named "Pile of Sand".  A little confusing, but one of the pitfalls of using multiple MODs I suppose.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1c
Post by: cythedag on March 27, 2015, 09:29:10 PM
Make sure you redownload the latest version, he has updated it a bit since a couple days ago. He had some WorkGiverDef issues where some tables wouldn't be used.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1c
Post by: Abrexus on March 27, 2015, 11:31:57 PM
What are features presented exactly? Listed in the thread: turrets, blast doors, organ vat, nuclear plants and shield generators.

I am going to do a better explanation on the front page post as soon as I get some coffee in me. 
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1c
Post by: Abrexus on March 27, 2015, 11:33:57 PM
Make sure you redownload the latest version, he has updated it a bit since a couple days ago. He had some WorkGiverDef issues where some tables wouldn't be used.

You have been a great help, and I appreciate your taking the time.  I am going to do a thorough test tonight (as soon as I get some coffee in me) and have an updated version with bug fixes in the morning.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1e
Post by: Abrexus on March 28, 2015, 04:48:08 AM
Updated to version 1e and added a more detailed description in post 2.  Once I am sure this is (mostly) bug free, I plan to expand on the temperature control system.  Please keep all the excellent feedback coming!
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1e
Post by: SadisticNemesis on March 28, 2015, 05:55:46 AM
Ah man I remember playing this mod in.. alpha 7? regardless I've missed it massively!
However it doesn't work with the zombie apocalypse or the EdB mods. Do you plan on making some sort of patch or is it not really possible, because I'm willing to get rid of most of those mods but the EdB interface mod is really useful and I would be rather miserable if I got rid of it!
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1e
Post by: Baarogue on March 28, 2015, 06:03:29 AM
Am I mistaken or aren't crafting tables now passable (half-speed?) in vanilla?
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1e
Post by: Abrexus on March 28, 2015, 06:43:12 AM
Ah man I remember playing this mod in.. alpha 7? regardless I've missed it massively!
However it doesn't work with the zombie apocalypse or the EdB mods. Do you plan on making some sort of patch or is it not really possible, because I'm willing to get rid of most of those mods but the EdB interface mod is really useful and I would be rather miserable if I got rid of it!

It works with both EdB interface and Prepare Carefully.  I use them both all the time.  I just did a test to make double sure, and they do in fact work.  I also tested ZA on a new map (I haven't loaded it before in alpha 9) and it's working just fine with all of the above loading as well.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1e
Post by: Abrexus on March 28, 2015, 06:44:43 AM
Am I mistaken or aren't crafting tables now passable (half-speed?) in vanilla?

They are, but I changed it because I felt it was a bit disorienting.  I may change it back, or offer an alternative version for download.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1e
Post by: Ramsis on March 28, 2015, 07:31:17 AM
Hey Abrexus, did you end up fixing the "can't make biomatter" issue?

Also because I love you, please add patchnotes or announce the new versions on your main post or two.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1e
Post by: SadisticNemesis on March 28, 2015, 07:41:07 AM
Ah man I remember playing this mod in.. alpha 7? regardless I've missed it massively!
However it doesn't work with the zombie apocalypse or the EdB mods. Do you plan on making some sort of patch or is it not really possible, because I'm willing to get rid of most of those mods but the EdB interface mod is really useful and I would be rather miserable if I got rid of it!

Ah okay awesome! thanks for letting Me know as I'm a mod whore and need them all. But this mod has been My most missed and I thank you massively for returning and look forward to seeing its development :)

It works with both EdB interface and Prepare Carefully.  I use them both all the time.  I just did a test to make double sure, and they do in fact work.  I also tested ZA on a new map (I haven't loaded it before in alpha 9) and it's working just fine with all of the above loading as well.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1e
Post by: Abrexus on March 28, 2015, 07:41:40 AM
Hey Abrexus, did you end up fixing the "can't make biomatter" issue?

Also because I love you, please add patchnotes or announce the new versions on your main post or two.

There are patch notes.....and even a new graphic for page two :o
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1e
Post by: Ramsis on March 28, 2015, 07:48:26 AM
Hey Abrexus, did you end up fixing the "can't make biomatter" issue?

Also because I love you, please add patchnotes or announce the new versions on your main post or two.

There are patch notes.....and even a new graphic for page two :o

Oh wow I'm blind! Thank you very much :P little derped up this morning.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1e
Post by: Abrexus on March 28, 2015, 08:21:54 AM
Hey Abrexus, did you end up fixing the "can't make biomatter" issue?

Also because I love you, please add patchnotes or announce the new versions on your main post or two.

There are patch notes.....and even a new graphic for page two :o

Oh wow I'm blind! Thank you very much :P little derped up this morning.

I was blind myself towards the end of finishing up the mod....hence all the problems with the last few things I put in....NOT ENOUGH COFFEE....
 :P
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1e
Post by: Baarogue on March 28, 2015, 08:51:27 AM
Am I mistaken or aren't crafting tables now passable (half-speed?) in vanilla?

They are, but I changed it because I felt it was a bit disorienting.  I may change it back, or offer an alternative version for download.

Either way is cool, thanks! I like the idea of the added challenge and complexity of your system and look forward to playing with it. But I also liked having my crafting tables passable. :)

One question: I saw a mod request for the ability to harvest bionic/prosthetic parts from corpses. Is that possible with your mod at the cybernetics table or elsewhere? I'm actually interested in getting into modding and was thinking of trying to fulfill that request - but not if I'd be duplicating your efforts here of course. My rough plans (if it's even possible) was to make it either something a doctor could do as a bill at a medical bed, or see if it was possible to add the ability to do post-mortem operations. Alternatively, or even additionally, maybe it could be a bill at the butcher table or just part of butchering the corpse (although that carries a load of stigma) - with a chance to destroy each part reclaimed due to the lack of finesse.

Thanks again!
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1e
Post by: Abrexus on March 28, 2015, 08:58:57 AM
Am I mistaken or aren't crafting tables now passable (half-speed?) in vanilla?

They are, but I changed it because I felt it was a bit disorienting.  I may change it back, or offer an alternative version for download.

Either way is cool, thanks! I like the idea of the added challenge and complexity of your system and look forward to playing with it. But I also liked having my crafting tables passable. :)

One question: I saw a mod request for the ability to harvest bionic/prosthetic parts from corpses. Is that possible with your mod at the cybernetics table or elsewhere? I'm actually interested in getting into modding and was thinking of trying to fulfill that request - but not if I'd be duplicating your efforts here of course. My rough plans (if it's even possible) was to make it either something a doctor could do as a bill at a medical bed, or see if it was possible to add the ability to do post-mortem operations. Alternatively, or even additionally, maybe it could be a bill at the butcher table or just part of butchering the corpse (although that carries a load of stigma) - with a chance to destroy each part reclaimed due to the lack of finesse.

Thanks again!

hmm....thats a good idea....no it's not in my mod, but if it's something you want to tackle go for it!  Maybe we can collaborate on it.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1e
Post by: AllenWL on March 28, 2015, 09:38:33 AM
This mod is really, really tempting me...
Now I'll probably end up rushing my current colony and shipping all my guys off just so I can try out this mod :P

But then I'll probably have to remove a bunch of mods, and then I'll get really torn, and stuff will happen. Lots of stuff.

On a side note, what is the difference between manned turrets and auto turrets, other then the obvious fact they are automatic?
Do they need more stuff? Do they use more energy? Do you need special parts(like sensors and high-tech data processors[possible stripped off mechanoids?])
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1e
Post by: Abrexus on March 28, 2015, 09:45:04 AM
This mod is really, really tempting me...
Now I'll probably end up rushing my current colony and shipping all my guys off just so I can try out this mod :P

But then I'll probably have to remove a bunch of mods, and then I'll get really torn, and stuff will happen. Lots of stuff.

On a side note, what is the difference between manned turrets and auto turrets, other then the obvious fact they are automatic?
Do they need more stuff? Do they use more energy? Do you need special parts(like sensors and high-tech data processors[possible stripped off mechanoids?])

Manned turrets use no energy and do not require "electronics"
Sentry "AI" Turrets require energy and cost extra resources but are automated.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1e
Post by: cythedag on March 28, 2015, 09:53:50 AM
I really enjoy this mod. I've been playing it with Edb's prepare carefully, with 3 stock colonists and no starting out items on a arid shrub-land biome. Now granted, I'm playing on cass' rough difficulty. Still very hard.
>>Abrexus
One thing you may want to think about adding is a way to can food. Something along the line of JuliaEllie's mod that adds that. If you balance it out right, it's a great way to preserve food early in the game if you don't have the power or time to make a freezer.
Also, something like RedistHeat incorporated into the mod would be outright awesome.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1e
Post by: Abrexus on March 28, 2015, 10:27:18 AM
I really enjoy this mod. I've been playing it with Edb's prepare carefully, with 3 stock colonists and no starting out items on a arid shrub-land biome. Now granted, I'm playing on cass' rough difficulty. Still very hard.
>>Abrexus
One thing you may want to think about adding is a way to can food. Something along the line of JuliaEllie's mod that adds that. If you balance it out right, it's a great way to preserve food early in the game if you don't have the power or time to make a freezer.
Also, something like RedistHeat incorporated into the mod would be outright awesome.

What if I told you the next thing being added is an expansion to heating/cooling?  I think that's an excellent idea tho....I'll add that to the list.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1e
Post by: Ramsis on March 28, 2015, 10:30:34 AM
I really enjoy this mod. I've been playing it with Edb's prepare carefully, with 3 stock colonists and no starting out items on a arid shrub-land biome. Now granted, I'm playing on cass' rough difficulty. Still very hard.
>>Abrexus
One thing you may want to think about adding is a way to can food. Something along the line of JuliaEllie's mod that adds that. If you balance it out right, it's a great way to preserve food early in the game if you don't have the power or time to make a freezer.
Also, something like RedistHeat incorporated into the mod would be outright awesome.

It doesn't make sense for early game. Believe it or not the canning and sanitation process is brutally advanced! That would be like a crafting 2 with power 2 option easily.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1e
Post by: Abrexus on March 28, 2015, 10:35:27 AM
Quote
Version 1e fixes:
*Organ Vat now properly converts human corpses to biomatter

Still not working :-(
And the Adv. prosthetic's i can't install at the pawn's.
But since noone else mention this, it is maybe a mod conflict with ExpandedProsthetics&OrganEngineering.

But i am very impressed with the mod and your work. Maybe good things are allready there which i would need other mods for.

But i am still missing
- Storage system, i would prefer the one from RT the quantum stockpile. Because the game and the pawn can sell all the item they are stored on these pad's. Not like other box system where the item are stored inside and are invisble for the game stock inventor.
Yes i can use the Mod and it is working well, but don't fit logical at your mod since you just need ore to build the pads.

- a Droid helper system. MAI or the Droids from ED2 or the Capture system from More Mechanoids.

- The current turret system are ok, but i ask myself, where does the weapon come when you build a Gattling turret ? :-)
Why not the turret system from Miscellaneous, you just build the turret base, and install a weapon from your stock on it.

- Faction, Events

With some enhancement your Mod will be a highlight and comes at the same class like TechTreeMinami was at the past (and hopefully at the future again),.

I did just update to 1f and with my tinfoil hat on I assure you the organ vat now works :)

Yes, there probably is a conflict with my surgery system and "ExpandedProsthetics&OrganEngineering" as they are very similar.

As for the rest, once the mod is working without any glitches I will be expanding on it again.  Making the jump from Alpha 6 to Alpha 9 was almost a total rewrite, but going forward it shouldn't be as bad.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1e
Post by: cythedag on March 28, 2015, 10:38:45 AM
It doesn't make sense for early game. Believe it or not the canning and sanitation process is brutally advanced! That would be like a crafting 2 with power 2 option easily.
My grandmother used to can veggies and fruit on her stove with mason jars... It isn't rocket science. You just need heat, jars, and a pressure cooker.

What if I told you the next thing being added is an expansion to heating/cooling?

(http://i288.photobucket.com/albums/ll167/Cythedag/noice_zpsfgkq4mij.png)
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1f
Post by: chrisb2e9 on March 29, 2015, 08:31:50 AM
this mod looks awesome, will have to give it a try. Thank you to everyone who has been involved in it.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1f
Post by: AllenWL on March 29, 2015, 09:27:20 AM
Well, I completed the colony I was working on super fast, and now I'm going to try this out!
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! v1f
Post by: Abrexus on March 29, 2015, 09:28:56 AM
Well, I completed the colony I was working on super fast, and now I'm going to try this out!

Don't touch that dial!  Version 2.0 is coming out within the hour!  Lots of new stuff!
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2 - Keeping Cool
Post by: Abrexus on March 29, 2015, 10:01:57 AM
I am pleased to announce version 2 of Superior Crafting:  The Return - Keeping Cool edition.  Latta graciously agreed to allow integration of his RedistHeat mod.  Also included are some new items to help out with your starting colony.  Also, prosthetics are now color coded based on quality.

Coming up next....cooking revisited!
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2 - Keeping Cool Edition
Post by: Sykes0 on March 29, 2015, 01:15:09 PM
This mod just gets better and better :D
Abrexus maybe you could stream playing your mod, i'm really curious what you'd focus on :D
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2 - Keeping Cool Edition
Post by: Mechanoid Hivemind on March 29, 2015, 01:21:08 PM
Save compatible???
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2 - Keeping Cool Edition
Post by: Abrexus on March 29, 2015, 01:48:05 PM
Save compatible???

It should be.  I didn't make any changes to existing items.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2 - Keeping Cool Edition
Post by: Mechanoid Hivemind on March 29, 2015, 01:51:19 PM
Save compatible???

It should be.  I didn't make any changes to existing items.
Okay cause i am pretty far in my world and didnt wanna risk it
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2 - Keeping Cool Edition
Post by: Sykes0 on March 29, 2015, 02:31:27 PM
I've just noticed that my designated crafter was not getting any experience from working on any sort of bench, like stonecutting, making sand/glass or making steel bars, was this intentional cause it's quite difficult for me to get a person to level 10 crafting so i can make bionic stuff.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2 - Keeping Cool Edition
Post by: Abrexus on March 29, 2015, 03:53:58 PM
I've just noticed that my designated crafter was not getting any experience from working on any sort of bench, like stonecutting, making sand/glass or making steel bars, was this intentional cause it's quite difficult for me to get a person to level 10 crafting so i can make bionic stuff.

by default, you don't get crafting experience (even in the vanilla build) from making non-items.  I'm on the fence on that myself.  I can change that if the general consensus is that they should give experience.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2 - Keeping Cool Edition
Post by: mrofa on March 29, 2015, 04:25:50 PM
Didnt test much stuff in a9 but from what i seen only research give actuall exp to resercher
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2 - Keeping Cool Edition
Post by: Fansibubbles on March 29, 2015, 05:18:05 PM
It says in the FAQ you can click on the Smelter to change the material it needs to be made of at start but I'm clicking and it ain't changing and right click doesn't give me any option either.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2 - Keeping Cool Edition
Post by: PineyCreek on March 29, 2015, 05:30:09 PM
This reminds me a lot of the TTM mod back in A7. The only thing missing is the custom events mod which added a bunch of new random events. Now if you add a bunch of new random events you will officially be my hero. I am loving this mod and look forward to what you plan to do with the cooking system.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2 - Keeping Cool Edition
Post by: Abrexus on March 29, 2015, 06:13:32 PM
About wall lights,
currently they just use basic resources.
Shouldn't you need 1 steelbar for conduit and 5 glass for the lamp too ?

TY Sir, fixed and will be updated shortly!
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2 - Keeping Cool Edition
Post by: mathwizi2005 on March 29, 2015, 11:44:43 PM
Holy crap, dude. I didn't expect a complete overhaul. Totally getting this running tomorrow. BUT!!!
Hows the interaction between this and Extended Surgery and Bionics since I notice you added a load of bionics of your own?  (More that what exactly should I expect they're interaction to be like)
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2 - Keeping Cool Edition
Post by: AllenWL on March 30, 2015, 12:01:21 AM
I've just noticed that my designated crafter was not getting any experience from working on any sort of bench, like stonecutting, making sand/glass or making steel bars, was this intentional cause it's quite difficult for me to get a person to level 10 crafting so i can make bionic stuff.
I think it should give experience, but only up until a certain point(If that's possible). Since stuff like making bricks can never go wrong(as in, have really sucky quality), being able to get a planet-class crafter on brick making would be unbalanced, not to mention weird. Why would cutting bricks make you that good at crafting?

But since they only way to let people learn to be better crafters currently is to make them craft a bunch of things, which ends up giving you a lot of shoddy/poor things, or find a guy with good crafting abilities from the start, it can get slightly annoying.

Being able to put our crafter-in-training to say, level 5 or something on simple things like stone bricks before making them make the more complicated stuff would be really nice.

by default, you don't get crafting experience (even in the vanilla build) from making non-items.  I'm on the fence on that myself.  I can change that if the general consensus is that they should give experience.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2 - Keeping Cool Edition
Post by: Abrexus on March 30, 2015, 12:18:10 AM
Holy crap, dude. I didn't expect a complete overhaul. Totally getting this running tomorrow. BUT!!!
Hows the interaction between this and Extended Surgery and Bionics since I notice you added a load of bionics of your own?  (More that what exactly should I expect they're interaction to be like)

Extended surgery will conflict, but you would just be duplicating what's already integrated in SC.  You can fix bones, remove scars, and fix bad backs, along with building prosthetics and bionics, and growing organs.  I encourage you to check it out and see.  I am a huge fan of Ykara's mod, and it was the inspiration for my take on expanding vanilla surgery.  Ykara was also nice enough to include the source code (as I do) so that was a huge help.  I figure why try and outdo what I think is one of the best surgery mods available.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2 - Keeping Cool Edition
Post by: cythedag on March 30, 2015, 01:07:17 AM
>>Abrexus
Bloody brilliant, man. Love the meat jerky addition.... Now all of a sudden I want to make Jerked Human Meat.... That sounded vaguely sexual. Yay! Unintentional hilarity! Another thing for me to force my hapless colonists to eat! Thanks for your genius! I hope you continue to refine and expand on this wonderful mod!
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2 - Keeping Cool Edition
Post by: UMK on March 30, 2015, 03:33:01 AM
So it is an ultimate everything-mod (except guns and some mscellaneous stuff)?
Any advanced lamps by the way? Vanilla 150W lamps are killing me (1 geothermal plant = 24 lamps, wtf).
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2 - Keeping Cool Edition
Post by: cheetah2003 on March 30, 2015, 04:19:02 AM
Awesome mod.  Sadly it doesn't really co-exist with other mods very well due to it redoing a lot of things.  But I still love it.

Might look into the Glittertech and Industrialisation mods for more source material to grow this mod some more.

Also if you're feeling upto it, look into the zombie apocolypse mod too, it doesn't seem to work with this mod (i'm not getting any zombie spawns), and I do miss my zombies.

Seems zombies are working.  I load them after your mod now.  Hope nothing else breaks.  :D

One other thing I just noticed:  The game complains you have no meal source when all you have is a grill.  Might wanna check into that. 

Keep up the great work Abrexus!
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2 - Keeping Cool Edition
Post by: AllenWL on March 30, 2015, 09:09:08 AM
Trying the mod, just in the beginning, so I might have missed a few things, but..

I loaded it after landing my colonists to use the prepare carefully mod, and now all the rich soil and stone tiles turned into sand??
Weapons seem weird. Just weird. I have a steel ore spear that does 15 damage(about) A dead raider dropped a normal steel club. It deals 1 damage.

Also, I think it uses a bit too much things.
Just to give my colonist a hide bed(with patchy hide blankets, and rather a poor quality to boot), I needed to make a saw with logs and steel ore. Then make a furnace with planks and bricks(tore down a old stone wall I found for the bricks), then smelt the steel ore to steel blocks, then use the blocks to make a food preparation table, then butcher animal for hide, then make a bed. Just so my colonists didn't have to sleep on the floor.

I mean, I love having to work for stuff, but it just feels like so much... clutter.

Also, I note jerky does not keep for longer than raw meat. Was somewhat disappointed.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2 - Keeping Cool Edition
Post by: Mechanoid Hivemind on March 30, 2015, 10:17:35 AM
Yeah me too with the whole jerky thing it should last a long time.........ANY WAY!!! I love it its so much fun i am having a blast with it i hesitated because my other colony was still kicking then a raid came and screwed me but i love it KEEP IT GOING!!!! PLEASE!!!
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2 - Keeping Cool Edition
Post by: UMK on March 30, 2015, 11:11:46 AM
There is a floor vent from clutter and ducts from heat redistribution. Hope you can figure out the rest  :D.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2 - Keeping Cool Edition
Post by: Eredas1 on March 30, 2015, 12:20:50 PM
Hi there, can you add glass walls/windows?
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2 - Keeping Cool Edition
Post by: Fansibubbles on March 30, 2015, 02:13:03 PM
It says in the FAQ you can click on the Smelter to change the material it needs to be made of at start but I'm clicking and it ain't changing and right click doesn't give me any option either.

For anyone wondering how I fixed this, you need to have some of the resource on the map before you can change. So if your default bed or smelter requires things you don't have, skin an animal or make some blocks of a resource you do have and then you can change it, but not before.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2 - Keeping Cool Edition
Post by: Dewion on March 30, 2015, 02:27:08 PM
Hi everyone.

About that jerky.
I made it behave like "survival meal" by changing
ThingDef ParentName="MealRottable"> to <ThingDef ParentName="MealBase"> in Items_Meals.xml

Btw, could the one who made this mod give a list what this mod DOES NOT change, so i know what other mods i can still use? :)
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2 - Keeping Cool Edition
Post by: Delekhan on March 30, 2015, 03:20:44 PM
I love, love, love this mod! It makes the game doubleplusgood.

I'm having an issue, though: Regardless of what type of automated turret gun I build, they all behave as standard sentry guns. In other words, an automated sniper turret behaves as a standard sentry gun with its four shots, same for the automated gatling turret. This problem does not occur with the manned turrets, which work properly.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2 - Keeping Cool Edition
Post by: Abrexus on March 30, 2015, 03:46:26 PM
Trying the mod, just in the beginning, so I might have missed a few things, but..

I loaded it after landing my colonists to use the prepare carefully mod, and now all the rich soil and stone tiles turned into sand??
Weapons seem weird. Just weird. I have a steel ore spear that does 15 damage(about) A dead raider dropped a normal steel club. It deals 1 damage.

Also, I think it uses a bit too much things.
Just to give my colonist a hide bed(with patchy hide blankets, and rather a poor quality to boot), I needed to make a saw with logs and steel ore. Then make a furnace with planks and bricks(tore down a old stone wall I found for the bricks), then smelt the steel ore to steel blocks, then use the blocks to make a food preparation table, then butcher animal for hide, then make a bed. Just so my colonists didn't have to sleep on the floor.

I mean, I love having to work for stuff, but it just feels like so much... clutter.

Also, I note jerky does not keep for longer than raw meat. Was somewhat disappointed.

Actually I agree with you on the hide bed thing.  It takes way too long to make the prep table, so in the next update I hope to post very shortly I am going to change that so you just need wood logs and a little ore.

I'll also see about changing the "shelf life" of jerky.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2 - Keeping Cool Edition
Post by: Abrexus on March 30, 2015, 03:57:52 PM
I love, love, love this mod! It makes the game doubleplusgood.

I'm having an issue, though: Regardless of what type of automated turret gun I build, they all behave as standard sentry guns. In other words, an automated sniper turret behaves as a standard sentry gun with its four shots, same for the automated gatling turret. This problem does not occur with the manned turrets, which work properly.

Updated and they should now work properly, along with a few other fixes.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2b - Keeping Cool Edition
Post by: skywyze on March 30, 2015, 04:00:33 PM
See, that's why this is the only thread I am subscribed to: Abraxus is so responsive and really seems to listen to what people say about the mod. I am really excited to see what else is up his/her sleeve. Keep up the fantastic work! I'm sure I'm alone when I say I really appreciate it.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2b - Keeping Cool Edition
Post by: Abrexus on March 30, 2015, 04:04:45 PM
See, that's why this is the only thread I am subscribed to: Abraxus is so responsive and really seems to listen to what people say about the mod. I am really excited to see what else is up his/her sleeve. Keep up the fantastic work! I'm sure I'm alone when I say I really appreciate it.

I really appreciate the kind words!  I also just updated the Jerky to have a 30 day shelf life.  It wont break a save, but it may not affect existing jerky you have already made.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2c - Keeping Cool Edition
Post by: skywyze on March 30, 2015, 04:07:29 PM
Heh, oops. I meant to say "I'm sure I'm NOT alone..." >.<

Thanks again Abraxus! Keep it coming!
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2c - Keeping Cool Edition
Post by: Abrexus on March 30, 2015, 04:27:57 PM
Heh, oops. I meant to say "I'm sure I'm NOT alone..." >.<

Thanks again Abraxus! Keep it coming!

 :P  I knew what ya meant!

Anyway here's some thoughts for the future of Superior Crafting....

I'm thinking of breaking the mod down as follows:

The Core "Superior Crafting:  The Return" Mod (Required for all expansions)
Expansions will be separate, but will require the core mod (Will not be expansion dependent)
Expansions will be things like the "Keepin' Cool" edition (Which adds more temperature control items)

Expansions ideas I have planned...

Keepin' Cool (Already implemented, but not separate)
Let's Get Cookin' (Expansion of the cooking system, inspiration taken from Hermit's Farm Mod (https://ludeon.com/forums/index.php?topic=8719.0)

This would help me expand on SC without having to rework one huge mod each time a new alpha is released, and also allow me to integrate popular mods so people can choose what content they wish to expand on.  What do you all think?
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2 - Keeping Cool Edition
Post by: Abrexus on March 30, 2015, 04:53:37 PM
Did you do anything to the Traders ?
I notice the bulk trader never sold Uranium anymore, and no other trader sold that either.

I'm going to do a full rework of the traders.  Thank you for pointing this out, I'll double check to see what the deal is with uranium, and get a fix out if needed ASAP.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2c - Keeping Cool Edition
Post by: skywyze on March 30, 2015, 04:56:54 PM
<3
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2c - Keeping Cool Edition
Post by: Abrexus on March 30, 2015, 07:10:01 PM
Just an update...

Traders now updated.  New traders added and existing ones balanced.  Exotic trader now offers Uranium.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2d - Keeping Cool Edition
Post by: mathwizi2005 on March 30, 2015, 10:47:19 PM
Would it be possible to add Bionic Organs as well as a sort of chest replacement?
Another idea would be to give tiered upgrades to pre-existing objects when research stages finish.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2d - Keeping Cool Edition
Post by: pctr2142 on March 30, 2015, 10:50:33 PM
So I recently started trying a new world with this mod and so far it is great. I am however having an issue with the jerky, although I'm not sure its not simply an compatibility issue with biodiversity. On jerky I am having two spoil dates, one of 4 days and one of the 30 listed for this mod. After the 4 days expire the item simply disappears. Other than that it seems to be working fine with biodiversity though.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2d - Keeping Cool Edition
Post by: Abrexus on March 30, 2015, 11:11:03 PM
So I recently started trying a new world with this mod and so far it is great. I am however having an issue with the jerky, although I'm not sure its not simply an compatibility issue with biodiversity. On jerky I am having two spoil dates, one of 4 days and one of the 30 listed for this mod. After the 4 days expire the item simply disappears. Other than that it seems to be working fine with biodiversity though.

Ok, I believe I have the expiration date issue fixed.  It was picking up the 4 day expire ParentName="MealRottable" - made the correction, tested, and now it should be working normally.  Note any jerky you already have may not pick up the change.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2e - Keeping Cool Edition
Post by: Shadu_Murasaki on March 31, 2015, 01:40:48 AM
I couldn't find a download link for this awesome mod pack. Could anyone assist me with this?
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2b - Keeping Cool Edition
Post by: AllenWL on March 31, 2015, 07:40:43 AM
I really appreciate the kind words!  I also just updated the Jerky to have a 30 day shelf life.  It wont break a save, but it may not affect existing jerky you have already made.
Oh, that's fast.
Always good to see people responsive about their work :D

On another note, I researched security one, and was surprised to see that it also unlocked the improvised steel turret-and that it needed 60 steel bars and 80 steel ore(or was it the other way around?) to make. Interesting.
So I was wondering, would it be possible to make all buildings and such need steel bars rather than ore, and have the starting resources be bars instead of ore?
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2e - Keeping Cool Edition
Post by: Telarin on March 31, 2015, 09:07:50 AM
This mod seems to make Rimworld what it feels like it should be. A struggle to build, and tradeoff decisions for research. I love it.

One thing I noticed however, is that for the "No meal source" tip the game gives, it does not recognize the grill as a meal source.

One small suggestion that I would love to see added (not sure if it is even possible within the RimWorld modding framework). One of the construction levels should allow the ability to build a foundation or platform that would replace water or mud with concrete so that it can be built upon.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2b - Keeping Cool Edition
Post by: Abrexus on March 31, 2015, 09:25:32 AM
On another note, I researched security one, and was surprised to see that it also unlocked the improvised steel turret-and that it needed 60 steel bars and 80 steel ore(or was it the other way around?) to make. Interesting.
So I was wondering, would it be possible to make all buildings and such need steel bars rather than ore, and have the starting resources be bars instead of ore?

That almost appears as if you may be having a mod conflict of some sort.  The only turret that is unlocking with security I is the manned turret which is set to cost 250 steel bars.  I double checked starting a new game and I only see that one unlocking.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2e - Keeping Cool Edition
Post by: Abrexus on March 31, 2015, 09:39:03 AM
This mod seems to make Rimworld what it feels like it should be. A struggle to build, and tradeoff decisions for research. I love it.

One thing I noticed however, is that for the "No meal source" tip the game gives, it does not recognize the grill as a meal source.

One small suggestion that I would love to see added (not sure if it is even possible within the RimWorld modding framework). One of the construction levels should allow the ability to build a foundation or platform that would replace water or mud with concrete so that it can be built upon.

The no meal source error appears to be tied to the hardcoded tutorial not recognizing the grill - I'll see what I can do to fix this, but I can't promise anything.  As for the other suggestion, you can use the Terraforming pump to achieve just what you want.  It unlocks with Agriculture IV.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2e - Keeping Cool Edition
Post by: Larmantine on March 31, 2015, 10:36:57 AM
This is by far the best mod out there, thanks.

I've just updated to the latest version, and there something odd. I can't seem to be able to issue repair orders, but I'm starting to think that the fault lies somewhere on my end.

EDIT: Yup, I'm an idiot. I forgot that they do repairs in home zones only. Sorry.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2e - Keeping Cool Edition
Post by: skullywag on March 31, 2015, 10:52:26 AM
Meal source alert, spot the problem:
Code: [Select]
using System;
using System.Linq;
using Verse;
namespace RimWorld
{
public class Alert_NeedMealSource : Alert_Medium
{
public override AlertReport Report
{
get
{
if (GenDate.DaysPassed < 2)
{
return false;
}
if (Find.ListerBuildings.allBuildingsColonist.Any((Building b) => b.def == ThingDefOf.NutrientPasteDispenser || b.def == ThingDefOf.CookStove))
{
return false;
}
return true;
}
}
public Alert_NeedMealSource()
{
this.baseLabel = "NeedMealSource".Translate();
this.baseExplanation = "NeedMealSourceDesc".Translate();
}
}
}
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2e - Keeping Cool Edition
Post by: Abrexus on March 31, 2015, 11:04:07 AM
Meal source alert, spot the problem:

You are a gentleman and a scholar!  I will get on that fix as soon as I am done work for the day :)
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2e - Keeping Cool Edition
Post by: thenightgaunt on March 31, 2015, 05:08:52 PM
This is a fantastic mod. I love the tech tree and the slow going rough start that it forces on the player. It give me a reason to grow multiple crops and forces me to rely on farming and hunting to survive (I generally jump right into hydroponics).

I restarted my game just to give it a shot and it's forced me to completely rethink my mod loadout. Combined with the Crash Landing mod it creates a rather brutal start to a colony but that's not really a bad thing.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2e - Keeping Cool Edition
Post by: Sykes0 on March 31, 2015, 05:59:02 PM
This is a fantastic mod. I love the tech tree and the slow going rough start that it forces on the player. It give me a reason to grow multiple crops and forces me to rely on farming and hunting to survive (I generally jump right into hydroponics).

I restarted my game just to give it a shot and it's forced me to completely rethink my mod loadout. Combined with the Crash Landing mod it creates a rather brutal start to a colony but that's not really a bad thing.

That sounds awesome! Crash landing on a planet full of zombies waiting for the zombie apocalypse with this mod on, bloody brutal! :D
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2f - Keepin' Cool Edition
Post by: Abrexus on March 31, 2015, 08:23:35 PM
Updated to version 2f - did a pass on construction costs for all items, and fixed items so they now require the proper materials to build.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2b - Keeping Cool Edition
Post by: AllenWL on March 31, 2015, 09:23:37 PM
On another note, I researched security one, and was surprised to see that it also unlocked the improvised steel turret-and that it needed 60 steel bars and 80 steel ore(or was it the other way around?) to make. Interesting.
So I was wondering, would it be possible to make all buildings and such need steel bars rather than ore, and have the starting resources be bars instead of ore?

That almost appears as if you may be having a mod conflict of some sort.  The only turret that is unlocking with security I is the manned turret which is set to cost 250 steel bars.  I double checked starting a new game and I only see that one unlocking.
I found out the problem. It's the Combat Realism Mod. During a fight, I realized that the Combat Realism mod wasn't working when put behind your mod, so I put it in front(Ebd Mod order is very useful) and that makes the improvised turret appear in the security tab. I researched security right after re-ordering my mods, so I thought it was the research that made it appear. Oops, my bad.

On another note, would you consider re-naming steel/plasteel ore to steel/plasteel slag or something among the lines? The compact steel/plasteel says 'ruins of a ancient structure rich in steel/plasteel', but drops... ores... Also, using ores when building is weird. Just my two cents.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2g - Keepin' Cool Edition
Post by: DFT95 on April 01, 2015, 12:06:47 AM
Now that I've loaded the mod, the game is perpetually frozen. Is it just taking an eternity to load or what?
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2g - Keepin' Cool Edition
Post by: Abrexus on April 01, 2015, 12:09:21 AM
New update to version 2g!
* New Steam Generator unlocked at Power I that uses wood logs or ethanol fuel to generate power
* Can now brew ethanol fuel at the brewery to power your generator

Also, feel free to join me as I watch my good friend Krazy_Tony_13 stream Rimworld with Superior Crafting on his twitch channel.
Krazy_Tony_13 on TwitchTv (http://www.twitch.tv/krazy_tony_13)
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2g - Keepin' Cool Edition
Post by: AllenWL on April 01, 2015, 12:45:44 AM
Ugh, so, much, crafting......

My pawns are working their butts off making planks, metal bars, sand, bricks, glass, jerky, and more, then mining, then actually building a place to sleep in...

And I can't generate nearly enough power thanks to the mountains preventing me from placing wind turbines, so I need to research more things, but I need more stuff to...

Well, basically, my game so far has been crafting, crafting, building a few things, crafting, crafting, beating off raiders(I got a charge rifle off a dead raider two moths into the game, on the second raid. The heck? Well, not complaining, makes taking care of those pesky raider easier) then crafting again.

I seriously need more pawns to craft, but I don't have the supplies to feed them, so I need to build better stuff, so I need to craft more stuff, so I need more pawns.

I like it, but it feels slightly too grindy.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2g - Keepin' Cool Edition
Post by: Baarogue on April 01, 2015, 01:24:11 AM
Ugh, so, much, crafting......

My pawns are working their butts off making planks, metal bars, sand, bricks, glass, jerky, and more, then mining, then actually building a place to sleep in...

And I can't generate nearly enough power thanks to the mountains preventing me from placing wind turbines, so I need to research more things, but I need more stuff to...

Well, basically, my game so far has been crafting, crafting, building a few things, crafting, crafting, beating off raiders(I got a charge rifle off a dead raider two moths into the game, on the second raid. The heck? Well, not complaining, makes taking care of those pesky raider easier) then crafting again.

I seriously need more pawns to craft, but I don't have the supplies to feed them, so I need to build better stuff, so I need to craft more stuff, so I need more pawns.

I like it, but it feels slightly too grindy.

Perhaps at the moment it's a little too micro? It seems to me that, in vanilla, Tynan wishes to be more macro and not so fiddly about the little parts of constructed things - instead focusing on what the primary resource is when building/crafting. So, just wood to make walls instead of wood and nails and tools and the other resources you'd really need to make a dwelling. So I'm sort of using that as a baseline when I play with mods.

I know the aim with this mod is to add a bit more complexity to the equation, but if you're open to the idea of tuning the resource requirements a bit, Abraxus, I would be happy to share my impressions. Not that I'm anyone special, mind. But I do so love taking notes and even sometimes making charts. :)
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2g - Keepin' Cool Edition
Post by: Abrexus on April 01, 2015, 02:21:24 AM
Perhaps at the moment it's a little too micro? It seems to me that, in vanilla, Tynan wishes to be more macro and not so fiddly about the little parts of constructed things - instead focusing on what the primary resource is when building/crafting. So, just wood to make walls instead of wood and nails and tools and the other resources you'd really need to make a dwelling. So I'm sort of using that as a baseline when I play with mods.

I know the aim with this mod is to add a bit more complexity to the equation, but if you're open to the idea of tuning the resource requirements a bit, Abraxus, I would be happy to share my impressions. Not that I'm anyone special, mind. But I do so love taking notes and even sometimes making charts. :)

Well, I said in my original post, and I will restate  - this mod may not be for everyone.  The whole point of the mod is to add a bit of complexity to the research and crafting aspect of the game, as well as extend the time it takes for you to grow your colony.  If I changed or removed the production chain, it would not really be the same mod I set out to make in the first place.

That said, I would very much enjoy conversation about balancing the build times/resource cost of items.  Included with the mod is an excel spreadsheet I use to help me with the balance aspect, but again I am very open to discussing changes on that.  I encourage you to take a look at it, and provide feedback.  Also, anyone who would like to help test, and/or share ideas, please PM me and I will be happy to provide you with the info to access my teamspeak server.  I prefer real-time conversation, as I find it much more productive than PMs or emails.

*EDIT*
I made some changes to the crafting times for both the hand-crafted and powered recipes.  This seems to have made things feel alot less grindy.  I'm going to do a bit more testing, but hope to have the updated build available later today after work.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2g - Keepin' Cool Edition
Post by: Fansibubbles on April 01, 2015, 07:26:18 AM
Been really enjoying this mod so far. I think the production chain feels pretty good, it isn't too finicky and encourages you to not go hog wild with building because it'll take forever to gather the resources and craft the materials. You got to be measured I've even set up switches in my base to turn power on and off to conserve it and avoid having to splurge on more power generators.

The game just feels like you have to be a lot more active with managing Bills and what jobs people are doing. Sometimes you have to sacrifice a little progress in one area for more progress in another, which makes it all more stressful but also more challenging and I really like that.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2g - Keepin' Cool Edition
Post by: Daryoon on April 01, 2015, 09:26:27 AM
I am currently having problems trying to build Plasteel Bars. Guessing it should be the smelter but I only have the option for Steel bars? Maybe its in another crafting bench, but I have checked most of them I can find and no luck so far. Most of my researches are up to level 3 now and trying to build a smithing table but don't have plasteel bars just regular plasteel.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2g - Keepin' Cool Edition
Post by: drysider on April 01, 2015, 09:49:33 AM
This mod seems really interesting but sounds like you're basically screwed if you don't start in an area with a specific resource you need. I went to play the mod and spawned on a map with no limestone, and was totally unable to even make steel bars since I couldn't build it without limestone.

Perhaps implement the Stuff system into the mod?
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2g - Keepin' Cool Edition
Post by: Abrexus on April 01, 2015, 10:26:54 AM
This mod seems really interesting but sounds like you're basically screwed if you don't start in an area with a specific resource you need. I went to play the mod and spawned on a map with no limestone, and was totally unable to even make steel bars since I couldn't build it without limestone.

Perhaps implement the Stuff system into the mod?

- FAQ -
Question:  I want to build a furnace, but it wants to make it out of slate blocks and I don't have any and can't make any.
Answer:  If you click on the icon in the build menu, you can select what types of blocks you can build it from.  Sometimes the default selection isn't a type of block you may already have. - note- you must already have blocks crafted and in your stockpile to be able to change the default build selection.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2g - Keepin' Cool Edition
Post by: Abrexus on April 01, 2015, 10:28:02 AM
I am currently having problems trying to build Plasteel Bars. Guessing it should be the smelter but I only have the option for Steel bars? Maybe its in another crafting bench, but I have checked most of them I can find and no luck so far. Most of my researches are up to level 3 now and trying to build a smithing table but don't have plasteel bars just regular plasteel.

Plasteel Bars are made at the electric smelter - the basic non powered furnace is not hot enough to smelt plasteel.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2g - Keepin' Cool Edition
Post by: Abrexus on April 01, 2015, 10:35:11 AM
- No use for gold ? I got 200 gold on sthe stockpile, so i should get the build option for it. Not for walls,doors or any other thing.
Only i can select it to made sculpture's.

I am still reworking the recipe work times and resource costs.  I agree gold should be more useful, but one problem you run into with gold (and silver) is the weight value of them isn't the same as standard resources, so balance is tricky.  Expect to see it be more useful in the next update this evening EST.

- Sabre Blast shield, just Steel bars + Basic, missing 5-15 electronic and/plasteel bar.
- Blast shield, i notice the shield keep the shield charge when it disconnect from the powergrid or turned off. i think it should loose it charges without energy.
And i think 200 are a big less for that big shield. I would increase to 500. 1 Shield for 1 energy it use. 1 centipede with charge blaster just would let it collapse after the 1.salvo.

Great suggestions, I will look into changing that.

- furniture, need some beauty overhaul. Hyperweave give the same beauty like cloth. Wood plank stool (15) give more beauty then a cloth chair (3) or a plasteel chair (4).
Maybe create a new textile material, brokat +1 cloth + syn + hyper for a high beauty textile.
I didn't change any of the default stat values of any of the cloth from vanilla.  I will go through them as well to try and provide a better balance.

- missing "need hopper" for steam maschine generator.
Are you asking there be a popup warning telling you to place a hopper?  I can certainly do that if you think it would help.

- Artifical bone's. I got the bill "do until you have 30", on the stockpile next to the workbench are 48 bones, but the bill is still active. Tryed to kill and redo the bill but still same.

It sounds like the bones may not be placed on a stockpile configured for them.  All crafting tables work orders based on the supply it reads from the stockpile.  This is a game feature, not mod related.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2g - Keepin' Cool Edition
Post by: thenightgaunt on April 01, 2015, 12:17:40 PM
One thing I think this mod could use (and that's a really short list) is something similar to the mine from the Industrialization mod. While scrap can be converted, it's not hard to run out of steel on a non-hills map. Maybe under the construction tree.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2g - Keepin' Cool Edition
Post by: Master Bucketsmith on April 01, 2015, 01:14:55 PM
So how do those holosuites, medic dolls and such work? I wasn't able to put in a bill or interact with them when I tried.
Am I looking over something?

Also, do you think this is compatible with 'Nu Metals'? It changes mining. For instance, instead of getting ready-to-use steel from mining compacted steel, you get iron, which you have to use with wood logs to smelt into steel.
That said, wood logs are used in a lot of recipes... Even with just your mod I had a shortage of wood pretty quickly. I don't particularly like filling up all of my outside area with planted forests. Any ideas?
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2g - Keepin' Cool Edition
Post by: Delekhan on April 01, 2015, 01:34:59 PM
I think the build costs and times right now are fine. We don't want to make the game too grindy. I might change the cost of making art out of stone (it's ridiculous right now) but that's it.

One thing I would really like to see is the frequency of the Blight reduced - a lot. Right now it happens on average every 20 days, which is incredibly frustrating and not fun at all. At the very least allow us to create some building that protects crops from blight in a specific radius, like the sun lamp.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2g - Keepin' Cool Edition
Post by: Master Bucketsmith on April 01, 2015, 01:40:46 PM
I think the build costs and times right now are fine. We don't want to make the game too grindy. I might change the cost of making art out of stone (it's ridiculous right now) but that's it.

One thing I would really like to see is the frequency of the Blight reduced - a lot. Right now it happens on average every 20 days, which is incredibly frustrating and not fun at all. At the very least allow us to create some building that protects crops from blight in a specific radius, like the sun lamp.

Like hydroponics bays and indoor farming?
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2g - Keepin' Cool Edition
Post by: Abrexus on April 01, 2015, 01:56:12 PM
So how do those holosuites, medic dolls and such work? I wasn't able to put in a bill or interact with them when I tried.
Am I looking over something?

They are mannable objects like turrets.  You have to take control of the colonist and then right click the item and tell them to man it.  They will continue to use it until they get tired or hungry or you interrupt them.

Also, do you think this is compatible with 'Nu Metals'? It changes mining. For instance, instead of getting ready-to-use steel from mining compacted steel, you get iron, which you have to use with wood logs to smelt into steel.
That said, wood logs are used in a lot of recipes... Even with just your mod I had a shortage of wood pretty quickly. I don't particularly like filling up all of my outside area with planted forests. Any ideas?

Depending on the biome you start with that's part of the challenge.  Actually, you get 15/20 wood planks for 10 logs so you actually make out better in the long run.  As for mod compatibility, without looking at the mod first I would guess it would be a huge undertaking to change as I basically did the same thing they did....created a production chain.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2g - Keepin' Cool Edition
Post by: Abrexus on April 01, 2015, 01:59:01 PM
I think the build costs and times right now are fine. We don't want to make the game too grindy. I might change the cost of making art out of stone (it's ridiculous right now) but that's it.

One thing I would really like to see is the frequency of the Blight reduced - a lot. Right now it happens on average every 20 days, which is incredibly frustrating and not fun at all. At the very least allow us to create some building that protects crops from blight in a specific radius, like the sun lamp.

The build costs won't change, but I reduced the time it takes to actually craft the resources, so it is much less grindy now.  I'll have that update out in a few hours.  I have a couple things left to go over before I push it out and I want to make sure I test everything as well.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2g - Keepin' Cool Edition
Post by: Abrexus on April 01, 2015, 02:00:21 PM
I think the build costs and times right now are fine. We don't want to make the game too grindy. I might change the cost of making art out of stone (it's ridiculous right now) but that's it.

One thing I would really like to see is the frequency of the Blight reduced - a lot. Right now it happens on average every 20 days, which is incredibly frustrating and not fun at all. At the very least allow us to create some building that protects crops from blight in a specific radius, like the sun lamp.

Like hydroponics bays and indoor farming?

I think this would be a great addition to the Hydroponics bays.  I can't promise I'll have that out tonight, but I will work on adding it.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2e - Keeping Cool Edition
Post by: Telarin on April 01, 2015, 02:21:49 PM
One small suggestion that I would love to see added (not sure if it is even possible within the RimWorld modding framework). One of the construction levels should allow the ability to build a foundation or platform that would replace water or mud with concrete so that it can be built upon.

As for the other suggestion, you can use the Terraforming pump to achieve just what you want.  It unlocks with Agriculture IV.

Thanks, the Terraforming pump seems to work great for building on mud. Any thought to some way to pump out at least shallow water and construct over that? Even if I have to lay down some kind of stone foundation first, I would be perfectly good with that. It is just annoying when you have an underground base planned out and hit small caves full of water that mess everything up.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2g - Keepin' Cool Edition
Post by: Delekhan on April 01, 2015, 02:24:01 PM
Hydroponics bays still get blight. AND if a solar flare occurs everything dies instantly, so not that great.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2g - Keepin' Cool Edition
Post by: Nemet on April 01, 2015, 02:27:51 PM
Hello Abrexus. I have a slight problem. I would like to play with your mod and zombie apocalipse but when I add your mod its disables zombies. I may screwed up something or activated in wrong order, don't know. Yesterday I played with zombies with other mods and it worked:cyberneticstorm, glittertech, all EdB mods, turret collection + overkill, status icons, and less incident trolling.
If you would be kind to help it would be apprechiated.
PS:I'm new to modding rimworld :|
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2g - Keepin' Cool Edition
Post by: Abrexus on April 01, 2015, 04:17:48 PM
Hydroponics bays still get blight. AND if a solar flare occurs everything dies instantly, so not that great.

I haven't uploaded the update yet.  I'll post as soon as it's ready.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2g - Keepin' Cool Edition
Post by: Abrexus on April 01, 2015, 04:20:24 PM
Hello Abrexus. I have a slight problem. I would like to play with your mod and zombie apocalipse but when I add your mod its disables zombies. I may screwed up something or activated in wrong order, don't know. Yesterday I played with zombies with other mods and it worked:cyberneticstorm, glittertech, all EdB mods, turret collection + overkill, status icons, and less incident trolling.
If you would be kind to help it would be apprechiated.
PS:I'm new to modding rimworld :|

Try creating a new world....activate just the zombie mod and my mod (the EdB interface is ok as well) and see if that fixes it.  Then I would slowly add back any additional mods you may be using to see if there's a conflict.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2g - Keepin' Cool Edition
Post by: falcon12 on April 01, 2015, 04:30:44 PM
Hi fellow Rimworld players, I am a new player here. Well, I've been playing for about 2 months and feel good in my Rimworld abilities. I would like to try this mod. Where can I download this mod. It looks really sweet and fills some holes that the game was missing. Any help is greatly appreciated.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2g - Keepin' Cool Edition
Post by: Master Bucketsmith on April 01, 2015, 04:33:10 PM
Hydroponics bays still get blight. AND if a solar flare occurs everything dies instantly, so not that great.
Not sure if you were replying to Abrexus because you thought his update was already out, or if you're replying to my last reply.
In case of the latter, I meant to use the hydroponics bays as a blight-free option, mod them that way. (Like Abrexus is trying to add.)
For 'indoor farming', I was thinking of special doors that would mark the room inside as blight-resistant.
I'm no modder, I don't know what is do-able. I've just got a creative mind. ::)
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2h - Keepin' Cool Edition
Post by: Abrexus on April 01, 2015, 08:01:31 PM
Version 2h is live!  A huge thank you to everyone who has given feedback.  The changes are listed below:

* Added hopper alert for steam generator
* Reworked the beauty factor for furniture (items scale properly based on what they're made of)
* Reworked the crafting work times for resources and items - crafting times reduced resulting in a much less "grindy" experience
* Increased the Sabre Shield to 500 from 200 HP and modified the required resources to make it
* Electronics now requires Silver and Sand - cost to make is balanced with market value

The crafting work time rework did take me alot of time, as I wanted to test each item and make sure it worked properly and felt balanced.  After playing most of the night, I can say it truly feels much better than it did before.  The next update is going to be a version 3, unless alpha 10 launches before then.  If so, I'll work first on updating the mod before adding any new features.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2h - Keepin' Cool Edition
Post by: Savagedingo on April 01, 2015, 08:46:22 PM
Am I missing something about the medical bed?  I studied the Medicine and it says that my colonists can construct medical beds and also that I can plant a medicinal herb.  I am able to plant the herb but I can't find the medical bed anywhere. 
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2h - Keepin' Cool Edition
Post by: Abrexus on April 01, 2015, 08:53:26 PM
Am I missing something about the medical bed?  I studied the Medicine and it says that my colonists can construct medical beds and also that I can plant a medicinal herb.  I am able to plant the herb but I can't find the medical bed anywhere.

Try downloading the new update again.  I may have copied the wrong zip file.  It should unlock with medicine.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2h - Keepin' Cool Edition
Post by: Savagedingo on April 01, 2015, 08:57:54 PM
Yea, loaded the update and it's still not showing up.  It does show up when I put god mode on.  I've only learned the first medicine, although it does say hospital bed in it, is there another level that will give me the hospital bed?  Great work on the mod by the way.

Edit:  So I kept going and after researching Chemlab the hospital bed popped up.  Not sure if that is working as intended or not. 
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2h - Keepin' Cool Edition
Post by: Abrexus on April 01, 2015, 09:19:18 PM
Yea, loaded the update and it's still not showing up.  It does show up when I put god mode on.  I've only learned the first medicine, although it does say hospital bed in it, is there another level that will give me the hospital bed?  Great work on the mod by the way.

Edit:  So I kept going and after researching Chemlab the hospital bed popped up.  Not sure if that is working as intended or not.

The new file I just uploaded has the correct file.  You may have been one of the 9 or 10 who got it before I realized I put up the wrong one.  My tiredness is getting the best of me.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2g - Keepin' Cool Edition
Post by: Baarogue on April 01, 2015, 10:24:24 PM
Perhaps at the moment it's a little too micro? It seems to me that, in vanilla, Tynan wishes to be more macro and not so fiddly about the little parts of constructed things - instead focusing on what the primary resource is when building/crafting. So, just wood to make walls instead of wood and nails and tools and the other resources you'd really need to make a dwelling. So I'm sort of using that as a baseline when I play with mods.

I know the aim with this mod is to add a bit more complexity to the equation, but if you're open to the idea of tuning the resource requirements a bit, Abraxus, I would be happy to share my impressions. Not that I'm anyone special, mind. But I do so love taking notes and even sometimes making charts. :)

Well, I said in my original post, and I will restate  - this mod may not be for everyone.  The whole point of the mod is to add a bit of complexity to the research and crafting aspect of the game, as well as extend the time it takes for you to grow your colony.  If I changed or removed the production chain, it would not really be the same mod I set out to make in the first place.

That said, I would very much enjoy conversation about balancing the build times/resource cost of items.  Included with the mod is an excel spreadsheet I use to help me with the balance aspect, but again I am very open to discussing changes on that.  I encourage you to take a look at it, and provide feedback.  Also, anyone who would like to help test, and/or share ideas, please PM me and I will be happy to provide you with the info to access my teamspeak server.  I prefer real-time conversation, as I find it much more productive than PMs or emails.

*EDIT*
I made some changes to the crafting times for both the hand-crafted and powered recipes.  This seems to have made things feel alot less grindy.  I'm going to do a bit more testing, but hope to have the updated build available later today after work.

Thanks for the adjustments. I'll check them out tomorrow. :)

I can't find the excel spreadsheet you mention here. Am I blind or is it buried in a folder I'm not looking in?
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2h - Keepin' Cool Edition
Post by: Delekhan on April 02, 2015, 01:13:12 AM
While we're on the topic of grindyness - probably the most vexing problem I've faced is coming up with enough sand to keep up production of other items. Even on a mountain map in the DESERT, I'm constantly short on sand, and on chunks as well. I'm actually thinking of "cheating" a bit and loading up the Omni-Gel mod, which lets you grow plants that you can turn into chunks.

I think sand should be made more accessible/easier to acquire. It's considerably more precious than plasteel in my games, for instance.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2h - Keepin' Cool Edition
Post by: Redclaw on April 02, 2015, 01:55:41 AM
Sounds cool enough to nearly be the only mod I use, nearly  :D
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2h - Keepin' Cool Edition
Post by: AllenWL on April 02, 2015, 05:15:42 AM
While we're on the topic of grindyness - probably the most vexing problem I've faced is coming up with enough sand to keep up production of other items. Even on a mountain map in the DESERT, I'm constantly short on sand, and on chunks as well. I'm actually thinking of "cheating" a bit and loading up the Omni-Gel mod, which lets you grow plants that you can turn into chunks.

I think sand should be made more accessible/easier to acquire. It's considerably more precious than plasteel in my games, for instance.
How about, uh, gathering sand from sand tiles or something? Like, some kind of thing that if you build on sand, you can gather sand from it or something?
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2g - Keepin' Cool Edition
Post by: Master Bucketsmith on April 02, 2015, 05:22:25 AM
Sorry, BUT i don't think hydroponics should be immun to Solar flares/blight.
You got Terraform pump and mulch, you can made nice indoor farm's with that.
Maybe hydroponics are still faster, but then they should have some risk too.

These hydroponics bays are controlled environments. They shouldn't be affected by a blight in the air.
Same goes for, what I think you misunderstand my point is, a hermetically sealed room with a decontamination sluice.

Solar flares affect your electrical system, not organics. Unless you have protection against flares, your power will go off.
The game has no protection against flares, so you'll always be at risk losing your hydroponics.

I've always found hydroponics to be rather costly to make, so I never really found I wanted to build them instead of sunlamp-lit outdoor farms and focus on building other things.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2h - Keepin' Cool Edition
Post by: oldage on April 02, 2015, 07:28:20 AM
In this thread it was mentioned that plasteel bars are made at the electric smelter, where there is only a bill for just plasteel (which I have in abundance, I need bars for the smithing table)

Can't find it anywhere else either or maybe I'm just not looking hard enough. Could it be because of a mod conflict?
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2h - Keepin' Cool Edition
Post by: Abrexus on April 02, 2015, 07:33:55 AM
In this thread it was mentioned that plasteel bars are made at the electric smelter, where there is only a bill for just plasteel (which I have in abundance, I need bars for the smithing table)

Can't find it anywhere else either or maybe I'm just not looking hard enough. Could it be because of a mod conflict?

I could be...the electric smelter should have 4 recipes available.  (Make steel bars, Make plasteel bars, Smelt metal from slag, and Smelt weapon).
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2h - Keepin' Cool Edition
Post by: oldage on April 02, 2015, 07:41:58 AM
In this thread it was mentioned that plasteel bars are made at the electric smelter, where there is only a bill for just plasteel (which I have in abundance, I need bars for the smithing table)

Can't find it anywhere else either or maybe I'm just not looking hard enough. Could it be because of a mod conflict?

I could be...the electric smelter should have 4 recipes available.  (Make steel bars, Make plasteel bars, Smelt metal from slag, and Smelt weapon).

Yeah I got these (http://puu.sh/gYLOV/e75b82a2cb.jpg), probably the industrialization mod. Guess I'll have to buy them from a trader for the remainder of this colony :v

great mod by the way.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2h - Keepin' Cool Edition
Post by: Telarin on April 02, 2015, 09:17:44 AM
Any chance of getting helmets added in to the list of items we can craft? Seems like they would be easier to craft than armor and weapons, so it makes sense to me.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2g - Keepin' Cool Edition
Post by: Nemet on April 02, 2015, 11:27:36 AM
Hello Abrexus. I have a slight problem. I would like to play with your mod and zombie apocalipse but when I add your mod its disables zombies. I may screwed up something or activated in wrong order, don't know. Yesterday I played with zombies with other mods and it worked:cyberneticstorm, glittertech, all EdB mods, turret collection + overkill, status icons, and less incident trolling.
If you would be kind to help it would be apprechiated.
PS:I'm new to modding rimworld :|

Try creating a new world....activate just the zombie mod and my mod (the EdB interface is ok as well) and see if that fixes it.  Then I would slowly add back any additional mods you may be using to see if there's a conflict.
I just found out yesterday whats the problem your mod is conflicting with glittertech and cyberstorm, but if i activate all the mods they work fine together just disables zombies, kinda weird. Anyway thanks
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2h - Keepin' Cool Edition
Post by: oldage on April 02, 2015, 12:16:08 PM
In this thread it was mentioned that plasteel bars are made at the electric smelter, where there is only a bill for just plasteel (which I have in abundance, I need bars for the smithing table)

Can't find it anywhere else either or maybe I'm just not looking hard enough. Could it be because of a mod conflict?

I could be...the electric smelter should have 4 recipes available.  (Make steel bars, Make plasteel bars, Smelt metal from slag, and Smelt weapon).

Yeah I got these (http://puu.sh/gYLOV/e75b82a2cb.jpg), probably the industrialization mod. Guess I'll have to buy them from a trader for the remainder of this colony :v

great mod by the way.
Did you use the lite version of industrialization ?
I don't think the standard version of industrialization are friendly with any other crafting mod.

yeah I'm using the lite version cause the standard one caused too many troubles.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2h - Keepin' Cool Edition
Post by: cheetah2003 on April 02, 2015, 12:45:00 PM
For those interested, I have integrated some other mods into Superior Crafting.

I'm just adding this to this mod's thread rather than starting a new one.  Abrexus is welcomed to do whatever with these files I guess?  Anyway, this brings in the mine, lathe, concrete mixer and nuke plant from Industrialization, along with the high-powered power plants from glittertech and the enhanced battery.  All of these use resources from Superior Crafting, with the exception of Titanium from glittertech.  I removed copper and aluminium from Industrialization, adding titanium and plasteel to the mining bills.  Also I added in the fuseboxes and quantum storage stuff from RT's mods.  again these will need resources from superior crafting (electronics.)  Research has been adjusted for these as well, they're there, just unlock most of the power and construction trees to open up research for the items.  High-grade steel is also present (from industrialization) along with associated smelters.  I have not resolved producing Magnetic Coils, Alpha Poly and Beta Poly.  So you will have to buy those from the Black Market trader (included in More Superior Crafting.)

All of this works fine with Zombies as well, been playing with this for a few days now, just thought I'd share my tweaks.

Recommended load order:  Prepare Carefully, Enhanced Interface, Superior Crafting, More Superior Crafting, Zombies.  Not using any other mods.

Mod found here:  https://www.pkunk.net/rimworld/MoreSuperiorCrafting.2015.04.02.7z (https://www.pkunk.net/rimworld/MoreSuperiorCrafting.2015.04.02.7z)

Edit: Almost forgot, I also put in the ceiling lights (and adjusted their cost), and a couple of the resource storage tables from Clutter.
One more edit:  The power switch mod is in this as well.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2h - Keepin' Cool Edition
Post by: Telarin on April 02, 2015, 01:02:07 PM
Minor bug: When placing an automated sniper turret, the range circle shown around it is not correct. It shows only the range of the normal turret, not the 45 range of the sniper turret.

Another bug: At the Chemlab, when you have a "Create until you have x" Bill setup for artificial bones, it is counting the number of stacks of bones, rather than the actual number of bones in each stack for the total.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2h - Keepin' Cool Edition
Post by: cheetah2003 on April 02, 2015, 05:41:09 PM
I think there may be a conflict with Zombies afterall.  I crafted an advanced prosthetic leg, but there was no bill to install it onto a colonist.

Looking at the XML's for both, seems both are redefining "BasePawn" and "Human" which is breaking things.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2h - Keepin' Cool Edition
Post by: Savagedingo on April 02, 2015, 07:50:47 PM
Does anyone see value in having an option for crafted bills to have a "keep x amount in stock"?   I feel that is kind of in between making an infinite amount of something and only telling it to craft x amount of times. 
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2h - Keepin' Cool Edition
Post by: Seeker89 on April 02, 2015, 08:47:44 PM
Does anyone see value in having an option for crafted bills to have a "keep x amount in stock"?   I feel that is kind of in between making an infinite amount of something and only telling it to craft x amount of times. 

I sometimes do. As we need both wood planks and logs, it's nice to just have 1000 of just planks. Same goes with medication... you just need like 100 of those.

Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2h - Keepin' Cool Edition
Post by: Savagedingo on April 02, 2015, 08:59:29 PM
I've noticed that my jogger, instead of being faster than everyone else, is slower than everyone else.  Anyone else had this problem?
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2h - Keepin' Cool Edition
Post by: cheetah2003 on April 02, 2015, 09:16:16 PM
I've noticed that my jogger, instead of being faster than everyone else, is slower than everyone else.  Anyone else had this problem?
It's possible your jogger has other injuries that are affecting its movement.  Did you check that?
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2h - Keepin' Cool Edition
Post by: Abrexus on April 02, 2015, 10:01:59 PM
Minor bug: When placing an automated sniper turret, the range circle shown around it is not correct. It shows only the range of the normal turret, not the 45 range of the sniper turret.

Another bug: At the Chemlab, when you have a "Create until you have x" Bill setup for artificial bones, it is counting the number of stacks of bones, rather than the actual number of bones in each stack for the total.

Good catches....I have them both fixed along with a few other minor glitches, and should have an update shortly.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2h - Keepin' Cool Edition
Post by: Abrexus on April 02, 2015, 10:12:14 PM
For those interested, I have integrated some other mods into Superior Crafting.

I really appreciate your taking the time to do this.  What my plan is for Alpha 10, is to have the "Core" SC mod, then have expansion packs that integrate properly other popular mods people request.  Your help with this would be greatly appreciated!
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2h - Keepin' Cool Edition
Post by: Abrexus on April 02, 2015, 10:14:32 PM
Any chance of getting helmets added in to the list of items we can craft? Seems like they would be easier to craft than armor and weapons, so it makes sense to me.
I will be adding helmets tomorrow.  The last two days I've been focusing on bug fixes and playing the mod.  I find things much easier by actually playing it (which is something I don't often get to do!)
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2h - Keepin' Cool Edition
Post by: Baarogue on April 02, 2015, 10:41:47 PM
Does anyone see value in having an option for crafted bills to have a "keep x amount in stock"?   I feel that is kind of in between making an infinite amount of something and only telling it to craft x amount of times. 

I sometimes do. As we need both wood planks and logs, it's nice to just have 1000 of just planks. Same goes with medication... you just need like 100 of those.

Isn't that how "make until you have X" already works? At least, that's how it works for me. I always set up a "make simple meals until you have X" bill on my stove and my cooks always get to work replenishing the stock every mealtime without my further input.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2i - Keepin' Cool Edition
Post by: AllenWL on April 03, 2015, 12:32:27 AM
I would like a 'make until between X and Y' or something like that.

It's really annoying to have my cook run along to the kitchen every time a guy goes to eat, and having him say, make 15 meals, then only go to make more if our meal stockpile goes below 5 would be a real help.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2i - Keepin' Cool Edition
Post by: mathwizi2005 on April 03, 2015, 12:46:00 AM
If you're gonna start on helmets, why not go the whole 9-yards and do up a complex crafting system to create armor and weapons, much like how the current Bionic system works?
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2i - Keepin' Cool Edition
Post by: Abrexus on April 03, 2015, 08:54:00 AM
If you're gonna start on helmets, why not go the whole 9-yards and do up a complex crafting system to create armor and weapons, much like how the current Bionic system works?

There already is armor/weapon crafting, I just didn't put in helmets prior to releasing.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2i - Keepin' Cool Edition
Post by: Telarin on April 03, 2015, 09:22:54 AM
Thanks for all the great work and quick fixes Abrexus, this is definitely my favorite mod out there.

One small balancing issue, and of course, with all things balance related, this is just opinion. It seems to me that guns are crafted way too quickly. After all, building a gun by hand from scratch requires a lot of time to machine and fit parts, etc. I would suggest the crafting time for guns be more on the order of a large sculpture where it takes several days. After all, the only truly limited resource in a game like this is time. Every thing else can be replenished by spending enough time on it, so that should really be the resource most adjusted to maintain a good balance.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2i - Keepin' Cool Edition
Post by: eberkain on April 03, 2015, 09:27:58 AM
If you're gonna start on helmets, why not go the whole 9-yards and do up a complex crafting system to create armor and weapons, much like how the current Bionic system works?

There already is armor/weapon crafting, I just didn't put in helmets prior to releasing.

I was wondering this, I installed the mod and played last night for a while, researched all the tier 1 stuff and was building all kinds of things.  I am loving all the changes so far and was hoping there was something in the higher tier's for building real guns.  I wish there was a spreadsheet or something that would show all the items that could be crafted and where they come from and what resources they need, etc...
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2i - Keepin' Cool Edition
Post by: Abrexus on April 03, 2015, 09:38:35 AM
Thanks for all the great work and quick fixes Abrexus, this is definitely my favorite mod out there.

One small balancing issue, and of course, with all things balance related, this is just opinion. It seems to me that guns are crafted way too quickly. After all, building a gun by hand from scratch requires a lot of time to machine and fit parts, etc. I would suggest the crafting time for guns be more on the order of a large sculpture where it takes several days. After all, the only truly limited resource in a game like this is time. Every thing else can be replenished by spending enough time on it, so that should really be the resource most adjusted to maintain a good balance.

That's a good point, and I struggled with the time to work for crafted weapons.  This evening I plan to add the helmets, and I'll take a second look at adjusting the times.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2i - Keepin' Cool Edition
Post by: Abrexus on April 03, 2015, 10:26:56 AM
Did you change anything at the crafting quality system ?
My crafter got crafting 20 and was crafting with that skill 15+ duster and the best one was just excellent.
Normaly i would get some masterpieces and legendary or i just was unlucky this time.

I did nothing to change the quality of crafted items.  In fact I didn't even touch the cloth recipes.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2i - Keepin' Cool Edition
Post by: Zeni on April 03, 2015, 12:10:17 PM
Can you please put the stone cutting bench as its used by the droids in m2 industrialisation, you both use it to make ur sand, but somehow theyre different kinds of sand, ones for your glass and the other is for his silicon.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2i - Keepin' Cool Edition
Post by: Dewion on April 03, 2015, 01:09:55 PM
Thanks for all the great work and quick fixes Abrexus, this is definitely my favorite mod out there.

One small balancing issue, and of course, with all things balance related, this is just opinion. It seems to me that guns are crafted way too quickly. After all, building a gun by hand from scratch requires a lot of time to machine and fit parts, etc. I would suggest the crafting time for guns be more on the order of a large sculpture where it takes several days. After all, the only truly limited resource in a game like this is time. Every thing else can be replenished by spending enough time on it, so that should really be the resource most adjusted to maintain a good balance.

That's a good point, and I struggled with the time to work for crafted weapons.  This evening I plan to add the helmets, and I'll take a second look at adjusting the times.

Just note that, if realism is the goal, real month in Rimworld is only 12 days, so 6 days is 15 real days and so on. So one must think how long crafting would take in real life and then divide it to fit Rimworld time.  :)

Btw, i'm really having a blast with this mod. I like that tiered researching and other features, i'm also using prison improvements and few other mods. :P
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2i - Keepin' Cool Edition
Post by: Savagedingo on April 03, 2015, 08:21:59 PM
Wood floor #3, the 'Carved oak flooring for the stylish colonist', look weird to anyone else?  It's twice the beauty ranking of the initial wood floor, but it looks so odd.  Are there other wood floors that I'll be able to get later on so I don't have to worry about this one as much?
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2i - Keepin' Cool Edition
Post by: just_dont on April 04, 2015, 06:55:53 AM
Oh my god.
I just noticed SupCrafting is back. Now I can play me some RimWorld again (after trying SupCrafting I've got a sort of a mental block which prevents me from playing vanilla any more)!
Abrexus, you're my hero.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2i - Keepin' Cool Edition
Post by: Goo Poni on April 04, 2015, 08:36:16 AM
It can't possibly be. A modpack similar to TTM. For Alpha 9. I might actually have to update to A9 and really get back into playing. OP, you're an awful person for doing this to me.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2i - Keepin' Cool Edition
Post by: Delekhan on April 04, 2015, 11:30:06 AM
I really like how the latest update feels. You were right that the adjusted crafting times make everything flow in a much more satisfying way.

I especially like the Steam Generator. It's fun! One suggestion: Can we have a button to turn the generator on or off (Kind of like the coal power generator from Mechanical Defense 2). That way it can serve as a backup/reserve power source even into the late game.

Also is there any chance we could integrate EatKenny's Browning .50 Cal Turret into the mod? It's super, super satisfying, not over or underpowered, and it would be nice if we could make it out of steel bars instead of ore (it currently costs 550 steel ore, and has a similar range to the sentry turret, 50% more damage, better accuracy, larger size, and an awesome sound effect).

Finally, could we have reinforced/buried/hidden power conduits integrated into the mod? I think they're in the Enhanced Defence mod. They're twice as durable as regular power conduits and hidden. They could unlock at Power III or Power II, or maybe Construction III (which currently only unlocks blast doors).
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2i - Keepin' Cool Edition
Post by: Abrexus on April 04, 2015, 12:48:39 PM
I really like how the latest update feels. You were right that the adjusted crafting times make everything flow in a much more satisfying way.

I especially like the Steam Generator. It's fun! One suggestion: Can we have a button to turn the generator on or off (Kind of like the coal power generator from Mechanical Defense 2). That way it can serve as a backup/reserve power source even into the late game.

Also is there any chance we could integrate EatKenny's Browning .50 Cal Turret into the mod? It's super, super satisfying, not over or underpowered, and it would be nice if we could make it out of steel bars instead of ore (it currently costs 550 steel ore, and has a similar range to the sentry turret, 50% more damage, better accuracy, larger size, and an awesome sound effect).

Finally, could we have reinforced/buried/hidden power conduits integrated into the mod? I think they're in the Enhanced Defence mod. They're twice as durable as regular power conduits and hidden. They could unlock at Power III or Power II, or maybe Construction III (which currently only unlocks blast doors).

I think that could be added!  And thanks to all the nice comments, I am glad to be back. Huge update later today....keep an eye out!  The update will not be save game breaking either :)
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2i - Keepin' Cool Edition
Post by: Savagedingo on April 04, 2015, 01:27:02 PM
No just these 3.
And personaly i don't think the look for the carved oak isn't that bad.
At moment i use it for the private rooms, while the main room got a mosaik of this and #2.

Do you mind providing a screenshot of how your rooms look with the wood?  Thanks.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2i - Keepin' Cool Edition
Post by: Savagedingo on April 04, 2015, 02:20:05 PM
Thanks for the screenshot.  I still think it looks odd, maybe I'm the odd man out.  By the way, where do you get those character icons in the top right corner?
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2i - Keepin' Cool Edition
Post by: Savagedingo on April 04, 2015, 02:21:50 PM
Is crop generation affected at all with this mod?  I feel like with strictly vanilla my freezer was almost always full with harvest but I find that I'm having a hard time keeping up with the demand with this mod.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2i - Keepin' Cool Edition
Post by: Abrexus on April 04, 2015, 02:23:59 PM
Is crop generation affected at all with this mod?  I feel like with strictly vanilla my freezer was almost always full with harvest but I find that I'm having a hard time keeping up with the demand with this mod.

The crop stats were not changes at all with this mod.  The only thing added was that the cotton plant produces cotton instead of cloth directly (same with devilstrand) - growth rate and output has not changed.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2i - Keepin' Cool Edition
Post by: Savagedingo on April 04, 2015, 02:28:16 PM
The crop stats were not changes at all with this mod.  The only thing added was that the cotton plant produces cotton instead of cloth directly (same with devilstrand) - growth rate and output has not changed.

Thanks for the fast reply, I guess I'll pull up my other save and see what the difference is.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2h - Keepin' Cool Edition
Post by: eberkain on April 04, 2015, 03:38:32 PM
For those interested, I have integrated some other mods into Superior Crafting.

I'm just adding this to this mod's thread rather than starting a new one.  Abrexus is welcomed to do whatever with these files I guess?  Anyway, this brings in the mine, lathe, concrete mixer and nuke plant from Industrialization, along with the high-powered power plants from glittertech and the enhanced battery.  All of these use resources from Superior Crafting, with the exception of Titanium from glittertech.  I removed copper and aluminium from Industrialization, adding titanium and plasteel to the mining bills.  Also I added in the fuseboxes and quantum storage stuff from RT's mods.  again these will need resources from superior crafting (electronics.)  Research has been adjusted for these as well, they're there, just unlock most of the power and construction trees to open up research for the items.  High-grade steel is also present (from industrialization) along with associated smelters.  I have not resolved producing Magnetic Coils, Alpha Poly and Beta Poly.  So you will have to buy those from the Black Market trader (included in More Superior Crafting.)

All of this works fine with Zombies as well, been playing with this for a few days now, just thought I'd share my tweaks.

Recommended load order:  Prepare Carefully, Enhanced Interface, Superior Crafting, More Superior Crafting, Zombies.  Not using any other mods.

Mod found here:  https://www.pkunk.net/rimworld/MoreSuperiorCrafting.2015.04.02.7z (https://www.pkunk.net/rimworld/MoreSuperiorCrafting.2015.04.02.7z)

Edit: Almost forgot, I also put in the ceiling lights (and adjusted their cost), and a couple of the resource storage tables from Clutter.
One more edit:  The power switch mod is in this as well.

Anyone have a mirror for this, cannot seem to get it to downloaded from that site.

EDIT: NVM, it finally worked.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2i - Keepin' Cool Edition
Post by: Savagedingo on April 04, 2015, 03:52:27 PM
What exactly does mulch do for us?  I understand fertilizing the soil, but what exactly does it mean for the game?  I had a bunch of crops planted and then I threw mulch under it all and I'm not sure it did anything.  Is the mulch only to be used on ground that you can't plant on initially?
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2i - Keepin' Cool Edition
Post by: Master Bucketsmith on April 04, 2015, 05:13:42 PM
What exactly does mulch do for us?  I understand fertilizing the soil, but what exactly does it mean for the game?  I had a bunch of crops planted and then I threw mulch under it all and I'm not sure it did anything.  Is the mulch only to be used on ground that you can't plant on initially?
Fertilisation means the ground becomes more fertile, which in turn means your crops take less time to grow.

Personally feel the difference isn't notable last time I played (older version), but I never really found hydroponics bays to be a lot better either.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2i - Keepin' Cool Edition
Post by: Savagedingo on April 04, 2015, 05:19:03 PM
Fertilisation means the ground becomes more fertile, which in turn means your crops take less time to grow.

Personally feel the difference isn't notable last time I played (older version), but I never really found hydroponics bays to be a lot better either.

Thanks.  I'll probably be shifting to hydroponics soon enough, just to get out of the heat, but was just wondering about the mulch. 
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2i - Keepin' Cool Edition
Post by: Abrexus on April 04, 2015, 05:34:39 PM
Fertilisation means the ground becomes more fertile, which in turn means your crops take less time to grow.

Personally feel the difference isn't notable last time I played (older version), but I never really found hydroponics bays to be a lot better either.

Mulch allows you to turn normal soil into fertile soil.  Again, I didn't change the default vanilla values of soil, fertile soil, or the hydroponics bay growth rates, but it may be worth taking a look at.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2i - Keepin' Cool Edition
Post by: Delekhan on April 04, 2015, 05:43:04 PM
I think rich soil grows 15% more quickly. Not really that significant.

Hydroponics doesn't really offer any real advantage over regular farming either considering its huge cost to set up. And all it takes is a power outage or solar flare to kill everything you're growing. I see it as something to use if you absolutely don't have any regular soil to farm.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2i - Keepin' Cool Edition
Post by: Ralinth on April 04, 2015, 06:40:42 PM
Wow this mod puts a whole new spin on things. Up till now my researcher was also my crafter, but that has to change now. Mod makes the start a little harder, and you need some more planning to work your way through it. All in all an excellent mod to add to the collection.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2i - Keepin' Cool Edition
Post by: Smikis on April 04, 2015, 07:34:49 PM
When and how are you supposed to select different crafting materials, disabled all other mods, restarting game 20 times and I cannot change any of starting materials, sometimes they change them-self like bed leather, to random animal, but when I click on it, only selection is one it is on currently.

Only walls I can build is Wooden and I need slate for steel production table I though that was fixed as well, am I missing something here?
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2i - Keepin' Cool Edition
Post by: Savagedingo on April 04, 2015, 07:54:29 PM
When and how are you supposed to select different crafting materials, disabled all other mods, restarting game 20 times and I cannot change any of starting materials, sometimes they change them-self like bed leather, to random animal, but when I click on it, only selection is one it is on currently.

Only walls I can build is Wooden and I need slate for steel production table I though that was fixed as well, am I missing something here?

As you gather more materials, the other materials will open up and you'll be able to choose them like you usually can.  That threw me for a loop when I first started playing with this mod as well. 
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2i - Keepin' Cool Edition
Post by: Savagedingo on April 04, 2015, 08:03:36 PM
I'm pretty confused as it comes to vents right now.  I've upgraded completely when it comes to temperature control, and I'm pretty excited for the larger, industrial sized machines.  I'm just not sure when I'd use all the different types of vents/ducts.  The regular vent seems pretty good to me, I've got it strung between a few rooms and it keeps them all the same temperature.  So when would I need the active vent?  It says it can automatically close itself to control airflow.  In what type of situation would I want it to close though?

The duct opening, smart fan, and powered fan are confusing as well.  Anyone know of a link to maybe information for this or a youtube video that explains the differences?  If not, if someone could explain it I would be grateful.  If not, I guess I'll god mode it and try to see what they all do on a new colony.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2i - Keepin' Cool Edition
Post by: chrisb2e9 on April 04, 2015, 08:19:46 PM
Anyone else run out of plasteel pretty fast? I'm out, can't find more and i haven't seen any traders with it. Is there a way to cheat it in?

Other than that, I love the mod. One question though, for someone manning a turret, they don't seem to have a lot of defense from attackers. Can you place the turret behind something for cover? Or can a turret with built in cover be added in?
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2i - Keepin' Cool Edition
Post by: Savagedingo on April 04, 2015, 08:28:47 PM
Anyone else run out of plasteel pretty fast? I'm out, can't find more and i haven't seen any traders with it. Is there a way to cheat it in?

Other than that, I love the mod. One question though, for someone manning a turret, they don't seem to have a lot of defense from attackers. Can you place the turret behind something for cover? Or can a turret with built in cover be added in?

I've seen traders with it, but I definitely understand the chance that they don't have it, or the prices are ridiculous.  You can turn on developer mode in the options, and then activate God Mode up top.  At that point you'll be able to spawn anything that your colonists would be able to place.  I'm not sure if you could just drop 2000 plasteel on the ground though.
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2i - Keepin' Cool Edition
Post by: just_dont on April 04, 2015, 09:13:59 PM
I'm pretty confused as it comes to vents right now.
Read the original mod thread here, (https://ludeon.com/forums/index.php?topic=11056.0) it explains how it works.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania!
Post by: Abrexus on April 05, 2015, 01:48:46 AM
Update posted!

Superior Crafting is now split into the Core Mod, and expansions.  The core mod includes all the features of Superior crafting, and the expansions add in mod integration of popular mods, as requested.  The expansions are mostly the same as their original counterparts, but changed slightly to work within the Superior Crafting research tree, and resource changes.  They are optional, and not required to run the main Superior Crafting Mod.  If you already have a colony you started with a prior version of Superior Crafting, you will need the core mod and Xpac1 to continue with that colony.  You can optionally add Xpac 2 & 3 as well.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania!
Post by: Ninefinger on April 05, 2015, 02:14:05 AM
Update posted!

Superior Crafting is now split into the Core Mod, and expansions.  The core mod includes all the features of Superior crafting, and the expansions add in mod integration of popular mods, as requested.  The expansions are mostly the same as their original counterparts, but changed slightly to work within the Superior Crafting research tree, and resource changes.  They are optional, and not required to run the main Superior Crafting Mod.  If you already have a colony you started with a prior version of Superior Crafting, you will need the core mod and Xpac1 to continue with that colony.  You can optionally add Xpac 2 & 3 as well.

Awesome! it would be great if you could add compatibility for your surgery mod to be compatible with the zombie apocalypse mod, here is an example of how Expanded Prosthetics and Organ Engineering did it, https://ludeon.com/forums/index.php?topic=10571.0 Download for fix: http://www.mediafire.com/download/yzj5xluq1rswu4n/Zombie_Apocalypse_Fix.zip
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania!
Post by: Abrexus on April 05, 2015, 02:44:27 AM
Awesome! it would be great if you could add compatibility for your surgery mod to be compatible with the zombie apocalypse mod, here is an example of how Expanded Prosthetics and Organ Engineering did it, https://ludeon.com/forums/index.php?topic=10571.0 Download for fix: http://www.mediafire.com/download/yzj5xluq1rswu4n/Zombie_Apocalypse_Fix.zip

I'm working on that as I type this oddly enough :)  Also, the long awaited Aparello Xpac!
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania!
Post by: Ninefinger on April 05, 2015, 02:57:50 AM
Awesome! it would be great if you could add compatibility for your surgery mod to be compatible with the zombie apocalypse mod, here is an example of how Expanded Prosthetics and Organ Engineering did it, https://ludeon.com/forums/index.php?topic=10571.0 Download for fix: http://www.mediafire.com/download/yzj5xluq1rswu4n/Zombie_Apocalypse_Fix.zip

I'm working on that as I type this oddly enough :)  Also, the long awaited Aparello Xpac!

Awsome! :) then if you have time you can make a mod ive been wanting for along time, a circuit breaker mod where one circuit breaker can cover the overload of 2 batteries during an overload event leaving you with half you current stored power, that way i can bring back that event. There is a fuse mod but all it does is stop the damage from the explosion, still draining all your power and i would like an actual circuit breaker that can save you half your current stored power along with stopping the explosion. my idea is that one circuit breaker can cover the load of two fully charged batteries. Obviously this is wishful thinking and you have enough on your plate as it is but if you get the time it would be amazing :)
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania!
Post by: Smikis on April 05, 2015, 08:32:03 AM
My cotton plants are producing cloth instead of raw cotton(with latest expansion version, upgraded from previous all in one).
Hoppers need higher priority, my steam generator was fed only once at the start, now even with 2 hoppers noone is delivering wood *( yes its set to wood).

Some other suggestion for  main mod , include https://ludeon.com/forums/index.php?topic=9277.0 , small mod that could work very well with early food production if integrated to simple means, mushrooms can be used as vegetables or as extra meal

Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania!
Post by: Tuckrain on April 05, 2015, 10:00:34 AM
Ceiling lights :3 now i can finally finish my colony :D

Thanks alot for the update man!
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania!
Post by: Telarin on April 05, 2015, 11:41:17 AM
I upgraded to the new version and installed XPac 1 and Xpac 2 (I was not running the prison enhancements before) and am seeing a major performance decrease. I now get little half-second pauses every few seconds. I only have 5 colonists at this point, so it is not caused by too many colonists (and this game was running very smooth before I upgraded the mods this morning.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania!
Post by: Savagedingo on April 05, 2015, 03:31:28 PM
What exactly does expansion 2 and 3 give?  I'm guessing they are other mods that have been incorporated into this one, but I couldn't find anything on the prison improvements.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania!
Post by: Abrexus on April 05, 2015, 03:36:28 PM
My cotton plants are producing cloth instead of raw cotton(with latest expansion version, upgraded from previous all in one).
Hoppers need higher priority, my steam generator was fed only once at the start, now even with 2 hoppers noone is delivering wood *( yes its set to wood).

Some other suggestion for  main mod , include https://ludeon.com/forums/index.php?topic=9277.0 , small mod that could work very well with early food production if integrated to simple means, mushrooms can be used as vegetables or as extra meal

Not sure what's happening with your cotton plants.  The code hasn't changed with the split, and my plants still produce raw cotton.  What other mods are you running?  I suspect you must have a mod loading that changes the Plants_Cultivated.xml file.

Also, I'll take a look at that other mod you suggest.  I love the glowy look!
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania!
Post by: Delekhan on April 05, 2015, 03:36:43 PM
They're both awesome. Prison improvements gives you new tools for managing prisons and prisoners, and best of all allows you to forcibly enslave prisoners to do your dirty work.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania!
Post by: Abrexus on April 05, 2015, 03:37:36 PM
I upgraded to the new version and installed XPac 1 and Xpac 2 (I was not running the prison enhancements before) and am seeing a major performance decrease. I now get little half-second pauses every few seconds. I only have 5 colonists at this point, so it is not caused by too many colonists (and this game was running very smooth before I upgraded the mods this morning.

The core mod and Xpac1 are the same as the prior version before the change.  I suspect the problem must be with Xpac2.  See if you experience the same problem with that one disabled.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania!
Post by: Abrexus on April 05, 2015, 03:38:03 PM
They're both awesome. Prison improvements gives you new tools for managing prisons and prisoners, and best of all allows you to forcibly enslave prisoners to do your dirty work.

^^ what he said :)
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania!
Post by: Savagedingo on April 05, 2015, 05:08:41 PM
So I'm messing around with coolers and whatnot, and I've seen that if it's going to cool a room, it will outline in blue, heat will outline in red, but what exactly does yellow do?  I think it has something to do with the sharing of temperatures.  I'm trying to place a cooler deeper into the mountain without a legitimate way to get rid of the heat, I was just going to build a small recess behind the cooler to let the heat sit there.  But when I go to place the cooler there it outlines everything in yellow.  Does this mean that it won't work?  That I would need to get that heat to the outside somehow?
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania!
Post by: Savagedingo on April 05, 2015, 08:27:29 PM
I've been trying to figure out all the vents/duct work in developer mode and every time I go to place an Active Vent, I get the debuff thing popping up.  Is this okay?  Or will the active vent not work correctly?
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania!
Post by: Delekhan on April 05, 2015, 08:40:31 PM
Just wondering, do you know when the Aparello integration will be completed? I'm excited to see that included and don't want to start a new colony until it's out :)
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania!
Post by: Seeker89 on April 05, 2015, 08:47:42 PM
Hey all
I decide to make a quick fix for this mod to the Zombie one.

https://drive.google.com/file/d/0B485pubk5LKdbXJBTjdDdWJrNXc/view?usp=sharing

I'll try google's drive for the download, if you guys have a problem with it just tell me.
or.... dropbox:
https://www.dropbox.com/s/pjrpz4upbyllr3c/Zombie%20SC9%20fix.zip?dl=0
On another note, I haven't fully tested it so bug reports would be good.

This is based on Ykara's Expanded Prosthetics and Organ Engineering fixes that's on the bottom of that OP's page.

Seeker
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania!
Post by: AllenWL on April 05, 2015, 08:52:03 PM
Read it as 'ExplosionMania' and was excited. Then was slightly dissapointed.
Then saw the 'more mechanoid integration' as was excited again.

Just a question, but do I need to have the more mechanoid mod and the integration, or just the integration?

Eh, nevermind, figured it out.

On another note, I got the prison improvements thing, and made a slave collar, but can't do anything with it other then make my own colonists wear it, and pretty sure that's not how it's supposed to work. Help?
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania!
Post by: Abrexus on April 06, 2015, 05:46:12 AM
Hey all
I decide to make a quick fix for this mod to the Zombie one.

https://drive.google.com/file/d/0B485pubk5LKdbXJBTjdDdWJrNXc/view?usp=sharing

I'll try google's drive for the download, if you guys have a problem with it just tell me.
or.... dropbox:
https://www.dropbox.com/s/pjrpz4upbyllr3c/Zombie%20SC9%20fix.zip?dl=0
On another note, I haven't fully tested it so bug reports would be good.

This is based on Ykara's Expanded Prosthetics and Organ Engineering fixes that's on the bottom of that OP's page.

Seeker

Thanks very much!  Added and credited on main page!
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: AllenWL on April 06, 2015, 05:57:13 AM
I think the training things(Medical dummy, hologram[or whatever it was called]) need to be nerfed a bit. Or a lot.

I was able to train a level 20 medic and warden in a few in-game weeks. Sure they both had burning passion and spent all day on it, but considering my artist with burning passion or researcher with burning passion took a good two years of non-stop(other then eating or sleeping) work to reach level 20, it's pretty unbalanced.

Also, would like to be able to choose what stone to make. It really sucks when your colonists won't make those granite bricks to build your defenses because of the marble bricks you had them make for your artist, and juggling around the block-making is annoying.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Telarin on April 06, 2015, 09:27:15 AM
Would it be possible to add an option somewhere to the "Extract Biomatter" job on the Organ Vat to automatically strip corpses first?

Also, my performance issue after the upgrade seems to have resolved itself after a few days of play. Can't tell you exactly what did it, but it may have been related to removing and re-designating my prison area, but that is mostly just speculation. If it recurs, I will try to isolate a solution more systematically.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: filippe999 on April 06, 2015, 09:32:31 AM
is it possible to remove the vannila overhaul features? i like the normal research tree but i want the training equipment
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Thaldis on April 06, 2015, 10:36:38 AM
Hello, I have a little problem. I am using this mod and one of my colonists lost her left ear. I didn't really care, made her a bionic one and tried having an operation but it is not there in the list. Before that I operated on another colonist healing her Torso Scar.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Smikis on April 06, 2015, 12:33:44 PM
Seems that all prosthetics and organs have placeholder requirements, all of them require "Ingredients"  say "Ingredients 30, Ingredients 20" instead of "Plasteel bars 30, Steel bars 20"
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Smikis on April 06, 2015, 02:52:59 PM
is it possible to remove the vannila overhaul features? i like the normal research tree but i want the training equipment

There are stand a lone mods for both shooting range and medic training, not sure if there is one for melee, or w/e extra is in this one
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Abrexus on April 06, 2015, 04:32:07 PM
Hello, I have a little problem. I am using this mod and one of my colonists lost her left ear. I didn't really care, made her a bionic one and tried having an operation but it is not there in the list. Before that I operated on another colonist healing her Torso Scar.

There must be another mod over-writing the Races_Humanoid file if the option isn't there.  I just tested it, and it works...also was watching Tuckrain stream it on twitch, and he has a fully Bionic person.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Abrexus on April 06, 2015, 04:34:32 PM
Seems that all prosthetics and organs have placeholder requirements, all of them require "Ingredients"  say "Ingredients 30, Ingredients 20" instead of "Plasteel bars 30, Steel bars 20"

They all look fine to me....are you looking at the Items_BodyParts.mxl file in the defs folder?

Code: [Select]
<ThingDef ParentName="BodyPartBase">
<defName>BionicEar</defName>
<label>bionic ear</label>
<description>Advanced piece of technology made not only to fully replace a natural ear, but also to give supernatural hearing.</description>
<graphicPath>Things/Item/BodyPart/MedBionic</graphicPath>
<graphicClass>Graphic_Single</graphicClass>
<statBases>
<MarketValue>1850</MarketValue>
<WorkToMake>3000</WorkToMake>
</statBases>
<costList>
<ArtificialBone>2</ArtificialBone>
<PlasteelBar>30</PlasteelBar>
<Electronics>10</Electronics>
</costList>
<recipeMaker>
<skillRequirements>
<li>
<skill>Crafting</skill>
<minLevel>10</minLevel>
</li>
</skillRequirements>
<workSpeedStat>SmithingSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<recipeUsers>
<li>TableBionics</li>
</recipeUsers>
<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
</recipeMaker>
<artificialBodyPartsTags>
<li>Bionic</li>
</artificialBodyPartsTags>
</ThingDef>

This is what I have in mine.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Abrexus on April 06, 2015, 04:35:55 PM
Would it be possible to add an option somewhere to the "Extract Biomatter" job on the Organ Vat to automatically strip corpses first?

Also, my performance issue after the upgrade seems to have resolved itself after a few days of play. Can't tell you exactly what did it, but it may have been related to removing and re-designating my prison area, but that is mostly just speculation. If it recurs, I will try to isolate a solution more systematically.

Alpha 10 will be out soon I am guessing, and I'll see about adding it in that version.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Abrexus on April 06, 2015, 04:37:42 PM
is it possible to remove the vannila overhaul features? i like the normal research tree but i want the training equipment

There is a standalone version of some of them other people made as Smikis mentioned.  I will see about posting a file with mine for you though.  They are the same ones I had in Superior Crafting for Alpha 6.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Thaldis on April 06, 2015, 04:55:16 PM
Hello, I have a little problem. I am using this mod and one of my colonists lost her left ear. I didn't really care, made her a bionic one and tried having an operation but it is not there in the list. Before that I operated on another colonist healing her Torso Scar.

There must be another mod over-writing the Races_Humanoid file if the option isn't there.  I just tested it, and it works...also was watching Tuckrain stream it on twitch, and he has a fully Bionic person.

Welp, that could be a problem, because the only other mods I have are EdB Interface UI Mod and EdB Prepare Carefully and I saw this mod was tested with those. Oh, and I also have what Smikis wrote about prosthetic and organ requirements only having Ingredients in the description.

Edit: I looked inside Items_BodyParts.mxl and it's written in there what is required... Ingame it's not. I don't know what to do.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Smikis on April 06, 2015, 06:14:37 PM
Seems that all prosthetics and organs have placeholder requirements, all of them require "Ingredients"  say "Ingredients 30, Ingredients 20" instead of "Plasteel bars 30, Steel bars 20"

They all look fine to me....are you looking at the Items_BodyParts.mxl file in the defs folder?

Code: [Select]
<ThingDef ParentName="BodyPartBase">
<defName>BionicEar</defName>
<label>bionic ear</label>
<description>Advanced piece of technology made not only to fully replace a natural ear, but also to give supernatural hearing.</description>
<graphicPath>Things/Item/BodyPart/MedBionic</graphicPath>
<graphicClass>Graphic_Single</graphicClass>
<statBases>
<MarketValue>1850</MarketValue>
<WorkToMake>3000</WorkToMake>
</statBases>
<costList>
<ArtificialBone>2</ArtificialBone>
<PlasteelBar>30</PlasteelBar>
<Electronics>10</Electronics>
</costList>
<recipeMaker>
<skillRequirements>
<li>
<skill>Crafting</skill>
<minLevel>10</minLevel>
</li>
</skillRequirements>
<workSpeedStat>SmithingSpeed</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Smith</effectWorking>
<soundWorking>Recipe_Smith</soundWorking>
<recipeUsers>
<li>TableBionics</li>
</recipeUsers>
<unfinishedThingDef>UnfinishedWeapon</unfinishedThingDef>
</recipeMaker>
<artificialBodyPartsTags>
<li>Bionic</li>
</artificialBodyPartsTags>
</ThingDef>

This is what I have in mine.

I mean in actual game it just says Ingredients 30 , Ingredients 20 , Ingredients XX in crafting stations that deal with bionics/prosthetics/organs


@Thaldis , I could attach bionic ear as well, maybe you haven't crafted it?
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Smikis on April 06, 2015, 08:08:29 PM
Seems if door to Embrasure is destroyed, roof collapses, killing everyone inside and also crushing majority of the walls, which makes no sense, its just a door >_<
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Abrexus on April 06, 2015, 08:44:21 PM
Didn't he wrote "made her a bionic one" ? So he got an ear, crafting isn't the problem i think.
Installing the bionic ear into the pawn is the problem.
Did you try to install the bionic ear to someone else then the one who miss an ear ?
Do you got medicin, not herbal medicin, regular medicin ?
Good questions.  I also am at a loss as to what's wrong.  I tested it twice, and I can craft and install the bionic ear on any of my colonists.  I tried it on both an existing colony and a fresh one I started from scratch.  Nothing has changed with that code in quite a while.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Delekhan on April 06, 2015, 10:54:46 PM
I can confirm that all bionic body parts work perfectly, and install properly. The only one I haven't tested is the Positronic Brain Implant (no AI cores to spare!)
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: cheetah2003 on April 06, 2015, 11:34:40 PM
So Abrexus.. I've noticed one mildly annoying thing going on with your mod since the beginning.

I has to do with the way <recipeMaker> is behaving within ThingDefs.  Basically what I'm seeing, is when recipes are generated in this manner, directly inside the definition of things, when you go to the crafting station and add the bill, the right side of the window, it shows things like:

10 Ingredients
60 Ingredients

While the filtering in the center is accurate to which ingredients needed, the actual readout on the right is ambiguous.  It's probably a flaw of some kind in the game's engine I guess.

However, I've worked out a work around to get the right side to properly read out like thus:

10 Plasteel bars
60 Steel bars

Basically, instead of shoving recipes into the thingdefs with <recipeMaker>, make a seperate recipe.xml and do the definitions in here in the format it desires.  You can bind the recipes to a specific crafting station here, I've found, which is nice, cuz this gives us a way to add recipes to existing crafting stations without redefining the crafting station's recipe list.  I can give you some of the mods to your files I've been working on to redo all the recipe definitions in this manner, if you want 'em.

One thing I haven't discovered is any sort of way to restrict a recipe to a technology development which would be really nice, since this could open up the ability of a research topic to add more recipes to an existing crafting station.  If anyone here knows a way of doing that, please let me know.  I've tried <researchPrerequisites> inside recipedefs, but it just throws an error on load.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Abrexus on April 07, 2015, 12:16:10 AM
So Abrexus.. I've noticed one mildly annoying thing going on with your mod since the beginning.

I has to do with the way <recipeMaker> is behaving within ThingDefs.  Basically what I'm seeing, is when recipes are generated in this manner, directly inside the definition of things, when you go to the crafting station and add the bill, the right side of the window, it shows things like:

10 Ingredients
60 Ingredients

While the filtering in the center is accurate to which ingredients needed, the actual readout on the right is ambiguous.  It's probably a flaw of some kind in the game's engine I guess.

However, I've worked out a work around to get the right side to properly read out like thus:

10 Plasteel bars
60 Steel bars

Basically, instead of shoving recipes into the thingdefs with <recipeMaker>, make a seperate recipe.xml and do the definitions in here in the format it desires.  You can bind the recipes to a specific crafting station here, I've found, which is nice, cuz this gives us a way to add recipes to existing crafting stations without redefining the crafting station's recipe list.  I can give you some of the mods to your files I've been working on to redo all the recipe definitions in this manner, if you want 'em.

One thing I haven't discovered is any sort of way to restrict a recipe to a technology development which would be really nice, since this could open up the ability of a research topic to add more recipes to an existing crafting station.  If anyone here knows a way of doing that, please let me know.  I've tried <researchPrerequisites> inside recipedefs, but it just throws an error on load.

You have to write a .dll file to unlock the recipes on research
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: cheetah2003 on April 07, 2015, 12:31:58 AM
You have to write a .dll file to unlock the recipes on research
Know of any examples of this?
Title: Re: [MOD] (Alpha 9) Superior Crafting: The Return! - V2i - Keepin' Cool Edition
Post by: Master Bucketsmith on April 07, 2015, 03:03:31 AM
Fertilisation means the ground becomes more fertile, which in turn means your crops take less time to grow.

Personally feel the difference isn't notable last time I played (older version), but I never really found hydroponics bays to be a lot better either.

Mulch allows you to turn normal soil into fertile soil.  Again, I didn't change the default vanilla values of soil, fertile soil, or the hydroponics bay growth rates, but it may be worth taking a look at.
Devilstrand
Soil 35.6 days
Rich soil  30.7 days
Hydroponic 19.8 days

I absolutely didn't switch up mods in my head. ::)

It's probably a lot to ask, but have you considered implementing something like the droids from Mechanical Defense 2 or MAI?
I enjoy having alternatives for mundane jobs when no colonists are great at it. The trade-off in research and material costs felt balanced in MD2, but it would require some tweaking to fit better in your research tree. ;)
On an off-note, I talked about it in the MD2 thread; ideally I'd like to see a version where you just have a base hulk for droids, that can only do hauling/cleaning, and then you research and build 'programs' and/or extensions that you have to 'surgery' into them to get them to do other tasks. In my head, it might even work nicely if you could research and create different tiers of programs/extensions that would just lock the droids at a specific skill level. As in, instead of them just starting off with 15 in a skill and being able to rapidly learn, basic droids at level 5 and having programs that only up that 5 levels per tier. So eventually you would be able to make droids with skill level 20 in something, but it would be costly in time, materials and research.
Perhaps alternative hulks that make them stronger. With 'extensions', think replacements for arms/legs like a pneumatic pickaxe, hammer&drill, wheels and tracks to make them go faster (on- and off-road), surgical kit as an arm, stunbaton to motivate prisoners...  :o

If I knew one thing about modding this game, I'd have a crack at it myself. :(
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: AllenWL on April 07, 2015, 05:14:54 AM
Love the steam boiler/generator. It's lovely. I've got 8 running and they provide most of the power in my colony.

However, could it be possible to make colonists not take things in hoppers when looking for resources? My colonists keep on getting the wood for mulch and buildings from the boiler room, so I have to keep on ordering them to put it back... I forbid it every time, but it's getting really annoying, and if I forget, well...
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Abrexus on April 07, 2015, 05:38:12 AM
You have to write a .dll file to unlock the recipes on research
Know of any examples of this?

something like this would be the code
Code: [Select]
        public static void AddRecipeGrill()
        {
            DefDatabase<ThingDef>.GetNamed("TableGrill").recipes.Add(DefDatabase<RecipeDef>.GetNamed("GroundBeef"));
        }
then you would make a call to it in the ResearchProjects.xml file.  That's how I also unlock crops  through research.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Abrexus on April 07, 2015, 05:42:38 AM
So Abrexus.. I've noticed one mildly annoying thing going on with your mod since the beginning.

I has to do with the way <recipeMaker> is behaving within ThingDefs.  Basically what I'm seeing, is when recipes are generated in this manner, directly inside the definition of things, when you go to the crafting station and add the bill, the right side of the window, it shows things like:

10 Ingredients
60 Ingredients

While the filtering in the center is accurate to which ingredients needed, the actual readout on the right is ambiguous.  It's probably a flaw of some kind in the game's engine I guess.

However, I've worked out a work around to get the right side to properly read out like thus:

10 Plasteel bars
60 Steel bars

Basically, instead of shoving recipes into the thingdefs with <recipeMaker>, make a seperate recipe.xml and do the definitions in here in the format it desires.  You can bind the recipes to a specific crafting station here, I've found, which is nice, cuz this gives us a way to add recipes to existing crafting stations without redefining the crafting station's recipe list.  I can give you some of the mods to your files I've been working on to redo all the recipe definitions in this manner, if you want 'em.

Good catch.  I didn't realize recipemaker was doing this, and yes it must be in the way it reads it.  I'll go ahead and make the change when I update to alpha 10.  I'm pretty much done with changes at this point until the next alpha comes out (which I believe is going to be very soon.)
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Thaldis on April 07, 2015, 07:17:08 AM
Okay okay. So what happened is the colonist lost her ear in a mining incident and did not have one on the left. On the health tab it wrote that it's missing, so I made a Bionic Ear, she was the one who made it no less. The problem is that when I try to set up the operation there isn't an option for that. I thought nothing of it at the time so I left it at that.

Then I saw that another colonist has a scar on her torso. On the Health tab I could set up the operation to remove the scar and it worked too using the green goo (Biomatter) and some medicine.

Is there anything else that is needed for Bionic operation than the ear and the Medicine pack?

Other than that I'm creating a clean install and downloading all the modzzz again.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Thaldis on April 07, 2015, 07:38:00 AM
Waaaaaait. I downloaded this from RimWorldNexus not from here. Maybe that's the problem?
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: cheetah2003 on April 07, 2015, 11:58:31 AM
You have to write a .dll file to unlock the recipes on research
Know of any examples of this?

something like this would be the code
Code: [Select]
        public static void AddRecipeGrill()
        {
            DefDatabase<ThingDef>.GetNamed("TableGrill").recipes.Add(DefDatabase<RecipeDef>.GetNamed("GroundBeef"));
        }
then you would make a call to it in the ResearchProjects.xml file.  That's how I also unlock crops  through research.
Fantastic!  Thanks for the info!  ^.^
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: badgerpendous on April 07, 2015, 01:32:57 PM
Anyone know of any youtubers doing Let's Plays with Superior Crafting? I saw there might be a couple on twitch, but I'm looking for YT. Thanks!
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: eberkain on April 08, 2015, 08:32:17 AM
Anyone know of any youtubers doing Let's Plays with Superior Crafting? I saw there might be a couple on twitch, but I'm looking for YT. Thanks!

I would like to know too.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: NihilRex on April 08, 2015, 10:26:58 PM
I'd stream SC. but it seems to behave oddly with the droids from Mechanical Defense, and the Mending Table mod, so for the moment I'm going to skip SC.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: mathwizi2005 on April 09, 2015, 12:37:28 AM
I never stream Rimworld with out SC...like EVER.  And I'm slowly adding more mods into the mix, mainly to help with compatibility with SC (we have had a few brainstorming sessions on stream and you guys may like the Alpha 10 release)
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Delekhan on April 09, 2015, 01:56:31 AM
How do I use the slave collar on a prisoner? I crafted one and put it in my stockpile. However there is no option to enslave the prisoner or putting on them.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Vingolf on April 09, 2015, 04:06:34 AM
Does it work well with GlitterTech ?
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Darcclan on April 09, 2015, 12:50:07 PM
Any chance we could get a exp pack that incorporates combat realism mod (also maybe the trenches/barbed wire from the defense submod), and/or the comm relay from clutter mod

also support for the locked doors part of miscellaneous mod
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: mathwizi2005 on April 09, 2015, 01:17:12 PM
I'd stream SC. but it seems to behave oddly with the droids from Mechanical Defense, and the Mending Table mod, so for the moment I'm going to skip SC.

Just grabbed MD2 in its entirety so I'm gonna see if I can recreate your issues.
Also gonna play with Mod Order, may just solve the issue.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Goo Poni on April 09, 2015, 01:26:15 PM
Behave oddly? I have both of these mods installed (complete MD2 and the Mending Table) along with SC and it all works fine. About the only annoyance I have is that the Cremator droid seems to have been updated to cremate everything, so I can't repurpose mechanoids with the MoreMechanoids mod but these are interaction unrelated to SC.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: mathwizi2005 on April 09, 2015, 01:45:34 PM
I find using EdB ModOrder and forcing SCA9Core to load just after Vanilla Core fixes any initial issues to the point where it loads old saves.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: eberkain on April 09, 2015, 02:01:22 PM
I find using EdB ModOrder and forcing SCA9Core to load just after Vanilla Core fixes any initial issues to the point where it loads old saves.

I will add that I was having problems with SC for a bit and everything fixed its self after I setup the ModOrder like this: Core, SCCore, XP1, XP2, XP3, Everything else.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: eberkain on April 09, 2015, 02:04:30 PM
So what weapon mods will work with SC, any suggestions?
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: mathwizi2005 on April 09, 2015, 02:45:47 PM
ATM Mining&Co. works (once the recipe handler is fixed as I had to spawn in energy packs for weapon crafting just now)
I'm sure Project Armory will work out of the box once its updated.
Rimfire does not for some reason, it forces a cascading error log to the point where I can't find the source issue to report it.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: just_dont on April 09, 2015, 05:32:50 PM
Regarding Zombie Apocalypse compatibility fix.

You'd want to apply changes only to Zombie Apocalypse mod (overwrite Races_Zombie.xml), get yourself LoadOrder mod, and make sure Zombie Apocalypse loads AFTER Superior Crafting.

The other way doesn't seem to work, Zombie Apocalypse fails to properly start itself up, and you won't see "Zombie Virus Active" notification and won't get proper zombie raids.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: mathwizi2005 on April 09, 2015, 05:34:37 PM
It should be said that SC and its expansions should ALWAYS be loaded before any other mods.
I recommend adding this in bold on the main post.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: NihilRex on April 09, 2015, 06:04:26 PM
Behave oddly? I have both of these mods installed (complete MD2 and the Mending Table) along with SC and it all works fine. About the only annoyance I have is that the Cremator droid seems to have been updated to cremate everything, so I can't repurpose mechanoids with the MoreMechanoids mod but these are interaction unrelated to SC.

I have a nice little modlist - http://pastebin.com/RcpyjcUC

When SC is installed, Droids with Mending do not mend, and Growers do not grow.  Mending can be forced, with right clicking, but growing cannot.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Polok432 on April 10, 2015, 12:03:49 AM
i put the rewrite fix  in  zombie mod and nothing happends apparently i just broke the game lol.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Seeker89 on April 10, 2015, 06:37:23 AM
Regarding Zombie Apocalypse compatibility fix.

You'd want to apply changes only to Zombie Apocalypse mod (overwrite Races_Zombie.xml), get yourself LoadOrder mod, and make sure Zombie Apocalypse loads AFTER Superior Crafting.

The other way doesn't seem to work, Zombie Apocalypse fails to properly start itself up, and you won't see "Zombie Virus Active" notification and won't get proper zombie raids.

Ah... I see what I did there. I'll upload a fix later on. (with better testing)
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: eberkain on April 10, 2015, 07:13:51 AM
Regarding Zombie Apocalypse compatibility fix.

You'd want to apply changes only to Zombie Apocalypse mod (overwrite Races_Zombie.xml), get yourself LoadOrder mod, and make sure Zombie Apocalypse loads AFTER Superior Crafting.

The other way doesn't seem to work, Zombie Apocalypse fails to properly start itself up, and you won't see "Zombie Virus Active" notification and won't get proper zombie raids.

Ah... I see what I did there. I'll upload a fix later on. (with better testing)

I was wondering why I have yet to see zombies in the game.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Seeker89 on April 10, 2015, 05:27:46 PM
Regarding Zombie Apocalypse compatibility fix.

You'd want to apply changes only to Zombie Apocalypse mod (overwrite Races_Zombie.xml), get yourself LoadOrder mod, and make sure Zombie Apocalypse loads AFTER Superior Crafting.

The other way doesn't seem to work, Zombie Apocalypse fails to properly start itself up, and you won't see "Zombie Virus Active" notification and won't get proper zombie raids.

Ah... I see what I did there. I'll upload a fix later on. (with better testing)

I was wondering why I have yet to see zombies in the game.

I was too.... which is why that was kinda sad.
https://www.dropbox.com/s/2t6a3lu3b29otva/Zombie%20SC9%20fixV2.zip?dl=0
Try that one.

I haven't completely decided yet but It has been posted that Expanded Prosthetics and Organ Engineering is one of the best ones for that kind of stuff. I could make a patch for that one too, unless someone has another mod they would like
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: AllenWL on April 10, 2015, 09:45:15 PM
It seems like electronic chips eat a lot of sliver. It takes twenty silver for every five chips, so a auto turret needs two hundred silver each, as do saber shields... not to mention all the other things that need them. They eat up hundreds of silver to make, and boy is it hard to keep up with the demand...

What does the bolt launcher arm do? I gave one to my colonist, but all it did was mess up her manipulation
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: just_dont on April 11, 2015, 06:38:46 AM
I was too.... which is why that was kinda sad.
https://www.dropbox.com/s/2t6a3lu3b29otva/Zombie%20SC9%20fixV2.zip?dl=0
Try that one.
This one seems to be better. The standard notifications (name-the-colony, birthdays, etc) are coming now, and they didn't before.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: just_dont on April 11, 2015, 06:43:22 AM
It seems like electronic chips eat a lot of sliver. It takes twenty silver for every five chips, so a auto turret needs two hundred silver each, as do saber shields... not to mention all the other things that need them.
Considering that it's all "late-game stuff" (AI turrets, shields, advanced prosthetics, etc) I'd say it's a nice balance. Silver is easy to obtain via bulk-trading, so if you want to set up lots of turrets or somesuch, you need to set up some reasonably valuable production (medicine is by far the most easy). Then you just sell your products for silver.

------------------------------
That being said, though, I think turrets need some small balance adjustments:
1) Basic turrets are quite weak compared to specialized turrets, yet have the same costs. I think it would be nice to just reduce costs to reflect their firepower. -75 metal and -75 metal, -5 chips for the manned and unmanned variants?
2) Gatlings are very universal and spammable (nothing beats moar dakka), up to the point where I don't even consider shotgun turrets except for indoors close-quarters where gatling tends to create lots of property damage due to stray bullets. I'd like to see gatlings treated as slightly more powerful than other specialized turrets (as they are). Perhaps slightly raise their costs?
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Savagedingo on April 11, 2015, 01:22:50 PM
Any chance of adding mining helmets to the mod?
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Beathrus on April 11, 2015, 01:55:42 PM
So, quick question about the Terraforming pump, what exactly is its range? There is no designator, so I don't know exactly how far it can spread. :/

I placed one, but it only spread like, 2 blocks from where the pump was placed; is that its range?
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: just_dont on April 11, 2015, 02:10:15 PM
So, quick question about the Terraforming pump, what exactly is its range? There is no designator, so I don't know exactly how far it can spread.
I believe it's exactly like old vanilla pump: 5 tiles radius (generally same area as sun lamp). It works rather slowly and it takes a lot of time to cover entire area.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Savagedingo on April 11, 2015, 02:19:05 PM
25 total tiles become terraformed with the pump.  That's not too bad.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Beathrus on April 11, 2015, 03:02:20 PM
Alright, Thanks. I was confused as to why it seemed to stop working, but I must have not given it enough time.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Savagedingo on April 11, 2015, 03:14:43 PM
Alright, Thanks. I was confused as to why it seemed to stop working, but I must have not given it enough time.

No, you are completely right, it only goes 2 blocks in each direction.  But it's a 5x5 grid overall.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Beathrus on April 11, 2015, 04:12:59 PM
Alright, Thanks. I was confused as to why it seemed to stop working, but I must have not given it enough time.

No, you are completely right, it only goes 2 blocks in each direction.  But it's a 5x5 grid overall.

Oh.. I was really hoping I could just set it up and let it do an area the same as Sun Lamp. v.v Well, Guess I'll have to move the pumps around and everything.

Also, do you think there is ever a chance the superior crafting mod will add in like, light strips? Like, just strips you can place like lamps on the ground? I'm playing with the Darkness Mod, and besides 'Wall Lights' there isn't much choice for light options.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: AllenWL on April 12, 2015, 06:46:44 AM
25 total tiles become terraformed with the pump.  That's not too bad.
Eh, considering that the pump needs to be on solid ground, it you can only terraform a average of around ten or so tiles of liquid, which I find is the only place you would really use the pump on, as all other places, you can fertilize, or build hydroponics on. Not that much, really, and not really worth it in my opinion if you think about having to construct/deconstruct pumps all the time. I'd rather the pump be much more expensive to make, and eat up more power, but terraform a much larger area.

Edit: I would also like a ingratiation with Combat Realism. It works, but it acts slightly weird, so...
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: mathwizi2005 on April 12, 2015, 09:05:30 AM
Edit: I would also like a ingratiation with Combat Realism. It works, but it acts slightly weird, so...

How exactly is it acting weird? I have had no odd issues so far.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: AllenWL on April 12, 2015, 09:17:50 AM
Mainly, two different walls with different durability, improvised turret that uses 80 steel ore and 60(I think) resources, and the damage modifiers(walls more sturdy against bullets and weaker against explosions) not seeming to work perfectly when CR is loaded after SC, and
(seemingly) not working at all when CR is loaded before SC(shotguns fire a single large bullet, explosions don't send out sharpinal, etc)

Oh, also, I'm using the prison improvements ingratiation, and it seems to not work properly. You can build the structures, but can't transfer prisoners or enslave them. The option to do so doesn't appear at all. Also, the information tab for the fences claim that the fences and fence gates are made of wood when you can only craft them out of metal.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: NephilimNexus on April 12, 2015, 09:47:03 PM
I'm really liking this mod, but I do have one question: How do I make low-tech items like knives and swords?  I unlocked the smithing bench which makes hi-tech guns and whatnot, but I can't seem to figure out how to make clubs, spears, etc.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: mathwizi2005 on April 12, 2015, 11:54:40 PM
Well I know the Powered Crafting table does and thats a T2 Crafting and T1 Power upgrade I believe.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Slywyn on April 13, 2015, 12:42:37 AM
I haven't been able to get people to use the shooting range. Am I telling them to use it the wrong way?

Clicking or right clicking on it does nothing, and the game will stack things on top of it as if it doesn't exist.

Same thing's happening with the medical dummy.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Slywyn on April 13, 2015, 02:20:48 AM
Set the colonist into draft/combat mode.
Let the colonist attack/use the shooting range,punching bag, medicin dummy, holosuite.
They will pratice until they get hungry,sleepy or other important task pop up for them.

Ah! Okay, I never would have known to do that.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: JuiceBox on April 13, 2015, 06:09:17 PM
Sandstone blocks.. impossible to find..? says the map has them... I mine and mine.. with nothing.

=----- I think I posted this on the wrong forum.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Savagedingo on April 13, 2015, 06:36:31 PM
Sandstone blocks.. impossible to find..? says the map has them... I mine and mine.. with nothing.

What do you need sandstone blocks for?  If it has to to with crafting things and needing them, remember that once you get materials of other kinds, you are then able to use those to craft things; i.e. the game loads in and says you need boarskin to make a bed, but once you get some cobra skin, it unlocks the option to make the cobra skin bed.

Is this what you're wanting the blocks for, or just because you like sandstone?
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: badgerpendous on April 14, 2015, 01:49:30 PM
Exactly. The first game I played with SC, I saw that I needed turtle hide in order to make the beds, so I sent someone out hunting for them all the way across the map when there were boars and deer aplenty right there by stockpile.

Loving SC, but I'm having a hard time balancing all the crafting/grinding you need to do with security and mining and farming. I feel I need several dedicated crafters so early in the game.

Would still like to see someone do a Let's Play with SC on youtube (can't do twitch at work, even at lunch time).
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Abrexus on April 14, 2015, 11:28:18 PM
(http://i.imgur.com/LVADhSk.png)

I just want to give everyone an update to where I was the last week.  I took my best friend of 15 years, Cody to peaceful pet passage on Saturday. He has had bad arthritis in his hips for a few years now, but the last week he could barely move and stopped eating. I could just see in his eyes he was in severe pain, and I couldn't stand to see him that way any more.

They couldn't have been kinder. It's a beautiful place, and they have a living room area setup where you can be with your pet in a homey environment (if home euthanasia is not a good option). When they gave him the shot to make him sleepy, it also has pain meds in it. About 2 minutes after the shot he let out this big sigh, and all the tension in his muscles disappeared. I hadn't seen him so relaxed in a long time. Every night when we went to bed, he would let out a sigh after laying down next to me, and he hasn't done that in a long time.

I knew at that moment I made the right decision. It was very hard, but to see him so pain free at the end was a true gift from God.  I will be updating the mod for sure for Alpha 10 if it comes out before the weekend.  If not, then I shall have a final Alpha 9 tweak version out in preparation for alpha 10.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Shinzy on April 15, 2015, 08:28:21 AM
Oo what an old boy Cody was!
I didn't know hiim and I don't know what to say but have a pat on the back
*pats Abby on the back*
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Galleg on April 15, 2015, 03:52:26 PM
Oh man! Very sorry for your lose. I just wanted to say:
Very nice mod. Thanks!
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Telarin on April 15, 2015, 04:17:31 PM
Very sorry for your loss, always difficult to lose a furry friend.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: BandOfDog on April 15, 2015, 07:42:08 PM
So so so sorry for your loss man. I'm a dog owner myself and recently had a health scare with one of my own, luckily she's alright. Looks like Cody was one happy dog towards the end and that's all you can really ask for, 15 is also a great age too! I'm sure he went out knowing you were doing the absolute best for him :) If there's anything I can do let me know!
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: badgerpendous on April 15, 2015, 10:47:19 PM
Echoing the other notes of condolence. Thanks for the mod, btw.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Jerethi50 on April 16, 2015, 12:19:16 AM
Hey man, sorry I haven't been around, and sorry to hear about your pal, still I'm glad that you got some closure with him, and that he passed peacefully. I haven't messed with modding rim world in quite some time now, accidentally lost all my mod sources a while back and haven't really felt like redoing the work. Still I might take a look at the newest version, and see if it pulls me back in. Hope your doing well yourself.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Abrexus on April 16, 2015, 04:42:39 AM
Thank you everyone for the kind words!  The update to alpha 10 is coming along very nicely, and I hope to have it posted before long.  I can't say exactly when just yet, but I am hoping to have it done before the beginning of next week.  If all goes well, it could be up much quicker than that.

I did get the C# code updated, I'm now just going through the XML files and making any necessary changes.  I'm also making a few minor tweaks and fixes based on feedback I've received from various Twitch streamers I've been watching (and also from personal feedback from my play-throughs).
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: AllenWL on April 16, 2015, 04:46:35 AM
It looks like you're better of just having the prison improvements mod rather then the integration for superior crafting.

They are basically the same, you still use steel bars to make the doors, and you can transfer and enslave prisoners, while in the integration, you can't enslave or transfer prisoners.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: PineyCreek on April 16, 2015, 05:39:52 PM
Can't wait for A10 update. That's always the worst part when Tynan gives us a new alpha, the game just feels so bare because I'm so used to playing with the mods.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Abrexus on April 16, 2015, 06:01:56 PM
Can't wait for A10 update. That's always the worst part when Tynan gives us a new alpha, the game just feels so bare because I'm so used to playing with the mods.

You won't have to wait much longer!  The update is coming along very nicely, and I should have it available much sooner than expected.  It's in testing now.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Savagedingo on April 16, 2015, 06:25:12 PM
Maybe a dumb question, but we won't be able to keep progress anymore after updating, right?
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: joetank on April 16, 2015, 08:16:38 PM
Yea I can't go into just how awesome you made the game Abrexus. I feel like I'm not even playing Rimworld without your mod installed. Can't wait to jump back into it once your finished bro!
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Abrexus on April 16, 2015, 08:29:29 PM
Yea I can't go into just how awesome you made the game Abrexus. I feel like I'm not even playing Rimworld without your mod installed. Can't wait to jump back into it once your finished bro!

I really appreciate your kind words.  It's real motivation for me.  The good news is......the update is done!  I'm testing it now to make sure everything is actually working.  Expect to see an update posted before too long.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Computica on April 17, 2015, 02:10:47 AM
Great mod man, I remember one of the recipes costs being switched around, though I forget what it was supposed to make. It was 1? + 5? = ?

The 5 was supposed to be a cheap ingredient but ended up being the ore expensive one. If I see it again in your Alpha 10 release I'll let you know.
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Rauminen on April 18, 2015, 05:03:04 AM
First of all, thanks for the hard work! This mod is awesome, changes up the whole game, and for the better :)

Since you're in testing, there are a couple things I noticed with the A9 version (2g I believe)
- Sometimes (no clear pattern, appears to be random with do X times bills) they would start to construct the bionic arm, leg or spine from wood logs, which they can never finish. The work to make goes down to zero, then even into negative if you don't notice it in time. What this does is effectively halts the production for that bill - you have to delete the bill, haul away the unfinished wooden log bionic thing and start over. Does not seem to happen for bionic eyes though.
 
- For "Old gunshot" type wounds, the option to heal them with biomatter appears, but it doesn't actually do anything when applied. Works fine with scars.





Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: Savagedingo on April 18, 2015, 11:51:55 AM
Will there be anything we can do for Frail?
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: kakafika on April 18, 2015, 01:36:21 PM
First of all, thanks for the hard work! This mod is awesome, changes up the whole game, and for the better :)

Since you're in testing, there are a couple things I noticed with the A9 version (2g I believe)
- Sometimes (no clear pattern, appears to be random with do X times bills) they would start to construct the bionic arm, leg or spine from wood logs, which they can never finish. The work to make goes down to zero, then even into negative if you don't notice it in time. What this does is effectively halts the production for that bill - you have to delete the bill, haul away the unfinished wooden log bionic thing and start over. Does not seem to happen for bionic eyes though.

I've seen the same thing. Though in my case with a wooden bionic arm it was easy to fix. Just click on the "Unfinished XXXX" and click cancel. Somebody hauled away the wood and he started making an arm with correct materials.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/18*
Post by: Abrexus on April 18, 2015, 07:40:37 PM
Tonight at 9pm EDT, the mod will be streamed by Krazy_Tony_13 (http://www.twitch.tv/krazy_tony_13) on TwitchTV!  Come join us to get an early access link for the mod download.  The mod will be released on this thread right after the stream.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/18*
Post by: Telarin on April 18, 2015, 08:11:46 PM
Tonight at 9pm EDT, the mod will be streamed by Krazy_Tony_13 (http://www.twitch.tv/krazy_tony_13) on TwitchTV!  Come join us to get an early access link for the mod download.  The mod will be released on this thread right after the stream.

Such a tease!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/18*
Post by: Slywyn on April 18, 2015, 09:31:07 PM
I'll wait for the link to be posted here.

Not really a big fan of the "You have to come watch a stream to get this!" type things.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/18*
Post by: Abrexus on April 18, 2015, 11:31:59 PM
Link posted!  The stream is still going strong, so please feel free to stop by and say hello if you get a chance!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/18*
Post by: DustBust on April 18, 2015, 11:42:11 PM
I'm having issues getting this to work, I've basically crashed 10C and even unzipping the file and starting it without this MOD doesn't work now and also do I replace CORE with this MOD? Not sure what is going on...
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/18*
Post by: Marlekind on April 18, 2015, 11:53:15 PM
Wait...you deleted the Core folder in the mods section?  if so, put that back you silly thing!  Always leave that checkmarked!  And then just unzip SC's core mod into the mods folder!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/18*
Post by: DustBust on April 19, 2015, 01:49:28 AM
Yeah, I figured it out, not sure what I did anyways having a big problem, the first tier turrets do not work and the steam generator, the colonists keep removing and adding the wood over and over again.... so its a bit hard to play without turrets (I like big waves of enemies) Please fix and thanks. Let me know if  you need any further details, I'm running on 10C.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/18*
Post by: Slywyn on April 19, 2015, 01:58:09 AM
You have to set the priority of the hopper attached to the Steam Generator higher so they don't keep moving things.

You have to recruit your colonists and force them to man the turret before they'll use it.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19*
Post by: Abrexus on April 19, 2015, 02:22:35 AM
Update to fix problem with turrets - should not be save breaking, but it may be necessary to remove any built turrets before updating.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19*
Post by: NephilimNexus on April 19, 2015, 05:58:47 AM
Just wanted to say thanks.  I no longer consider this mod an "option" but rather an essential part of the game, without which is simply cannot be enjoyed properly.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19*
Post by: Peppsen on April 19, 2015, 07:32:19 AM
This mod is awesome, thank you so much. Keep up the great work! Also I found a few "bugs" but I'm not really sure if it's this mod or the game itself.. I somehow can't haul ranged weapons and I can't build doors, coolers, etc. on walls, I need to remove the wall first. The Alpha 10C patch should keep the colonists from relaxing socially in prisons, but when using this mod they're still doing it. Thanks again!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19*
Post by: Savagedingo on April 19, 2015, 08:04:41 AM
Great work once again Abrexus.  Any word on when those expansions will be ready?  Also, will you be alerting us to when you've tested with the mods you've listed on the front page?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19*
Post by: guedez on April 19, 2015, 08:17:42 AM
I didn't read the whole 22 pages in this thread, so I am sorry if this was asked before. But is there any plans on making a compatibility patch for Combat Realism for when it comes out for alpha10? I actually just assume that it is not already compatible though.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19*
Post by: Savagedingo on April 19, 2015, 08:27:25 AM
I didn't read the whole 22 pages in this thread, so I am sorry if this was asked before. But is there any plans on making a compatibility patch for Combat Realism for when it comes out for alpha10? I actually just assume that it is not already compatible though.

Use the search function while in this thread to look up 'combat realism'.  There are a few posts about it, none from the creator of this mod though. 
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/18*
Post by: Abrexus on April 19, 2015, 12:33:01 PM
You have to set the priority of the hopper attached to the Steam Generator higher so they don't keep moving things.

You have to recruit your colonists and force them to man the turret before they'll use it.

I guess I had the same problem here, too. The colonist brings the wood to the hopper, stores it there and immediately picks it up again, repeating the cylce. He does that at a rate of 3 times per second, like a machine gun.
The only help was to draft the colonist so that the wood was on the hopper, and FORBID the wood. That way, my colonists keep refilling the hopper without removing the wood instantly.

That's a very creative fix!  I may change it to auto-forbid the wood in the next update, or have it use "Kindling" instead.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19*
Post by: liqud on April 19, 2015, 01:14:37 PM
First post to say thanks for the quick update.  This and prepare carefully make me a very happy person today.  As others have said, you've combined just about everything rimworld needs here, I can hardly play it without this.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/18*
Post by: DustBust on April 19, 2015, 01:16:04 PM
You have to set the priority of the hopper attached to the Steam Generator higher so they don't keep moving things.

You have to recruit your colonists and force them to man the turret before they'll use it.

I'm aware how manned turrets work, even the description is skewed on the turret, I built just about all of the tier one turrets and they all react the same, they do nothing when they are manned, also if they are like other manned turrets and start "moving" once manned, that is not happening either.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/18*
Post by: DustBust on April 19, 2015, 01:17:11 PM
You have to set the priority of the hopper attached to the Steam Generator higher so they don't keep moving things.

You have to recruit your colonists and force them to man the turret before they'll use it.

I'm aware how manned turrets work, even the description is skewed on the turret, I built just about all of the tier one turrets and they all react the same, they do nothing when they are manned, also if they are like other manned turrets and start "moving" once manned, that is not happening either.

Just saw the fix notes! Sorry and thanks for the quick fix!!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19*
Post by: bluestrike15 on April 19, 2015, 01:55:20 PM
Having a problem with the alpha 10's version, I deleted the lifespan part of the code from the torch and the campfire and now they disappear a few steps after being built.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19*
Post by: Ninefinger on April 19, 2015, 02:36:43 PM
You forgot to add:
                        <sowTags>
            <li>Ground</li>
            <li>Hydroponic</li>
         </sowTags>

to all the Plants_Cultivated.xml crop items except potato :D
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19*
Post by: Ninefinger on April 19, 2015, 02:43:51 PM
Having a problem with the alpha 10's version, I deleted the lifespan part of the code from the torch and the campfire and now they disappear a few steps after being built.

Um so you removed there lifespan and are wondering why they disappear...?

(http://t3.gstatic.com/images?q=tbn:ANd9GcQaU5c9GUXWqHOewXAaCg6GHv940jHSB5QYPar0oD3i7lh2dqGQRA)
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19*
Post by: Abrexus on April 19, 2015, 02:54:08 PM
You forgot to add:
                        <sowTags>
            <li>Ground</li>
            <li>Hydroponic</li>
         </sowTags>

to all the Plants_Cultivated.xml crop items except potato :D

That's intentional....you unlock different plants through research.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19*
Post by: Ninefinger on April 19, 2015, 02:58:58 PM
You forgot to add:
                        <sowTags>
            <li>Ground</li>
            <li>Hydroponic</li>
         </sowTags>

to all the Plants_Cultivated.xml crop items except potato :D

That's intentional....you unlock different plants through research.

Hmm well i tried to grow the other plants after using the Devmode and unlocking all research and they still didnt show up as a option... maybe i did something weird ill try again.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19*
Post by: cheetah2003 on April 19, 2015, 03:18:07 PM
I noticed in the latest release, you've declined to put the source code for the DLL in the distribution.  Is that intensional?  I was hoping to get the source code for the latest release to learn from?

In previous releases you had included the source code.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19*
Post by: cheetah2003 on April 19, 2015, 03:23:23 PM
ok so after further testing i found that no research ulocks the new crops here is a fixed version of the Plants_Cultivated.xml for you to look over i made it so that you can only grow potatoes at first then after unlocking AgricultureI you can grow the rest of the Crops. just added this code <researchPrerequisite>AgricultureI</researchPrerequisite> as well as adding the <sowTags>
            <li>Ground</li>
            <li>Hydroponic</li>
         </sowTags>

Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<Plants>


<ThingDef Name="PlantBase" Abstract="True">
<category>Plant</category>
<thingClass>Plant</thingClass>
<altitudeLayer>LowPlant</altitudeLayer>
<useHitPoints>True</useHitPoints>
<statBases>
<Flammability>0.8</Flammability>
</statBases>
<tickerType>Rare</tickerType>
<selectable>False</selectable>
<neverMultiSelect>True</neverMultiSelect>
<drawerType>MapMeshOnly</drawerType>
<graphicShaderType>CutoutPlant</graphicShaderType>
<plant>
<harvestDestroys>true</harvestDestroys>
<soundHarvesting>Harvest_Standard</soundHarvesting>
<soundHarvestFinish>Harvest_Standard_Finish</soundHarvestFinish>
<sowWork>150</sowWork>
<fertilityMin>0.5</fertilityMin>
<fertilityFactorGrowthRate>1.0</fertilityFactorGrowthRate>
<topWindExposure>0.1</topWindExposure>
<visualSizeRange>
<min>0.3</min>
<max>1.00</max>
</visualSizeRange>
</plant>
</ThingDef>

<!--=========================== Crops ==============================-->

<ThingDef ParentName="PlantBase">
<defName>PlantPotato</defName>
<label>potato plant</label>
<description>A simple, highly nutritious tuber. Grows well even in somewhat poor soil. Harvests quickly. A strong, versatile crop.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/PotatoPlant</graphicPath>
<graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawPotatoes</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>4</min>
<max>8</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<topWindExposure>0.1</topWindExposure>
<growDays>4.76</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.05</max>
</visualSizeRange>
</plant>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantCorn</defName>
<label>corn plant</label>
<description>A large grain plant which produces ears of delicious yellow seeds. Takes a relatively long time to grow, but yields lots of food, takes a long time to spoil, and can be happily eaten raw. Needs fertile soil to grow well.</description>
<statBases>
<MaxHitPoints>150</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/CornPlant</graphicPath>
<graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>12</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.80</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawCorn</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>8</min>
<max>18</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.35</topWindExposure>
<growDays>10.52</growDays>
<fertilityFactorGrowthRate>1.0</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.4</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>
 
<ThingDef ParentName="PlantBase">
<defName>PlantRice</defName>
<label>rice plant</label>
<description>A low grain plant that thrives in rich soil and yields food fast, but is not nice to eat uncooked.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/RicePlant</graphicPath>
<graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<maxMeshCount>4</maxMeshCount>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawRice</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>4</min>
<max>6</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>3.76</growDays>
<fertilityFactorGrowthRate>1.0</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>0.8</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>
 
<ThingDef ParentName="PlantBase">
<defName>PlantStrawberry</defName>
<label>strawberry plant</label>
<description>A fragile but tasty fruit. Delicious even when raw.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/StrawberryPlant</graphicPath><graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawBerries</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>4</min>
<max>6</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>4.08</growDays>
<fertilityFactorGrowthRate>0.6</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.05</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantCotton</defName>
<label>cotton plant</label>
<description>Yields cotton, a fine plant fiber used to make cloth.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/CottonPlant</graphicPath><graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawCotton</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>2</min>
<max>5</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>4.16</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.05</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantDevilstrand</defName>
<label>devilstrand</label>
<description>This fragile mushroom was genetically engineered to produce a silk net of the highest grade. Long rumored to have mystical properties, it owes its name to the greed it inspires in people.</description>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<Beauty>-1</Beauty>
</statBases>
<graphicPath>Things/Plant/Devilstrand</graphicPath><graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.05</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawDevilstrand</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>1</min>
<max>3</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>45</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.0</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantXerigium</defName>
<label>xerigium</label>
<description>This plant was selectively bred for centuries by settlers. It is sometimes also called &quot;healer's hand&quot; by tribespeople - a nickname it owes to its five major medicinal virtues.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/Xerigium</graphicPath><graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.20</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>HerbalMedicine</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>1</min>
<max>1</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>10</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.0</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantHops</defName>
<label>hop plant</label>
<description>A flowering plant that yields hops, and essential ingredient in beer.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/HopsPlant</graphicPath>
<graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawHops</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>4</min>
<max>8</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>4.16</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.05</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>


</Plants>

In previous release of this mod, the DLL adds in the proper data to allow crops to grow after the appropriate research is completed.  You won't find the magic to make this happen in the XMLs.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19*
Post by: Slywyn on April 19, 2015, 03:24:09 PM
ok so after further testing i found that no research ulocks the new crops here is a fixed version of the Plants_Cultivated.xml for you to look over i made it so that you can only grow potatoes at first then after unlocking AgricultureI you can grow the rest of the Crops. just added this code <researchPrerequisite>AgricultureI</researchPrerequisite> as well as adding the <sowTags>
            <li>Ground</li>
            <li>Hydroponic</li>
         </sowTags>

Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<Plants>


<ThingDef Name="PlantBase" Abstract="True">
<category>Plant</category>
<thingClass>Plant</thingClass>
<altitudeLayer>LowPlant</altitudeLayer>
<useHitPoints>True</useHitPoints>
<statBases>
<Flammability>0.8</Flammability>
</statBases>
<tickerType>Rare</tickerType>
<selectable>False</selectable>
<neverMultiSelect>True</neverMultiSelect>
<drawerType>MapMeshOnly</drawerType>
<graphicShaderType>CutoutPlant</graphicShaderType>
<plant>
<harvestDestroys>true</harvestDestroys>
<soundHarvesting>Harvest_Standard</soundHarvesting>
<soundHarvestFinish>Harvest_Standard_Finish</soundHarvestFinish>
<sowWork>150</sowWork>
<fertilityMin>0.5</fertilityMin>
<fertilityFactorGrowthRate>1.0</fertilityFactorGrowthRate>
<topWindExposure>0.1</topWindExposure>
<visualSizeRange>
<min>0.3</min>
<max>1.00</max>
</visualSizeRange>
</plant>
</ThingDef>

<!--=========================== Crops ==============================-->

<ThingDef ParentName="PlantBase">
<defName>PlantPotato</defName>
<label>potato plant</label>
<description>A simple, highly nutritious tuber. Grows well even in somewhat poor soil. Harvests quickly. A strong, versatile crop.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/PotatoPlant</graphicPath>
<graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawPotatoes</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>4</min>
<max>8</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<topWindExposure>0.1</topWindExposure>
<growDays>4.76</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.05</max>
</visualSizeRange>
</plant>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantCorn</defName>
<label>corn plant</label>
<description>A large grain plant which produces ears of delicious yellow seeds. Takes a relatively long time to grow, but yields lots of food, takes a long time to spoil, and can be happily eaten raw. Needs fertile soil to grow well.</description>
<statBases>
<MaxHitPoints>150</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/CornPlant</graphicPath>
<graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>12</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.80</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawCorn</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>8</min>
<max>18</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.35</topWindExposure>
<growDays>10.52</growDays>
<fertilityFactorGrowthRate>1.0</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.4</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>
 
<ThingDef ParentName="PlantBase">
<defName>PlantRice</defName>
<label>rice plant</label>
<description>A low grain plant that thrives in rich soil and yields food fast, but is not nice to eat uncooked.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/RicePlant</graphicPath>
<graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<maxMeshCount>4</maxMeshCount>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawRice</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>4</min>
<max>6</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>3.76</growDays>
<fertilityFactorGrowthRate>1.0</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>0.8</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>
 
<ThingDef ParentName="PlantBase">
<defName>PlantStrawberry</defName>
<label>strawberry plant</label>
<description>A fragile but tasty fruit. Delicious even when raw.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/StrawberryPlant</graphicPath><graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawBerries</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>4</min>
<max>6</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>4.08</growDays>
<fertilityFactorGrowthRate>0.6</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.05</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantCotton</defName>
<label>cotton plant</label>
<description>Yields cotton, a fine plant fiber used to make cloth.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/CottonPlant</graphicPath><graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawCotton</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>2</min>
<max>5</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>4.16</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.05</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantDevilstrand</defName>
<label>devilstrand</label>
<description>This fragile mushroom was genetically engineered to produce a silk net of the highest grade. Long rumored to have mystical properties, it owes its name to the greed it inspires in people.</description>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<Beauty>-1</Beauty>
</statBases>
<graphicPath>Things/Plant/Devilstrand</graphicPath><graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.05</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawDevilstrand</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>1</min>
<max>3</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>45</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.0</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantXerigium</defName>
<label>xerigium</label>
<description>This plant was selectively bred for centuries by settlers. It is sometimes also called &quot;healer's hand&quot; by tribespeople - a nickname it owes to its five major medicinal virtues.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/Xerigium</graphicPath><graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.20</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>HerbalMedicine</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>1</min>
<max>1</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>10</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.0</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantHops</defName>
<label>hop plant</label>
<description>A flowering plant that yields hops, and essential ingredient in beer.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/HopsPlant</graphicPath>
<graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawHops</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>4</min>
<max>8</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>4.16</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.05</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>


</Plants>

I have not had any issues with plants being unlocked by research. I can grow Devilstrand and Medical Plants just fine.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19*
Post by: Ninefinger on April 19, 2015, 03:27:34 PM
ok so after further testing i found that no research ulocks the new crops here is a fixed version of the Plants_Cultivated.xml for you to look over i made it so that you can only grow potatoes at first then after unlocking AgricultureI you can grow the rest of the Crops. just added this code <researchPrerequisite>AgricultureI</researchPrerequisite> as well as adding the <sowTags>
            <li>Ground</li>
            <li>Hydroponic</li>
         </sowTags>

Code: [Select]
<?xml version="1.0" encoding="utf-8" ?>
<Plants>


<ThingDef Name="PlantBase" Abstract="True">
<category>Plant</category>
<thingClass>Plant</thingClass>
<altitudeLayer>LowPlant</altitudeLayer>
<useHitPoints>True</useHitPoints>
<statBases>
<Flammability>0.8</Flammability>
</statBases>
<tickerType>Rare</tickerType>
<selectable>False</selectable>
<neverMultiSelect>True</neverMultiSelect>
<drawerType>MapMeshOnly</drawerType>
<graphicShaderType>CutoutPlant</graphicShaderType>
<plant>
<harvestDestroys>true</harvestDestroys>
<soundHarvesting>Harvest_Standard</soundHarvesting>
<soundHarvestFinish>Harvest_Standard_Finish</soundHarvestFinish>
<sowWork>150</sowWork>
<fertilityMin>0.5</fertilityMin>
<fertilityFactorGrowthRate>1.0</fertilityFactorGrowthRate>
<topWindExposure>0.1</topWindExposure>
<visualSizeRange>
<min>0.3</min>
<max>1.00</max>
</visualSizeRange>
</plant>
</ThingDef>

<!--=========================== Crops ==============================-->

<ThingDef ParentName="PlantBase">
<defName>PlantPotato</defName>
<label>potato plant</label>
<description>A simple, highly nutritious tuber. Grows well even in somewhat poor soil. Harvests quickly. A strong, versatile crop.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/PotatoPlant</graphicPath>
<graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawPotatoes</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>4</min>
<max>8</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<topWindExposure>0.1</topWindExposure>
<growDays>4.76</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.05</max>
</visualSizeRange>
</plant>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantCorn</defName>
<label>corn plant</label>
<description>A large grain plant which produces ears of delicious yellow seeds. Takes a relatively long time to grow, but yields lots of food, takes a long time to spoil, and can be happily eaten raw. Needs fertile soil to grow well.</description>
<statBases>
<MaxHitPoints>150</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/CornPlant</graphicPath>
<graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>12</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.80</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawCorn</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>8</min>
<max>18</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.35</topWindExposure>
<growDays>10.52</growDays>
<fertilityFactorGrowthRate>1.0</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.4</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>
 
<ThingDef ParentName="PlantBase">
<defName>PlantRice</defName>
<label>rice plant</label>
<description>A low grain plant that thrives in rich soil and yields food fast, but is not nice to eat uncooked.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/RicePlant</graphicPath>
<graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<maxMeshCount>4</maxMeshCount>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawRice</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>4</min>
<max>6</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>3.76</growDays>
<fertilityFactorGrowthRate>1.0</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>0.8</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>
 
<ThingDef ParentName="PlantBase">
<defName>PlantStrawberry</defName>
<label>strawberry plant</label>
<description>A fragile but tasty fruit. Delicious even when raw.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/StrawberryPlant</graphicPath><graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawBerries</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>4</min>
<max>6</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>4.08</growDays>
<fertilityFactorGrowthRate>0.6</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.05</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantCotton</defName>
<label>cotton plant</label>
<description>Yields cotton, a fine plant fiber used to make cloth.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/CottonPlant</graphicPath><graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawCotton</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>2</min>
<max>5</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>4.16</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.05</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantDevilstrand</defName>
<label>devilstrand</label>
<description>This fragile mushroom was genetically engineered to produce a silk net of the highest grade. Long rumored to have mystical properties, it owes its name to the greed it inspires in people.</description>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<Beauty>-1</Beauty>
</statBases>
<graphicPath>Things/Plant/Devilstrand</graphicPath><graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.05</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawDevilstrand</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>1</min>
<max>3</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>45</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.0</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantXerigium</defName>
<label>xerigium</label>
<description>This plant was selectively bred for centuries by settlers. It is sometimes also called &quot;healer's hand&quot; by tribespeople - a nickname it owes to its five major medicinal virtues.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/Xerigium</graphicPath><graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.20</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>HerbalMedicine</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>1</min>
<max>1</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>10</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.0</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>

<ThingDef ParentName="PlantBase">
<defName>PlantHops</defName>
<label>hop plant</label>
<description>A flowering plant that yields hops, and essential ingredient in beer.</description>
<statBases>
<MaxHitPoints>85</MaxHitPoints>
<Beauty>1</Beauty>
</statBases>
<graphicPath>Things/Plant/HopsPlant</graphicPath>
<graphicClass>Graphic_Random</graphicClass>
<selectable>true</selectable>
<pathCost>10</pathCost>
<ingestible>
<preferability>Plant</preferability>
<nutrition>0.40</nutrition>
</ingestible>
<plant>
<dieIfLeafless>true</dieIfLeafless>
<shootsSeeds>false</shootsSeeds>
<harvestTag>Standard</harvestTag>
<harvestedThingDef>RawHops</harvestedThingDef>
<harvestDestroys>true</harvestDestroys>
<harvestYieldRange>
<min>4</min>
<max>8</max>
</harvestYieldRange>
<sowTags>
<li>Ground</li>
<li>Hydroponic</li>
</sowTags>
<topWindExposure>0.1</topWindExposure>
<growDays>4.16</growDays>
<fertilityFactorGrowthRate>0.4</fertilityFactorGrowthRate>
<visualSizeRange>
<min>0.3</min>
<max>1.05</max>
</visualSizeRange>
</plant>
<researchPrerequisite>AgricultureI</researchPrerequisite>
</ThingDef>


</Plants>

I have not had any issues with plants being unlocked by research. I can grow Devilstrand and Medical Plants just fine.
IDK how that is possible that is weird but my fix did not fix it the way i intended so ignore my post about the fix im still trying to figure out why the only crops im able ot grow is potato even aftuer fully researching everything.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19*
Post by: Ninefinger on April 19, 2015, 03:46:48 PM
I removed my post about the fix i tried to apply sorry for posting it before i tested it  :-\  However i still can not grow new crops other than potato even after researching AgricultureI, i am using the updated version SCA10Core0419 and running Alpha10C... if anyone could shed some light on the situation it would be much appreciated. :D

Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19*
Post by: Kitsune on April 19, 2015, 03:53:06 PM
@Ninefinger: Maybe other mods? After i reasearch cotton-research i can grow them without problems. :) Edit: I also can grow rice and corn ect.^^

@Abrexus: Uhm only a little question.^^ Is it intensional that the normal build procedure dont work with your buildings? Normal i build a thingy and if the colonists dont have enough materials yet they transport what they now have and after more material is stored they haul it and finish the build. But for exemple, the manned turret for 250 steel bars, i need to have exact or more as 250 steel bars in stock that the colonists start hauling. :'( If its intensional and you like this build procedure, i dont say anything but if not, can you maybe look into it and fix it please? ;D
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19*
Post by: Ninefinger on April 19, 2015, 03:57:06 PM
@Ninefinger: Maybe other mods? After i reasearch cotton-research i can grow them without problems. :)

@Abrexus: Uhm only a little question.^^ Is it intensional that the normal build procedure dont work with your buildings? Normal i build a thingy and if the colonists dont have enough materials yet they transport what they now have and after more material is stored they haul it and finish the build. But for exemple, the manned turret for 250 steel bars, i need to have exact or more as 250 steel bars in stock that the colonists start hauling. :'( If its intensional and you like this build procedure, i dont say anything but if not, can you maybe look into it and fix it please? ;D

I for some reason can not get the growing to work even after i unlock all research using the devmode, i have no other mods installed and using a clean game with no saves or configs. :-[

As for the build procedure, that is the way the pawns decide when to build stuff even with some things in the vanilla game i believe, you have to have all the required materials before they will begin to build said structure, that is intended as far as i know  :)
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19*
Post by: Kitsune on April 19, 2015, 04:03:20 PM
I for some reason can not get the growing to work even after i unlock all research using the devmode, i have no other mods installed and using a clean game with no saves or configs. :-[

As for the build procedure, that is the way the pawns decide when to build stuff even with some things in the vanilla game i believe, you have to have all the required materials before they will begin to build said structure, that is intended as far as i know  :)

Testet it and yes i think its a problem with the dev mode. Without it works, if i enable it and cheat the research nooo plants except potatos. :O

Uh i hate it if the colonists are that way, i never seen it befor. ;D
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19*
Post by: Abrexus on April 19, 2015, 04:15:04 PM
@Ninefinger: Maybe other mods? After i reasearch cotton-research i can grow them without problems. :)

@Abrexus: Uhm only a little question.^^ Is it intensional that the normal build procedure dont work with your buildings? Normal i build a thingy and if the colonists dont have enough materials yet they transport what they now have and after more material is stored they haul it and finish the build. But for exemple, the manned turret for 250 steel bars, i need to have exact or more as 250 steel bars in stock that the colonists start hauling. :'( If its intensional and you like this build procedure, i dont say anything but if not, can you maybe look into it and fix it please? ;D

I for some reason can not get the growing to work even after i unlock all research using the devmode, i have no other mods installed and using a clean game with no saves or configs. :-[

As for the build procedure, that is the way the pawns decide when to build stuff even with some things in the vanilla game i believe, you have to have all the required materials before they will begin to build said structure, that is intended as far as i know  :)

Yes, in vanilla they only start to build something when they have enough of a required resource.  This changed during the last alpha.  As for the plants, when you unlock all the research at once in dev mode it may overide the .dll call to add the sowtags.  Try unlocking them one at a time instead of all at once.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/18*
Post by: Grynnreaper on April 19, 2015, 04:25:43 PM
the hoppers are set to critical, and one colonist (Danni, that miserable cow) is the only one that keeps swooping by and unloading them, nothing else is set to critical

You have to set the priority of the hopper attached to the Steam Generator higher so they don't keep moving things.

You have to recruit your colonists and force them to man the turret before they'll use it.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19*
Post by: Kitsune on April 19, 2015, 04:41:53 PM
Yes, in vanilla they only start to build something when they have enough of a required resource.  This changed during the last alpha.  As for the plants, when you unlock all the research at once in dev mode it may overide the .dll call to add the sowtags.  Try unlocking them one at a time instead of all at once.

Hmmm that makes me really sad. :'(
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19*
Post by: bluestrike15 on April 19, 2015, 05:13:22 PM
Having a problem with the alpha 10's version, I deleted the lifespan part of the code from the torch and the campfire and now they disappear a few steps after being built.

Um so you removed there lifespan and are wondering why they disappear...?

(http://t3.gstatic.com/images?q=tbn:ANd9GcQaU5c9GUXWqHOewXAaCg6GHv940jHSB5QYPar0oD3i7lh2dqGQRA)
Well in the last update, deleting it made those objects stay indefinitely.  :-\
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19*
Post by: Ninefinger on April 19, 2015, 05:39:16 PM
Having a problem with the alpha 10's version, I deleted the lifespan part of the code from the torch and the campfire and now they disappear a few steps after being built.

Um so you removed there lifespan and are wondering why they disappear...?

(http://t3.gstatic.com/images?q=tbn:ANd9GcQaU5c9GUXWqHOewXAaCg6GHv940jHSB5QYPar0oD3i7lh2dqGQRA)
Well in the last update, deleting it made those objects stay indefinitely.  :-\

You might have to try to change the number till you get a more desired result, there might be a max range on that number hard coded somewhere a long the line too idk, either in the mod itself, or in the core game, i know it is possible somehow to make it last forever, either by tweaking the numbers idk if a lower number means it lasts longer, if it does then setting it to 0 might do the trick, or you might have to make it a separate mod, and remove those two items form superior crafting all together, however i think that they last long enough specially since i dont really use them unless im going for super cold climate survival and even then if i increased them it would feel a bit cheaty especially if you only had to set one up and never have to worry about it again.  ::) but that is just me.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19*
Post by: Shadu_Murasaki on April 19, 2015, 06:12:00 PM
Will A10 Superior Crafting have its expansions updated for Alpha 10? I really enjoyed all of them cept the Zombie fix [i dont use it, so I can't comment on it]
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19*
Post by: bluestrike15 on April 19, 2015, 07:22:28 PM
Having a problem with the alpha 10's version, I deleted the lifespan part of the code from the torch and the campfire and now they disappear a few steps after being built.

Um so you removed there lifespan and are wondering why they disappear...?

(http://t3.gstatic.com/images?q=tbn:ANd9GcQaU5c9GUXWqHOewXAaCg6GHv940jHSB5QYPar0oD3i7lh2dqGQRA)
Well in the last update, deleting it made those objects stay indefinitely.  :-\

You might have to try to change the number till you get a more desired result, there might be a max range on that number hard coded somewhere a long the line too idk, either in the mod itself, or in the core game, i know it is possible somehow to make it last forever, either by tweaking the numbers idk if a lower number means it lasts longer, if it does then setting it to 0 might do the trick, or you might have to make it a separate mod, and remove those two items form superior crafting all together, however i think that they last long enough specially since i dont really use them unless im going for super cold climate survival and even then if i increased them it would feel a bit cheaty especially if you only had to set one up and never have to worry about it again.  ::) but that is just me.
Ive fixed it. I before only deleted the part of the lifespan timer,( The part that tells how many steps the object lives) and left out       
<li>
        <compClass>CompLifespan</compClass>
      </li>
Once I got rid of that the torches and fireplaces stayed forever. Just the way I like them to.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19*
Post by: mathwizi2005 on April 19, 2015, 07:23:02 PM
Updated on my B-day, what a gift.
DL in progress.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19*
Post by: Ninefinger on April 19, 2015, 07:51:37 PM
Thanks Abrexus, everything is working great, it was the Devmode thing that was the problem with overwriting the dll or whatever. Thats good to know when it comes to testing other mods in the future as well, thanks again man cheers! :D

PS. I was wondering if it would be ok if i modified your mod a tiny bit and included your mod into my future modpack?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/18*
Post by: eberkain on April 19, 2015, 08:07:00 PM
the hoppers are set to critical, and one colonist (Danni, that miserable cow) is the only one that keeps swooping by and unloading them, nothing else is set to critical

You have to set the priority of the hopper attached to the Steam Generator higher so they don't keep moving things.

You have to recruit your colonists and force them to man the turret before they'll use it.
Can it be that Danni is a crafter and he want made wood planks out of the log's ?
Then the hopper is maybe the closest source for wood log. You should just place another critical stockpile next to the workbench.
My wife is having this exact problems with wood logs on hoppers, we tested this idea, did not effect anything. 
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/18*
Post by: Abrexus on April 19, 2015, 08:56:26 PM

My wife is having this exact problems with wood logs on hoppers, we tested this idea, did not effect anything.
[/quote]

Updated to new version!  Now the steam generator uses kindling as fuel to eliminate the "wood theft"
Also a few other changes and additions....please see the first page.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19*
Post by: Abrexus on April 19, 2015, 08:57:09 PM
Thanks Abrexus, everything is working great, it was the Devmode thing that was the problem with overwriting the dll or whatever. Thats good to know when it comes to testing other mods in the future as well, thanks again man cheers! :D

PS. I was wondering if it would be ok if i modified your mod a tiny bit and included your mod into my future modpack?

Feel free to use the mod in any way you like.  I'm anxious to see what you come up with!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19a*
Post by: Abrexus on April 19, 2015, 10:10:19 PM
ok, I got fixing of bad backs and healing of scars working again!  I'll post that update soon.  I don't want to overwhelm you guys with patches every few hours  ???
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19a*
Post by: Kolljak on April 19, 2015, 10:16:31 PM
Got a small bug with hoppers on steam generator [first one you get] they put wood in it then the "cooking" person gets confused and takes it out... or bugs out and rapidly "removes" "place" "remove" "place" rapid fire happens.

Hard fix : Find a away for cooking people to ignore hoppers plugged into generators

Easy Fix : Create ingame structure Fuel Hopper and use that just for fuel and not attached to cooking at all.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19*
Post by: Ninefinger on April 19, 2015, 11:09:32 PM
Thanks Abrexus, everything is working great, it was the Devmode thing that was the problem with overwriting the dll or whatever. Thats good to know when it comes to testing other mods in the future as well, thanks again man cheers! :D

PS. I was wondering if it would be ok if i modified your mod a tiny bit and included your mod into my future modpack?

Feel free to use the mod in any way you like.  I'm anxious to see what you come up with!

Awesome thanks man! you are the greatest! :D i will let you know when i finish the modpack i am still waiting for Pawn state icons, EDB interface, vein miner, priority haul, and prison improvements :D I've reversed the door opening speeds of woodlog door to 1.2 and woodplank door to 1.5 to as it feels better to have it that way, I've added a few of the lamps from advanced lighting to give both options for ceiling lights and standing lamps along with one outdoor rainproof Light pole integrated into your already created research tabs and to use your new resources like steel bars etc, Ive also added two replicator tables that take the same resources to craft as your bionic work bench, with omnigel to allow for replicating chunks and raw resources only, as to not run out of sand or other raw resources however i boosted the cost in which it takes to replicate the items so it takes a lot if growing to get any resources, it will be perfectly balanced once i test it fully, the omnigel plant is grow-able off the start since you coded new growth options after research into your dll, but you cant do anything with it till you research all the way to CraftingIV plus the extra 1000 research after to get the first work table then another 2000 to get the second one, Ive also added Alpha Muffalo, RT Fusebox all integrated with the research you have created and using the new materials you have added like steel bars etc, i also removed your extra turrets and embrasures and shield, as i felt they are overpowered and just kept the vanilla turret, i also changed all waist high objects like work tables to  be passthroughonly so they don't work like embrasures, and i have added more hair styles animal hide working mod, and Darkness mod. :D
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19a*
Post by: mathwizi2005 on April 19, 2015, 11:23:48 PM
ok, I got fixing of bad backs and healing of scars working again!  I'll post that update soon.  I don't want to overwhelm you guys with patches every few hours  ???

Hey, if you fixed the bionics, I'll take the update now
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19b*
Post by: Abrexus on April 19, 2015, 11:40:15 PM
Last update for the night (I promise!)

* Bad backs and scars can now be diagnosed and fixed once again
* Recipe added to the chemlab to allow you to synthesize plasteel from steel ore and raw devilstrand
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19a*
Post by: Abrexus on April 20, 2015, 12:11:41 AM
ok, I got fixing of bad backs and healing of scars working again!  I'll post that update soon.  I don't want to overwhelm you guys with patches every few hours  ???

Hey, if you fixed the bionics, I'll take the update now

If you mean bionic organs added....well....I guess for you maybe I can add them...

However....I did add in the two things you asked for....batteries and walls upgrade with research.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19a*
Post by: Ninefinger on April 20, 2015, 12:50:22 AM
ok, I got fixing of bad backs and healing of scars working again!  I'll post that update soon.  I don't want to overwhelm you guys with patches every few hours  ???

Hey, if you fixed the bionics, I'll take the update now

If you mean bionic organs added....well....I guess for you maybe I can add them...

However....I did add in the two things you asked for....batteries and walls upgrade with research.

Lol thats why my walls need repairing after i research stuff :D
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19a*
Post by: Ninefinger on April 20, 2015, 12:55:30 AM
ok, I got fixing of bad backs and healing of scars working again!  I'll post that update soon.  I don't want to overwhelm you guys with patches every few hours  ???

Hey, if you fixed the bionics, I'll take the update now

If you mean bionic organs added....well....I guess for you maybe I can add them...

However....I did add in the two things you asked for....batteries and walls upgrade with research.
Pls no bionic organs i think it woudl be to overpowered  :-\
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19a*
Post by: Abrexus on April 20, 2015, 12:59:15 AM
Pls no bionic organs i think it woudl be to overpowered  :-\

I agree that's why I haven't added them.  I may make it available as an addon that's optional.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19a*
Post by: Ninefinger on April 20, 2015, 01:03:45 AM
Pls no bionic organs i think it woudl be to overpowered  :-\

I agree that's why I haven't added them.  I may make it available as an addon that's optional.

Thats cool :D I was wondering if it was possible to make is so when the walls get upgraded that we dont have to repair them all after? thats a lot of repairing lol.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19b*
Post by: Slywyn on April 20, 2015, 01:18:33 AM
I love being able to repair people's organs though. Being able to fix frail torso would be nice too. It might be in already? I don't remember.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19b*
Post by: XelNigma on April 20, 2015, 01:22:32 AM
Any one find any work around to keep your cooks from removing the wood logs from the hoppers connected to the steam generators?

I'm currently testing haveing the logs forbidden, if that fails I'll just lock the door.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19b*
Post by: Ninefinger on April 20, 2015, 01:27:23 AM
Any one find any work around to keep your cooks from removing the wood logs from the hoppers connected to the steam generators?

I'm currently testing haveing the logs forbidden, if that fails I'll just lock the door.

He updated it so it uses kindling now instead of logs :)
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19b*
Post by: mathwizi2005 on April 20, 2015, 02:26:16 AM
Actually, you already can just merely repair organs....well, not so much repair as replace, via the Organ Vat to create new organs.

Personally, I like Bionic Organs since I always aim for a Borg colony, complete with powered armor.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19b*
Post by: skullywag on April 20, 2015, 04:23:34 AM
Its due to the way hoppers work. They are just a container for resources, their contents are available to be used if a requester needs them. So a builder needs logs to build something he looks for the closest cell containing logs, if its your hopper hes gonna take em. Forbidding would be the only way currently.

You could make the hopper tick rarely and have it set all contents to forbidden. issue is what if the resource becomes needed elsewhere? The player is forced to dismantle as unforbidding will just get forbidden next rare tick and setting the allowed resource wont matter cuz itll still get unforbidden, unless the check to auto forbid is allowed to be held and unforbidden...
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19b*
Post by: XelNigma on April 20, 2015, 01:30:22 PM
my cook is still removing the kindling from the hopper.  I'm not even sure if its a cook related issue, just that my only pawn that does this is the one thats the cook, but they are also one of my most active crafters.

Some people seem to think they are taking the logs out of the hopper because they are using them to build/craft with.  Whats not what is going on. The logs are just being removed from the hopper and placed on the ground.
Now with it using kindling instead of the logs its even more clear that is whats going on, seeing as kindling is not used for any building or craft.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19b*
Post by: Ihatetheinternet on April 20, 2015, 01:31:37 PM
Why am i forced to use wood looking walls after enabling this some one please help
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19b*
Post by: mathwizi2005 on April 20, 2015, 01:42:34 PM
Why am i forced to use wood looking walls after enabling this some one please help

ALL walls can be made out of any processed material, Logs, Planks, Metal, and one of 4-5 brick types.
Some selections may not be available due to not enough material for that selection being in a stockpile. (aka atm, all you have is logs)
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19b*
Post by: Slywyn on April 20, 2015, 02:22:34 PM
Why am i forced to use wood looking walls after enabling this some one please help

You have to research the ability to use different materials for walls.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19b*
Post by: eberkain on April 20, 2015, 02:52:01 PM
my cook is still removing the kindling from the hopper.  I'm not even sure if its a cook related issue, just that my only pawn that does this is the one thats the cook, but they are also one of my most active crafters.

Some people seem to think they are taking the logs out of the hopper because they are using them to build/craft with.  Whats not what is going on. The logs are just being removed from the hopper and placed on the ground.
Now with it using kindling instead of the logs its even more clear that is whats going on, seeing as kindling is not used for any building or craft.
Like i said before, to change the fuel from log's to kindling don't solve the problem.
It is a cook/hopper problem.
I notice before the job of a cook are to refill the food hopper's even when he isn't enable for hauling.
And this is the problem.
The hopper is still marked as food hopper not as regular container, thats why the cook empty to hopper and try to refill it with food. But since food isn't enabled for this hopper it stay empty.

How about just having two hoppers?  One for food and one for fuel.  I always thought it was a little weird that it was a shared structure.  The machine that dispenses corn and potatoes should be drastically different than the one that dispenses logs and gasoline.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19b*
Post by: Kitsune on April 20, 2015, 04:20:09 PM
I have a similiar problem with the hopper. Its no problem to fill them with kindlings but someone always come by and empties the hopper like canute says but the funny thing for my begins now. Sometimes the colonist immediatley fills the hopper again with the kindlings and everytime 1 kindling disappears. And he not tire to fill it one time i talk about 10-20 times. o.O

Edit: And as canute sayed, its only a problem with cook's disable cook and its fine, enable cook again and he run's to the hopper happy kindling switching and quiet giggles. ;D
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19b*
Post by: Enjoyment on April 20, 2015, 04:36:52 PM
For now, you can just forbid kindling in the hopper - your cook will leave it, and you haulers would still replenish it.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19b*
Post by: Inertial Mage on April 20, 2015, 05:00:52 PM
where can i get glass and sand
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19b*
Post by: reaper0022 on April 20, 2015, 05:06:00 PM
how about a "Stun Gun" or Stun Turret so i can get more helper buddies, i always like getting more help. i try to mod it in myself but is just crashes the game.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/19b*
Post by: Abrexus on April 20, 2015, 05:23:10 PM
For now, you can just forbid kindling in the hopper - your cook will leave it, and you haulers would still replenish it.

The "Great Hopper Fix of 2015" has been uploaded!  Also made a few other small changes.  Your cooks should leave them hoppas alone!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/20*
Post by: Darcclan on April 20, 2015, 06:15:00 PM
Abrexus you done goofed, you copy pasted your synth hopper onto your power hopper, so that it not only says the same description (which is fine) but to get a hopper for the steam engine, you need to research food synth to unlock both your hoppers.

TLDR, GenHopper needs to be <researchPrerequisite>PowerI</researchPrerequisite>, not researchPrerequisite>FoodSynthesizer</researchPrerequisite>, thanks for the fix though!, it really did need its own hopper, was getting tired of unchecking food stuff in the alpha 9 version
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/20*
Post by: Abrexus on April 20, 2015, 06:22:20 PM
Abrexus you done goofed, you copy pasted your synth hopper onto your power hopper, so that it not only says the same description (which is fine) but to get a hopper for the steam engine, you need to research food synth to unlock both your hoppers.

TLDR, GenHopper needs to be <researchPrerequisite>PowerI</researchPrerequisite>, not researchPrerequisite>FoodSynthesizer</researchPrerequisite>, thanks for the fix though!, it really did need its own hopper, was getting tired of unchecking food stuff in the alpha 9 version

Good catch!  Fixed and updated.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/20a*
Post by: Inertial Mage on April 20, 2015, 06:34:22 PM
let me rephrase my poorly worded question from earlier. where can i get sand to make glass, im stuck and cant make solar power
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/20a*
Post by: Abrexus on April 20, 2015, 06:41:38 PM
let me rephrase my poorly worded question from earlier. where can i get sand to make glass, im stuck and cant make solar power

Sand can be made at the craftsman's table & powered crafting table.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/20a*
Post by: Darcclan on April 20, 2015, 07:53:38 PM
Also if you don't mind Abrexus if you could add back in the vents from the previous Alpha 9 version, that'd be great! I ask because just having only a vent to equalize temp isn't enough for things like steam vents and being able to vent AC's (and use the heat), for example last playthrough I made a room behind my freezer, with the exhaust from the industrial cooler and some industrial heaters, then i pumped the hot air all throughout my base using the ducts and pumped the excess (during summer) outside my base (also using ducts). Can't really replicate that with just vents (mainly because there's no way to vent from inside to outside in a temp controlled way in vanilla

*Edit*
Another thing, how do i get rid of scars using this mod?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/20a*
Post by: Abrexus on April 20, 2015, 08:27:27 PM
Another thing, how do i get rid of scars using this mod?

You use the operations tab just like you would for removing/replacing a body part, and if there is a scar that can be treated it will show up at the bottom of the window as shown below:

(http://i.imgur.com/qriH3zx.png)

Note, you will need Biomatter to remove them which you get fro the organ vat.  Bad backs can be diagnosed to move them from the torso to the spine, then replacing the spine with a bionic one fixes that as well.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/20a*
Post by: Savagedingo on April 20, 2015, 09:13:48 PM
Also if you don't mind Abrexus if you could add back in the vents from the previous Alpha 9 version, that'd be great! I ask because just having only a vent to equalize temp isn't enough for things like steam vents and being able to vent AC's (and use the heat), for example last playthrough I made a room behind my freezer, with the exhaust from the industrial cooler and some industrial heaters, then i pumped the hot air all throughout my base using the ducts and pumped the excess (during summer) outside my base (also using ducts). Can't really replicate that with just vents (mainly because there's no way to vent from inside to outside in a temp controlled way in vanilla

*Edit*
Another thing, how do i get rid of scars using this mod?

You're gonna have to show me how to do that stuff with the ducts and vents whenever it gets worked out.  I never could figure out a reasonable way to use them. 
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/20a*
Post by: Solarstorm45 on April 20, 2015, 09:24:13 PM
Hey Abrexus love your mod was wondering if theres a way to rotate embrasures or if they are set as they are thanks man
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/20a*
Post by: Kolljak on April 20, 2015, 10:57:26 PM
My post was utterly ignored so im bumpin it and reposting

Found a bug with the hoppers the Ai will rapidly "remove" "add" "remove" "add" anything that isnt food put in the hopper for no reason [fuel] [wood] is the only two items ive tried so far. but they keep taking the fuel out so icant use the genereator.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/20a*
Post by: Anthiar on April 20, 2015, 11:01:57 PM
Running along side careful prep, and attempting to make a bionic spine will not complete. Runs down to 20ish work remaining and the colonist abandons the job. This also seems to break my workstation as clearing the bill and trying to start again results in no one working and I am unable to click on the table and prioritize the job.

If you need any info from me for debugging or whatnot just let me know.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/20a*
Post by: mathwizi2005 on April 20, 2015, 11:09:59 PM
Running along side careful prep, and attempting to make a bionic spine will not complete. Runs down to 20ish work remaining and the colonist abandons the job. This also seems to break my workstation as clearing the bill and trying to start again results in no one working and I am unable to click on the table and prioritize the job.

If you need any info from me for debugging or whatnot just let me know.

I was just running into this issue on stream a few minutes ago. Abrexus should have this fixed on next release. For now, tell your Bionic table to suspend everything till the fix is set, otherwise, you'll get a pile of unfinished parts.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/20a*
Post by: CountOverride on April 21, 2015, 12:01:44 AM
My post was utterly ignored so im bumpin it and reposting

Found a bug with the hoppers the Ai will rapidly "remove" "add" "remove" "add" anything that isnt food put in the hopper for no reason [fuel] [wood] is the only two items ive tried so far. but they keep taking the fuel out so icant use the genereator.

I'm having this same issue. if anyone can find a fix for this, I'd be very appreciative.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/20a*
Post by: Ninefinger on April 21, 2015, 12:17:38 AM
My post was utterly ignored so im bumpin it and reposting

Found a bug with the hoppers the Ai will rapidly "remove" "add" "remove" "add" anything that isnt food put in the hopper for no reason [fuel] [wood] is the only two items ive tried so far. but they keep taking the fuel out so icant use the genereator.

I'm having this same issue. if anyone can find a fix for this, I'd be very appreciative.

already been fixed as far as i know but have not tested it...

The "Great Hopper Fix of 2015" has been uploaded!  Also made a few other small changes.  Your cooks should leave them hoppas alone!

Abrexus you done goofed, you copy pasted your synth hopper onto your power hopper, so that it not only says the same description (which is fine) but to get a hopper for the steam engine, you need to research food synth to unlock both your hoppers.

TLDR, GenHopper needs to be <researchPrerequisite>PowerI</researchPrerequisite>, not researchPrerequisite>FoodSynthesizer</researchPrerequisite>, thanks for the fix though!, it really did need its own hopper, was getting tired of unchecking food stuff

with the new update with this fix applied manually it shoudl work theoretically.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/20a*
Post by: Grynnreaper on April 21, 2015, 12:46:00 AM
can you link Great Hopper Fix of 2015? same issue and I have no idea what all that other stuff means
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/20a*
Post by: CountOverride on April 21, 2015, 02:26:29 AM
He's referring to a discussion one page back. I'm thinking we just need to update the mod and we're good to go. I don't see any reference to a hotfix, so he must have just reuploaded the fixed version. Testing it out now.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/20a*
Post by: Kitsune on April 21, 2015, 05:25:24 AM
Thank you for your work abrexus. :D I can use hooper's again, yay!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/20a*
Post by: josmow on April 21, 2015, 07:16:43 AM
Aside from a few inconveniences (like placing "wall items" over existing walls. (doors, coolers, etc_) I've had quite a bit of fun playing with this mod (as well as a few other mods that play nice with it) though this surprised me a bit. an unfinished wooden bionic arm.... when did he slip that wood onto the table?!
(http://cloud-4.steamusercontent.com/ugc/37495060033220695/C85AA287851B58679317B8B92D47D635A1BB5EAB/)
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/20a*
Post by: Abrexus on April 21, 2015, 07:21:00 AM
Aside from a few inconveniences (like placing "wall items" over existing walls. (doors, coolers, etc_) I've had quite a bit of fun playing with this mod (as well as a few other mods that play nice with it) though this surprised me a bit. an unfinished wooden bionic arm.... when did he slip that wood onto the table?!
(http://cloud-4.steamusercontent.com/ugc/37495060033220695/C85AA287851B58679317B8B92D47D635A1BB5EAB/)

I will have a fix for that out later today.  I may just not use the "unfinished things" system unless I can work around the changes that were made to it for Alpha 10.  Rest assured, I am aware of the problem, and will have a fix out for it soon.  I appreciate your patience.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/20a*
Post by: Rhubarbs on April 21, 2015, 08:48:42 AM
I really like your mod. I've got a couple of suggestions.

Would it be possible to give the organ vat a grow time?

I feel it's a little weird that you can just make a heart in a few minutes. There's already code for growing crops, could you use that to make the organs grow in the vat after they've 'been "initialized" by the crafter?

It might also make for interesting auto-crafting tables, that let you "grow" items without an active crafter. Kinda like futuristic 3d printers.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/21*
Post by: Abrexus on April 21, 2015, 10:58:28 AM
Ok, I just uploaded an update to fix the prosthetic crafting issue.  Apparently unless you use the recipemaker, the game does not like the unfinished parts mechanic and will not let you go back and finish a started item.  Since I moved all the prosthetic recipes away from the recipe maker system, this essentially broke the crafting of those items.

The reason I moved away from the recipemaker was because of the feedback in regards to the generic "ingredients" list that showed up when you were looking to see what an item required for materials.  I would appreciate feedback on which system you prefer.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/20a*
Post by: Abrexus on April 21, 2015, 11:10:56 AM
I really like your mod. I've got a couple of suggestions.

Would it be possible to give the organ vat a grow time?

I feel it's a little weird that you can just make a heart in a few minutes. There's already code for growing crops, could you use that to make the organs grow in the vat after they've 'been "initialized" by the crafter?

It might also make for interesting auto-crafting tables, that let you "grow" items without an active crafter. Kinda like futuristic 3d printers.

That's an interesting idea....I have to think about how to do that.  At first glance it isn't as easy as it sounds, because you would have to write in a routine that asks for a resource before starting the "grow" cycle.  However, that would open up the possibility of making planting require seeds.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/20a*
Post by: Kolljak on April 21, 2015, 11:22:51 AM
My post was utterly ignored so im bumpin it and reposting

Found a bug with the hoppers the Ai will rapidly "remove" "add" "remove" "add" anything that isnt food put in the hopper for no reason [fuel] [wood] is the only two items ive tried so far. but they keep taking the fuel out so icant use the genereator.

I'm having this same issue. if anyone can find a fix for this, I'd be very appreciative.

if you set it to "dont pick up" or forbid it they will not fuck with it and will restock it. if set to critial that is.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/20a*
Post by: Abrexus on April 21, 2015, 11:30:36 AM
My post was utterly ignored so im bumpin it and reposting

Found a bug with the hoppers the Ai will rapidly "remove" "add" "remove" "add" anything that isnt food put in the hopper for no reason [fuel] [wood] is the only two items ive tried so far. but they keep taking the fuel out so icant use the genereator.

I'm having this same issue. if anyone can find a fix for this, I'd be very appreciative.

if you set it to "dont pick up" or forbid it they will not fuck with it and will restock it. if set to critial that is.

The hopper issue is fixed.  You just have to download the new version, and it isn't a problem anymore.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/21*
Post by: thenightgaunt on April 21, 2015, 11:32:31 AM
I've had like 3 posts I've been trying to write following the A10 update and frankly I've deleted every one of them before posting cause none sounded right. So let me simply say:

Abrexus, thank you for continuing to support this mod. I love it and I hope that it gets the recognition I think it deserves and some of your ideas make it into the vanilla game. ^_^
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/21*
Post by: Abrexus on April 21, 2015, 12:00:48 PM
I've had like 3 posts I've been trying to write following the A10 update and frankly I've deleted every one of them before posting cause none sounded right. So let me simply say:

Abrexus, thank you for continuing to support this mod. I love it and I hope that it gets the recognition I think it deserves and some of your ideas make it into the vanilla game. ^_^

That says it all my friend!  I really enjoy making the mod, and the challenges you face each time you update.  It's almost a game unto itself.  I believe I almost have the core version to the point I want it and am ready to start working on the expansions.  As before I will try to make them not save breaking.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/21*
Post by: Abrexus on April 21, 2015, 12:01:44 PM
The reason I moved away from the recipemaker was because of the feedback in regards to the generic "ingredients" list that showed up when you were looking to see what an item required for materials.  I would appreciate feedback on which system you prefer.
It wasn't a big thing from my side, just a cosmetic fix.
But an inexpierenced player it can be confused about what materials he need now to made these.
So i think it was the right choise to specify the materials on the recipes.

I agree, and I prefer having the materials listed myself.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/21*
Post by: ttr on April 21, 2015, 01:53:07 PM
Hey. Great mod but I've found small problem with "Power Switch" mod (https://ludeon.com/forums/index.php?topic=2890.msg27096#msg27096).
Seems that both mods modify definitions for switch, but by looking that yours mod overide materials and resarch definition, while totally 'disable' functionality from @Haplo's mod, i've removed section in your cfg to fix it - downside is that power switch is avaiable early in game but quite useless.
Any chance to somehow fix this ?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/20a*
Post by: Playbahnosh on April 21, 2015, 02:36:06 PM
That's an interesting idea....I have to think about how to do that.  At first glance it isn't as easy as it sounds, because you would have to write in a routine that asks for a resource before starting the "grow" cycle.  However, that would open up the possibility of making planting require seeds.

I admittedly only have a cursory knowledge (eg. woefully ignorant) about the inner workings at play here, but the hydroponics basin might be a good starting template: It grows stuff and consumes power. As for the ingredient requirement, I'm not sure if it's possible, but you could "magic curtain" it with a crafting table template. Have the organ vat behave like a crafting table until you supply it with the needed materials, then you can switch it to a hydroponics basin base that actually does the growing, and when the growing cycle finishes it swaps back to crafting mode so the end result can be removed and used. Am I making any sense here?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/21*
Post by: Darcclan on April 21, 2015, 02:37:13 PM
@ttr

make sure you Power Switch is loaded after Superior Crafting, and go into the cfg for power switch and at the end of the power switch add <researchPrerequisite>PowerI</researchPrerequisite>, or you could always just copy past that line of code from where it is in Superior Crafting, and paste it in Power Switch's file
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/21*
Post by: Th3_D00D3 on April 21, 2015, 03:49:15 PM
Can you add something like a mending or item repair table? Maybe even an item-upgrade table where you can improve the quality of weapons and apperal for additional cost?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/21*
Post by: Playbahnosh on April 21, 2015, 03:54:29 PM
Can you add something like a mending or item repair table? Maybe even an item-upgrade table where you can improve the quality of weapons and apperal for additional cost?

I second this, but I think an Upgrade/Disassemble option should be added to the items' respective crafting tables, so weapons are handled at the smithing table and apparel at the loom or something.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/21*
Post by: Abrexus on April 21, 2015, 04:12:16 PM
Can you add something like a mending or item repair table? Maybe even an item-upgrade table where you can improve the quality of weapons and apperal for additional cost?

I second this, but I think an Upgrade/Disassemble option should be added to the items' respective crafting tables, so weapons are handled at the smithing table and apparel at the loom or something.

Your wish is my command!  I'm actually working on something like that right now.  Great suggestion!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/21*
Post by: Buuuh on April 21, 2015, 04:15:42 PM
Quite nice mod, but very unbalanced. I started in a world, with almost no sandstone. Just found quite enough to build a furnace (60 pieces). Furthermore no more sandstone so i got stuck for glass. No solar panels, and not even a radiostation (what is it named in english?), so i am not even able to buy sandstone.
Why the heck does a radio station need glass?
I suppose to build a furnace out of any kind of stone, and a radiostation out of whatever may be in every world, maybe metal only.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/21*
Post by: Darcclan on April 21, 2015, 04:24:53 PM
@Buuuh The furnaces can be built out of any kind of stone already, you just right click them
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/21*
Post by: DustBust on April 21, 2015, 04:28:09 PM
Quite nice mod, but very unbalanced. I started in a world, with almost no sandstone. Just found quite enough to build a furnace (60 pieces). Furthermore no more sandstone so i got stuck for glass. No solar panels, and not even a radiostation (what is it named in english?), so i am not even able to buy sandstone.
Why the heck does a radio station need glass?
I suppose to build a furnace out of any kind of stone, and a radiostation out of whatever may be in every world, maybe metal only.

I've never noticed sandstone was necessary for sand, always took any type of stone I thought... unless I've just been lucky...
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/21*
Post by: eberkain on April 21, 2015, 04:58:37 PM
Just pulled the most recent version for my wife, the generator hopper description says 'holds resources for the food synthesizer', but it does work correctly.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/21*
Post by: Darcclan on April 21, 2015, 06:39:39 PM
@eberkain yea thats just a copy paste mistake, it'll work as intended
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/21*
Post by: JagenXI on April 21, 2015, 09:04:06 PM
Abrexus, I am a huge fan of the modding community in this game, I took one look at your mod and had to do a double take. Im gonna try this out tonight and post my feelings about it tomorrow. Im very excited to try this mod and thank you so much for taking the time to make your mod what it is today. Anyways keep up the good work!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/21*
Post by: Abrexus on April 21, 2015, 09:23:28 PM
Just pulled the most recent version for my wife, the generator hopper description says 'holds resources for the food synthesizer', but it does work correctly.

It wouldn't be Superior Crafting if I didn't have a typo (or 43)  :o

I'll get that fixed in the next update, and thank you for the heads up!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/21*
Post by: theubie on April 21, 2015, 11:41:13 PM
With the hopper fix, I think it's time I revisit and do a new let's play.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/21*
Post by: Ninefinger on April 22, 2015, 12:50:20 AM
Are the bionics and bad backs and scars fixed, or whatever was causing issues, something to do with the surgery?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/21*
Post by: Dante King on April 22, 2015, 07:53:10 AM
Mod doesn't work, only using EdbPrepCare and the mod. Any help?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/21*
Post by: Abrexus on April 22, 2015, 09:07:34 AM
Are the bionics and bad backs and scars fixed, or whatever was causing issues, something to do with the surgery?

Yes, both are working just fine.  I didn't have them in the initial release because I had to rework the code, but they were added back several days ago.

Current list of changes and fixes...

Changes:
* Updated to alpha 10
* All body part recipes moved from recipemaker to actual recipes, so the ingredients can be viewed properly
* Battery efficiency now increases with power research
* Wall durability now increases with construction research
* Minor rework to crafting recipe output for powered crafting tables
* Traders reworked and new crafted goods trader added
* Industrial heater and cooler added
* Added kindling to replace wood logs as fuel for steam generator
* Bad backs and scars can now be diagnosed and fixed once again
* Recipe added to the chemlab to allow you to synthesize plasteel from steel ore and raw devilstrand
* Implemented the "Great Hopper Fix of 2015"
* Added hops to agricultural trader

Fixes:
* Corrected XML for turrets so they now function properly
* Reduced burst fire rate of gatling turret to 15 instead of 30
* Prosthetic crafting no longer uses the unfinished parts mechanic, and should work as normal
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/21*
Post by: Muramas on April 22, 2015, 10:46:20 AM
I have been playing your mod for a bit and I have a suggestion.

Steam Furnace: Switch Iron bars -> stone blocks
-since you need to craft iron bars to produce more things I found it difficult to go past the next stage and hard to get power going, I would suggest changing steam furnace to be built out of stone blocks instead of iron. This will improve the speed which power is started since stone blocks are made in larger quantity and more availability.


Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/21*
Post by: Ninefinger on April 22, 2015, 10:55:06 AM
Are the bionics and bad backs and scars fixed, or whatever was causing issues, something to do with the surgery?

Yes, both are working just fine.  I didn't have them in the initial release because I had to rework the code, but they were added back several days ago.

Current list of changes and fixes...

Changes:
* Updated to alpha 10
* All body part recipes moved from recipemaker to actual recipes, so the ingredients can be viewed properly
* Battery efficiency now increases with power research
* Wall durability now increases with construction research
* Minor rework to crafting recipe output for powered crafting tables
* Traders reworked and new crafted goods trader added
* Industrial heater and cooler added
* Added kindling to replace wood logs as fuel for steam generator
* Bad backs and scars can now be diagnosed and fixed once again
* Recipe added to the chemlab to allow you to synthesize plasteel from steel ore and raw devilstrand
* Implemented the "Great Hopper Fix of 2015"
* Added hops to agricultural trader

Fixes:
* Corrected XML for turrets so they now function properly
* Reduced burst fire rate of gatling turret to 15 instead of 30
* Prosthetic crafting no longer uses the unfinished parts mechanic, and should work as normal

Awesome man! one last question, do we still have to repair all the walls once they get upgraded from researching? if so i was wondering if you would be willing to make a separate download or remove the wall upgrade process, since granite walls can be used for high health and more health might seem overpowered. And i think that this mod would be absolutely perfect without the wall heath upgrade process, and if i am correct all that stuff is simply in the .dll so you would only have to make a separate .dll optional download with it removed, it might be a pain in the ass to make it a separate download but if you do i would love you forever :D
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/21*
Post by: Ninefinger on April 22, 2015, 12:55:15 PM
I have been playing your mod for a bit and I have a suggestion.

Steam Furnace: Switch Iron bars -> stone blocks
-since you need to craft iron bars to produce more things I found it difficult to go past the next stage and hard to get power going, I would suggest changing steam furnace to be built out of stone blocks instead of iron. This will improve the speed which power is started since stone blocks are made in larger quantity and more availability.
Sorry when i am a bit upset,
BUT can't you read abit the forum/patchnotes or the game itself and notice that you can change the building material of the most buildings when you right-click on them ?
If your wish-Material don't get listed there, it isn't maybe on a stockpile yet.
You can build these furnace of any stone material, fact i can't select err what you want iron ? That don't even exist at these mod. Steam furnace hmm that don't exist either.

Furnace can build from any stone material.
and steam generator from stone, hmm no i don't think that would be a good idea.

Yes he was referring to the steam generator and that would definitely be an ok idea since literally there is no difference from having to craft steel into steel bars or chunks into blocks, and there is nothing wrong with burning fuel sources in stone to create steam heat to generate power.

If anyone wants to be able to craft the steam generator out of stone go to SCA10Core/Defs/ThingsDefs and open Buildings_Power.xml with Notepad++ and copy and paste this code directly over top of the current Steam Generator make sure to make a back up file of the original before you do this just in case there are any issues:

Code: [Select]
<ThingDef ParentName="BuildingBase">
<defName>SteamGenerator</defName>
<label>steam generator</label>
<thingClass>SuperiorCrafting.Building_SteamGenerator</thingClass>
<graphicPath>Things/Building/SCPower/SteamGenerator2x2</graphicPath>
<graphicClass>Graphic_Single</graphicClass>
<altitudeLayer>Waist</altitudeLayer>
<passability>PassThroughOnly</passability>
<fillPercent>1</fillPercent>
<castEdgeShadows>true</castEdgeShadows>
<statBases>
<MaxHitPoints>200</MaxHitPoints>
<WorkToMake>2500</WorkToMake>
<Flammability>1.0</Flammability>
</statBases>
<tickerType>Normal</tickerType>
<description>A steam turbine generator that produces electricity.  Requires a hopper filled with wood logs, or ethanol for fuel.
Energy Output:  750W</description>
<size>(2,2)</size>
<building>
<ignoreNeedsPower>true</ignoreNeedsPower>
<wantsHopperAdjacent>true</wantsHopperAdjacent>
</building>
<costStuffCount>150</costStuffCount>
<stuffCategories>
<li>Stony</li>
</stuffCategories>
<graphicOverdraw>false</graphicOverdraw>
<comps>
<li>
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>-1</basePowerConsumption>
<transmitsPower>true</transmitsPower>
<powerToggleable>false</powerToggleable>
</li>
<li>
<compClass>CompHeatPusher</compClass>
<heatPerSecond>3</heatPerSecond>
<heatPushMaxTemperature>25000</heatPushMaxTemperature>
</li>
<li>
<compClass>CompGlower</compClass>
<glowRadius>6</glowRadius>
<glowColor>(217,112,33,0)</glowColor>
</li>
</comps>
<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
<designationCategory>Power</designationCategory>
<staticSunShadowHeight>0.20</staticSunShadowHeight>
<constructEffect>ConstructMetal</constructEffect>
<researchPrerequisite>PowerI</researchPrerequisite>
</ThingDef>

I have not tested it but am positive it will work if there are any issues let me know.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/22*
Post by: Abrexus on April 22, 2015, 03:22:53 PM
New update today

* Added bulk meal recipes to the cookstove
* Floor beauty values adjusted
* Various description text updated/corrected
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/22*
Post by: PineyCreek on April 22, 2015, 05:18:00 PM
Glad to see bulk meals. I guess I can uninstall the bulk meal mod, one of the most useful things anyone thought of in this game.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/22*
Post by: Xadhoom on April 22, 2015, 07:43:11 PM
I found out that fires don't estinguish themselves while in the rain, now i have an entire map without a single tree
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/22*
Post by: JagenXI on April 22, 2015, 09:08:08 PM
So ive spent the better part of 10 hours playing this mod, and for what it is its amazing, ill be trying to on Randy Random today. But so far I am loving this mod, it makes the game more realistic. It took me some time to figure out the right click interface for changing materials on some stations or beds but after that my colony took off. Great job Ab! Keep them updates coming, ill be playing this for sometime to come
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/22*
Post by: Savagedingo on April 22, 2015, 09:40:44 PM
Did they make it so solar power is affected by the shade?  I don't remember that being in the game before.  I might be wrong though.  Anyone else having issues?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/22*
Post by: Ninefinger on April 22, 2015, 09:41:31 PM
I found out that fires don't estinguish themselves while in the rain, now i have an entire map without a single tree

Its been fixed you can download the new Alpha10f :D
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/22*
Post by: Ninefinger on April 22, 2015, 09:43:26 PM
Did they make it so solar power is affected by the shade?  I don't remember that being in the game before.  I might be wrong though.  Anyone else having issues?

solor power is affected by shade from roofs if you mined out a rock area there is usually a rock roof overhang that will cause shade otherwise the actual lighting does not effect them but rather time of day does.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/22*
Post by: bluestrike15 on April 22, 2015, 11:05:49 PM
Say what happened to the flower pot? Seems to have been removed in these updates.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/22*
Post by: James009 on April 23, 2015, 01:31:10 AM
Say what happened to the flower pot? Seems to have been removed in these updates.
Very cool mod, I used to think it was a little daunting but I'm loving it now.

And what did happen to the decorative items? Any way to re-add those? I miss the pots and we need more decorative things.

Also, can the wooden planks be altered a little? Upon first look (when I was new to this mod) they looked a lot like gold and confused the hell out of me.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/22*
Post by: Abrexus on April 23, 2015, 02:04:36 AM
Say what happened to the flower pot? Seems to have been removed in these updates.
Very cool mod, I used to think it was a little daunting but I'm loving it now.

And what did happen to the decorative items? Any way to re-add those? I miss the pots and we need more decorative things.

Also, can the wooden planks be altered a little? Upon first look (when I was new to this mod) they looked a lot like gold and confused the hell out of me.

Updated to re-add the decorative items, they are now under furniture.  I will be expanding on this and joy items.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/22*
Post by: Enjoyment on April 23, 2015, 03:17:04 AM
New update today

* Floor beauty values adjusted

How exactly they were adjusted? Cause it was a little wierd to see, that "smoothed stone" is the most beautiful floor )
UPD: Don't mind (already checked the defs). If someone else is curious - *simple* floors have 3 beauty, and *top-tier* - 6
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/22*
Post by: Xadhoom on April 23, 2015, 08:20:51 AM
I found out that fires don't estinguish themselves while in the rain, now i have an entire map without a single tree

Its been fixed you can download the new Alpha10f :D

Damn! I need to stop playing the game only with this mod, at least next time i wont complain when it's totally not your fault :)
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: DanRowan on April 23, 2015, 11:55:54 AM
Is there a way to make your colonists use the organ vat like the crematorium? I seem to remember in vanilla that they would automatically burn bodies but I have not seen a colonist use the organ vat to dispose of bodies without me having to give them the command. Could you flag the organ vat as a crematorium so if you dont have one they would use that to get rid of bodies or is that not possible?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: Abrexus on April 23, 2015, 01:35:32 PM
Is there a way to make your colonists use the organ vat like the crematorium? I seem to remember in vanilla that they would automatically burn bodies but I have not seen a colonist use the organ vat to dispose of bodies without me having to give them the command. Could you flag the organ vat as a crematorium so if you dont have one they would use that to get rid of bodies or is that not possible?

All worktables have a set priority order that is predetermined in the workgivers.xml - unfortunately the game does not let you modify the priority order (yet).  Make sure there are no other tables with active crafting orders that are preventing the colonists from working the organ vat, as it is low on the priority list.  You can manually go in and change the priority to a higher number if you prefer.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: Muramas on April 23, 2015, 02:14:26 PM
I don't know if this is something that you changed but my combat trader is not selling or buying personal shields anymore...they are starting to pile up ;p
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: kpc1914 on April 23, 2015, 02:27:03 PM
I don't know if it has anything to do with mod, but I can't with the crafting table convert other wood into regular wood. I think it is same with making wood planks.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: Muramas on April 23, 2015, 03:05:01 PM
I don't know if this is intended, I have a few torso scars that won't go away no matter how many operations. They seem to stays at 2
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: James009 on April 23, 2015, 04:16:06 PM
I don't know if this is something that you changed but my combat trader is not selling or buying personal shields anymore...they are starting to pile up ;p
I think someone did a mod where you could summon traders or something. Maybe something like this would be a great feature to be able to summon a specific trade ship (and then have a cooldown afterwards).

Again, loving this mod. Just got your new update now.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: SadisticNemesis on April 23, 2015, 04:43:27 PM
Something I've noticed tonight. The beds seem to have a pink outline around them? I didn't even noticed this while playing it all day until a few minutes ago, its rather faint but I thought I'd report it regardless.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: mathwizi2005 on April 23, 2015, 05:45:03 PM
I don't know if this is something that you changed but my combat trader is not selling or buying personal shields anymore...they are starting to pile up ;p
I think someone did a mod where you could summon traders or something. Maybe something like this would be a great feature to be able to summon a specific trade ship (and then have a cooldown afterwards).

Again, loving this mod. Just got your new update now.

TBF, any mod that does that is basically using a debug mode command as is. I use it quite often since I'm always in debug mode to help diagnose bugs in mods.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: Savagedingo on April 23, 2015, 06:44:45 PM
So it'd be silly not to choose bulk meals, correct?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: Abrexus on April 23, 2015, 06:52:55 PM
So it'd be silly not to choose bulk meals, correct?

Well, the reason I added it was after playing through several times, I found that it was tempting to not even bother with the cookstove.  I could live on jerky and simple salads alone!  This way there is an incentive, and it does require a slightly higher skill level to make them too.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: Abrexus on April 23, 2015, 06:54:16 PM
Something I've noticed tonight. The beds seem to have a pink outline around them? I didn't even noticed this while playing it all day until a few minutes ago, its rather faint but I thought I'd report it regardless.

Pink is in in 2015, or didn't you know?   ;D

Seriously though, I noticed it but it wasn't a high priority fix....once I get the mod to the point where I feel it's "complete" I'll revisit those textures.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: Abrexus on April 23, 2015, 06:55:28 PM
I don't know if this is intended, I have a few torso scars that won't go away no matter how many operations. They seem to stays at 2

I'll test this out....I have healed a number of scars just fine, but I can't say if they were torso scars or not.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: Abrexus on April 23, 2015, 06:56:27 PM
I don't know if this is something that you changed but my combat trader is not selling or buying personal shields anymore...they are starting to pile up ;p

They should be available to be bought and sold at the exotic trader...I'll do some testing and see.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: Savagedingo on April 23, 2015, 08:05:29 PM
Since people seem to be active, I'll ask here.  I just had an escape pod land, is there no way to get the person to join you without making them a prisoner?

I was under the impression that people would randomly join your colony, but I've never seen anyone ever just join my colony.  It's always prisoners.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: Dante King on April 23, 2015, 08:19:25 PM
The mod isn't working at all, cant find expansions, NOTHING IS WORKING!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: Muramas on April 23, 2015, 08:28:16 PM
The mod isn't working at all, cant find expansions, NOTHING IS WORKING!

The mod is working. Make sure that you still have core enabled (i messed up by disabling it the first time I used it).

If the game isn't loading because of mods you can go into

Code: [Select]
C:\Users\<user>\AppData\LocalLow\Ludeon Studios\RimWorld\Config
and change ModsConfig.xml to remove all the mods by removing the "active mods" that will look like <li>mod</li> and add in there

Code: [Select]
<li>Core</li>
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: DanRowan on April 23, 2015, 09:54:46 PM
Is there a way to make your colonists use the organ vat like the crematorium? I seem to remember in vanilla that they would automatically burn bodies but I have not seen a colonist use the organ vat to dispose of bodies without me having to give them the command. Could you flag the organ vat as a crematorium so if you dont have one they would use that to get rid of bodies or is that not possible?

Awesome I will try that, thank you.

All worktables have a set priority order that is predetermined in the workgivers.xml - unfortunately the game does not let you modify the priority order (yet).  Make sure there are no other tables with active crafting orders that are preventing the colonists from working the organ vat, as it is low on the priority list.  You can manually go in and change the priority to a higher number if you prefer.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: Ninefinger on April 24, 2015, 02:50:03 AM
Since people seem to be active, I'll ask here.  I just had an escape pod land, is there no way to get the person to join you without making them a prisoner?

I was under the impression that people would randomly join your colony, but I've never seen anyone ever just join my colony.  It's always prisoners.

Once you play long enough you will get random people joining your colony out of nowhere but it will only happen during the early stages usually or at least if you have very small amount of people in the colony, you can choose to rescue people in crashed ship pods but they will not join your colony unless you make them prisoner and recruit them. you can also rescue injured visitors to keep them as friends so they wont attack and there is a small random chance they will choose to join your colony after rescuing them but usually they will just go home. :D
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: Enjoyment on April 24, 2015, 03:40:03 AM
Something I've noticed tonight. The beds seem to have a pink outline around them? I didn't even noticed this while playing it all day until a few minutes ago, its rather faint but I thought I'd report it regardless.

Pink is in in 2015, or didn't you know?   ;D

Seriously though, I noticed it but it wasn't a high priority fix....once I get the mod to the point where I feel it's "complete" I'll revisit those textures.

Is this problem with all beds or just with med and pod? If the second, I could help to fix the textures to sve your time for more important work ;)

UPD: Just checked - it apears only in architect menu... with a cloth bed...
UPD2: Hmm... checked the texture and its clean as vanilla. And the defs are ok too. So, Im useless at this moment... Though, can someone test this issue with following texture?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: Enjoyment on April 24, 2015, 05:21:54 AM
(http://imghost.in/img/2015-04/24/o9tltkm593ky2tv9moerx395y.png) Attached to upper reply
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: Telarin on April 24, 2015, 07:27:02 AM
I know you have your hands full with your own to-do list, but could I talk you into adding some sort of item repair method to your mod? It seems like it would go along with the enhanced crafting nicely, and frankly, the only other mod I have found with repair is the "mending table" mod which is A) not up to date for A10, with no reply from the creator and B) Feels kind of cheaty since there are no resource requirements for repairing, no chance of lowering the quality of the item, no skill requirements, and happens a little too fast.

I'm thinking something as simple as using a little bit of cloth/leather for repairing cloth/leather items, a little bit of steel for repairing weapons and armor, and having a small chance, based on the initial damage of the item and the crafting skill of the colonist, to drop the quality level of the item, so you can't just repair them forever. If you're interested, I can go into a little more detail on how I see the system working.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: mathwizi2005 on April 24, 2015, 08:49:14 AM
I know you have your hands full with your own to-do list, but could I talk you into adding some sort of item repair method to your mod? It seems like it would go along with the enhanced crafting nicely, and frankly, the only other mod I have found with repair is the "mending table" mod which is A) not up to date for A10, with no reply from the creator and B) Feels kind of cheaty since there are no resource requirements for repairing, no chance of lowering the quality of the item, no skill requirements, and happens a little too fast.

I'm thinking something as simple as using a little bit of cloth/leather for repairing cloth/leather items, a little bit of steel for repairing weapons and armor, and having a small chance, based on the initial damage of the item and the crafting skill of the colonist, to drop the quality level of the item, so you can't just repair them forever. If you're interested, I can go into a little more detail on how I see the system working.

TBF, that sounds more like a game mechanic that should be pitched to Tynan instead for vanilla integration.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: Telarin on April 24, 2015, 10:13:19 AM
TBF, that sounds more like a game mechanic that should be pitched to Tynan instead for vanilla integration.

I definitely agree, and it has been pitched to him many times since item degradation was added to the game. However, it is unlikely that Tynan will be adding it any time soon. Even if he decides to add it to the next Alpha, that will likely be 2 or 3 months away, since A10 just came out. And since it fits well with a mod that is focused on enhanced crafting, I suggested it here.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: kakafika on April 24, 2015, 10:36:22 AM
This mod is a lot of fun! I thought at first that there was maybe a little too much going on, but all the extra crafting requires a larger colony of crafters, and I like to build up big colonies anyway, so it works well with my playstyle  :)

In A9 with all the xpacs, I particularly enjoyed the much more difficult and varied mechs. I also had fun with the change in gameplay when I could reprogram the mechs to do various basic tasks. I eventually had enough crawlers hauling zombie corpses that my colonists could focus on crafting and putting out fires when mechs short-circuited  ;D

I patiently await these xpacs for A10. Hopefully zombie apocalypse updates to A10 soon so it can be used.

Is there a way to make your colonists use the organ vat like the crematorium? I seem to remember in vanilla that they would automatically burn bodies but I have not seen a colonist use the organ vat to dispose of bodies without me having to give them the command. Could you flag the organ vat as a crematorium so if you dont have one they would use that to get rid of bodies or is that not possible?

All worktables have a set priority order that is predetermined in the workgivers.xml - unfortunately the game does not let you modify the priority order (yet).  Make sure there are no other tables with active crafting orders that are preventing the colonists from working the organ vat, as it is low on the priority list.  You can manually go in and change the priority to a higher number if you prefer.

Assuming that you still have to set a priority order for the worktables you added in your mod, would it be a good idea to add Organ Vat at the top? I also have problems with bodies piling up while my colonists work endlessly on making mulch and sand  :P

Also, is it possible to apply to the Organ Vat the new vanilla mechanic whereby bodies are automatically stripped when being cremated?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: kakafika on April 24, 2015, 10:47:41 AM
Is there any way to get more traders to visit? I've been playing Cassandra Rough and my current colony was stuck in limbo for awhile because I could not get a trader with Plasteel for sale to show up (and my devilstrand was taking too long to synthesize bars; thanks for that, btw!). Would I have better chances at trade and a similar overall experience if I switched to Phoebe and upped the difficulty (Phoebe was not challenging last time I tried)?

It seems the problem is exacerbated by the mod since there are more traders; it seems like there is a smaller chance to get the one you want when you get one (it seems to have a chance for trader, then a chance for each specific trader afterwards).

Do others feel there should be greater chances of traders appearing? I can see that maybe the current design is desirable, as it slows down colony transitions to higher levels of functioning and promotes diversifying industries (you could be sitting on stockpiles full of sculptures for a long time); it's just seems a bit random for my tastes. Three agricultural traders in a row can stunt growth for a long time!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: Abrexus on April 24, 2015, 12:22:20 PM
For some extra traders take a look at
https://ludeon.com/forums/index.php?topic=3612.0
then local traders appear on the map.

Miscellaneous V1.10.2b (http://www.mediafire.com/download/rcre07w3815iqu8/Miscellaneous_1102_VanillaEnhanced.zip) - Vanilla Enhanced is an excellent addition that works perfect with SC!  I use it myself, and adds the traders.  I may include the link on the front page if Haplo permits.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: Telarin on April 24, 2015, 12:41:07 PM
I don't know if this is intended, I have a few torso scars that won't go away no matter how many operations. They seem to stays at 2

I'll test this out....I have healed a number of scars just fine, but I can't say if they were torso scars or not.

I have a colonists with an old gunshot wound to the neck. The mod gives me the operation option to "Heal Scar (Neck)". However, doing so has no effect on the injury.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: Master Bucketsmith on April 24, 2015, 04:44:37 PM
Taking into account whether or not you would get permission from lending existing work, would it be possible to add;
- Turret bases where you have to jerry rig weapons onto it, instead of having prebuilt turrets;
- Advanced sunlamps and outdoor lamps (TL ones with square/rectangle 'sphere' of light, anyone?);
- Hidden circuits (why circuits would be above ground and susceptible to rain, I don't know...);
- Fuse boxes;
- Extended powerswitches;
- Improved prison stuff;
- Conveyor belts;
- Extended mining (y'know, mining iron/plasteel ore and having to process it first? Much like wood logs vs planks!).
[EDIT:]
- Repairing/mending of items/apparel/weapons (think someone already suggested this in this thread, but I'm not sure anymore.)
In fact, it would also be cool if we could upgrade work items to better qualities, but that might be a lot of coding work.
[/EDIT]

Most, if not all of these come from other mods, of which the names are not placed in my memory. :P
If you are interested in these ideas, I could go fetch links for you.

Feedback? :)
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: Abrexus on April 24, 2015, 06:19:43 PM
Powered Arm, and when you try to install it, it show as Power claw at the operation menu.
After you installed it, the pawn isn't able to mellee attack anymore, and can't do range attack without weapon.
Does the damage from the arm add to the weapon ?

Working on a fix for this....thanks for the report!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: Abrexus on April 24, 2015, 06:21:24 PM
I have a colonists with an old gunshot wound to the neck. The mod gives me the operation option to "Heal Scar (Neck)". However, doing so has no effect on the injury.

It appears this only affects old gunshot wounds....I am able to heal other wounds just fine.  I've got my thinking cap on and am working on a fix!
*edit*  I think I got it fixed....testing it on a few victims...I mean volunteers  ::)
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: Abrexus on April 24, 2015, 06:22:37 PM
About pratice dummy's,
shouldn't you draft your pawn and then send them to practice at the dummy ?
Currently a pawn on combat mode they just use the dummy for 1 xp and leave it.
But on regular mode the pawn use the dummy forever and even get exhaust or starve to dead.

I've noticed they seem to do this now ever since Alpha 10.  I've also had it happen when mining plasteel...they don't stop to go eat/sleep/etc...
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: Valor on April 24, 2015, 07:23:10 PM
The problem is when pawn starts a task they must finish it, unless the task can be interrupted. For example, if pawn chooses to haul a stone from other side of the map, he will walk there and back with the stone, even if he would start starving. The hauling task doesnt allow interruption. Same for minning, where its most noticeable with bad miner as the rock has 10K health. Pawn must finish the square and then he can decide what to do next.

Some tasks that are interruptable from top of my head: Crafting weapons and armour, Hunting.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: sc_bane on April 24, 2015, 07:30:51 PM
So...is it just me or did everyone else end up getting a bunch of crap installed on their puter while downloading this mod? So far, I haven't even been able to FIND the mod. Just some EZ Donload crap and bunch of unwanted toolbar changes. Not happy about it.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: Telarin on April 24, 2015, 08:06:35 PM
So...is it just me or did everyone else end up getting a bunch of crap installed on their puter while downloading this mod? So far, I haven't even been able to FIND the mod. Just some EZ Donload crap and bunch of unwanted toolbar changes. Not happy about it.

Just you apparently, maybe some kind of malware on your computer. I've downloaded the mod numerous times and never gotten anything other than the file specified.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: Ramsis on April 24, 2015, 08:07:58 PM
So...is it just me or did everyone else end up getting a bunch of crap installed on their puter while downloading this mod? So far, I haven't even been able to FIND the mod. Just some EZ Donload crap and bunch of unwanted toolbar changes. Not happy about it.

Not sure what you did to get all that, been downloading the mod multiple times and I've never had that issue whatsoever. Maybe you downloaded it from a different site or maybe clicked a button you shouldn't have?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Abrexus on April 24, 2015, 08:34:52 PM
Daily update complete!  Thanks to everyone for pointing out the bugs.  The changes are as follows:

Changes:
* Added eyes, ears, and noses to the organ vat

Fixes:
* Renamed scar patching to injury, and fixed issue with healing certain types of wounds
* Fixed issue with colonists never stopping to eat or sleep while training
* Fixed issue with Power claw not working as intended
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: DustBust on April 24, 2015, 08:35:38 PM
Just got a few recipes that would be awesome if you could add...

Ability craft:

Nose - Added 2 seconds before I posted, great!
Foot - Craftable?
Hand - Craftable?
Ear - Added 2 seconds before I posted, great! lol

I like my colonists in tip top condition, especially my soldiers. Thanks!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Muramas on April 24, 2015, 09:11:25 PM
I know you have cybernetic brain but the use of an AI core is pretty high since the traders seem not to sell it anymore. I would love to be able to heal a brain injury...I had a guy who couldn't do anything and I had to eventually put him in cryo.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: mathwizi2005 on April 24, 2015, 09:15:07 PM
I know you have cybernetic brain but the use of an AI core is pretty high since the traders seem not to sell it anymore. I would love to be able to heal a brain injury...I had a guy who couldn't do anything and I had to eventually put him in cryo.

I agree, the need for an extremely rare AI Core is a real pain.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Abrexus on April 24, 2015, 09:16:03 PM
I know you have cybernetic brain but the use of an AI core is pretty high since the traders seem not to sell it anymore. I would love to be able to heal a brain injury...I had a guy who couldn't do anything and I had to eventually put him in cryo.

I'm going to redo the traders a bit tomorrow and will have a patch out then.  I'll add the AI Core to the Exotic trader and I am going to combine the Agriculture and Bulk Goods traders.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Xubrim on April 24, 2015, 10:03:36 PM
Daily update complete!  Thanks to everyone for pointing out the bugs.  The changes are as follows:

Changes:
* Added eyes, ears, and noses to the organ vat

Was just coming here to request that, hah. Thanks.

When you adjust the traders tomorrow, can you make them more willing to buy player items? I have a stockpile of a bunch of random, crafted stuff I want to offload, but all the traders seem to want are my resources. It can feel a little restricting. If it's for difficulty, maybe traders can just offer a bad price instead?

Oh, and a quick question. With your last version (alpha six, maybe?), training was a selectable, unique task. Any reason you abandoned this approach? Also, I noticed the Joy mechanics can give exp for specific skills. Have you considered hijacking this? For instance, colonists get bored and go to the rifle range to get some practice?

Since I haven't actually posted here yet, welcome back. Good to be playing Superior Crafting again.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Pheanox on April 24, 2015, 10:31:11 PM
I know this has been asked to death, and is even in the faq, but I am having a problem with changing the building type of the smelter furnace to something different.  I left and right click on the icon in the architecture menu but it simply says "You have no usable materials from which to build this."  I am unable to place a template of the furnace for pawns to start working on on the map.  To make sure everything wasn't broken, when I click on wall or door I get the dialogue for what material I want (even at start and I can only select wood). 

Doing a bit more poking around, I also can not change the material for beds, it simply sticks at one material and gives the same error message.  If I try to place the Research Bench which has materials I do not have, I can place the template with no issue.

I'm using Alpha 10f. Mods I'm using are Core (obviously) EdB Mod Order, EdB Interface, EdB Prepare Carefully, Misc. Vanilla Enhanced (by Haplo), and SCA10Core.  These are all mentioned as being compatible (other than mod order but I can't see how it wouldn't be). They are loaded in that order.  I have tried switching the order of Misc Vanilla Enhanced and SCA10Core to see if it made a difference, it did not.  I did try the one just updated a short while ago to see if that fixed the issue, it did not.

Since this isn't a common issue I have probably done something wrong.  Can someone tell me what it is I've done?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Muramas on April 24, 2015, 10:56:22 PM
Another suggestion for later.

I have been using "Refrigerated Food Storage" mod and it would be nice to have something like this integrated.
It seems that it doesn't actually freeze the food but sets the status to max expire date. Also the mod only does food and I would like to see this expanded to other things like medical herbs so I can put one in my medbay. Also

https://ludeon.com/forums/index.php?topic=12243.0
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: mathwizi2005 on April 24, 2015, 11:00:56 PM
I know this has been asked to death, and is even in the faq, but I am having a problem with changing the building type of the smelter furnace to something different.  I left and right click on the icon in the architecture menu but it simply says "You have no usable materials from which to build this."  I am unable to place a template of the furnace for pawns to start working on on the map.  To make sure everything wasn't broken, when I click on wall or door I get the dialogue for what material I want (even at start and I can only select wood). 

Doing a bit more poking around, I also can not change the material for beds, it simply sticks at one material and gives the same error message.  If I try to place the Research Bench which has materials I do not have, I can place the template with no issue.

I'm using Alpha 10f. Mods I'm using are Core (obviously) EdB Mod Order, EdB Interface, EdB Prepare Carefully, Misc. Vanilla Enhanced (by Haplo), and SCA10Core.  These are all mentioned as being compatible (other than mod order but I can't see how it wouldn't be). They are loaded in that order.  I have tried switching the order of Misc Vanilla Enhanced and SCA10Core to see if it made a difference, it did not.  I did try the one just updated a short while ago to see if that fixed the issue, it did not.

Since this isn't a common issue I have probably done something wrong.  Can someone tell me what it is I've done?

You need a portion of the material you're building in a stockpile (for selections to unlock, they need to be there)
You need enough resources in the stockpiles for any stage, ie Sandstone lighted walls need 6 sandstone, 1 metal bar, and 1 glass; if you got one sandstone and one metal, the template will be available, but subsequents have no requirements to place as long as the stockpile reads the material as available when placed.
Vanilla bug as of Alpha 6 I believe, run into it ALL the time. (Even though its actually a feature so you don't build objects you can't build at all, I find it as a bug since it denies you access to templates you can process the mats for but it has no scanning potential beyond 'Do you have this in stockpile? Yes or no' )

I know this has been asked to death, and is even in the faq, but I am having a problem with changing the building type of the smelter furnace to something different.  I left and right click on the icon in the architecture menu but it simply says "You have no usable materials from which to build this."  I am unable to place a template of the furnace for pawns to start working on on the map.  To make sure everything wasn't broken, when I click on wall or door I get the dialogue for what material I want (even at start and I can only select wood). 

Doing a bit more poking around, I also can not change the material for beds, it simply sticks at one material and gives the same error message.  If I try to place the Research Bench which has materials I do not have, I can place the template with no issue.

I'm using Alpha 10f. Mods I'm using are Core (obviously) EdB Mod Order, EdB Interface, EdB Prepare Carefully, Misc. Vanilla Enhanced (by Haplo), and SCA10Core.  These are all mentioned as being compatible (other than mod order but I can't see how it wouldn't be). They are loaded in that order.  I have tried switching the order of Misc Vanilla Enhanced and SCA10Core to see if it made a difference, it did not.  I did try the one just updated a short while ago to see if that fixed the issue, it did not.

Since this isn't a common issue I have probably done something wrong.  Can someone tell me what it is I've done?

SCA10Core needs to be loaded before ANY OTHER MODS. Abrexus really needs to stress this in the main post as I have been getting crashes myself is SC isn't loaded first
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Pheanox on April 24, 2015, 11:06:14 PM
I just did a quick test where I started a new game and dragged a stockpile over the logs you start with.  Set them to Not Forbidden.  I now have logs in my stockpile.  I am still unable to change the bed from Cobraskin to any other material, and get the same error message and am unable to place a bed template.  This is with only Superior Crafting loaded.

I also tried this with wooden planks and trying to make the smelter furnace.

I am unaware of this issue you are mentioning, and I can place templates for every vanilla item even if the required materials are not in any stockpile.  I can also place the template for the Research Bench (needing steel bars) which I can not even make without the smelter.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Ninefinger on April 24, 2015, 11:14:23 PM
I just did a quick test where I started a new game and dragged a stockpile over the logs you start with.  Set them to Not Forbidden.  I now have logs in my stockpile.  I am still unable to change the bed from Cobraskin to any other material.  This is with only Superior Crafting loaded.

Certain things can only be built with certain resources for eg, the hide bed is only able to be crafted using 30 wood logs and you also need 10 of any animal leather, cloth bed specifically needs wood planks and cloth, the comfy bed, and pod bed needs steel bars, and cloth, the hospital bed needs steel bars cloth and medicine. regular doors and walls can only be made of wood or planks and i think metal once researched so no more stone walls until you get conduit walls and no more stone beds or doors.

However i am making a ultimate overhaul modpack for alpha 10 soon as a couple mods get another update and my modpack removes the upgrade process of walls health and allows you to craft stone walls and doors again. among tons of other things ive changed balanced added and such. however the beds i leave the way they are.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Pheanox on April 24, 2015, 11:23:17 PM
Alright, think I figured out the problem then.  You have to have something of the material that is variable before you can change it to a different material.  I spawned a bunch of a hide and a bunch of blocks in a stockpile and was able to then change the material and place the template. 

Yup, I figured I was just doing something wrong.  Thank you both for clarifying and dealing with my blonde moment.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: mathwizi2005 on April 25, 2015, 12:21:23 AM
Yea, like i said. I find that 'Material in stockpile' requirement to be an annoying bug that I wish was fixed but it seems its a feature to stay.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: «Temple» on April 25, 2015, 02:16:11 AM
I just realized I could've copied and pasted the Nuclear Reactor Coding from this but 30 minutes ago I made a A10 version from A6 textures and some of its coding xD
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Ninefinger on April 25, 2015, 02:59:47 AM
I just realized I could've copied and pasted the Nuclear Reactor Coding from this but 30 minutes ago I made a A10 version from A6 textures and some of its coding xD

(http://cdn3.epictimes.com/wp-content/uploads/2014/11/facepalm-picard-gif-i4.jpg)
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Master Bucketsmith on April 25, 2015, 03:38:36 AM
That isn't true.
Some mod's should load after SCCore to avoid conflicts, but at the other side SCCore can be load at the last to avoid other conflicts too.

Well that's because of how the order works. One or the other overwrites any changes made to a shared vanilla file, with the latest to load making the latest changes, I think.
So technically, there never are conflicts in files, it's just the result of some mods suddenly missing some data in-game that creates issues.
That's how it works for most games with mod orders. It would be genius if a framework could be created where mods are evaluated and all of their changes take place, unless they are changing the exact same thing. (Think resources, for instance.)
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Valor on April 25, 2015, 04:59:47 AM
Heya, I have issue with sabre shield. The shield has 500 HP, but recieves 5* standart damage from all atacks. That is intended? I tested it on purpose and single shot from sniper rifle brought it from 500 to 301 (40 base damage, I assume shield regen was faster than me), and great bow got it to 412 (18 base damage).
Thanks!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: Abrexus on April 25, 2015, 08:06:40 AM
Taking into account whether or not you would get permission from lending existing work, would it be possible to add

- Turret bases where you have to jerry rig weapons onto it, instead of having prebuilt turrets;
No plans to do this at this time.  I'm weighing options for how/if I want to re-balance combat

- Advanced sunlamps and outdoor lamps (TL ones with square/rectangle 'sphere' of light, anyone?);
No plans to do this at this time.

- Hidden circuits (why circuits would be above ground and susceptible to rain, I don't know...);
I'm not sure how to do this effectively without having a second layer similar to the way prison architect is designed.

- Fuse boxes;
This will be coming in the first Xpac I hope to have out this weekend, along with the solar flare shield and quantum storage.

- Extended powerswitches;
I like these, but have to get permission from the mod developer first.

- Improved prison stuff;
This will be added as soon as the developer updates his mod to alpha 10.

- Conveyor belts;
I like these, but have to get permission from the mod developer first.

- Extended mining (y'know, mining iron/plasteel ore and having to process it first? Much like wood logs vs planks!).
I'm not sure what you're asking for here.  The mod already has you mine steel/plasteel and convert them from ore to bars.

- Repairing/mending of items/apparel/weapons (think someone already suggested this in this thread, but I'm not sure anymore.)
I want to add this as an Xpac, so it's on my list of things to do.

In fact, it would also be cool if we could upgrade work items to better qualities, but that might be a lot of coding work.
If I understand your request we have this in a sense by upgrading to the powered crafting tables which give greater output at a reduced crafting time.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: laston on April 25, 2015, 10:36:55 AM
I'm having a problem. 
Rimworld 785.
Mods: EdBInterface, EdBPrepareCarefully, and SCA10Core.
Unable to cook anything.  I was cooking jerky, researched enough to get a cooking stove and suddenly unable to cook anything.   I have meat and veggies.   They are unforbidden.  When I right click on the stove or grill nothing appears.

This link goes to the rzr containing the save and the world.
https://drive.google.com/file/d/0BxasLXuyL9A3VllRUl9yYkJBVUU/view?usp=sharing
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Savagedingo on April 25, 2015, 10:58:27 AM
I'm having a problem. 
Rimworld 785.
Mods: EdBInterface, EdBPrepareCarefully, and SCA10Core.
Unable to cook anything.  I was cooking jerky, researched enough to get a cooking stove and suddenly unable to cook anything.   I have meat and veggies.   They are unforbidden.  When I right click on the stove or grill nothing appears.

This link goes to the rzr containing the save and the world.
https://drive.google.com/file/d/0BxasLXuyL9A3VllRUl9yYkJBVUU/view?usp=sharing

Not sure what the problem is, is this an old save?  I'm using all of those mods, all updated.  Is there a chance you're using an older version of any of the mods?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: laston on April 25, 2015, 10:59:28 AM
Downloaded all of them yesterday.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: Ninefinger on April 25, 2015, 12:21:34 PM
Taking into account whether or not you would get permission from lending existing work, would it be possible to add

- Turret bases where you have to jerry rig weapons onto it, instead of having prebuilt turrets;
No plans to do this at this time.  I'm weighing options for how/if I want to re-balance combat

- Advanced sunlamps and outdoor lamps (TL ones with square/rectangle 'sphere' of light, anyone?);
No plans to do this at this time.

- Hidden circuits (why circuits would be above ground and susceptible to rain, I don't know...);
I'm not sure how to do this effectively without having a second layer similar to the way prison architect is designed.

- Fuse boxes;
This will be coming in the first Xpac I hope to have out this weekend, along with the solar flare shield and quantum storage.

- Extended powerswitches;
I like these, but have to get permission from the mod developer first.

- Improved prison stuff;
This will be added as soon as the developer updates his mod to alpha 10.

- Conveyor belts;
I like these, but have to get permission from the mod developer first.

- Extended mining (y'know, mining iron/plasteel ore and having to process it first? Much like wood logs vs planks!).
I'm not sure what you're asking for here.  The mod already has you mine steel/plasteel and convert them from ore to bars.

- Repairing/mending of items/apparel/weapons (think someone already suggested this in this thread, but I'm not sure anymore.)
I want to add this as an Xpac, so it's on my list of things to do.

In fact, it would also be cool if we could upgrade work items to better qualities, but that might be a lot of coding work.
If I understand your request we have this in a sense by upgrading to the powered crafting tables which give greater output at a reduced crafting time.

what do you mean by xpack? cause im hoping you dont go adding all these things to the mod, outdoor lamps cant just be added into this mod, i added an outdoor light and wall light into my overhaul modpack and the glow radius had to be significantly reduced or the lighting effect itself looked square and was buggy when placing conduit the light would spread with the conduit, conveyor belts... pls no, repairing mending items is way to overpowered simply being able to deconstruct them back into a portion of there raw materials is way better, quantum storage... pls no, half the battle in this game is inventory management a better solution is being able to convert destroy extra crappy things back into raw components to be able to be re-crafted or simply be selling shit for next to nothing to simply get rid of it, fuse boxes is a good idea to add since i myself already added them into my modpack. prison improvements is useless until tynan adds back in the cabin fever debuff, less is more. I hope by xpack you mean a separate download or something.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: Abrexus on April 25, 2015, 12:36:40 PM
what do you mean by xpack? cause im hoping you dont go adding all these things to the mod, outdoor lamps cant just be added into this mod, i added an outdoor light and wall light into my overhaul modpack and the glow radius had to be significantly reduced or the lighting effect itself looked square and was buggy when placing conduit the light would spread with the conduit, conveyor belts... pls no, repairing mending items is way to overpowered simply being able to deconstruct them back into a portion of there raw materials is way better, quantum storage... pls no, half the battle in this game is inventory management a better solution is being able to convert destroy extra crappy things back into raw components to be able to be re-crafted or simply be selling shit for next to nothing to simply get rid of it, fuse boxes is a good idea to add since i myself already added them into my modpack. prison improvements is useless until tynan adds back in the cabin fever debuff, less is more. I hope by xpack you mean a separate download or something.

Woah, hold on there hoss...

I applaud that you are putting together your own modpack, and I wish you the best of success.  That's the beauty of what you're doing....you can add/remove the things you like/don't like about my mod and make it your own.  I will ask however that you refrain from making snap judgements and decisions for me.  If you followed the previous version of my mod at all, you would know the Xpac is an optional download that adds features I feel may be a good fit, but not  essential to the core mod itself, and it's just that....optional.

As always, I encourage feedback and suggestions, but in the end I reserve the right to make it as I see fit.  Feel free like I said before to take the mod and rework it in any way you desire....you're welcome to use my code, textures, whatever you need.

Peace.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: Ninefinger on April 25, 2015, 12:50:04 PM
what do you mean by xpack? cause im hoping you dont go adding all these things to the mod, outdoor lamps cant just be added into this mod, i added an outdoor light and wall light into my overhaul modpack and the glow radius had to be significantly reduced or the lighting effect itself looked square and was buggy when placing conduit the light would spread with the conduit, conveyor belts... pls no, repairing mending items is way to overpowered simply being able to deconstruct them back into a portion of there raw materials is way better, quantum storage... pls no, half the battle in this game is inventory management a better solution is being able to convert destroy extra crappy things back into raw components to be able to be re-crafted or simply be selling shit for next to nothing to simply get rid of it, fuse boxes is a good idea to add since i myself already added them into my modpack. prison improvements is useless until tynan adds back in the cabin fever debuff, less is more. I hope by xpack you mean a separate download or something.

Woah, hold on there hoss...

I applaud that you are putting together your own modpack, and I wish you the best of success.  That's the beauty of what you're doing....you can add/remove the things you like/don't like about my mod and make it your own.  I will ask however that you refrain from making snap judgements and decisions for me.  If you followed the previous version of my mod at all, you would know the Xpac is an optional download that adds features I feel may be a good fit, but not  essential to the core mod itself, and it's just that....optional.

As always, I encourage feedback and suggestions, but in the end I reserve the right to make it as I see fit.  Feel free like I said before to take the mod and rework it in any way you desire....you're welcome to use my code, textures, whatever you need.

Peace.
ok good thats all i was worried about if its separate you can add as much as you want. wheew :D
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: d3mons on April 25, 2015, 12:56:34 PM
donwload links seems to be not working,
goed to the dowload site, and gives an error afterwards
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Ninefinger on April 25, 2015, 12:59:35 PM
donwload links seems to be not working,
goed to the dowload site, and gives an error afterwards

sendspace might be down for a min just give it a minute or he could be uploading a new patch.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Adamiks on April 25, 2015, 01:10:30 PM
I found a graphic bug in beds (pink lines).
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Valor on April 25, 2015, 02:51:56 PM
Heya, I have issue with sabre shield. The shield has 500 HP, but recieves 5* standart damage from all atacks. That is intended? I tested it on purpose and single shot from sniper rifle brought it from 500 to 301 (40 base damage, I assume shield regen was faster than me), and great bow got it to 412 (18 base damage).
Thanks!

Gentle bump please
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Rauminen on April 25, 2015, 03:36:11 PM
Hm, since we're talking building shields, stupid question.... Do they allow for people / turrets to shoot out from under them?
I've only built a couple and they seemed to go down real quick as my guys were shooting out (no damage taken from outside, melee pirate raid). Is there a trick? :)
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Abrexus on April 25, 2015, 03:43:06 PM
Hm, since we're talking building shields, stupid question.... Do they allow for people / turrets to shoot out from under them?
I've only built a couple and they seemed to go down real quick as my guys were shooting out (no damage taken from outside, melee pirate raid). Is there a trick? :)

(http://i.imgur.com/zAiXh.gif)

Actually I am going to take a look at the shields this afternoon.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Rauminen on April 25, 2015, 07:44:54 PM
Lol, OK I get it now! The shields look really nice and use up your power, just don't build them where there is.... you know.... shooting! :)

Ah man, I love this mod. Spent a lot of hours playing the A9 version and tried to think up all the bugs I've seen / wishlist to give you something back. Unfinished bionics, gunshot wounds not biomatter-able, organ vat ear / nose - then I read back the thread, and it's all fixed and done. Time for a new colony! :)

Thanks and keep up the great work!

Ohm, ps, don't change the AI core req for the brain implant please - that's why you treasure them early and hoard them late game. (You were a good little colonist, you can have this AI core in your head! ... but but there's nothing wrong with my brain.... Of course not, you go to sleep now....)
Title: Re: [MOD] (Alpha 9) Superior Crafting: ExpansionMania! *Updated 4/6*
Post by: eberkain on April 25, 2015, 07:46:03 PM
Will there be anything we can do for Frail?

Wife wants this same thing.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: mathwizi2005 on April 25, 2015, 07:57:42 PM
I'm curious myself. We've gone thru some ideas but haven't settled on how to fix it just yet.
Regardless, the end result will be cool.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Turtuhl on April 25, 2015, 08:38:09 PM
I am having a bug where colonists can't resume work on the Bionic Crafting Table if they are interrupted. It is giving a error in the debug log:

Val threw exception in WorkGiver FinishUnfinishedApparel: System.NullReferenceException: Object reference not set to an instance of an object at Verse.RecipeDef+<>c__IteratorDC.MoveNext () [0x00000] in <filename unknown>:0

Other all the other tables seem to work fine for resuming work.

This is one of my favorite MODS so thank you for all the work you have done on this!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: mathwizi2005 on April 25, 2015, 10:14:59 PM
Idea...
Currently when you melt a dead body at the Organ Vat, you only get clothes back.....
What if you can recover any Bionics as well (possibly even damaged ones to be repaired)?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Ninefinger on April 25, 2015, 11:22:04 PM
I am having a bug where colonists can't resume work on the Bionic Crafting Table if they are interrupted. It is giving a error in the debug log:

Val threw exception in WorkGiver FinishUnfinishedApparel: System.NullReferenceException: Object reference not set to an instance of an object at Verse.RecipeDef+<>c__IteratorDC.MoveNext () [0x00000] in <filename unknown>:0

Other all the other tables seem to work fine for resuming work.

This is one of my favorite MODS so thank you for all the work you have done on this!

i just ran a test with the bionics tabel crafting a bionic arm, half way through the crafting process i drafted my colonist and sent him away then undrafted him and he resumed crafting the bionic arm just fine...
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Ihatetheinternet on April 25, 2015, 11:50:38 PM
Can you upload to drop box or some thing because send space keeps trying re direct me to a sight marked unsafe by my anti virus
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Ninefinger on April 26, 2015, 12:05:25 AM
Can you upload to drop box or some thing because send space keeps trying re direct me to a sight marked unsafe by my anti virus

there should be no problem with the download link and it should not be sending you anywhere that is incredibly strange, try this direct link: https://fs08n5.sendspace.com/dl/679cd124547bd55abfac687cefc88ada/553c63c4278a8d7a/xvdwb4/SCA10Core0424.zip
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: souless on April 26, 2015, 12:51:23 AM
Could you make it so we can place Smooth Stone floors over concrete? I have this small bit where I had a wood floor for my bedroom, but I turned that bedroom into hallway (for more bedrooms), now it looks odd.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Ninefinger on April 26, 2015, 01:04:26 AM
Could you make it so we can place Smooth Stone floors over concrete? I have this small bit where I had a wood floor for my bedroom, but I turned that bedroom into hallway (for more bedrooms), now it looks odd.

smooth stone is technically not a floor type its just smoothing the floor if its already bare stone, and since the floors aren't "Stuff" you cant deconstruct them, the best you can do is to make the hallway some sort of stone tile. eg, granite tile.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: souless on April 26, 2015, 01:10:32 AM
smooth stone is technically not a floor type its just smoothing the floor if its already bare stone, and since the floors aren't "Stuff" you cant deconstruct them, the best you can do is to make the hallway some sort of stone tile. eg, granite tile.

My bad, I think the Smooth Stone floor I'm talking about comes from Fast Floors mod, which your mod is over-writing.. I think I'll have to make Fast Floors load after Superior Crafting.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Ninefinger on April 26, 2015, 02:12:05 AM
smooth stone is technically not a floor type its just smoothing the floor if its already bare stone, and since the floors aren't "Stuff" you cant deconstruct them, the best you can do is to make the hallway some sort of stone tile. eg, granite tile.

My bad, I think the Smooth Stone floor I'm talking about comes from Fast Floors mod, which your mod is over-writing.. I think I'll have to make Fast Floors load after Superior Crafting.
lol not my mod its Abrexus's mod! :D however if you use the floors get "stuffed " mod download here: https://ludeon.com/forums/index.php?action=dlattach;topic=9334.0;attach=6000 you could maybe deconstruct the wood floor and bring back the natural stone floor then smooth it if it isnt already. this mod is for alpha 9 but should also still work with alpha 10 without any issue. only thing is i don't know for sure if it will work on an already existing save game but should work with a new one.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Muramas on April 26, 2015, 12:21:57 PM
Abrexus,
since you update the mod very often it is hard to track if i got the right/latest version.
Can you add some version number to it ?
The best it would be when you rename the mod folder.

He could just change the About.xml to have the version # on it.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Abrexus on April 26, 2015, 01:10:59 PM
Abrexus,
since you update the mod very often it is hard to track if i got the right/latest version.
Can you add some version number to it ?
The best it would be when you rename the mod folder.

There is a version number.  If you look at the file name it's always the date at the end of the name.  0424 was the latest release.  As for the frequent updates, you're probably right.  I think maybe I should take a step back and start updating weekly or monthly instead.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: mathwizi2005 on April 26, 2015, 01:42:32 PM
More like stick to an update a day AT MOST. You do tend to release quite often.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/23*
Post by: Master Bucketsmith on April 26, 2015, 02:23:23 PM
- Hidden circuits (why circuits would be above ground and susceptible to rain, I don't know...);
I'm not sure how to do this effectively without having a second layer similar to the way prison architect is designed.
Pretty sure the dude that made a mod with this purpose just changed conduits to not have a beauty debuff and not cause electrical shocks when it rains or something to that effect.

- Extended powerswitches;
I like these, but have to get permission from the mod developer first.
- Conveyor belts;
I like these, but have to get permission from the mod developer first.
Is that a "I'll ask him and see what I can make of it" or a "I'm not going to do it because I need to refer my energy elsewhere"?

- Extended mining (y'know, mining iron/plasteel ore and having to process it first? Much like wood logs vs planks!).
I'm not sure what you're asking for here.  The mod already has you mine steel/plasteel and convert them from ore to bars.
Yeah, my bad. It functions in a similar way in tha you don't instantly have the resources, so it's good. :)

Is that a "I'll ask him and see what I can make of it" or a "I'm not going to do it because I need to refer my energy elsewhere"?In fact, it would also be cool if we could upgrade work items to better qualities, but that might be a lot of coding work.
If I understand your request we have this in a sense by upgrading to the powered crafting tables which give greater output at a reduced crafting time.[/quote]
No, I meant items. Like the mending mod. I'd love to have a balanced solution, being able to repair anything you have crafted or looted from a raid, but it would cost some resources that you could have spend on something else.

Thanks for the other answers, I didn't really have any replies to those so I didn't bother. :)
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Abrexus on April 26, 2015, 02:49:26 PM
More like stick to an update a day AT MOST. You do tend to release quite often.

Your post made me realize that pulling back to weekly/monthly updates is exactly the right decision.  I plan to put one out today that addresses a few minor bugs, then after that expect them MUCH less frequent, or someone can take over development if they prefer.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Kasdar on April 26, 2015, 03:03:20 PM
More like stick to an update a day AT MOST. You do tend to release quite often.

Or you could just visit the topic once a day.

Your post made me realize that pulling back to weekly/monthly updates is exactly the right decision.  I plan to put one out today that addresses a few minor bugs, then after that expect them MUCH less frequent, or someone can take over development if they prefer.

Dang trolls need to keep their thoughts to themselves, or this can happen
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Muramas on April 26, 2015, 03:50:26 PM
More like stick to an update a day AT MOST. You do tend to release quite often.

Your post made me realize that pulling back to weekly/monthly updates is exactly the right decision.  I plan to put one out today that addresses a few minor bugs, then after that expect them MUCH less frequent, or someone can take over development if they prefer.

Personally I see nothing wrong with it as long as changelog is present and you are not burning yourself out. People always have the option not to update and I rather get the last version right away then wait for a long time for no reason.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Slywyn on April 26, 2015, 04:11:48 PM
As long as you're not feeling rushed or burnt out you can update as often as you want. It's your mod, not our mod, and it's your decision on what you think is best for it.

All we can do is offer feedback.

Personally I don't mind frequent updates because I know that means things are being fixed.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Abrexus on April 26, 2015, 04:20:18 PM
As long as you're not feeling rushed or burnt out you can update as often as you want. It's your mod, not our mod, and it's your decision on what you think is best for it.

I appreciate this kind reply.  I actually like to think of it as our mod, mainly because without everyone's moral support, I wouldn't have the tenacity to keep up.  I enjoy making mods, and while I would love to be able to do everything that is asked, it isn't always possible.  I will say though that I understand the complaint about the frequent updates, and part of that is due to my releasing the update without having time to fully playtest it myself.  This results in frequent updates as people point out bugs, and I release updates to address them.

That said, in the future I plan to hold back a week or two before releasing new updates so that I do have time to test everything first.  I am one person and sadly don't have a dedicated team working on this.  Hopefully this plan of action will be more to everyones liking.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Rauminen on April 26, 2015, 04:47:39 PM
Hmm, I think that's exactly the thing about the community you've built up here. We love this mod, and you're not alone.
I'm sure there are people here who like the hot and new features, even if there are a few bugs crawl around in there. While others would prefer it stable so they don't mind to wait a little. So how about marking a certain version stable - after it's been out for a while and people had time to play around with it, give you feedback; but at the same time, have a WIP version for the inpatient daredevils who can help you with the testing? I know when you have a good idea you want to implement it right away, see how it works in action - this would allow for that.

Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/24*
Post by: Abrexus on April 26, 2015, 04:50:07 PM
Hmm, I think that's exactly the thing about the community you've built up here. We love this mod, and you're not alone.
I'm sure there are people here who like the hot and new features, even if there are a few bugs crawl around in there. While others would prefer it stable so they don't mind to wait a little. So how about marking a certain version stable - after it's been out for a while and people had time to play around with it, give you feedback; but at the same time, have a WIP version for the inpatient daredevils who can help you with the testing? I know when you have a good idea you want to implement it right away, see how it works in action - this would allow for that.

I think that's an exceptional idea!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/26*
Post by: Abrexus on April 26, 2015, 05:04:55 PM
Update v0426 now available
* Combined Agriculture and Bulk Goods traders
* Reduced the grow time of devilstrand
* Changed the Security IV shields to Jaxxa Shields (Huge thank you for his continued support) - Sabre and CRAM shields are now available
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/26*
Post by: RickyMartini on April 26, 2015, 05:30:41 PM
Update v0426 now available
* Combined Agriculture and Bulk Goods traders
* Reduced the grow time of devilstrand
* Changed the Security IV shields to Jaxxa Shields (Huge thank you for his continued support) - Sabre and CRAM shields are now available

When we switch to your update, can we still play current playthroughs?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/26*
Post by: Valor on April 26, 2015, 05:49:28 PM
Update v0426 now available
* Combined Agriculture and Bulk Goods traders
* Reduced the grow time of devilstrand
* Changed the Security IV shields to Jaxxa Shields (Huge thank you for his continued support) - Sabre and CRAM shields are now available

When we switch to your update, can we still play current playthroughs?

Will our current Sabre shield works?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/26*
Post by: Abrexus on April 26, 2015, 05:50:33 PM
to your update, can we still play current playthroughs?

This *may* be a save breaking update if you are using version 0424 or earlier AND have built the "Sabre Force Shield" - before updating, load your colony and deconstruct this and you can then load the update safely without breaking the save.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/26*
Post by: Abrexus on April 26, 2015, 05:52:19 PM
Will our current Sabre shield works?

Yes, the def name is the same, so it shouldn't be affected.  If you are using the ED mod and it loads after SC, then it will overwrite the shields in SC.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/26*
Post by: Abrexus on April 27, 2015, 09:04:52 AM
Good day fellow crafters!  I would like to get some feedback from you all as to what mods you would enjoy seeing added as an expansion.  It appears More Mechanoids may be a while till it gets an update.

I got the go-ahead from Ratsys to integrate his RT mods pack, and I could integrate additional features from the Enhanced Defense pack aside from the shields.  Any suggestions you have would be welcome.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/26*
Post by: Valor on April 27, 2015, 10:08:38 AM
I would love expanded research trees. Rank V for each, could unlock better bionics, bionic organs, high tech weapons, Shielded walls (wall that has a shield in it, just for the square), temperature barrier (Ie barierer that holds only temperature), improved hydroponics, solar flare protection, Combat drones (Ie Mobile turets with patrol path, that cannot be drafted) and possibly some sort of hauling improvement.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/26*
Post by: neadlak on April 27, 2015, 11:23:43 AM
Are we expecting to see redistheat ducting reintroduced? Currently I am doing edits to that mod to change the crafting materials from steel to steel bars. I understand that until a few days ago, it wasn't a stable release, so I haven't expected to see it -quickly-. The same for more mechanoids - I loooooved having a crawler cleaner named 'Roomba'...

I'll second including RT mods! Quantum stockpiles are really nice once you've progressed to the point you can afford them, but the fuseboxes and solar flare shielding are KING. Being able to build something to cope with those irritating events... yissssss.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/26*
Post by: Abrexus on April 27, 2015, 11:58:32 AM
I'll second including RT mods! Quantum stockpiles are really nice once you've progressed to the point you can afford them, but the fuseboxes and solar flare shielding are KING. Being able to build something to cope with those irritating events... yissssss.

RT mods is released today as the first Xpac!  If you were previously using the RT Mods pack, you should be able to replace it with this integrated pack and not break your save.

I do plan on adding in Mechanoids when it is updated.  I really miss that so much!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: mathwizi2005 on April 27, 2015, 01:18:37 PM
Sweetness, integrateds are the best for SC
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: HoracioCavalo on April 27, 2015, 01:22:57 PM
Abrexus, thanks in advance for your great mod, its very impressive the changes on the game.
I'm new to RW, and i really want to try your mod, i just have one question...

Do I need to load the mods in this order:

Core v0427 (latest)
Xpac1 v0427
EdB Interface UI Mod
EdB Prepare Carefully
Pawn State Icons (v03d)
Miscellaneous V1.10.2b - Vanilla Enhanced

... or the order doesn't matter? (except for core + xpac obvious)

Sorry if my quest was to 'newbie', and my bad english xD
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Abrexus on April 27, 2015, 01:28:09 PM
Abrexus, thanks in advance for your great mod, its very impressive the changes on the game.
I'm new to RW, and i really want to try your mod, i just have one question...

Do I need to load the mods in this order:

Core v0427 (latest)
Xpac1 v0427
EdB Interface UI Mod
EdB Prepare Carefully
Pawn State Icons (v03d)
Miscellaneous V1.10.2b - Vanilla Enhanced

... or the order doesn't matter? (except for core + xpac obvious)

Sorry if my quest was to 'newbie', and my bad english xD

With that selection of mods it shouldn't matter.  You are correct however that the Core has to load before the Xpac.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: kakafika on April 27, 2015, 02:10:20 PM
I already mentioned Zombies and More Mechanoids (neither have been updated to A10 yet), and I will add that the traders from Misc Vanilla Enhanced are great (thanks for the tip and dl link!).

Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Skyswimsky on April 27, 2015, 02:31:20 PM
Using the Xpac and just Core I get this after loading:
(http://puu.sh/hsWp3/684d8656e0.png)
And so on...

Also I know this is the wrong section to ask but I do it anyways, since I 'usually' heavily mod my Rimworld and get a few yellow errors, are those ignorable or does it mean something could not work?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Muramas on April 27, 2015, 03:36:11 PM
List of my suggestions

-Refrigerated storage
-Cybernetic Torsos (to fix frail torso)
-Rain proof electronics research
-Powered Sand making
-Moneysink for silver
~I suggest expensive joy/beauty items that have a very high rating that can only be purchased by merchants

I suggest reducing the amount of mulch it takes to make rich soil, it is quite a lot...

Playing your mod I felt the most connected to Rimworld because I felt more connected to my pawns that I went from having nothing to building up multiple resources to cybernetic gods. This mod is should be how Rimworld develop.

On a longer timeline I would love to see...
-Research being tiered where there is one research that acts as a gateway so you need all level 1 + level 1 gateway before level 2 is available. This could force a better linear progression and feel like similar to something like eon mod ( https://ludeon.com/forums/index.php?topic=9540.0 ).
-Removing plasteel from the world map and making it so you can only craft it/buy it.
-More endgame content.


Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Telarin on April 27, 2015, 05:33:49 PM
List of my suggestions

-Refrigerated storage
-Cybernetic Torsos (to fix frail torso)
-Rain proof electronics research
-Powered Sand making
-Moneysink for silver
-Removing plasteel from the world map and making it so you can only craft it/buy it.
-More endgame content.

Only thing I would add to that list would be item repair.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: LittleGreenStone on April 27, 2015, 05:50:01 PM
Question.
Will this mod allow me to craft firearms as well?
Suggestion.
In case the answer for the above question is "no", then make it happen!
In case the answer for the above question is "Yes", then...
...answer me with a witty comment instead! ^^
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: neadlak on April 27, 2015, 06:09:53 PM
Yeah! The smithing bench, crafting III I think, can let you do firearms. Preeeeetty sure it said that in an older tech tree image. You can make just about everything, provided raw materials, research, and colonists to do the work.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Telarin on April 27, 2015, 07:13:12 PM
One thing you could add for end-game processing would be automatic processing equipment. Basically you have a 2x2 smelter or other machine with a hopper. You feed raw materials into the hopper, and the output goods automatically pile up in front of the machine. Could have one for smelting, one for rock crushing (sand), stone cutting, wood shredding (mulch), and an automated lumber mill (wood planks).
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: LittleGreenStone on April 27, 2015, 08:38:31 PM
One thing you could add for end-game processing would be automatic processing equipment. Basically you have a 2x2 smelter or other machine with a hopper. You feed raw materials into the hopper, and the output goods automatically pile up in front of the machine. Could have one for smelting, one for rock crushing (sand), stone cutting, wood shredding (mulch), and an automated lumber mill (wood planks).

Love that idea, however there'd be no reason to build metallic buddies to do the hard labor. You aren't discriminating against robots, are you? ^^

Yeah! The smithing bench, crafting III I think, can let you do firearms. Preeeeetty sure it said that in an older tech tree image. You can make just about everything, provided raw materials, research, and colonists to do the work.

I see, I have not seen said older image, still, it's good to know! Thank you.


Also, an actual suggestion: Wood. It's necessary to build a lot of things, no way around, however there are maps lacking trees real bad, which means little to no progress (going through it right now, not nice, I must say).
Allowing us to plant them, for example, would be great indeed!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Muramas on April 27, 2015, 08:55:32 PM
Also, an actual suggestion: Wood. It's necessary to build a lot of things, no way around, however there are maps lacking trees real bad, which means little to no progress (going through it right now, not nice, I must say).
Allowing us to plant them, for example, would be great indeed!

Vanilla can already plant trees with growing spots, if you can't then you have an old version of a10 and just need to go back to your sendowl's email and redownload a10. The windows version in version.txt in the rimworld folder should say "0.10.785 rev1116".
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: LittleGreenStone on April 27, 2015, 09:59:09 PM
Vanilla can already plant trees with growing spots, if you can't then you have an old version of a10 and just need to go back to your sendowl's email and redownload a10. The windows version in version.txt in the rimworld folder should say "0.10.785 rev1116".

Yeeeeah... Thanks, I've missed it.
Now...let us pretend we never had this little conversation.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Crimsonknight3 on April 27, 2015, 10:08:13 PM
If anyone is interested (I still need some finishing touches) I have made all of the (currently downloadable) Enhanced defence mods (apart from vents) compatible with Superior Crafting, and tried to balance them in the tech tree based on how hard/easy each tech would make the game. For example, the stargates, I have made it so that with every new colony 1 stargate will spawn somewhere on the map and it is your duty to protect it, until you can power it up, and use it. IF it gets destroyed (I am considering lowering its hitpoints by a lot) then you will have to research Crafting, power and constructing IV THEN research the stargate tech in order to build subsequent stargates. I think I'm going to try and go more balancing with the other sections but for the most part, tech tree is out of the way (I added TemperatureI and II but for some reason temperature I is spamming errors at the moment so ill figure it out tomorrow night :) )
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Abrexus on April 27, 2015, 10:26:22 PM
If anyone is interested (I still need some finishing touches) I have made all of the (currently downloadable) Enhanced defence mods (apart from vents) compatible with Superior Crafting, and tried to balance them in the tech tree based on how hard/easy each tech would make the game. For example, the stargates, I have made it so that with every new colony 1 stargate will spawn somewhere on the map and it is your duty to protect it, until you can power it up, and use it. IF it gets destroyed (I am considering lowering its hitpoints by a lot) then you will have to research Crafting, power and constructing IV THEN research the stargate tech in order to build subsequent stargates. I think I'm going to try and go more balancing with the other sections but for the most part, tech tree is out of the way (I added TemperatureI and II but for some reason temperature I is spamming errors at the moment so ill figure it out tomorrow night :) )

I'd be interested in collaborating with you on that and we can get it posted as an Xpac
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Kolljak on April 27, 2015, 10:42:21 PM
Eons mod isnt going to be out until Beta or Release do to the core files changings so much so fast that we cant even get started. we are only collecting art and ideas atm.

however our mod is more on REALISM

if you crashed on a planet with say... a tailor and enginer you know not a hightech lifestyle you would have to start from scratch. we plan on making it last 8 + ingame years till you cap your tech and can leave the planet.

1 thing tho is i think the torches in game should self damage themselves instead of have a day timer till deletion because if maintained a torch can last for a long time. i would love to see Repairing at mainting that torch.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Kolljak on April 27, 2015, 10:46:24 PM
If anyone is interested (I still need some finishing touches) I have made all of the (currently downloadable) Enhanced defence mods (apart from vents) compatible with Superior Crafting, and tried to balance them in the tech tree based on how hard/easy each tech would make the game. For example, the stargates, I have made it so that with every new colony 1 stargate will spawn somewhere on the map and it is your duty to protect it, until you can power it up, and use it. IF it gets destroyed (I am considering lowering its hitpoints by a lot) then you will have to research Crafting, power and constructing IV THEN research the stargate tech in order to build subsequent stargates. I think I'm going to try and go more balancing with the other sections but for the most part, tech tree is out of the way (I added TemperatureI and II but for some reason temperature I is spamming errors at the moment so ill figure it out tomorrow night :) )

I can do minor fix's and minor compatability setups if you would like it sounds easy.

1 question when powered does the stargate sometimes spew out enemies?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: theubie on April 28, 2015, 06:40:21 AM
Nice.  Time to try out the Xpac.  (Not to be confused with X-Pac from D-X.)
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: libra00 on April 28, 2015, 11:37:33 AM
Ok, first let me say there's a lot to like about this mod - I really dig the tech tree, I like the fences, I even like the harder crafting of basic stuff (the first bed available requires a random hide - mine was rhino hide, and I've never once seen a rhino in all my time playing the game. :P ) and adding glass was a good idea.  Requiring plasteel, which is hard or impossible to get without end-game trading, for geothermal is not my idea of a good time.  If you want to add your own power source (fusion or whatever) that requires plasteel, great, but geo is available inside of 30 minutes with a good scientist, plasteel is not.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Skyswimsky on April 28, 2015, 12:00:38 PM
I still have no clue of why I got those error messages.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Abrexus on April 28, 2015, 12:13:12 PM
Can you take a look at the Hospital bed's ?
They need more comfort, even a simple hide bed got more comfort then a hospital bed.
While serveral pawn's on the hospital bed got bad mood i notice this, while the 2 other on hide bed's still are happy.

The vanilla hospital beds also give no comfort.  I may add a small amount of comfort to the ones in the mod, but it is changing from the default values in the game.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Abrexus on April 28, 2015, 12:15:35 PM
Ok, first let me say there's a lot to like about this mod - I really dig the tech tree, I like the fences, I even like the harder crafting of basic stuff (the first bed available requires a random hide - mine was rhino hide, and I've never once seen a rhino in all my time playing the game. :P ) and adding glass was a good idea.  Requiring plasteel, which is hard or impossible to get without end-game trading, for geothermal is not my idea of a good time.  If you want to add your own power source (fusion or whatever) that requires plasteel, great, but geo is available inside of 30 minutes with a good scientist, plasteel is not.

- FAQ -
Question:  I want to build a furnace, but it wants to make it out of slate blocks and I don't have any and can't make any.
Answer:  If you click on the icon in the build menu, you can select what types of blocks you can build it from.  Sometimes the default selection isn't a type of block you may already have.

The same goes for beds, or anything made out of stuff.  You can make the hide beds out of any hide, but you must have at least 1 in a stockpile before you can make the selection.  This is a vanilla game mechanic.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Abrexus on April 28, 2015, 12:17:30 PM
I still have no clue of why I got those error messages.

You were only loading the expansion pack and not the core mod.  The expansion requires the core mod also be loaded.  You can use the core mod by itself, but not the expansion.  I am referring to the SCA10Core mod to be clear.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Canute on April 28, 2015, 12:49:07 PM
Can you take a look at the Hospital bed's ?
They need more comfort, even a simple hide bed got more comfort then a hospital bed.
While serveral pawn's on the hospital bed got bad mood i notice this, while the 2 other on hide bed's still are happy.

The vanilla hospital beds also give no comfort.  I may add a small amount of comfort to the ones in the mod, but it is changing from the default values in the game.
No need then, just didn't notice that the vanilla hospital bed are so uncomfortable too.
Then people with infection should sleep at their own beds next time.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Diruk on April 28, 2015, 03:47:13 PM
Possible need Fix-ish: Xerigium becomes available at Argi I instead of the Medicine tech.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Savagedingo on April 28, 2015, 05:15:25 PM
Can you take a look at the Hospital bed's ?
They need more comfort, even a simple hide bed got more comfort then a hospital bed.
While serveral pawn's on the hospital bed got bad mood i notice this, while the 2 other on hide bed's still are happy.

The vanilla hospital beds also give no comfort.  I may add a small amount of comfort to the ones in the mod, but it is changing from the default values in the game.
No need then, just didn't notice that the vanilla hospital bed are so uncomfortable too.
Then people with infection should sleep at their own beds next time.

Isn't the whole point of the Hospital Bed to get cured faster? 
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Skyswimsky on April 28, 2015, 05:27:02 PM
I still have no clue of why I got those error messages.

You were only loading the expansion pack and not the core mod.  The expansion requires the core mod also be loaded.  You can use the core mod by itself, but not the expansion.  I am referring to the SCA10Core mod to be clear.

Ooohhh, right, that makes a lot of sense, sorry for being dumb. I thought I could choose either of them, with one of them having more stuff in it. Should have realized it myself, thanks for your time c:!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: theubie on April 28, 2015, 06:43:19 PM
Possible need Fix-ish: Xerigium becomes available at Argi I instead of the Medicine tech.

Not able to replicate that directly, however I do know that if you play a game that unlocks certain agricultural options, then quit that colony and start a new one without quitting the whole game, it will leave whatever was unlocked for the new colony.  Perhaps something like that happened to you?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: f0xh0und696 on April 28, 2015, 08:06:15 PM
is this compatibe with crash landing, if not is there a way to make it so, it would make for a perfect match with this mod.
PLZ
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: theubie on April 28, 2015, 09:49:55 PM
Ok, first let me say there's a lot to like about this mod - I really dig the tech tree, I like the fences, I even like the harder crafting of basic stuff (the first bed available requires a random hide - mine was rhino hide, and I've never once seen a rhino in all my time playing the game. :P ) and adding glass was a good idea.  Requiring plasteel, which is hard or impossible to get without end-game trading, for geothermal is not my idea of a good time.  If you want to add your own power source (fusion or whatever) that requires plasteel, great, but geo is available inside of 30 minutes with a good scientist, plasteel is not.

You can make Plasteel with Devilstrand and Steel, so that's also not as much of an issue.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Lionclaw on April 29, 2015, 12:07:31 AM
Just getting back into Rimworld after a long time away. Posting here so I don't forget about this mod at a later date, when I'm familiarized with the game once more.

Really interested.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Abrexus on April 29, 2015, 03:34:26 AM
is this compatibe with crash landing, if not is there a way to make it so, it would make for a perfect match with this mod.
PLZ

I reached out to the mod developer about making this available as an Xpac.  I think this would make a great addition to SC!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Muramas on April 29, 2015, 05:34:46 AM
is this compatibe with crash landing, if not is there a way to make it so, it would make for a perfect match with this mod.
PLZ

I reached out to the mod developer about making this available as an Xpac.  I think this would make a great addition to SC!

I personally like "Prepare Carefully" better but I think some elements could be integrated such as wreckage.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Telarin on April 29, 2015, 08:55:58 AM
Nuclear generators: I definitely like the concept, but think the idea of free indefinite energy is a balance issue. I propose changing nuclear generators as follows:

1) Remove the need for uranium ore during construction.
2) The reactor is fueled with uranium ore after construction (or alternately, uranium fuel if you want to add a production change to actually produce the enriched fuel necessary for a fission reactor, which I think would be a fantastic idea).
3) Once per year, the reactor is shut down, and new fuel must be added. This should be more like a construction project than a hopper feed type thing, just to make it reflect how this actually works. During the refueling, the reactor is shut down, so player would need to plan their battery backup strategy accordingly.

Some additional things that could be added:
1) Refuelling produces spent uranium fuel - Excessive handling or prolonged close proximity to this could cause radiation sickness. It could start out as simply "Radiation Exposure" on the health tab, and then progress up to "Radiation Sickness" if the colonists stay in close proximity to the spent fuel for too long.
2) Production chain for producing uranium fuel:
Uranium Ore processed at centrifuge produces Enriched Uranium
Enriched Uranium and Sand are combined at one of the existing crafting tables to produce uranium fuel
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Shtuka on April 29, 2015, 10:11:49 AM
Guys, I can't research Power III tech, any special pre-request?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Muramas on April 29, 2015, 11:08:37 AM
Guys, I can't research Power III tech, any special pre-request?

Look at the techtree on the first post....

Nuclear generators: I definitely like the concept, but think the idea of free indefinite energy is a balance issue.

Disagree, up to that point you are fuddling around with solar panels and steam and when you finally get a Nuclear generator you finally can stop messing with power and focus on other tasks. It takes a lot of plasteel /steel so it isn't super easy to build, though I think Uranium needs a huge boost in price.

Also it isn't indefinite energy, my one colony needed three geo + 2 nuclear + a bunch of solar to run it, at least with nuclear you don't need to worry about where to put it.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Absinthe on April 29, 2015, 11:55:02 AM
Absolutely love this pack, but I can't create plasteel bars at the smelting furnace, which is a bit of a deal breaker. Any thoughts on how to fix? The only mods I have installed are the SC-core and SC-xpac1. It's a new world, and a new colony. The only option I have at the furnace is steel bars from steel ore... Stuck at home recovering from an operation and bored stupid, so if anyone could help me out I'd REALLY appreciate it!!!! :D  **EDIT** - should've said, I'm running Alpha10f(285?)
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: mathwizi2005 on April 29, 2015, 12:17:19 PM
Nuclear generators: I definitely like the concept, but think the idea of free indefinite energy is a balance issue. I propose changing nuclear generators as follows:

1) Remove the need for uranium ore during construction.
2) The reactor is fueled with uranium ore after construction (or alternately, uranium fuel if you want to add a production change to actually produce the enriched fuel necessary for a fission reactor, which I think would be a fantastic idea).
3) Once per year, the reactor is shut down, and new fuel must be added. This should be more like a construction project than a hopper feed type thing, just to make it reflect how this actually works. During the refueling, the reactor is shut down, so player would need to plan their battery backup strategy accordingly.

Some additional things that could be added:
1) Refuelling produces spent uranium fuel - Excessive handling or prolonged close proximity to this could cause radiation sickness. It could start out as simply "Radiation Exposure" on the health tab, and then progress up to "Radiation Sickness" if the colonists stay in close proximity to the spent fuel for too long.
2) Production chain for producing uranium fuel:
Uranium Ore processed at centrifuge produces Enriched Uranium
Enriched Uranium and Sand are combined at one of the existing crafting tables to produce uranium fuel

I actually like this idea as is makes Battery Backups a necessity rather then a throwaway building once you pass Solar Tech.
For now though, stick with #2 until we find a way to get pawns to replace entire wardrobes before entering a room (think Aluminium Hazmat).
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Ninefinger on April 29, 2015, 12:29:18 PM
Absolutely love this pack, but I can't create plasteel bars at the smelting furnace, which is a bit of a deal breaker. Any thoughts on how to fix? The only mods I have installed are the SC-core and SC-xpac1. It's a new world, and a new colony. The only option I have at the furnace is steel bars from steel ore... Stuck at home recovering from an operation and bored stupid, so if anyone could help me out I'd REALLY appreciate it!!!! :D  **EDIT** - should've said, I'm running Alpha10f(285?)

You need to unlock the electric smelter it can only be done there, hope your recovery goes well! cheers! :D 
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Kollamma on April 29, 2015, 09:33:25 PM
A few problems i've seen so far that may need fixing/tweaking.

- If a project doesnt have the TOTAL amount of resources required to build it available, colonists wont even attempt to build it. So for example I had a turret blueprint down and a few ceiling lamps down. Colonists KEPT building the lamps first, and I couldnt prioritise them to take the bars to the turret, because I didnt have the 250 available.

- Colonists wont haul blocks out of the way to build the new stuff. They happily moved things to make wooden walls and beds etc, but the new wooden doors, ceiling lamps, hideskin beds etc - had to manually order them to move the chunks out of the way.

- Power III? I checked the tech tree, it simply IS NOT showing up.

Otherwise LOVE the mod, so much more depth!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: mathwizi2005 on April 30, 2015, 12:32:58 AM
A few problems i've seen so far that may need fixing/tweaking.

- If a project doesnt have the TOTAL amount of resources required to build it available, colonists wont even attempt to build it. So for example I had a turret blueprint down and a few ceiling lamps down. Colonists KEPT building the lamps first, and I couldnt prioritise them to take the bars to the turret, because I didnt have the 250 available.
I experience this as well all the time, quite annoying. Don't know if it is SC actually doing it since I see this happening on vanilla fairly frequently, VERY hit-n-miss.

Quote
- Colonists wont haul blocks out of the way to build the new stuff. They happily moved things to make wooden walls and beds etc, but the new wooden doors, ceiling lamps, hideskin beds etc - had to manually order them to move the chunks out of the way.

This isnt a SC issue as I have no problems at all with them building ANYTHING with chunks in the way, they may not actually haul them to a dumping pile but they still move them out of the way for me.


Quote
- Power III? I checked the tech tree, it simply IS NOT showing up.

Otherwise LOVE the mod, so much more depth!

Certain high-end tech levels have other requirements to be met before they appear (here i believe its construction and crafting III)
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: kakafika on April 30, 2015, 09:54:16 AM
Quote
Quote

    - Power III? I checked the tech tree, it simply IS NOT showing up.

Certain high-end tech levels have other requirements to be met before they appear (here i believe its construction and crafting III)

No for Power III you don't need anything other then Power II.
I only can think that you got other Mod which  block it, maybe change the mod order.
When SC is the first mod, maybe move it to the last and look if you can research it then.
But i never got any problems with the SC and i use many other mods together with SC.

The tech tree is incorrect when it comes to Power III. I had the same issue as the poster and finally I realized I'd better take a peek into the files to see if I could discern a prereq; Crafting II is a prereq for Power III.

It kinda makes sense anyway because Crafting II gives you the electric furnace which lets you smelt the Plasteel you'll need (though you could otherwise spend a small fortune buying bars).
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Abrexus on April 30, 2015, 10:41:13 AM
It kinda makes sense anyway because Crafting II gives you the electric furnace which lets you smelt the Plasteel you'll need (though you could otherwise spend a small fortune buying bars).

That is correct....you need both Power II and Crafting II in order to unlock Power III.  I will update the chart in the original post to reflect this.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Adamiks on April 30, 2015, 12:33:23 PM
Graphics of some beds are bugged.

(http://i.imgur.com/Ef1b8xX.png)
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: theubie on April 30, 2015, 07:39:06 PM
We should have the beds fixed.  Next time Abrexus updates should be fixed.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: mathwizi2005 on April 30, 2015, 09:04:47 PM
One thing i STILL don't understand is that ever since glass was swapped from needing sand to merely needing chunks, you're no longer able to use "Do until you have X" anymore giving the "multiple or unpredictable products" line even though its ONLY making glass.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: theubie on April 30, 2015, 09:26:42 PM
One thing i STILL don't understand is that ever since glass was swapped from needing sand to merely needing chunks, you're no longer able to use "Do until you have X" anymore giving the "multiple or unpredictable products" line even though its ONLY making glass.

You must be using a different mod.  SC still uses sand for glass, and can handle using "Do until X"
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: killermen962 on April 30, 2015, 09:30:33 PM
Just seeing about 1/8 of the page..... Made me go absolutly ballistic because its so amazing ;-;
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: mathwizi2005 on April 30, 2015, 09:48:38 PM
One thing i STILL don't understand is that ever since glass was swapped from needing sand to merely needing chunks, you're no longer able to use "Do until you have X" anymore giving the "multiple or unpredictable products" line even though its ONLY making glass.

You must be using a different mod.  SC still uses sand for glass, and can handle using "Do until X"

....... what mod is priority loaded into memory, first loaded or last loaded? (This could be my problem as I'm loading SC before anything else to prevent compatibility issues)
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: theubie on April 30, 2015, 11:17:24 PM
One thing i STILL don't understand is that ever since glass was swapped from needing sand to merely needing chunks, you're no longer able to use "Do until you have X" anymore giving the "multiple or unpredictable products" line even though its ONLY making glass.

I believe it's last load as far as changed to reactions/recipes.

You must be using a different mod.  SC still uses sand for glass, and can handle using "Do until X"

....... what mod is priority loaded into memory, first loaded or last loaded? (This could be my problem as I'm loading SC before anything else to prevent compatibility issues)
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Dumatoin on April 30, 2015, 11:29:31 PM
Great Mod!
One thing i noticed, after i research construction, my currently placed walls show damage (i assume because their durability increased)
I figured i could repair them, but this doesn't work. Is that a bug? or do i need to reconstruct them?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: mathwizi2005 on April 30, 2015, 11:46:35 PM
Great Mod!
One thing i noticed, after i research construction, my currently placed walls show damage (i assume because their durability increased)
I figured i could repair them, but this doesn't work. Is that a bug? or do i need to reconstruct them?

You can repair, its that sometimes the rick-click context menu....doesn't exactly see it as a job yet. Just give it time and your pawns will repair everything eventually.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Dumatoin on May 01, 2015, 12:57:11 AM
You can repair, its that sometimes the rick-click context menu....doesn't exactly see it as a job yet. Just give it time and your pawns will repair everything eventually.

Hmm well, the aren't repairing it. That flashing red thing is annoying, and i imagine i can deconstruct and rebuild it before they repair it.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: LittleGreenStone on May 01, 2015, 01:44:57 AM
You can repair, its that sometimes the rick-click context menu....doesn't exactly see it as a job yet. Just give it time and your pawns will repair everything eventually.

Hmm well, the aren't repairing it. That flashing red thing is annoying, and i imagine i can deconstruct and rebuild it before they repair it.

Happened to me as well, seemingly random occurrence. Sometimes they repair it, sometimes they don't. For me, a save-load always fixed it.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Probe1 on May 01, 2015, 05:58:57 AM
It'd be very nice to see glassmaking added to the electric furnace or something, since it doesn't have any end game manufacturing method.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: theubie on May 01, 2015, 07:28:49 AM
You can repair, its that sometimes the rick-click context menu....doesn't exactly see it as a job yet. Just give it time and your pawns will repair everything eventually.

Hmm well, the aren't repairing it. That flashing red thing is annoying, and i imagine i can deconstruct and rebuild it before they repair it.

Happened to me as well, seemingly random occurrence. Sometimes they repair it, sometimes they don't. For me, a save-load always fixed it.

Also, are you sure the wall is in a Home Area?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Abrexus on May 01, 2015, 10:38:29 AM
It'd be very nice to see glassmaking added to the electric furnace or something, since it doesn't have any end game manufacturing method.

The electric smelter actually has four recipes, three of which you don't get with the regular furnace (Make Plasteel Bars, Extract Metal From Slag, and Smelt Weapon).  Also, the electric furnace is the only one where you can make the plasteel bars, so I would consider that end game.  If you are not seeing these recipes, then you may have a mod conflict.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: raybonr on May 01, 2015, 12:51:33 PM
First off, I'd like you to know that you've ruined the vanilla game for me, This mod is just that awesome!  :P
   A couple minor things I've noticed. When I had one of my people using the medical dummy for practice the caption at the bottom for that character said "using turret."
   Another thing is producing ethanol at the brewery. It seems like only my artists will work there instead of my craftsmen. (I didn't double check to see if that held true for alcohol as well).

   Really man, thanks a ton for all the work you've put into this one!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: LittleGreenStone on May 01, 2015, 04:44:15 PM
...
   Another thing is producing ethanol at the brewery. It seems like only my artists will work there instead of my craftsmen. (I didn't double check to see if that held true for alcohol as well).
...

That's funny, because for me, only cooks brew beer or produce ethanol. The rest refuse to work there. o_o


Anyway, question! I have not played with vanilla Rimworld since...long.
Does making a sculpture, a grand sculpture for example, take weeks of constant work?
Does any other stat (crafting, constructing) influence the speed artist make sculptures?
It seems awfully slow for me, and though I could live with it easily, thought I'd ask, just in case.

Thank you!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: LittleGreenStone on May 01, 2015, 05:06:59 PM
You can repair, its that sometimes the rick-click context menu....doesn't exactly see it as a job yet. Just give it time and your pawns will repair everything eventually.
Hmm well, the aren't repairing it. That flashing red thing is annoying, and i imagine i can deconstruct and rebuild it before they repair it.

Happened to me as well, seemingly random occurrence. Sometimes they repair it, sometimes they don't. For me, a save-load always fixed it.

Also, are you sure the wall is in a Home Area?

Yes I am. I was using one complex made out of wood, inside a home-zone. As I was getting research(es) done, I've had my pawns repair the same walls 4 times. Sometimes they started repairing it automatically, sometimes they simply didn't give a flying... ^^ I'm sure "Repair" skill was prioritized the whole time, and even if not all my walls were in my home-zone, at least parts of it should've been repaired, but again, when they didn't repair, they did not repair.
A minor annoyance only, having to save-load sometimes, only takes a few seconds anyway.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: arigon2001 on May 01, 2015, 09:45:07 PM
What are the chances of adding in bionic hands / feet? I have yet to try the bionic leg but assume that it replaces everything including the foot? I have a couple colonists that have lost either a foot or hand from battle so wanted to see if there were more options coming in the future updates?

Keep up the great work! Cheers!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: mathwizi2005 on May 01, 2015, 10:35:30 PM
What are the chances of adding in bionic hands / feet? I have yet to try the bionic leg but assume that it replaces everything including the foot? I have a couple colonists that have lost either a foot or hand from battle so wanted to see if there were more options coming in the future updates?

Keep up the great work! Cheers!

ATM Bionic Arms and legs fix any foot/hand ailments
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Ninefinger on May 01, 2015, 10:46:26 PM
What are the chances of adding in bionic hands / feet? I have yet to try the bionic leg but assume that it replaces everything including the foot? I have a couple colonists that have lost either a foot or hand from battle so wanted to see if there were more options coming in the future updates?

Keep up the great work! Cheers!

My ultimate overhaul modpack uses superior crafting as its core mod that every other mod revolves around, but i have overhauled it to be completely compatible with Expanded prosthetics and organ engineering which uses the superior crafting textures for the body parts, and it allows for crafting bionic feet and hands etc. so yes it is possible.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Abrexus on May 02, 2015, 01:11:51 AM
What are the chances of adding in bionic hands / feet? I have yet to try the bionic leg but assume that it replaces everything including the foot? I have a couple colonists that have lost either a foot or hand from battle so wanted to see if there were more options coming in the future updates?

Keep up the great work! Cheers!

I had to make a decision when making SC as to how deep I would go with adding in extra resources, parts, furniture, everything.  I wanted to make sure I added enough to expand the game, but not so much as to make it unwieldy.  I decided to do arms and legs, but not hands and feet because arms and legs covers that....but if I did toes, fingers, hands....it would just be too much (in my opinion).
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Ninefinger on May 02, 2015, 01:13:48 AM
What are the chances of adding in bionic hands / feet? I have yet to try the bionic leg but assume that it replaces everything including the foot? I have a couple colonists that have lost either a foot or hand from battle so wanted to see if there were more options coming in the future updates?

Keep up the great work! Cheers!

I had to make a decision when making SC as to how deep I would go with adding in extra resources, parts, furniture, everything.  I wanted to make sure I added enough to expand the game, but not so much as to make it unwieldy.  I decided to do arms and legs, but not hands and feet because arms and legs covers that....but if I did toes, fingers, hands....it would just be too much (in my opinion).

I completely agree.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Abrexus on May 02, 2015, 01:19:12 AM
That's funny, because for me, only cooks brew beer or produce ethanol. The rest refuse to work there. o_o
That's correct....cooks make the brew and the ethenol
Anyway, question! I have not played with vanilla Rimworld since...long.
Does making a sculpture, a grand sculpture for example, take weeks of constant work?
Does any other stat (crafting, constructing) influence the speed artist make sculptures?
It seems awfully slow for me, and though I could live with it easily, thought I'd ask, just in case.

Thank you!

Good questions....I don't have an answer for.  I will say that I reduced the craft times of some clothing and increased it for my weapons to take an average of 1 day to make a decent item....I did not in any way change or impact the quality of the items created and I didn't touch craft times of sculptures.  The "weekly" patch is scheduled to come out Sunday, and in addition to the "Pink Bed Fix" crafting times of powered armor and helmets is also adjusted to be in line with the rest of the craftable stuff....along with a few other surprises.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Enjoyment on May 02, 2015, 04:10:51 AM
Abrexus, do you have plans to implement something like Stonecutting Tweak v1.01 https://ludeon.com/forums/index.php?topic=7887 (https://ludeon.com/forums/index.php?topic=7887) to your mod? Yeap, It can make bill-list of crafting table a little bigger, but as for me, it is a cheap cost for such a needed thing?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: LittleGreenStone on May 02, 2015, 07:44:35 AM

Yes, special Grand scupltures are a mega project, look at work number.
1667 for a grand sculpture, even a longsword just need 200(or 67).

Bionic can enhance the manipulation ability, that increase the craft speed. Brain,Arms and spine can increase manipulation.
If you use other armor/appearal mods, there should be some pieces they increase the global work, counterpart are the armor vest or Power armor they lower it.

Yes I thought it wouldn't take but a moment, still, it was a surprise, seeing 1500+ "work" ticking so slowly even though I was playing on 3 times the regular speed. Oh well...
Thanks for telling!


Good questions....I don't have an answer for.  I will say that I reduced the craft times of some clothing and increased it for my weapons to take an average of 1 day to make a decent item....I did not in any way change or impact the quality of the items created and I didn't touch craft times of sculptures.  The "weekly" patch is scheduled to come out Sunday, and in addition to the "Pink Bed Fix" crafting times of powered armor and helmets is also adjusted to be in line with the rest of the craftable stuff....along with a few other surprises.

Okay then. I...have no idea what kind of "Pink Bed Fix" is it, I have not encountered this bug just yet. But it sounds great, the fixes! Not as good as the "surprises" part, though... Thank you! ^^
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Adamiks on May 02, 2015, 08:21:28 AM
(http://i.imgur.com/Ef1b8xX.png)

For this will be "Pink Bed Fix".
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Dumatoin on May 02, 2015, 09:06:50 AM
Is the "powered claw" not supposed to be a melee weapon? I gave my hunter two of them, and he wouldn't hunt.

I had to recruit him and then send him after animals.

Is there any way to make him use them to hunt with?

I gave him a shiv, hoping he might use the shiv and one claw, but he just used the shiv, and got killed, lol.

Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Abrexus on May 02, 2015, 09:36:29 AM
Is the "powered claw" not supposed to be a melee weapon? I gave my hunter two of them, and he wouldn't hunt.

I had to recruit him and then send him after animals.

Is there any way to make him use them to hunt with?

I gave him a shiv, hoping he might use the shiv and one claw, but he just used the shiv, and got killed, lol.

Good question....it's really the same way with Vanilla Rimworld.  I am guessing Tynan didn't add something to recognize body parts with "verb" properties as equipped weapons.  Check the bug forums and see if it's mentioned there.  I really hadn't changed the values of those two items other than try and make one a ranged weapon which did not work at all.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: LittleGreenStone on May 02, 2015, 11:06:56 AM
Power claw increase the mellee damage, but a hunter still require a weapon.
He refuse to fight bare power claw (yes it is stupid but it is hard coded i think).

And you should switch to Scyther blade once you can made them.

I prefer claws myself, scyther blades reduce the effectiveness of the handz by a lot (40 I think?), while claws only by 5 percent or so.

But why would anyone hunt with melee weapons anyway?!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Dumatoin on May 02, 2015, 11:09:05 AM
Well, i prefer to hunt with melee because when an animal closes range (ie cobra), a hunter with a gun is going to get beat to a pulp.

I prefer to give my hunters a really good melee weapon, they get a bit injured, but not much.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Redman on May 02, 2015, 12:40:41 PM
Side note - I'd love to see this tie-in with Combat Realism. The fact that both have turrets kinda porks it :c
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Ninefinger on May 02, 2015, 01:08:14 PM
Side note - I'd love to see this tie-in with Combat Realism. The fact that both have turrets kinda porks it :c

My Ultimate overhaul modpack has this and also includes Rimfire weapons that also have been reworked for compatiblity with Combat Realsim. Abrexus is free to incorporate this into his xpac in any way he wants, if he so feels inclined.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: LittleGreenStone on May 02, 2015, 02:02:45 PM
Special since animal can go berserk now when they got damaged.
A slow hunter can be on trouble when a mad Muffalo or bettle come to close.
And i got 2 pawn anyway who didn't like to craft, they got blade's and goon hunting.

Yes, I can see your point.
But don't pawns "equipped" with such body part(s) (claw, scythe, bionic arm)
get the benefit of said body part(s) if they engage an enemy in melee combat? Even if they have a ranged weapon? They do switch to melee attacks automatically, once enemies are on top of them, but I have never actually tested it.

It'd be great to know.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Abrexus on May 02, 2015, 02:13:04 PM
Power claw increase the mellee damage, but a hunter still require a weapon.
He refuse to fight bare power claw (yes it is stupid but it is hard coded i think).

And you should switch to Scyther blade once you can made them.

I prefer claws myself, scyther blades reduce the effectiveness of the handz by a lot (40 I think?), while claws only by 5 percent or so.

But why would anyone hunt with melee weapons anyway?!

Both the claw and the blade reduce manipulation by only 10%, instead of the 80% it is in Vanilla.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: NCrawler on May 02, 2015, 03:09:26 PM
- Mods I play SC with -
EdB Interface UI Mod (https://ludeon.com/forums/index.php?topic=5258.0)
EdB Prepare Carefully (https://ludeon.com/forums/index.php?topic=6261.0)
Pawn State Icons (v03d) (https://ludeon.com/forums/index.php?topic=9163.0)
Miscellaneous V1.10.2b - Vanilla Enhanced (http://www.mediafire.com/download/rcre07w3815iqu8/Miscellaneous_1102_VanillaEnhanced.zip)
I use the above mods in all my games, and they all work without any problems so far.


I really enjoy this mod and play it, like the OP, with all of the mods listed above.  I also, however, use VeinMiner (https://ludeon.com/forums/index.php?topic=9616.0), Hospitality (https://ludeon.com/forums/index.php?topic=11444.0), RedistHeat (https://ludeon.com/forums/index.php?topic=11056.0) and OmniWeapons (https://ludeon.com/forums/index.php?topic=12203.0) with this mod and have created compatibility patches for Hospitality, RedistHeat and OmniWeapons.  If OP or anyone else is interested, let me know and I'll send them to you.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Rauminen on May 02, 2015, 03:50:41 PM
Wow, OK. That's exactly what I was setting up for my prev (A9) colony - and was sad to see the incompatibility. So yes. Yes please :)

We could just add it here so everybody can use it - I'm sure there are others.

Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: LittleGreenStone on May 02, 2015, 04:36:05 PM
Power claw increase the mellee damage, but a hunter still require a weapon.
He refuse to fight bare power claw (yes it is stupid but it is hard coded i think).

And you should switch to Scyther blade once you can made them.

I prefer claws myself, scyther blades reduce the effectiveness of the handz by a lot (40 I think?), while claws only by 5 percent or so.

But why would anyone hunt with melee weapons anyway?!

Both the claw and the blade reduce manipulation by only 10%, instead of the 80% it is in Vanilla.

That's...good?
Are you sure it is a good idea? Having claws is one thing, but having a blade instead of a hand...well, that should reduce it slightly more in my opinion. o_o

Still, it's good to know, thanks!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Humort on May 02, 2015, 09:14:40 PM
Your modification, it is impossible to translate completely. As the translation of a kernel game, kills the modification translation. Can in English, everything is normal, but in other languages, everything prevarashchatsya in intolerable tortures. For example you replaced a armchair, a torch, and the translation, all the same, convinces players that it armchair, though burns. If you wish to achieve from fashion, full-fledged quality, it isn't necessary to substitute subjects, it is better to create the new.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: NCrawler on May 02, 2015, 09:56:16 PM
Ok, before I post the links I'd like to make one more suggestion for a mod to use;  EdB Mod Order (https://ludeon.com/forums/index.php?topic=7454.0).  This mod allows full control of your mod load order and is invaluable when using compatibility patches.  Here are the compatibility patches:

Hospitality Compatibility Patch (http://www.mediafire.com/download/a03nldm1rwaz3cm/SC_Compatibility_(Hospitality).zip) - This is for v1.0.4 of the Hospitality mod.  No mod deviations, just a straight compatibility patch.

OmniWeapons Compatibility Patch (http://www.mediafire.com/download/3rvm7wkhiuh666w/SC_Compatibility_(OmniWeapons).zip) - This is for v1.3 of the OmniWeapons mod.  No mod deviations, just a straight compatibility patch.

RedistHeat Compatibility Patch (http://www.mediafire.com/download/7uhjxj4vuxxvfaz/SC_Compatibility_(RedistHeat).zip) - This is for v31 of the RedistHeat mod.  Changes: Ducts and vents available after researching Power I.  Air Conditioners/Heaters available after researching RedistHeat_AirCirculation and Power II.

Load order is very important for these compatibility patches.  They should be the last mods to load.  This is very easy to accomplish if you use EdB Mod Order.  Have fun...
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: theubie on May 03, 2015, 02:46:15 AM
There is a mending...process...in the works.  At least he said so last time I was live streaming.

I'm still not sure how he got out of the coding dungeon.  Who left the door unlocked?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: laston on May 03, 2015, 10:41:21 AM
My World (http://imgur.com/gallery/UUMxE/new)

What I was able to do before FPS Death.  32 Colonist.
1 Day 4 Hours of play time.
1.5 Million Wealth.
109 Major Threats
7 Years in game.
All Bionic.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Rauminen on May 03, 2015, 08:14:28 PM
Hi, found something. Sniper turrets doesn't seem to select a new target when the current one goes down (not sure if other types do). It's only a little aiming time lost when the target is dead, however when it's only incapped.... they go and promptly execute them :)
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: theubie on May 03, 2015, 09:52:48 PM
Hi, found something. Sniper turrets doesn't seem to select a new target when the current one goes down (not sure if other types do). It's only a little aiming time lost when the target is dead, however when it's only incapped.... they go and promptly execute them :)

All turrets actually do this.  If you have two regular turrets next to each other and they are firing at different times...if the first one downs a pawn but doesn't kill them, the other will still finish it's cycle and fire at the downed pawn.  It's just way more noticeable on the sniper turrets as their aim time is a lot longer.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Humort on May 03, 2015, 11:44:05 PM
Hi, found something. Sniper turrets doesn't seem to select a new target when the current one goes down (not sure if other types do). It's only a little aiming time lost when the target is dead, however when it's only incapped.... they go and promptly execute them :)

Yes, I agree, such problem too was observed.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Telarin on May 06, 2015, 12:32:10 PM
I seems that the Quantum Relays included in XPac1 do not work with items added by the SC mod, only with items present in vanilla.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: theubie on May 06, 2015, 04:37:49 PM
I seems that the Quantum Relays included in XPac1 do not work with items added by the SC mod, only with items present in vanilla.

I had no problem with it sending steel bars and plasteel bars back to the warehouse, but I didn't try to have it pull any non-vanilla items.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Telarin on May 06, 2015, 04:47:36 PM
I had not problem with it sending steel bars and plasteel bars back to the warehouse, but I didn't try to have it pull any non-vanilla items.

I retested and you are correct, it does push them to the warehouse, it just does not pull them.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Humort on May 07, 2015, 04:18:57 AM
It is impossible to translate the descriptions specified on a screenshot, perhaps there are no necessary lines, in the "Keyed" folder.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: mathwizi2005 on May 07, 2015, 01:43:24 PM
The problem isn't that easy, that you can say the Relay don't get SC items only.
I got similar expierence that Relay's don't recieve any item they are definitiv on the stockpile/warehouse/pad's.
But i got these errors with many different item types, one relay don't want get any Steel Ore, the other pad don't want get any Sand.
But this thread is the wrong spot to report this, since Abrexus didn't change anything at the basic code, just adjust the build material and research cost.

I had not problem with it sending steel bars and plasteel bars back to the warehouse, but I didn't try to have it pull any non-vanilla items.

I retested and you are correct, it does push them to the warehouse, it just does not pull them.

The funny thing is, I reported this issue to Ratys and he debunked the issue on his end (he got the mats immediately w/o loading SC), which means its purely a SC and RT Storage interaction issue (merely having SC loaded makes it happen for some reason)
To fix this....well its anyone's guess but I do hope Ratys helps out with this integration (something tells me there's a method or two that both mods are trying to use and inject, just a theory...I don't code for a reason)
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: XelNigma on May 07, 2015, 02:16:49 PM
I notice the embrasures I craft are about half the size of the normal wall.
I dont know if this is intended, but I dont like it and was wondering if theirs any thing I can change on my end to increase the size?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Nimrod on May 08, 2015, 08:11:45 AM
I notice the embrasures I craft are about half the size of the normal wall.
I dont know if this is intended, but I dont like it and was wondering if theirs any thing I can change on my end to increase the size?

Thats actually just a texture thing - change the graphic path in the xml to something of your liking (or make your own)
look for this: <graphicPath>
If you mean that the emprasures are only "waist high" thats also changeable in the xml - just look for <altitudeLayer>
place <altitudeLayer>BuildingTall</altitudeLayer>

cheers
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: isgrimur on May 12, 2015, 04:39:42 PM
Hey.

Nice mod, THX :)


really? sendspace.com this is a spam and addware problem for everyone who is not pushing the actual source-download button, but an add thingy :(

dropbox, amazon, microsoft, google will not generate add revenue (is it actually worth it?) but would be more "customer friendly" ;) quote because we are neither customers nor are the 4 dr.am.mi.go´s good in this
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: TLHeart on May 12, 2015, 06:49:40 PM
loaded this mod up... wow does it ever change the game... having to totally rethink my strategy, and how I want to grow.  Still trying to learn all the craft, build requirements, as I go. First game ended with me be overrun by the snipers army...

Second game ended with a mech raid.

Third game, going slowly this time. I am one that strives to build a defensible colony out of the buildings and terrain. 

6 months in, and I am no where done with research, unlike vanilla. Thanks for the new challenge.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: theubie on May 12, 2015, 07:28:19 PM
Hey.

Nice mod, THX :)


really? sendspace.com this is a spam and addware problem for everyone who is not pushing the actual source-download button, but an add thingy :(

dropbox, amazon, microsoft, google will not generate add revenue (is it actually worth it?) but would be more "customer friendly" ;) quote because we are neither customers nor are the 4 dr.am.mi.go�s good in this

Odd.  Never had any issue with it.  Guess AdBlockPlus works on that.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Loki88 on May 12, 2015, 11:55:53 PM
Call me crazy, but am I the only one who would love to see a clay / terracotta / ceramic (just to generalize since for all rimworld intents and purposes they can be simplified into 1 category) production line added? for instance clay bricks for walls and tiles, or vases and pottery for early beauty items and the like. I know that clay is a part of another mod but I really like this mod for having to start from scratch and work your way up in a much more in depth way.
Man kind has been creating bricks and ceramics for centuries so it just seems to fit as an early low tech kinda thing ( I guess sort of like inferior strength stone blocks, plus who doesn't like renewable resources?)

Sorry for being so long winded, I really do love this mod though!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Adamiks on May 13, 2015, 04:34:14 AM
Call me crazy, but am I the only one who would love to see a clay / terracotta / ceramic (just to generalize since for all rimworld intents and purposes they can be simplified into 1 category) production line added? for instance clay bricks for walls and tiles, or vases and pottery for early beauty items and the like. I know that clay is a part of another mod but I really like this mod for having to start from scratch and work your way up in a much more in depth way.
Man kind has been creating bricks and ceramics for centuries so it just seems to fit as an early low tech kinda thing ( I guess sort of like inferior strength stone blocks, plus who doesn't like renewable resources?)

Sorry for being so long winded, I really do love this mod though!

+1 i would also see a option to "collect" sand from sand "floor" or clay from mud or something.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: badday on May 14, 2015, 04:02:15 AM
Is this mod compatible with Apparello 1.6 without any patch ?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: josmow on May 14, 2015, 03:57:13 PM
minor bug - shields (both kinds) have their "show effect" button mislabeled as "repair mode" when trying to toggle the effects back on. not sure if it is something you can fix or not (on your end anyway) but i just wanted to bring it to your attention, also, would like shields to have a very slow repair mode, or a nanite swarm-ish thing to slowly repair turrets/walls during a firefight as long as the shield was up ^^
(http://images.akamai.steamusercontent.com/ugc/37497482108416362/8ECF3DC5EDF2B0900BC0FE4E104A16C4E9E6A069/)
(click to enlarge)
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: will2216 on May 15, 2015, 05:08:54 AM
is there any way I can get the alpha 9 version?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Reaper on May 16, 2015, 08:25:42 AM
Question is there any way I can use the biomass to heal my colonists foot? I can't find the option, but yet I have healed other scars in other lotions but I can't find the hands and feet!!!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Reaper on May 16, 2015, 01:32:14 PM
hmm you should heal any scar except eye's.
Do you use another mod with protetic/healing abilitys ? If yes try to move it before or behind SC and look if that help.

nah mate just this mod for that, it seems all the rest of the bits work though, just at the very least not feet. One of my guys got shot in the foot and it left a scar, other than that I have used the biomass on the rest to make em spotless.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Xubrim on May 17, 2015, 04:27:55 PM
I think it's set up so you can heal any scars that can not be "repaired" via prosthetics. Makes sense, but would definitely be nice if you could simply fix all scars, assuming you didn't want to go the bionic route.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Reaper on May 17, 2015, 07:44:37 PM
I think it's set up so you can heal any scars that can not be "repaired" via prosthetics. Makes sense, but would definitely be nice if you could simply fix all scars, assuming you didn't want to go the bionic route.

and what if the guy hates prosthetics? I don't want to amputate a limb to fix a foot. I want to fix the foot like I can the legs with biomass! not bionics! Could I get a explanation as to why I can get a new nose for ugly frank but I can't seem to heal the scar on limpy old bill. I assumed the modder just missed it or there that there is a issue with vanilla*.

I can never spell that right*.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: LittleGreenStone on May 17, 2015, 08:26:42 PM
I think it's set up so you can heal any scars that can not be "repaired" via prosthetics. Makes sense, but would definitely be nice if you could simply fix all scars, assuming you didn't want to go the bionic route.

and what if the guy hates prosthetics? I don't want to amputate a limb to fix a foot. I want to fix the foot like I can the legs with biomass! not bionics! Could I get a explanation as to why I can get a new nose for ugly frank but I can't seem to heal the scar on limpy old bill. I assumed the modder just missed it or there that there is a issue with vanalia

I have no idea what vanalia is, but anyway, Adamiks made superior crafting and EPOE compatible (see EPOE thread, page 26), I've been playing around with that lately, it's pretty damn awesome.
If you want to have a whole lot of variety on how-to-fix-my-colonist (yes, including fixing a foot without prosthetics/bionics, for your prosth...o...phobe[?  the guy hates prosthetics] colonist, and a new nose for ugly frank)
I'd suggest checking it out.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: TLHeart on May 17, 2015, 10:02:19 PM
I think it's set up so you can heal any scars that can not be "repaired" via prosthetics. Makes sense, but would definitely be nice if you could simply fix all scars, assuming you didn't want to go the bionic route.



and what if the guy hates prosthetics? I don't want to amputate a limb to fix a foot. I want to fix the foot like I can the legs with biomass! not bionics! Could I get a explanation as to why I can get a new nose for ugly frank but I can't seem to heal the scar on limpy old bill. I assumed the modder just missed it or there that there is a issue with vanalia

if you have a prostophobe, hates bionics, then just use advanced prosthetic. They accept those, and they restore to 100%
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: badday on May 19, 2015, 06:01:48 AM
Some questions :

- How do u obtain kidling with wood logs for generator ?
- Don't know if this coming from this mod, but how reserving a good place (in our base)  to trade with local trader (not those by ship) ? they always install their tent outside my zones .  We need build beacon for that ?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: LittleGreenStone on May 19, 2015, 07:15:05 AM
Some questions :

- How do u obtain kidling with wood logs for generator ?
- Don't know if this coming from this mod, but how reserving a good place (in our base)  to trade with local trader (not those by ship) ? they always install their tent outside my zones .  We need build beacon for that ?

First, for that you need the hand saw mill (or later on the 'electric crafting table'), there you should be able to add a bill to make kindling.

Second, I don't know, that trading thing is of the "Miscellaneous w/ MAI" mod, I think you are more likely to be answered on its own thread.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: badday on May 19, 2015, 07:45:06 AM
thx ! :D
forgot to look at saw mill ...

edit: Any detailled flow chart with this mod ? to know how obtain things with what research.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Nekomimi on May 19, 2015, 08:01:36 AM
Is there any chance for mini-mod that change steel walls back to their default visuals?

While making futuristic colony having brick walls is just not right. That's why I always use steel instead of slate, despite slate being superior...
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: LittleGreenStone on May 19, 2015, 08:05:42 AM
thx ! :D
forgot to look at saw mill ...

edit: Any detailled flow chart with this mod ? to know how obtain things with what research.

...yeeeah... There is... First page of this thread tells you pretty much everything you need to know. o_o
You didn't spare the time to read it, did you? ^^
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Reaper on May 19, 2015, 11:17:53 AM
I don't really like overlapping mods, I was kinda hoping the mod author would tell me why he hasn't implemented this into his mod, in the O.P it says it can fix scars. It does not say that it does not fix all scars but hands and feet.

I enjoy the lightweight feel of the biomass system and looking at the mod you suggested it's way to huge!!! and more than a little overpowered, with the ability to make everyone a super worker/soldier. No thank you. The medical component in SC2 is just the right size and strength and uses up a fair bit of silver and lets you heal just about any wound and you know what? That's all I really want in a medical mod.



But Mod author if your reading this please cut the biomass you get in half or make it dependent on the medical lvl of the pawn, Oh and it's biomass so it should rot if not kept cold.  Thank you for your time mod Author
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Nimrod on May 19, 2015, 11:34:06 AM
I don't really like overlapping mods, I was kinda hoping the mod author would tell me why he hasn't implemented this into his mod, in the O.P it says it can fix scars. It does not say that it does not fix all scars but hands and feet.

I enjoy the lightweight feel of the biomass system and looking at the mod you suggested it's way to huge!!! and more than a little overpowered, with the ability to make everyone a super worker/soldier. No thank you. The medical component in SC2 is just the right size and strength and uses up a fair bit of silver and lets you heal just about any wound and you know what? That's all I really want in a medical mod.

But Mod author if your reading this please cut the biomass you get in half or make it dependent on the medical lvl of the pawn, Oh and it's biomass so it should rot if not kept cold.  Thank you for your time mod Author

The changes you ask for are very easy to implement yourself, you know?
No need to change the mod for everybody... ;)
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: LittleGreenStone on May 19, 2015, 05:37:29 PM
I don't really like overlapping mods, I was kinda hoping the mod author would tell me why he hasn't implemented this into his mod, in the O.P it says it can fix scars. It does not say that it does not fix all scars but hands and feet.

I enjoy the lightweight feel of the biomass system and looking at the mod you suggested it's way to huge!!! and more than a little overpowered, with the ability to make everyone a super worker/soldier. No thank you. The medical component in SC2 is just the right size and strength and uses up a fair bit of silver and lets you heal just about any wound and you know what? That's all I really want in a medical mod.



But Mod author if your reading this please cut the biomass you get in half or make it dependent on the medical lvl of the pawn, Oh and it's biomass so it should rot if not kept cold.  Thank you for your time mod Author

Big? Yes. OP? ...Saywhat?
Yeah, sure, it's OP. It's not like you can craft bionics with SC anyway, turning pawns into superior workers.
Right?

Saying this combo is OP where SC isn't? No, I'm afraid that isn't quite true.
It merely gives a whole lot of variety.
And you know what? That's what I really want in a medical mod.  ;)
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Reaper on May 20, 2015, 11:52:32 AM
I don't really like overlapping mods, I was kinda hoping the mod author would tell me why he hasn't implemented this into his mod, in the O.P it says it can fix scars. It does not say that it does not fix all scars but hands and feet.

I enjoy the lightweight feel of the biomass system and looking at the mod you suggested it's way to huge!!! and more than a little overpowered, with the ability to make everyone a super worker/soldier. No thank you. The medical component in SC2 is just the right size and strength and uses up a fair bit of silver and lets you heal just about any wound and you know what? That's all I really want in a medical mod.

But Mod author if your reading this please cut the biomass you get in half or make it dependent on the medical lvl of the pawn, Oh and it's biomass so it should rot if not kept cold.  Thank you for your time mod Author

The changes you ask for are very easy to implement yourself, you know?
No need to change the mod for everybody... ;)


the rotting stuff should be easy (still don't get how to do it)
as for the scars that I can't fix how is the layman going to change that?

reply to other nay sayer

And greenstone that other mod raises the ceiling alot on bionics it's more than just crafting them(cough cough I think you can disable that by turning the crafting recipe to make sand or something of the sort?)
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: LittleGreenStone on May 20, 2015, 12:38:24 PM
I don't really like overlapping mods, I was kinda hoping the mod author would tell me why he hasn't implemented this into his mod, in the O.P it says it can fix scars. It does not say that it does not fix all scars but hands and feet.

I enjoy the lightweight feel of the biomass system and looking at the mod you suggested it's way to huge!!! and more than a little overpowered, with the ability to make everyone a super worker/soldier. No thank you. The medical component in SC2 is just the right size and strength and uses up a fair bit of silver and lets you heal just about any wound and you know what? That's all I really want in a medical mod.

But Mod author if your reading this please cut the biomass you get in half or make it dependent on the medical lvl of the pawn, Oh and it's biomass so it should rot if not kept cold.  Thank you for your time mod Author

The changes you ask for are very easy to implement yourself, you know?
No need to change the mod for everybody... ;)


the rotting stuff should be easy (still don't get how to do it)
as for the scars that I can't fix how is the layman going to change that?

reply to other nay sayer

And greenstone that other mod raises the ceiling alot on bionics it's more than just crafting them(cough cough I think you can disable that by turning the crafting recipe to make sand or something of the sort?)

Yes, if you open recipe-def(s) and remove the recipe of anything, for example the advanced bionics you dislike, you will not be able to craft them yourself. To remove them entirely, you'll need to remove them from the bodyparts' def too, otherwise traders and drop pods might arrive containing these bionics.

"But Mod author if your reading this please cut the biomass you get in half or make it dependent on the medical lvl of the pawn, Oh and it's biomass so it should rot if not kept cold."

Go to Rimworld\Mods\SCA10Core\Defs\RecipeDefs

open "Recipes_Production.xml"

find "<defName>ExtractBiomatterCorpse</defName>" inside,

change:
      <products>
         <Biomatter>35</Biomatter>
      </products>

to whatever you want (the amount you get),

add:
      <skillRequirements>
         <li>
            <skill>Medicine</skill>
            <minLevel>8</minLevel>
         </li>
      </skillRequirements>

to this recipe, it's usually below the line:

      <workAmount>1250</workAmount>

change the numbers according to your taste,

then go to Rimworld\Mods\SCA10Core\Defs\ThingDefs

open "Items_Resources.xml"

find biomatter,
find the line:

      </thingCategories>

and below it add:
      <comps>
         <li Class="CompProperties_Rottable">
            <compClass>CompRottable</compClass>
            <daysToRotStart>4</daysToRotStart>
            <rotDestroys>true</rotDestroys>
         </li>
      </comps>

change the number of <daysToRotStart>4</daysToRotStart> to whatever.

Before you do, make a backup in case of unforeseen problems.

How to make biomatter heal all scars I don't know, I'd have to look for it in the defs, possibly ask people. You too can do that.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Reaper on May 21, 2015, 10:45:53 AM
thanks for the rotting stuff, And for being constructive
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: nmid on May 22, 2015, 10:45:59 AM
Hi,
Using this mod as part of the Overhaul mod pack and it's been loads of fun so far.

However I noticed a possible mod/game bug?

Wood torch expiration timer refreshes everytime to 2 days,15 hours when a game is reloaded from a save file.

Doesn't matter much, just bringing it to your notice.
If you could also post how you solved it, it would be a good learning tool for me.
I wasn't clear how
            <compClass>CompLifespan</compClass>
            <lifespanTicks>80000</lifespanTicks>
was getting reset everytime the game reloaded.

Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Dumatoin on May 22, 2015, 05:29:39 PM
Would it be possible to make the skill turrets i.e. the punching bags and shooting ranges, be something the colonists do in their joy time or free time?

Maybe each could have a list of the colonists you would like to use it. So only certain colonists would go at the firing range, or the punching bag, or say you want to train a doctor up.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Mrshilka on May 22, 2015, 08:50:45 PM
Hey thanks for this mod it is fantastic.
I however have found a bug I think, the Cram Fortress shield is not stopping drop pod attacks even when toggles to stop them.
It destroys  my bought goods and silver if I forget o turn it off but it has no effect on enemy attacks.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: taze on May 24, 2015, 02:39:09 PM
Hey thanks for this mod it is fantastic.
I however have found a bug I think, the Cram Fortress shield is not stopping drop pod attacks even when toggles to stop them.
It destroys  my bought goods and silver if I forget o turn it off but it has no effect on enemy attacks.
Thank you for the great mod, but anyway that's true, the shield don't seem to stop those pods and the pods even land right in front of the shield.. The shield absorb much electricity and it seem useless :/
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: LittleGreenStone on May 25, 2015, 04:19:32 PM
Hey thanks for this mod it is fantastic.
I however have found a bug I think, the Cram Fortress shield is not stopping drop pod attacks even when toggles to stop them.
It destroys  my bought goods and silver if I forget o turn it off but it has no effect on enemy attacks.
Thank you for the great mod, but anyway that's true, the shield don't seem to stop those pods and the pods even land right in front of the shield.. The shield absorb much electricity and it seem useless :/

I've not once had a bunch of drop-pods coming down through the shields.
Yes, attacking enemies will drop at the edge of the shield instead.
With SC you get nuclear reactors, producing a lot of electricity, you can place them anywhere, rather easy to build too, and does what it says: Does not allow drop pods to go through it.
Instead of having to fight inside your base, they'll spawn outside of it.

That's plenty of use...
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: taze on May 28, 2015, 10:12:11 PM
nah mate.. I meant the pods dropped inside it..
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: LittleGreenStone on May 29, 2015, 12:07:03 AM
nah mate.. I meant the pods dropped inside it..

Then you either have a conflicting mod on your hand,
unchecked the "intercept drop-pod" feature of the shield,
or you lie don't speak the truth.  ???

I have executed quite a few raids just now, out of that I reached 10-12 "XY have dropped right on top of you!" kind of raids, all of them dropped outside the shielded area.
That and my previous experiences tell me that it works just fine.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: taze on May 29, 2015, 10:47:23 PM
nah mate.. I meant the pods dropped inside it..

Then you either have a conflicting mod on your hand,
unchecked the "intercept drop-pod" feature of the shield,
or you lie don't speak the truth.  ???

I have executed quite a few raids just now, out of that I reached 10-12 "XY have dropped right on top of you!" kind of raids, all of them dropped outside the shielded area.
That and my previous experiences tell me that it works just fine.

its okay if you dont believe me and think I m lying, but thats what happened to me on last play, in this current play I don't use it anymore

also a suggestion for abrexus,
sometimes I don't know how this logic works:
how come creatures for example a person who wield nothing but bare hands or even worse a single squirrel could have destroy a blast door?
thats very not logical even if it takes 100 years to do it a squirrel would never be able to destroy a blast door

so how about putting defense on the doors and walls
for example the door has 10 defense so any attack below 10 will have no effect on it if an enemy put 11 attack damage the health will reduce by 1

this just a suggestion anyway :D
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: deadlydullahan on May 30, 2015, 01:36:21 AM
also a suggestion for abrexus,
sometimes I don't know how this logic works:
how come creatures for example a person who wield nothing but bare hands or even worse a single squirrel could have destroy a blast door?
thats very not logical even if it takes 100 years to do it a squirrel would never be able to destroy a blast door

so how about putting defense on the doors and walls
for example the door has 10 defense so any attack below 10 will have no effect on it if an enemy put 11 attack damage the health will reduce by 1

this just a suggestion anyway :D

Logically speaking a squirrel shouldn't be able to break through my door made of granite, but hey that's just the way the game functions, maybe it changes, maybe it doesn't. As of right now though there's no purpose, or at least no one has felt the need or purpose to invest the hours it would take to code together something that simply prevents squirrels and other small critters from logically breaking through a structure that logically they wouldn't be able to. Just pretend these squirrels aren't like the ones in real life and they have reinforced claws. Honestly though if you don't have a spare colonist to go and beat that squirrel to death (you could literally do it unarmed and come back with maybe a scratch or 2) no point in having a mod that just ends up leaving 10 squirrels outside your door trying to destroy it but not being able to because logically squirrels break doors. (In the circumstance that no colonists are nearby when it happens [which i find hard to believe since the squirrel would be attempting to break through the door to get into the colony where your colonists are] then oh well)
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: taze on May 30, 2015, 09:37:22 AM
also a suggestion for abrexus,
sometimes I don't know how this logic works:
how come creatures for example a person who wield nothing but bare hands or even worse a single squirrel could have destroy a blast door?
thats very not logical even if it takes 100 years to do it a squirrel would never be able to destroy a blast door

so how about putting defense on the doors and walls
for example the door has 10 defense so any attack below 10 will have no effect on it if an enemy put 11 attack damage the health will reduce by 1

this just a suggestion anyway :D

Logically speaking a squirrel shouldn't be able to break through my door made of granite, but hey that's just the way the game functions, maybe it changes, maybe it doesn't. As of right now though there's no purpose, or at least no one has felt the need or purpose to invest the hours it would take to code together something that simply prevents squirrels and other small critters from logically breaking through a structure that logically they wouldn't be able to. Just pretend these squirrels aren't like the ones in real life and they have reinforced claws. Honestly though if you don't have a spare colonist to go and beat that squirrel to death (you could literally do it unarmed and come back with maybe a scratch or 2) no point in having a mod that just ends up leaving 10 squirrels outside your door trying to destroy it but not being able to because logically squirrels break doors. (In the circumstance that no colonists are nearby when it happens [which i find hard to believe since the squirrel would be attempting to break through the door to get into the colony where your colonists are] then oh well)

lol I love your sense of humor mate.. okay then its just a suggestion, no?
well then I have another suggestion which is simpler and wont change much of the programming thing (finger crossed into my heart :D)..
How about we rename the squirell into something more scary and make it logical to know that it can destroy a blast door (a fuckin blast door for goat sake).. lemme think.. I think squirellzilla would suffice 8) 8) 8)
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: taze on May 30, 2015, 06:13:28 PM
Don't forget you arn't on earth, a earthen squirrel isn't the same like a rimworld squirrel.
The human settler just named these creatures after squirrel because they look similar cute at first.
But they can be dangerous but not aggresive until someone anger them. They got claws like razorbladed which they need to open the Rimnuts.
And yes they can open plasteel blast doors like tin can, if you give them time.
blast doors are not realy stronger then Rimnuts ! :-)

your logic is pretty screwed :D

but i love it mate!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Nomad on June 01, 2015, 08:17:56 PM
I love this mod! pls add unmanned artillery that fire when powered and a hopper is filled with artillery shells. Thanks for the awesome mod!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: taze on June 02, 2015, 01:16:32 AM
I think I know now why drop pods dropping right inside the CRAM shield.
I've noticed that all other pods burnt except 2 kind of pods:
1. silver delivery (from trading with merchants)
2. mechanoids drop pods (which tend to drop the closest to your available fortress door)

this happen to me just yesterday and the next it happen I will try to print screen the event
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: souless on June 03, 2015, 06:58:06 AM
Is there a way to set a group of Hydroponics Bays to grow the same thing, rather than having to click them one by one?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Katorone on June 03, 2015, 07:37:46 PM
I suspect this will be possible in A11 when the game allows you to copy bills as well as stockpile configurations.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: mechi00 on June 04, 2015, 04:45:04 AM
I like to ask if anyone else having a problem with Exotic Goods Trader comming to your base. Last year I had all other traders but exotic. Since its the only one who buy Art / clothes its very annoying - have in stock more than 20 statues but no trader to sell them. That happens almost in every mid game, same was in Alpha 9.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: mechi00 on June 04, 2015, 06:58:38 AM
Random is random, and not so random like you want it.
for him.
Yeah the right trader is never coming when you need them.
And when you just sold your stock of Art/weapons/whatever the next similar trader comes next day and ask you why you don't got stuff
It is pretty annoying, but this is a general problem at Rimworld and not just this mod.
I dont have this problem playing Vanilla game. Maybe because there are 2 more trading ships added in this mod, so the chance for Exotic is somehow lowered.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: magnusl on June 04, 2015, 03:58:18 PM
Could you guys please make the mod more modular?
I really liked the ceiling lamps, which are not further developed in the main thread of the corresponding mod and dont work with alpha 10.
The superior crafting mod on the other hand has to many features in it for me which i dont want to have active all in parallel
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Adamiks on June 04, 2015, 06:04:57 PM
Could you guys please make the mod more modular?
I really liked the ceiling lamps, which are not further developed in the main thread of the corresponding mod and dont work with alpha 10.
The superior crafting mod on the other hand has to many features in it for me which i dont want to have active all in parallel

They can create 100 versions of this mod or you just can delete everything and leave only ceiling lamps (thingDef).
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: XelNigma on June 06, 2015, 01:10:12 AM
I know its just a little thing, but must planks be so yellow?

I looked for the texture image in hopes that I could just replace it, but I have yet to locate it.
If its not a texture and just a hex number or somthing in a def file somewhere, can I ask where I might locate it to make it slightly more brown/tan?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: nmid on June 06, 2015, 01:11:47 AM
I know its just a little thing, but must planks be so yellow?

I looked for the texture image in hopes that I could just replace it, but I have yet to locate it.
If its not a texture and just a hex number or somthing in a def file somewhere, can I ask where I might locate it to make it slightly more brown/tan?

haha, I feel like I have a GOLD plated version of everything :D
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: XelNigma on June 06, 2015, 01:35:19 AM
I know its just a little thing, but must planks be so yellow?

I looked for the texture image in hopes that I could just replace it, but I have yet to locate it.
If its not a texture and just a hex number or somthing in a def file somewhere, can I ask where I might locate it to make it slightly more brown/tan?

haha, I feel like I have a GOLD plated version of everything :D

One of the mods I have on also adds gold flooring, which is pretty much the exact same color.  While I have no intrest in having a golden room, I feel like I could make one... with wood planks.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: nmid on June 06, 2015, 01:38:23 AM
lol.. yea, I saw that mod too and I have it.

Haven't needed to build anything gold-plated or made of gold yet :D
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: souless on June 07, 2015, 04:04:57 AM
Any hope of making windowed walls to allow daytime light into rooms?
Perhaps there could be just holed walls, counts as indoors, but matches outdoor temp (like Vents do), then after Crafting I, allow building windowed walls and windowed conduit walls (each use 1 glass).

And perhaps, after Crafting II and Agriculture II allow walls made entirely of Glass, for that Greenhouse look ;-)
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: nmid on June 07, 2015, 06:02:51 AM
Any hope of making windowed walls to allow daytime light into rooms?
Perhaps there could be just holed walls, counts as indoors, but matches outdoor temp (like Vents do), then after Crafting I, allow building windowed walls and windowed conduit walls (each use 1 glass).

And perhaps, after Crafting II and Agriculture II allow walls made entirely of Glass, for that Greenhouse look ;-)
You could make one variation of a wall, that allows light through, by just messing around with the .xml files.
the texture would need some work though.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Cefwyn on June 09, 2015, 10:09:11 AM
Loving the mod, there are just a few kinks left. One tiny issue is the spelling in several descriptions - takes the immersion away.
As a start, you could replace the description text of the Sabre Fortress Shield (under \SCA10Core\Defs\ThingDefs at the bottom of the file 'Buildings_Security') with:
Quote
   <description>By refocusing the primary coil system into a vertical configuration the shields range can be extended. While lacking the Sabre's Fire Supression mode it covers a larger area and gains the ability to disrupt the avionic systems of DropPods, causing them to crash with terminal velocity.</description>

There may very well be mistakes in my text as well - nobody is perfect  ;)
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Delekhan on June 10, 2015, 08:59:41 PM
Abrexus, come back for Alpha 11, we miss you and your Husky!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: BeavageCleaver on June 11, 2015, 04:32:14 AM
In the next version, would it be possible to add a sentence about how draggable tables behave to their description? As part of the Ultimate Overhaul mod pack, I ran into confusion (https://ludeon.com/forums/index.php?topic=11934.msg139325#msg139325) about "draggable" possibly meaning that it was a 1x1 table that you could build then later move somewhere else instead of it actually being click-dragged to any size. I'm sure not many people run into that, but a little blurb in the item description would help.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: JesusKreist on June 11, 2015, 07:44:58 AM
As said there, you are the only person who has and/or had this description problem.
To my knowledge "dragable" is not a synonyme for "moveable" or "mobile". That you anticipated that behaviour is not a description flaw.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Katorone on June 11, 2015, 10:14:54 AM
Oh no, he's not the only one.  I was wondering the same thing when I loaded the mod for the first time.  But then I just tried it and found out what it did or didn't do.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: JesusKreist on June 11, 2015, 11:01:12 AM
There's a difference between 'not getting what the description is meaning and asking in a forum to change that' and 'not getting what the description is meaning and testing what it does' ...
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: XelNigma on June 11, 2015, 01:23:20 PM
I thought it was pretty clear that by dragable table meant you could click and drag any size/shape you want.
In another game, say skyrim where you can pick up things and move them around, a dragable table would be one you could move by dragging. But seeing as in rimworld you cant move things I'm not sure where you would get that idea.

But thats just me.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: nmid on June 11, 2015, 01:50:58 PM
Oh no, he's not the only one.  I was wondering the same thing when I loaded the mod for the first time.  But then I just tried it and found out what it did or didn't do.

Same here.
Takes all kinds and all types of mind-frames.
If I had tried it in a different state of mind, perhaps it would have struck me in a different way.

Let me give a similar example... when my colony was in the temperature control phase, for the life of me, I couldn't figure out how to get the LT Temperature Mod's industrial cooler to work. Not having used even the regular cooler, I didn't realise I had to have it sticking out the room, just like in real life.
I thought the exhaust vents + duct would take out all the hot air, leaving the room in which the industrial cooler perfectly cool. (Perhaps like a split AC!!!).
Was really pissed and the intro image on the thread didn't clear it up for me either.

Next day, I played again, and found the 'proper' way to set it up.

Both ways still make sense to me now, depending on how I look at it.

Now can we drop the topic and get to pestering all the mod creators to get their mods updated to A11 :D

(Still playing my 1st colony, day 60 in A10, after I last played A4... I gradually grow this 'test' colony learning one aspect of the overhaul mod, before moving to the next one.. organically growing and learning concepts one by one. Like fiddling with xmls, making my own invisible conduits/ducts.. changing floors to have different move speed, so I spend as much time with the xmls as I do playing the mod! :D )
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Katorone on June 11, 2015, 02:13:07 PM
That's very familiar!  I had the same issue.  But after testing it a bit and sleeping on it, it just made sense, make a temperature controlled room and then distribute the controlled air through the base.
My biggest issue was understanding how temperature actually works in RimWorld and the effects of the outside temperature.  Though I haven't yet succeeded in making a complex system that's self regulating.

For instance, the exhausts of all cooling solutions being collected in a single area, which then gets temperature controlled through vents connected to the outside.  This so there isn't actually any "outside" area needed inside or connected to the base.  Heat waves mess this up badly, and cold snaps disable the cooling so there isn't any heat generated. :D

Sadly, it's also this complexity that sometimes makes me hold off on testing stuff, specially when playing a non-basebuilding game.  I have yet to try out the belt system because I'm unsure how it works and it's power requirements, and I've already discovered multiple ways of doing item transportation/optimization in other ways/mods.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Abrexus on June 11, 2015, 10:50:32 PM
Contrary to popular belief I was not kidnapped by aliens!  I'm working on the update for Alpha 11, and hope to have it out for the weekend!

Cheers everyone!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: neadlak on June 12, 2015, 12:59:35 AM
So many <3's
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: akiceabear on June 12, 2015, 03:39:00 AM
Contrary to popular belief I was not kidnapped by aliens!  I'm working on the update for Alpha 11, and hope to have it out for the weekend!

Cheers everyone!

Overwhelmingly pleased to hear this!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: XelNigma on June 12, 2015, 06:07:18 AM
Honestly, rimworld just isnt rimworld with out Superior Crafting.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Ramsis on June 12, 2015, 08:31:47 AM
I'm with Xel, I can't play it without Superior
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: JesusKreist on June 12, 2015, 08:34:58 AM
+1
;D
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: d3mons on June 12, 2015, 09:36:13 AM
hey when is the update for alpha 11 coming ?
because rim world without superior crafting, and ppc isnt rimworld.....
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Ramsis on June 12, 2015, 10:33:29 AM
hey when is the update for alpha 11 coming ?
because rim world without superior crafting, and ppc isnt rimworld.....

He'll get there when he gets there. Abrexus is the kind of man who doesn't just rush things, which is why we all love his mod so much. He'll breathe quality into every little nook and cranny and after testing the hell out of it finally post it.

Also let the record show that after the line provided below anyone asking him for an ETA on his mod being updated will be getting back handed by me; let him work.

________________No asking about updates past this line_____________________Under risk of Backhand_______
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: d3mons on June 13, 2015, 12:44:24 AM
that may have sounded bad  :-\
but it was more a way to say: I LOVE UR MOD.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Bohb Daishi on June 13, 2015, 12:31:37 PM
Also let the record show that after the line provided below anyone asking him for an ETA on his mod being updated will be getting back handed by me; let him work.

________________No asking about updates past this line_____________________Under risk of Backhand_______


...but what if you're a masochist?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: RickyMartini on June 13, 2015, 01:21:26 PM
When is the update for Alpha 11 coming?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: XelNigma on June 13, 2015, 01:53:34 PM
When is the update for Alpha 11 coming?

Its already out, You just have to pay Abrexus $20 to get it. >=þ
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Vassteel on June 13, 2015, 02:04:40 PM
not gonna lie i would totally toss in a few bucks to the makers of the "Good" mods :p
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: smarrazzo on June 13, 2015, 06:39:47 PM
right best mod ever , this game is unplayable without this mod...
if i were tynan i would srsly consider integrate this mod in the game
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Devon_v on June 13, 2015, 06:58:53 PM
I wouldn't say unplayable, but certainly different. Superior Crafting adds a lot more challenge and a lot more management. There's something to be said for the vanilla resource simplicity as well.

I'd honestly probably like SC a lot more - and mind I am a fan - if the game did a better job of allowing you to actually get colonists to focus on specific tasks. When there are four active Crafting bills going and your crafter insists on doing the least important one so you sit there right-clicking after every unit produced it gets a bit tedious. Not Abrexus' fault at all, but still something to deal with.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: akiceabear on June 13, 2015, 11:08:12 PM
When is the update for Alpha 11 coming?

Its already out, You just have to pay Abrexus $20 to get it. >=þ

There are a few mods I would happily *donate* too, this is one of them.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: d3mons on June 14, 2015, 02:20:00 PM
When is the update for Alpha 11 coming?

Its already out, You just have to pay Abrexus $20 to get it. >=þ

There are a few mods I would happily *donate* too, this is one of them.
+1
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: ( Tchey ) on June 14, 2015, 06:23:24 PM
Didn't play since Alpha 7. I used to play with TechTreeMinami or this one, depending on my mood. I did a quick try on Alpha 11 but without these mods it's not the same taste !
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: XelNigma on June 14, 2015, 10:48:00 PM
Trying to play the game with out Superior crafting is like trying to play vanilla minecraft after playing with a modpack like Feed the Beast or something.  Just feels like SO much is missing and your able to very quickly experience all the game has to offer really fast.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: tirramissu on June 15, 2015, 12:45:43 PM
I can't play Rim without this mod :(
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: thefinn on June 15, 2015, 02:17:03 PM
I can't play Rim without this mod :(
+1
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Monroyo on June 15, 2015, 03:51:06 PM
is it 20 $ just for the new version or for all the upcoming ones ?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: RickyMartini on June 15, 2015, 04:27:51 PM
is it 20 $ just for the new version or for all the upcoming ones ?

No, it starts when it comes to steam. Then it will be 20 $ for this one. ;)
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: tirramissu on June 15, 2015, 04:30:32 PM
My guess is that author is having good time in civ ;-)
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Monroyo on June 15, 2015, 07:41:30 PM
ok thx
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: NephilimNexus on June 15, 2015, 08:20:18 PM
I think what Tynan should do is forward all Rimworld updates to Abrexus at least week before handing them over to SendOwl.  That way we can avoid future anxiety filled gaps between official Rimworld updates and the eventual SAC updates.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: delraith on June 16, 2015, 01:18:32 AM
Or Tynan could incorporate advanced crafting as an integrated mod; if people want vanilla they click it off, if they want SC they click it on. Ez Pz.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: nmid on June 16, 2015, 01:57:41 AM
Oh yes... pretty please yes.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Beathrus on June 16, 2015, 09:42:20 AM
... >,.> I know its bad, but I keep checking the forums for this to update to Alpha 11. I'm beginning to feel like a bird circling its prey waiting for it to run out from the den in which its hiding.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: d3mons on June 16, 2015, 06:33:49 PM
`playing alpha 10 until 11 gets its boost  8) :-*
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: hypnoshadow on June 17, 2015, 10:57:27 AM
can anybody tell me what level my doctor has to be to install bionics? im at 15 and the bills not showing up.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: tirramissu on June 17, 2015, 11:13:51 AM
Are you sure you've crafted them?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: hypnoshadow on June 17, 2015, 11:14:52 AM
yeah i have the bionic spine in a stockpile
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: tirramissu on June 17, 2015, 11:45:04 AM
Hmm install option becomes  available alongside with organ extraction and euthanize.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: hypnoshadow on June 17, 2015, 11:50:27 AM
its not showing up for me.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: hypnoshadow on June 17, 2015, 12:03:09 PM
this is my mod list if it helps?
EdBInterface,EdBPrepareCarefully,fashioning hyperweave and synthread,GlitterTech,laser and plasma weapons,mad skills and project armoury
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: hypnoshadow on June 17, 2015, 12:46:06 PM
i get the install prosthetics but no bionics
 
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: XelNigma on June 17, 2015, 01:23:35 PM
Other than making sure your medicine isnt forbidden, or locked behind a forbidden door.  I cant think of many other reasons you would have a problem.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: hypnoshadow on June 17, 2015, 08:47:34 PM
what level do you need to be to install the bionics?
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: erathia on June 17, 2015, 08:54:04 PM
this is my mod list if it helps?
EdBInterface,EdBPrepareCarefully,fashioning hyperweave and synthread,GlitterTech,laser and plasma weapons,mad skills and project armoury

It's GlitterTech that wont let you do your surgery, been here done that:

First, you need to get EdbModOrder, load SuperiorCrafting ( SCA10Core ) after GlitterTech to ensure that the modified xml i'll post here containing all the surgeries for these two mods override the main load sequence
I dont know if there is already a fix for that, but i made my own : http://pastebin.com/c9NetxAu
Paste it here
Code: [Select]
Rimworld\Mods\SCA10Core\Defs\RecipeDefs and make sur that it is a XML file, if needed, rename it to Recipes_Surgery.xml
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: d3mons on June 18, 2015, 10:58:16 AM
what level do you need to be to install the bionics?
6 or above
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: Beathrus on June 18, 2015, 06:23:32 PM
Is there a way to mend clothing items or weapons in this mod yet? Also...

Need!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: NephilimNexus on June 19, 2015, 03:09:52 PM
Not giving up hope yet!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: erathia on June 19, 2015, 05:39:33 PM
I wont play alpha 11 without it. Not even once, it's there, updated, with all the EDB collection, but it miss it's cerise sur le gateau!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: themightysushicat on June 19, 2015, 07:19:49 PM
after playing a long time with this mod, i find it hard to play without it and im annoyed that it wont update!
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: nmid on June 20, 2015, 04:18:46 AM
after playing a long time with this mod, i find it hard to play without it and im annoyed that it wont update!

lol, yea... I keep trying to make steel bars in my core game.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: wizzard42 on June 20, 2015, 01:25:06 PM
come on, mr Mod, come out already, we want to play :<
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: NephilimNexus on June 21, 2015, 12:59:53 PM
Ok, now I'm giving up hope.
Title: Re: [MOD] (Alpha 10) Superior Crafting: Action Stations! *Updated 4/27*
Post by: erathia on June 21, 2015, 03:51:14 PM
Noooooooo dont give up yet, we will be rewarded for our patience!
Title: Re: [A10] Superior Crafting: Action Stations! *Updated 4/27*
Post by: Abrexus on June 22, 2015, 03:20:42 AM
Hey Everyone,

I am just about finished updating to alpha 11.  I am very sorry for the delay, but I have been dealing with a health issue that has slowed my progress on the mod development.  I normally don't like to bring my personal problems to the forums (and I am in no way looking for sympathy), but I want everyone to know what's going on.  You have all been great supporters, and your kindness and concern has been a great help to me in dealing with my issues.  I promise to have it out very soon.  In fact I only have a few more files to finish updating, and I should have a working test version available for download.  See below the doctors report to get an idea of what I am dealing with.  (And no, I am not worried about people knowing my name....I'm not that paranoid  :o

(http://i.imgur.com/ULKrqrH.png)
Title: Re: [A10] Superior Crafting: Alpha 11 Update Coming Soon!
Post by: wizzard42 on June 22, 2015, 03:43:13 AM
Be well!

(where's the dl link?)
Title: Re: [A10] Superior Crafting: Alpha 11 Update Coming Soon!
Post by: paja338 on June 22, 2015, 03:44:49 AM
Keep your health a no.1 priority and get better.

I am sure we all would like to keep playing further versions of rimworld with your mod and don't care about waiting a while for it.  ;D
Title: Re: [A10] Superior Crafting: Alpha 11 Update Coming Soon!
Post by: akiceabear on June 22, 2015, 04:02:55 AM
Hope the health situation stabilizes/improves - I've had a few health issues in the past and know how (even my non-life threatening ones) can impact everything else going on in life at the time.

As you know, this mod is beloved by the community, but I'd rather see your steady involvement over time, rather than a rushed release after one particular alpha and burnout.
Title: Re: [A10] Superior Crafting: Alpha 11 Update Coming Soon!
Post by: Remorium on June 22, 2015, 04:53:07 AM
Oh goodness! I hope you get better soon.
Title: Re: [A10] Superior Crafting: Alpha 11 Update Coming Soon!
Post by: nmid on June 22, 2015, 05:26:34 AM
get well soon.. don't strain yourself re: the mod.. We guys can wait for a few more days coughhourscough.
Title: Re: [A10] Superior Crafting: Alpha 11 Update Coming Soon!
Post by: ( Tchey ) on June 22, 2015, 06:08:28 AM
You don't have to prove anything with your document ! Even if you simply "quit Rimworld", you can. I allow you.
Title: Re: [A10] Superior Crafting: Alpha 11 Update Coming Soon!
Post by: Shinzy on June 22, 2015, 07:15:50 AM
No hardware complication? disc space? likely related to altered mechanics
oh I can read between the lines mr drum, don't blame rimworld updates on inability to update! :P *poke*

(http://i.imgur.com/2A7be3G.png)



@ ( Tchey ) I miss your avatar, it was very aesthetically pleasing somehow (honestly!)
Title: Re: [A10] Superior Crafting: Alpha 11 Update Coming Soon!
Post by: Beathrus on June 22, 2015, 08:47:04 AM
Get well soon, Mr. Abrexus!! And seems you have a form of Scoliosis, degenerative Scoliosis. x.x Well, at least you have universal healthcare! :D
Title: Re: [A10] Superior Crafting: Alpha 11 Update Coming Soon!
Post by: themightysushicat on June 22, 2015, 09:43:03 AM
honestly i feel bad for complaining now, like, what was he meant to do...
Title: Re: [A10] Superior Crafting: Alpha 11 Update Coming Soon!
Post by: dismar on June 22, 2015, 11:39:28 AM
Honestly you have a ton of code to change and I thank you for the time you take out of your life to make this awesome mod. Cheers!
Title: Re: [A10] Superior Crafting: Alpha 11 Update Coming Soon!
Post by: themightysushicat on June 22, 2015, 12:20:07 PM
Honestly you have a ton of code to change and I thank you for the time you take out of your life to make this awesome mod. Cheers!
Yeah you didnt have to do any of this and were all yelling and this and that going on!
Title: Re: [A10] Superior Crafting: Alpha 11 Update Coming Soon!
Post by: cruzfoamztv on June 22, 2015, 12:24:55 PM
hey hey Abrexus, Cruz from FoamzTV here, i havent seen you around and i just wanted to send my bro love and some get well soon whishes mate <3

waiting on your mod to stream some RimWorld soon, but health comes first mate <3 GET WELL SOON! <3
Title: Re: [A10] Superior Crafting: Alpha 11 Update Coming Soon!
Post by: Abrexus on June 22, 2015, 12:37:03 PM
Wow, everyone is so amazing!  Thank you all for the kind words and wishes.  I have the update finished and am doing a bit of testing.  I'll be releasing it very soon (within a few hours).  I'm sure there will be bugs (as always), so please help me squash them buggers!
Title: Re: [A10] Superior Crafting: Alpha 11 Update Coming Soon!
Post by: erathia on June 22, 2015, 12:58:38 PM
Proper testing will be done my grace!
Title: Re: [A10] Superior Crafting: Alpha 11 Update Coming Soon!
Post by: tirramissu on June 22, 2015, 02:22:28 PM
Developer donations?:)



(http://vignette4.wikia.nocookie.net/clubpenguin/images/c/cc/Shut_up_and_take_my_money.png/revision/latest?cb=20130806134317)
Title: Re: [A11] Superior Crafting v0622
Post by: Abrexus on June 22, 2015, 03:51:40 PM
Update for Alpha 11 is released!  I'm going to work on the first expansion pack soon.  Let the bug bashing begin!
Title: Re: [A11] Superior Crafting v0622
Post by: tirramissu on June 22, 2015, 03:53:20 PM
Thank you!!!
Title: Re: [A11] Superior Crafting v0622
Post by: Shotoku on June 22, 2015, 04:46:49 PM
Fantastic! I'm going to try it right now. Thanks for your efforts Abrexus, your mod is amazing.
Title: Re: [A11] Superior Crafting v0622
Post by: erathia on June 22, 2015, 04:49:36 PM
Here we gooooooooo
Title: Re: [A11] Superior Crafting v0622
Post by: Bonjour on June 22, 2015, 05:58:38 PM
Hello,
i've just downlaoded this mods. fantastic work.
I have a question, i can search the power I and II, but i cannot search for the power III.
Do I have to search smth else or ... ?!?

Thx a lot anyway, cheers
Title: Re: [A11] Superior Crafting v0622
Post by: Abrexus on June 22, 2015, 06:04:07 PM
Hello,
i've just downlaoded this mods. fantastic work.
I have a question, i can search the power I and II, but i cannot search for the power III.
Do I have to search smth else or ... ?!?

Thx a lot anyway, cheers

Yes, Power III requires Power II & Crafting II
Title: Re: [A11] Superior Crafting v0622
Post by: Bonjour on June 22, 2015, 06:42:14 PM
Yes, Power III requires Power II & Crafting II
Ok, i'll continue a bit.
i've just found how to find construction II :)

I have an other question; how does the generator hopper works?

I have some kindlings close to the generator, but impossible to put it in the hopper.
(i can provide a sreenshot if you want)

thx a lot :)
Title: Re: [A11] Superior Crafting v0622
Post by: tirramissu on June 22, 2015, 06:59:43 PM
Will quantum stockpiles be added?
Title: Re: [A11] Superior Crafting v0622
Post by: Abrexus on June 22, 2015, 07:04:02 PM
Yes, Power III requires Power II & Crafting II
Ok, i'll continue a bit.
i've just found how to find construction II :)

I have an other question; how does the generator hopper works?

I have some kindlings close to the generator, but impossible to put it in the hopper.
(i can provide a sreenshot if you want)

thx a lot :)

You sir have found the first bug  ;)

Updating now, look for the new version shortly!
Title: Re: [A11] Superior Crafting v0622a
Post by: Bonjour on June 22, 2015, 07:40:36 PM
Also, here 2 screenshots with the search screen. I don't really understand how to go to lvl 4 in differents work.
I cannot find Crafting II or the others work.

Also, all my plantation aren't growing, and stay at 5%. Is it because i  have to put some mulch?
I thought mulch was improving the groth, but not a necessity.

Thx again, cheers

[attachment deleted due to age]
Title: Re: [A11] Superior Crafting v0622a
Post by: Remorium on June 22, 2015, 07:43:15 PM
Question, in the future, could there potentially be a worktable or something like that where you could mend clothing and weapons? It'd be an interesting idea and it's a function that would make this mod even better. (Honestly the main game could use it too.)
Title: Re: [A11] Superior Crafting v0622a
Post by: Abrexus on June 22, 2015, 07:44:35 PM
Question, in the future, could there potentially be a worktable or something like that where you could mend clothing and weapons? It'd be an interesting idea and it's a function that would make this mod even better. (Honestly the main game could use it too.)

Yes, I am working on that currently along with adding back in Soylent Green.  I will most likely make it an optional expansion as some prefer not to have the mending option.
Title: Re: [A11] Superior Crafting v0622a
Post by: tirramissu on June 22, 2015, 07:47:38 PM
I've noticed that food is not growing in designated grow zones.
Trees are growing fine.
Title: Re: [A11] Superior Crafting v0622a
Post by: Taikun on June 22, 2015, 07:55:14 PM
I've noticed that food is not growing in designated grow zones.
Trees are growing fine.

I'm having this problem too... definitely this mod causing it because they grow fine when SC is disabled.
Title: Re: [A11] Superior Crafting v0622a
Post by: SPARKIE430 on June 22, 2015, 08:08:06 PM
Same problem here... I can grow flowers in the same growing zone but no rice or taters... lol
Title: Re: [A11] Superior Crafting v0622a
Post by: Abrexus on June 22, 2015, 08:09:28 PM
I've noticed that food is not growing in designated grow zones.
Trees are growing fine.

I'm having this problem too... definitely this mod causing it because they grow fine when SC is disabled.

Fix #2 incoming!  Thanks again guys for all the help!  This really makes it easy for me to get this working at 100% as soon as possible!
Title: Re: [A11] Superior Crafting v0622b
Post by: dismar on June 22, 2015, 08:44:33 PM
Hey Abrexus , beany was telling us the other day that if you add :


Quote
However there is no need for the DLL anymore, Tynan changed his code to make it mod friendly. Simple add one line to the XML:

<building>
  <isMealSource>true</isMealSource>
  <spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
  <heatPerTickWhileWorking>0.25</heatPerTickWhileWorking>
</building>

His code checks if there is one object on the map with the isMealSource tag set to true. If there is then you don't get the tutorial message.

Just a helpful tag for ppl with meal sources :)
Title: Re: [A11] Superior Crafting v0622b
Post by: Abrexus on June 22, 2015, 08:53:51 PM
Hey Abrexus , beany was telling us the other day that if you add :


Quote
However there is no need for the DLL anymore, Tynan changed his code to make it mod friendly. Simple add one line to the XML:

<building>
  <isMealSource>true</isMealSource>
  <spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
  <heatPerTickWhileWorking>0.25</heatPerTickWhileWorking>
</building>

His code checks if there is one object on the map with the isMealSource tag set to true. If there is then you don't get the tutorial message.

Just a helpful tag for ppl with meal sources :)

Excellent!  Added for the next update!
Title: Re: [A11] Superior Crafting v0622b
Post by: Remorium on June 22, 2015, 09:32:40 PM
Thank you so much!
Title: Re: [A11] Superior Crafting v0622a
Post by: thefinn on June 22, 2015, 11:07:15 PM
I've noticed that food is not growing in designated grow zones.
Trees are growing fine.

Fix #2 incoming!  Thanks again guys for all the help!  This really makes it easy for me to get this working at 100% as soon as possible!

Is this fix in 622b ? Mine are still not growing. I thought the B version was the fix ?
Title: Re: [A11] Superior Crafting v0622a
Post by: Abrexus on June 22, 2015, 11:27:16 PM
Is this fix in 622b ? Mine are still not growing. I thought the B version was the fix ?

B is the fix version.  I just tested it again, and I have plants up to 47%....am waiting to see if I can harvest them.  They are growing (tested on potatoes).
Title: Re: [A11] Superior Crafting v0622b
Post by: thefinn on June 22, 2015, 11:29:32 PM
My bad, I copied one directory over the old one instead of deleting it first. >.<
Title: Re: [A11] Superior Crafting v0622a
Post by: Taikun on June 23, 2015, 01:18:14 AM
I've noticed that food is not growing in designated grow zones.
Trees are growing fine.

I'm having this problem too... definitely this mod causing it because they grow fine when SC is disabled.

Fix #2 incoming!  Thanks again guys for all the help!  This really makes it easy for me to get this working at 100% as soon as possible!

Thank you, Sir! Everything works great so far!
Title: Re: [A11] Superior Crafting v0622b
Post by: Enjoyment on June 23, 2015, 03:12:15 AM
O, Abe, good news for all of us! Many thx for your job, man.
But... "Forgive me father for I have sinned" - I was playin' a bit with Hardcore SK modpack. And I definitely will del it and instal the glorious SC mod, though I want to admit, there are some moments at HC, I want to see in yor mod:
 * The first one is the ability to place air-conditioners and doors upon walls (for no reasons - it's just much more comfotable to play).
 * The second thing is separate bills for dif stone blocks recipes. And I must say a few words here. You know that community of RW is wierd a little (in a good way). And there are many people with a perfectionism (some even at the edge of OCD), who like their bases to be perfectly made. And, generally, you prefer to have some stock of marble blocks for your sculptures (they're most beautiful), some granite blocks for outer perimeter walls (more stronger), and some limestone for inner walls (faster to mine chunks and to build walls). So that's the reason I want my crafter to keep the stock of 200 marble blocks, 500 granite and 1k of limestone walls. But I can't do it. And don't tell me of "you can allow only marble and set to 'do until you have 200' at bill-table" - this thing doesn't work (cuase it counts all of stone blocks at your stockpiles).
So that's my little cry. You can hear it or not - I'll play your mod no matter what you decide, but I don't think these little things will take a lot of your time to implement, and you can make the Rimlife of your fans just a bit easier.
And... Keep up the good work! Cheers!
Title: Re: [A11] Superior Crafting v0622b
Post by: Grenadier33 on June 23, 2015, 03:33:23 AM
Woohoo, checked the forums after work and the new version is out... you just made my day!   ;D
Title: Re: [A11] Superior Crafting v0622b
Post by: SPARKIE430 on June 23, 2015, 06:02:29 AM
Can't wait to fire this up... it might be a Rimworld day at work.
Title: Re: [A11] Superior Crafting v0622b
Post by: Galvenox on June 23, 2015, 06:24:30 AM
hey Abrexus. firstly, I hope you get better soon, awesome man. health is the most important. secondly, keep up the fantastic work! it really is the best mod I've encountered.
okay now, that I have this out of my mind (had to say it), I have a question, possibly problem. I've researched Construction I, and I still can't build stone doors. I have the materials, I can build stone walls just fine. I can build metal doors though, even when I don't have the materials. maybe that's how it should be, I'm just asking.
Title: Re: [A11] Superior Crafting v0622b
Post by: Bonjour on June 23, 2015, 06:35:56 AM
Hello, i don't know how to get craft II.
i have :
power I, II
Agriculture I
Crafting I
Construction II (and the one before, 'stone work', i don't know how to translate it)
Security I

Do i miss smth?

regards
Title: Re: [A11] Superior Crafting v0622b
Post by: Edeal on June 23, 2015, 08:11:33 AM
Amazing mod I just discovered yesterday ! Great Job !

I also encountered the steam generator problem (impossible to fill the hoppers with kindlings).
Are the saves going to be compatible with the next fixed versions ?

Thank's again !
Title: Re: [A11] Superior Crafting v0622b
Post by: Abrexus on June 23, 2015, 08:42:59 AM
Are the saves going to be compatible with the next fixed versions ?

Thank's again !

Yes, it is compatible.  If there is ever a save breaking update, I post it on the front page below the download link.  And you're most welcome.
Title: Re: [A11] Superior Crafting v0622b
Post by: Galvenox on June 23, 2015, 09:30:39 AM
I can't remove floors of random generated structures. just checked my own floors, can't remove them either. is it just me? Abrexus, I'm also reminding you of my previous question, a couple of posts back.
Title: Re: [A11] Superior Crafting v0622b
Post by: Abrexus on June 23, 2015, 09:34:29 AM
I can't remove floors of random generated structures. just checked my own floors, can't remove them either. is it just me? Abrexus, I'm also reminding you of my previous question, a couple of posts back.

There are no stone doors in SC, and I will check on the floor situation for you after work today!
Title: Re: [A11] Superior Crafting v0622b
Post by: Galvenox on June 23, 2015, 09:49:25 AM
all is clear now, thanks! I'll wait patiently with those floors, there's no hurry.
Title: Re: [A11] Superior Crafting v0622b
Post by: Beathrus on June 23, 2015, 01:17:44 PM
So, quick question; what research do I need to do, to get Stone walls?
Title: Re: [A11] Superior Crafting v0622b
Post by: Galvenox on June 23, 2015, 01:22:52 PM
Beathrus, just Construction I.
Title: Re: [A11] Superior Crafting v0622b
Post by: Beathrus on June 23, 2015, 01:25:43 PM
Uh huh, Uh huh... I researched 'Construction I' and did not get the ability to make stone walls... Is why I am asking. x.x
Title: Re: [A11] Superior Crafting v0622b
Post by: Beathrus on June 23, 2015, 01:44:09 PM
1. Maybe you do the common mistake, you only get the option to place a special material wall/door/workbench/furniture when you got these material at your stockpile.

2. At the Craftman's table you can made Stoneblock.

If you are unsure about what do what, since there is no manual for this complex Mod.
You should safe your game, at the Option enable Development mode, at the Icon top right activate God mode.
Place the workbench you are missing, instant finish some Researches and watch what you get from what.
After you gather some nessesary info's just disable Development mode and load your safe game.

Well, Just in case some mods might be clashing. Here is what I am working with.

Edit: I do have a craft table, and I made stone blocks. Still can't make stone walls, I'll try making more blocks out of other materials to see if that changes anything.

Edit: I figured it out. I am the dumb, please disregard my earlier post about not being able to make stone walls. Excuse me now, while I dunk my head in ice and laugh at myself.

MoreHair
AnimalHideWorking
Apparello
Ceiling Lights
EdbInterface
EdbModOrder
EdbPrepareCarefully
Hospitality
IndividualAppearance
Mad Skills
Modular Tables
MoreFactionsSpawn
Norbals
Norbals MoreFactionSpawn
PawnStateIcon
Pirates!
Pirates! MoreFactionSpawn
PowerSwitch
Rimfire
RightToolForTheJob
SCA11Core
T-ConditionRed
T-CoreCropTweaks
Temperature Control
T-ExpandedCloth
T-Expanded Crops
T-MiscStuff
T-MoreBedsCloth
T-MoreFloors
VeinMiner
Title: Re: [A11] Superior Crafting v0622b
Post by: Patrykbono20 on June 23, 2015, 01:51:58 PM
Thanks for update.
I hope You feels better.
Your Cheers Abrexus :D

Just 3 mods left to perfect game :)
Title: Re: [A11] Superior Crafting v0622b
Post by: nmid on June 23, 2015, 02:14:23 PM
Thanks for update.
I hope You feels better.
Your Cheers Abrexus :D

Just 3 mods left to perfect game :)
what's your ideal mod list?
Title: Re: [A11] Superior Crafting v0622b
Post by: wizzard42 on June 23, 2015, 03:09:31 PM
something I'm not sure is intended or not, but if you try to make soil rich and you happen to have a growing zone with trees on top and the trees are growing they'll be cut down even if they don't have the mulch right now so if a guy is both on construction, planting and cutting he ends up cutting down and replanting the same tree over and over again.
Title: Re: [A11] Superior Crafting v0623
Post by: Patrykbono20 on June 23, 2015, 04:57:48 PM
Thanks for update.
I hope You feels better.
Your Cheers Abrexus :D

Just 3 mods left to perfect game :)
what's your ideal mod list?

Apothecarius
Apparello
Clutter
Enhanced defence from Jaxa
HighPop Teller
Knockouts
Miscelanous
Superior Crafting
Stonecutting tweak
Ts`Mod
Turret Colection

need:
Project Armory
Glitter Tech
Expanded Minnig

and 2 more like:
A2b belts
Mining scanner from Rikki
Title: Re: [A11] Superior Crafting v0623
Post by: Galvenox on June 23, 2015, 06:29:54 PM
I installed the update, but removing floors is still broken for me. I can designate it, so that's a progress, but colonists will just come to a tile, stand a second removing the mark from it and that's all, they move on.
Title: Re: [A11] Superior Crafting v0623
Post by: tirramissu on June 24, 2015, 04:34:30 PM
Hi!
Just noticed that equipment rack can't store weapons and appeal.
Title: Re: [A11] Superior Crafting v0623
Post by: Abrexus on June 24, 2015, 05:02:09 PM
Hi!
Just noticed that equipment rack can't store weapons and appeal.

Update incoming for the fix!  Thanks very much for pointing this out!  Also, I did test the floor removal and it appears to be working for me.  I'll do some more in depth testing however just to make sure.
Title: Re: [A11] Superior Crafting v0624
Post by: tirramissu on June 24, 2015, 05:31:50 PM
Awesome!
Few more moments:
1. Surgical operations are done in regular beds sometimes, though 2-3 special medical beds are free;
2. Settlers are not wearing armor vests by themselves, as they did it in previous mod version (Al.  10).
Title: Re: [A11] Superior Crafting v0624
Post by: Galvenox on June 24, 2015, 09:24:01 PM
I can't install Scyther Blade, there is no such option in operations menu. and about that floors problem, I created a new game to check it and if floors aren't supposed to leave materials after removing, it's working fine. it's just my old save that's causing the bug, but no biggie.
Title: Re: [A11] Superior Crafting v0624
Post by: BMS on June 24, 2015, 11:17:26 PM
Awesome!
Few more moments:
1. Surgical operations are done in regular beds sometimes, though 2-3 special medical beds are free;
2. Settlers are not wearing armor vests by themselves, as they did it in previous mod version (Al.  10).

1. Confirmed and my guy got malaria and just wouldnt get out of the regular bed(and was cured before it became major).  I could have forced him out but i just let him stay
2. my guys seem to be wearing armor fine - but i will always have one guy that likes his cobraskin duster more than he would legendary power armor.

ps - watched this mod grow from first post just tried it two days ago - really bang up job OP
Title: Re: [A11] Superior Crafting v0624
Post by: Abrexus on June 25, 2015, 08:45:53 AM
1. Confirmed and my guy got malaria and just wouldnt get out of the regular bed(and was cured before it became major).  I could have forced him out but i just let him stay
2. my guys seem to be wearing armor fine - but i will always have one guy that likes his cobraskin duster more than he would legendary power armor.

ps - watched this mod grow from first post just tried it two days ago - really bang up job OP

Thanks for the kind words!  As for the medical bed issue....not sure what's causing that.  I checked the xml files, and the medical bed is properly flagged "<bed_defaultMedical>true</bed_defaultMedical>" and it's the only bed with that flag, so they should default to that one before any other bed if they need medical attention.  I'm going to have to put my thinking cap on for that one.
Title: Re: [A11] Superior Crafting v0624
Post by: Thorbane on June 25, 2015, 02:28:06 PM
When I right click on the tailor's loom, the smithing table, or the crafting bench the right click menu does not appear, keeping me from ordering someone to prioritize working on it.  Also colonists don't seem to want to restart work on a job at any of those.
Title: Re: [A11] Superior Crafting v0624
Post by: tirramissu on June 25, 2015, 02:59:13 PM
When I right click on the tailor's loom, the smithing table, or the crafting bench the right click menu does not appear, keeping me from ordering someone to prioritize working on it.  Also colonists don't seem to want to restart work on a job at any of those.
Works fine for me.
This can happen because:
1. Unfinished item was started by other colonist, only owner can finish job;
2. Colonist has not that job  type enabled;
3. Bench has no tasks or task is suspended;
4. You don't have mats to do the job.
Title: Re: [A11] Superior Crafting v0623
Post by: Pink Photon on June 25, 2015, 03:25:39 PM
I installed the update, but removing floors is still broken for me. I can designate it, so that's a progress, but colonists will just come to a tile, stand a second removing the mark from it and that's all, they move on.

I installed the update, and I had the same behavior for floors I'd already constructed. However, floors I constructed *after* installing the update can be removed successfully.
Title: Re: [A11] Superior Crafting v0624
Post by: Remorium on June 25, 2015, 03:36:18 PM
For the medical bed issue, I have no idea how to code, but maybe there is a way to forbid colonists from using the default one when they are sick?
Title: Re: [A11] Superior Crafting v0624
Post by: tirramissu on June 25, 2015, 03:39:19 PM
In this case they won't be able to sleep in the bed if medical bed is busy or absent.
Title: Re: [A11] Superior Crafting v0624
Post by: Thorbane on June 25, 2015, 03:54:19 PM
When I right click on the tailor's loom, the smithing table, or the crafting bench the right click menu does not appear, keeping me from ordering someone to prioritize working on it.  Also colonists don't seem to want to restart work on a job at any of those.
Works fine for me.
This can happen because:
1. Unfinished item was started by other colonist, only owner can finish job;
2. Colonist has not that job  type enabled;
3. Bench has no tasks or task is suspended;
4. You don't have mats to do the job.

I checked, it was her build.  The menu wouldn't even appear.  After cancelling the job they would start work on it as normal, but I cannot order them to work on it as I cannot access the menu.
Title: Re: [A11] Superior Crafting v0624
Post by: Remorium on June 25, 2015, 04:11:18 PM
Hence why I'm not a coder. It was just an idea.
Title: Re: [A11] Superior Crafting v0624
Post by: Abrexus on June 25, 2015, 05:12:39 PM
Great discussion and ideas everyone! 

#1 The floors are removable, but due to the amount of resources used to create them you may not get anythng back after deconstructing if it is a floor that only requires one piece of wood for example.

#2 The beds still have me a bit stumped.  I plan on putting some quality time into testing this evening.  I didn't have much time in the beginning of the week, but I have some free time the next few days.

#3 The workstations "may" be wanting the "<surfaceType>Item</surfaceType>" code in their XML, so I added it to see if that fixes any issues.  While they did work before, it may have been causing some minor glitches with that line removed.

Update 0625 incoming!
Title: Re: [A11] Superior Crafting v0625
Post by: Chezare on June 26, 2015, 04:25:33 AM
Can't harvest eyes\hands\legs from colonist\prisoners with latest update   :'(
Title: Re: [A11] Superior Crafting v0625
Post by: Remorium on June 26, 2015, 05:24:57 AM
What got fixed in the latest update exactly?
Title: Re: [A11] Superior Crafting v0625
Post by: Abrexus on June 26, 2015, 06:38:11 AM
Can't harvest eyes\hands\legs from colonist\prisoners with latest update   :'(

Actually, I never had that as part of superior crafting.  You can harvest the organs, and you can replace the eyes, nose, arms, legs with prosthetics.  I didn't add that mainly because I wanted to streamline the surgery system.  If I added every part in the body as something you could harvest the menu would get unwieldy.
Title: Re: [A11] Superior Crafting v0625
Post by: Abrexus on June 26, 2015, 06:39:46 AM
What got fixed in the latest update exactly?

Just added some code to the production table XML.  You wont notice anything different in the game with this update.  I'm actually working on making the training items be automatic, so you don't have to force the colonists to use them anymore.
Title: Re: [A11] Superior Crafting v0625
Post by: blub01 on June 26, 2015, 08:04:58 AM
So, I've started a new colony with superior crafting, played for a while, and now i have the issue that i cannot find any plasteel at all. this wouldn't be an issue in vanilla rimworld, as you only need around 850 plasteel, and it is possible to buy that much, but in superior crafting, you even need it for the geothermal generator. is something just broken, do i need to quarry out the mountains, or am i supposed to do something else?
Title: Re: [A11] Superior Crafting v0625
Post by: Abrexus on June 26, 2015, 08:22:43 AM
So, I've started a new colony with superior crafting, played for a while, and now i have the issue that i cannot find any plasteel at all. this wouldn't be an issue in vanilla rimworld, as you only need around 850 plasteel, and it is possible to buy that much, but in superior crafting, you even need it for the geothermal generator. is something just broken, do i need to quarry out the mountains, or am i supposed to do something else?

You can actually craft plasteel at the chemlab using raw devilstrand and steel ore.
Title: Re: [A11] Superior Crafting v0625
Post by: blub01 on June 26, 2015, 08:27:09 AM
thanks. also, any suggestion on how to deal with a room full of mechs where i want to build my sleeping rooms? i thought of putting a crapton of explosive traps down, but will they hit scythers? i think it is 3 scythers and 1 centipede, at least when i looked into it and then loaded a save i had made right before looking.
Title: Re: [A11] Superior Crafting v0625
Post by: BMS on June 26, 2015, 08:37:43 AM
thanks. also, any suggestion on how to deal with a room full of mechs.

I wall them off if i have to make 3-4 choke points maybe an elbow so i have a place to run and hide out and they have to come to me heck for that matter run them into a trap - build a wall and just move them
Title: Re: [A11] Superior Crafting v0625
Post by: blub01 on June 26, 2015, 11:57:28 AM
nah, I'll just make a full set of power armor and charge rifles, that should do it.

EDIT: also, once i can make plasteel, do i still need steel for anything?
Title: Re: [A11] Superior Crafting v0625
Post by: Girlinhat on June 26, 2015, 02:32:30 PM
nah, I'll just make a full set of power armor and charge rifles, that should do it.

EDIT: also, once i can make plasteel, do i still need steel for anything?
Crafting items like weapons and armor still needs steel, as well as construction like wires and solar panels.
Title: Re: [A11] Superior Crafting v0625
Post by: XOTatterly on June 27, 2015, 01:56:18 AM
Hello, just wanted to say I signed up to thank you for your work. I'd also like to echo earlier posts - a way to fix 'frail' torsos would be fantastic, whether that's including the 'torso' segment as a reference for Bionic Spines, biomatter slap-patches, whatever. I'm still using version A10, mind, so it's quite possible that you've already done just that. Knowing how hard it is to maintain and work on such things, thank you for your hard work!
Title: Re: [A11] Superior Crafting v0625
Post by: blub01 on June 27, 2015, 05:57:21 AM
Hello, just wanted to say I signed up to thank you for your work. I'd also like to echo earlier posts - a way to fix 'frail' torsos would be fantastic, whether that's including the 'torso' segment as a reference for Bionic Spines, biomatter slap-patches, whatever. I'm still using version A10, mind, so it's quite possible that you've already done just that. Knowing how hard it is to maintain and work on such things, thank you for your hard work!

I don't think so, but I don't really know all the features. what i know is that there is no bill showing up in the operations tab for frail, for other injuries, it shows up, even if you don't have the required materials.

EDIT: is there any way to make AI persona cores? I'm trying to make all my colonists full bionic right now, and even though i ahve a crapton of devilstrand i can sell, the traders don't ahve enough money on them that i could just buy persona cores whenever an exotic goods trader shows up.
Title: Re: [A11] Superior Crafting v0625
Post by: tirramissu on June 27, 2015, 07:31:39 AM
EDIT: is there any way to make AI persona cores? I'm trying to make all my colonists full bionic right now, and even though i ahve a crapton of devilstrand i can sell, the traders don't ahve enough money on them that i could just buy persona cores whenever an exotic goods trader shows up.
Hi!
Best way is to make wood plank grand statues, leather appeal and sell them to trader. Also sell all stuff looted from  raiders. Make bio-matter from their corpses, don't bury them. You can also make organs from that biomatter which is also can be sold.
The only way is to buy it from vendors, or you can install a mod which allows crafting.
Title: Re: [A11] Superior Crafting v0625
Post by: blub01 on June 27, 2015, 07:47:07 AM
no, i meant is there a way to craft them. i ahve a huge devilstrand field, so big that i can't sell all of it when a trader comes around because the trader doesn't have enough money, i just want to know if i can get persona cores without having to wait for the exotic goods trader.

EDIT: and what does "block direct" and "block indirect" on the sabre and cram shields? and does "fire supression" mean no bullets get through at all, or that colonists can fire out, but it blocks bullets going in?
Title: Re: [A11] Superior Crafting v0625
Post by: nmid on June 27, 2015, 09:35:28 AM
yes
Core\Defs\TraderKindDefs\TraderKinds.xml
and other traderkinds.xml files
increase

        <thingDef>Silver</thingDef>
        <countRange>
          <min>40000</min>
          <max>60000</max>
        </countRange>
      </li>

enjoy.
Title: Re: [A11] Superior Crafting v0625
Post by: XelNigma on June 27, 2015, 09:55:05 AM
EDIT: and what does "block direct" and "block indirect" on the sabre and cram shields? and does "fire supression" mean no bullets get through at all, or that colonists can fire out, but it blocks bullets going in?

My understanding is that block direct stops incoming projectiles.  Indirect destroys drop pods, including ones from trade ships.   Fire suppression is that it slowly puts out fires in the zone.
Title: Re: [A11] Superior Crafting v0625
Post by: blub01 on June 27, 2015, 10:20:04 AM
EDIT: and what does "block direct" and "block indirect" on the sabre and cram shields? and does "fire supression" mean no bullets get through at all, or that colonists can fire out, but it blocks bullets going in?

Indirect destroys drop pods, including ones from trade ships.

so, why does the cram shield have an "intercept drop pod" function?
Title: Re: [A11] Superior Crafting v0625
Post by: Probe1 on June 27, 2015, 01:08:48 PM
Thanks for updating Abrexus.  Great mod as always.
Title: Re: [A11] Superior Crafting v0625
Post by: Loki88 on June 27, 2015, 03:19:24 PM
no, i meant is there a way to craft them. i ahve a huge devilstrand field, so big that i can't sell all of it when a trader comes around because the trader doesn't have enough money, i just want to know if i can get persona cores without having to wait for the exotic goods trader.

EDIT: and what does "block direct" and "block indirect" on the sabre and cram shields? and does "fire supression" mean no bullets get through at all, or that colonists can fire out, but it blocks bullets going in?

Block indirect is for mortar shells I believe.
Title: Re: [A11] Superior Crafting v0625
Post by: Beathrus on June 27, 2015, 03:22:00 PM
Okay, can someone explain to me how to use the Chemlab and Organ Vat? Specifically, do I need to have on Medical or Crafting; or both? Also, why can't the Organ Vat take bodies from Graves? o.o
Title: Re: [A11] Superior Crafting v0625
Post by: blub01 on June 27, 2015, 04:59:14 PM
Okay, can someone explain to me how to use the Chemlab and Organ Vat? Specifically, do I need to have on Medical or Crafting; or both? Also, why can't the Organ Vat take bodies from Graves? o.o

i think the graves are essentially stockpiles on critical and autoconfigured to only take corpses. maybe you can't use bodies from critical stockpiles? anyway, you can just deconstruct the graves, too, or change the priority. The chemlab only requires crafting, and at least extracting stuff with the organ vat only requires crafting, too. I ahven't tried making organs though.
Title: Re: [A11] Superior Crafting v0625
Post by: Abrexus on June 27, 2015, 05:06:45 PM
Thank you Blub01 for helping out with the questions.  Yes, you would want to deconstruct the graves to free the bodies for use in the organ vat.  I also plan on taking a look at the amount of $$$ traders bring with them.  As for crafting the AI Core, I struggled with that and in the end decided that you would have to get them as loot from the crashed ship, or purchase them from a trader.  I may rethink this however.
Title: Re: [A11] Superior Crafting v0625
Post by: tirramissu on June 27, 2015, 05:35:34 PM
hunting for AI cores brings some challenge! Please leave as it is now :)

I've found a funny bug with SCA11Core_0625 version.

Description:
Infinite work loop: plant tree/chop tree.
You should have only few mulch items stored.

How to reproduce:

Expected results:

Actual results:
Title: Re: [A11] Superior Crafting v0625
Post by: blub01 on June 27, 2015, 06:01:04 PM
Thank you Blub01 for helping out with the questions.  Yes, you would want to deconstruct the graves to free the bodies for use in the organ vat.  I also plan on taking a look at the amount of $$$ traders bring with them.  As for crafting the AI Core, I struggled with that and in the end decided that you would have to get them as loot from the crashed ship, or purchase them from a trader.  I may rethink this however.

then at least make bulk goods trader have a little bit more money at hand. i ahve a big devilstrand field which i put rich soild on, and i produce it faster than i can sell it because bulk goods trader only have 2000-3000 silver on them. also, a priority system for bills wood be nice, and maybe the possibility to check for the amount of raw resources required to do a bill? so i could make devilstrand into devilstrand cloth until i have 2000 devilstrand left?

EDIT: do i have any chance of getting more goodwill with the pirates by releasing prisoners, or does it just not work?
Title: Re: [A11] Superior Crafting v0625
Post by: wizzard42 on June 27, 2015, 06:52:19 PM
hunting for AI cores brings some challenge! Please leave as it is now :)

I've found a funny bug with SCA11Core_0625 version.

Description:
Infinite work loop: plant tree/chop tree.
You should have only few mulch items stored.

How to reproduce:
  • Designate growing zone with trees. Pine trees for example.
  • Cover growing zone with rich soil tiles.

Expected results:
  • Trees are planted.
  • Rich soil tiles are built, trees grow faster.

Actual results:
  • Trees are planted.
  • Tile is cleaned for rich soil - tree is chopped down, go to step #1.
Initially discovered in 622b
Title: Re: [A11] Superior Crafting v0625
Post by: dismar on June 27, 2015, 09:13:23 PM
For those who use both Abrexus crafting mod and the Veg Garden mod, I have taken the time to break my mod up into a Bunch of research projects that are blended into the Superior Crafting research. As you unlock research in his mod you discover my stuff. Example after you research AgricultureI you'll unlock ExpandedAgricultureI which unlocks all my new vegetables! All my tables can be unlock though research and use bars and blocks from SC. So here's my add-on for Superior Crafting! I'll also be add to my page a download link later on. Let me know if you find bugs :)

https://www.dropbox.com/s/1tuos96a9mms38b/SA11%20Veg%20Garden%20ADDON.zip?dl=0
Title: Re: [A11] Superior Crafting v0625
Post by: Beathrus on June 28, 2015, 05:07:36 PM
So, what do I do about someone losing a hand; Or foot? Do I replace the entire leg or arm?
Title: Re: [A11] Superior Crafting v0625
Post by: doctoxic on June 28, 2015, 05:11:33 PM
(this may not be a mod problem) but how do i make a sculpters table to produce art - do i need a specific tech?

many thanks

Title: Re: [A11] Superior Crafting v0625
Post by: Goldsmyths on June 28, 2015, 11:14:17 PM
I seem to hit a really big problem.
I love the beds and nuclear power plant, but:
The only material available to make a standard wall is wood, and the rest has power conduit attached. Not a good idea, especially if you plan on power switching.
Doors needs to be next to a power conduit to work. Also a backtrack from the recent updates.
I can't seem to plant food in planting zone, and the only thing in hydroponic is potato.

(about power switching, what I mean is to make a central power hub that run to different places. Example being offing the turret power line when not being raided. Saves a lot of power for things like sunlamps and heatings)

Is it just me or are those the feature of SC?
I use at least half of the available A11 mods in this forum.
Title: Re: [A11] Superior Crafting v0625
Post by: Bandus on June 28, 2015, 11:42:26 PM
I am brand new to using this mod and so far I must say, I really enjoy it. It adds good depth while maintaining a reasonable level of balance!

I do believe I have encountered a bug though and was hoping someone might be able to confirm for me. Basically, it is my understanding that one must research Agriculture 1 before one can grow corn, rice, and strawberries. Additionally, one must research the minor tech "medicine" to cultivate Xerigium. However, I seem to be able to cultivate all of those things immediately upon planetfall with no research completed at all.

Am I missing something or have I found a minor bug? Thank you!
Title: Re: [A11] Superior Crafting v0625
Post by: akiceabear on June 28, 2015, 11:48:36 PM
Maybe try running just this mod to see if the problem persists (with new map and game). My agricultural works as advertised on both the issues raised above (research for crops, what can by planted in hydroponics).
Title: Re: [A11] Superior Crafting v0625
Post by: Beathrus on June 29, 2015, 12:16:48 AM
Not sure if its a bug, but I can't fix scars on the hands or feet.
Title: Re: [A11] Superior Crafting v0625
Post by: Xerberus86 on June 29, 2015, 10:24:09 AM
thx for this great mod :)
Title: Re: [A11] Superior Crafting v0625
Post by: Pink Photon on June 29, 2015, 10:51:53 AM
(this may not be a mod problem) but how do i make a sculpters table to produce art - do i need a specific tech?

many thanks

Construction II.

I do believe I have encountered a bug though and was hoping someone might be able to confirm for me. Basically, it is my understanding that one must research Agriculture 1 before one can grow corn, rice, and strawberries. Additionally, one must research the minor tech "medicine" to cultivate Xerigium. However, I seem to be able to cultivate all of those things immediately upon planetfall with no research completed at all.

Am I missing something or have I found a minor bug? Thank you!

I've encountered the same thing. Oddly enough, it goes away on its own. (I think it happens after you quit to desktop and restart the game.)
Title: Re: [A11] Superior Crafting v0625
Post by: XelNigma on June 29, 2015, 11:59:15 AM
How complicated is it to attach things to a research?
I want to use other mods with SC, but I dont like having them unlocked from the start.

In case I'm not being clear, lets say for example I have a mod that adds more floor tiles that I can build.  But I dont want to have access to them until I learn Construction III.  Is it something as simple as going into a file and making a minor tweak?
Title: Re: [A11] Superior Crafting v0625
Post by: kaptain_kavern on June 29, 2015, 01:19:08 PM
According to this wiki page (http://rimworldwiki.com/wiki/ThingDef#Global_elements) you have to add a  researchPrerequisite tag in each related files in the ThingDef folder of the mod.
Sorry for the lack of information I'm on my cellphone right now

EDIT: Now i'm in front of my computer ;) :

It looks like that : <researchPrerequisite>PowerI</researchPrerequisite> for Power Conduit in \Mods\Core_SK\Defs\ThingDefs\Buildings_Power.xml.
You have to make sure the value of the <researchPrerequisite> tag match the one write in \Mods\Core_SK\Defs\ResearchProjectDefs files.

So to summarize :
1)in Defs\ThingDefs you can modify building/item features and it's there you can modify which research unlock it, with the use of the <researchPrerequisite></researchPrerequisite> tag.
ex. :
Code: [Select]
<ThingDef ParentName="BuildingBase">
    <defName>PowerConduit</defName>
    <label>power conduit</label>
    <thingClass>Building</thingClass>
    <category>Building</category>
    [...]
    <designationCategory>Power</designationCategory>
    <constructEffect>ConstructMetal</constructEffect>
    <designationHotKey>U</designationHotKey>
<researchPrerequisite>PowerI</researchPrerequisite>
  </ThingDef>
in this you see that you need to research PowerI to unlock the Power conduits (building)

2)in \Defs\ResearchProjectDefs you can do the same with research fields by using <prerequisites><li></li></prerequisites>
ex. :
Code: [Select]
<ResearchProjectDef>
<defName>PowerII</defName>
<label>Power II</label>
<description>Further advancements in power technology, give your colonists the ability to harness the power of the sun.  Unlocks the solar powered generator.  Also increases battery efficiency by 15 percent.</description>
<totalCost>600</totalCost>
<prerequisites>
<li>PowerI</li>
</prerequisites>
</ResearchProjectDef>
in this you see that you need to research PowerI to unlock PowerII.
Also note that you can put several <prerequisites> with the use of <li></li> like Geothermal/powerIII :
Code: [Select]
<ResearchProjectDef>
<defName>GeothermalPower</defName>
<label>Power III</label>
[...]
<prerequisites>
<li>ElectricSmelting</li>
<li>PowerII</li>
</prerequisites>
</ResearchProjectDef>
Title: Re: [A11] Superior Crafting v0625
Post by: kaptain_kavern on June 29, 2015, 11:21:47 PM
Plus i just noticed this : [TOOL] RimSearch (Updated 09.06.2015) - The Research Tree Graph Generator (https://ludeon.com/forums/index.php?topic=12064.0)
Title: Re: [A11] Superior Crafting v0625
Post by: XelNigma on June 30, 2015, 05:52:35 AM
Perfect, Thanks Captain Caveman, err Kaptain_Kavern.  =þ
Title: Re: [A11] Superior Crafting v0625
Post by: oreygami5501 on June 30, 2015, 06:27:23 AM
i am not sure if you are going to read this but is this mod available for alpha 10?
Title: Re: [A11] Superior Crafting v0625
Post by: kaptain_kavern on June 30, 2015, 07:20:30 AM
Try here maybe : http://www.nexusmods.com/rimworld/mods/47/?
Title: Re: [A11] Superior Crafting v0625
Post by: Bandus on June 30, 2015, 05:14:18 PM
Regarding the Terraforming Pump, I am curious if the soil stays in place if the pump is removed or is it necessary to keep the pump in place even after the soil is created? Thanks!
Title: Re: [A11] Superior Crafting v0625
Post by: tirramissu on June 30, 2015, 05:16:01 PM
You can remove the pump. Soil remains.
Title: Re: [A11] Superior Crafting v0625
Post by: Beathrus on June 30, 2015, 05:40:52 PM
I wish there was an 'advanced' pump that did a full area, the same size as the Sun lamps.
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: Abrexus on July 01, 2015, 12:10:14 PM
New update Available!  Check the first page for some new screenies....here are the additions:

* Training items are now used automatically when the pawn is idle, as well as manual use
* Added a flamethrower weapon
* Added a fire extinguisher
* Hydroponic tables can now automatically change all connected tables to grow the same plant type
* Updated all in game textures to remove unsightly ghosting
* Replaced wood plank texture with something more pleasing to the eye
* Balanced vents so temperature equalizes more evenly between connected rooms
* Decreased the cost of campfires to help balance starting in cold climates
* Decreased the cost of mulch used to fertilize soil
* Mulch now is made from kindling instead of whole logs
* Increased the amount of silver traders have available to buy your goods with
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: mrofa on July 01, 2015, 12:16:47 PM
Wow greate update :D
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: kaptain_kavern on July 01, 2015, 12:18:54 PM
Awesome.
 
* Training items are now used automatically when the pawn is idle, as well as manual use
* Hydroponic tables can now automatically change all connected tables to grow the same plant type
* Balanced vents so temperature equalizes more evenly between connected rooms
I'm really wondering how you achieve that! I was looking in .Xml files yesterday to see if I can understand and wasn't able to even find a clue. Gratz
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: tirramissu on July 01, 2015, 12:49:45 PM
Great! Thank you!

I have a question.
Where I can sell kindling?
No traders accept it.

Is it possible to add cannon which uses shells?
Currently I have a save where 30+ mechanics are attacking me from pod drop.
I can't handle them :-)
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: Beathrus on July 01, 2015, 01:01:57 PM
Great! Thank you!

I have a question.
Where I can sell kindling?
No traders accept it.

Is it possible to add cannon which uses shells?
Currently I have a save where 30+ mechanics are attacking me from pod drop.
I can't handle them :-)

Oh dang. That is horrible, I recommend traps, and lots of traps. Like, fire traps and explosive ones; Maybe just surround it in a large area with Embrasures and build flammable floors. Maybe if the heat gets over 300 they'll fry! And use a Blast door!
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: tirramissu on July 01, 2015, 01:55:16 PM
Ho ho ho :)
You can give it a try.
Mods used:
Quote
EdBInterface 2.8.5
EdBPrepareCarefully 1.9.3
Miscellaneous_1112_HiRes
Miscellaneous_Animals_1110
Pawn State Icons 67-v04b
RT Storage 1.3.2
SCA11Core_0625

I tried maxing skills and perks for colonists, it didn't help lol.
You can try my save, here's a link:
https://drive.google.com/file/d/0B9VrHa4ypmEHa1NLSDdkMkVDdDA/view?usp=sharing
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: Beathrus on July 01, 2015, 02:57:35 PM
Ho ho ho :)
You can give it a try.
Mods used:
Quote
EdBInterface 2.8.5
EdBPrepareCarefully 1.9.3
Miscellaneous_1112_HiRes
Miscellaneous_Animals_1110
Pawn State Icons 67-v04b
RT Storage 1.3.2
SCA11Core_0625

I tried maxing skills and perks for colonists, it didn't help lol.
You can try my save, here's a link:
https://drive.google.com/file/d/0B9VrHa4ypmEHa1NLSDdkMkVDdDA/view?usp=sharing

You can always cheese it, and use snipers to kill the bots 1 at a time. o.o If its in an area with enough room to just have the bots on the edge of the rifles range.
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: Bandus on July 01, 2015, 04:06:25 PM
Can anyone confirm if this update to Superior Crafting works with the version of the mod that was available yesterday? I want to upgrade, but don't want to make my current save game unplayable.
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: Abrexus on July 01, 2015, 04:20:47 PM
Can anyone confirm if this update to Superior Crafting works with the version of the mod that was available yesterday? I want to upgrade, but don't want to make my current save game unplayable.

The existing items I updated in the game are vents, training items, and hydroponics tables.  They may need to be deconstructed, the game saved, then rebuilt after the update.  I would make a backup just to be sure.
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: Beathrus on July 01, 2015, 04:24:42 PM
Can anyone confirm if this update to Superior Crafting works with the version of the mod that was available yesterday? I want to upgrade, but don't want to make my current save game unplayable.

The existing items I updated in the game are vents, training items, and hydroponics tables.  They may need to be deconstructed, the game saved, then rebuilt after the update.  I would make a backup just to be sure.

Have you added in Bionic hands or feet yet? o.o Or some substitute for when a colonist loses a hand or foot, or it gets scarred? Because I can't repair scars on the hands or feet. x.x
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: mrofa on July 01, 2015, 04:30:52 PM
There are advenced prosthetic that are like normal hands, as for bionic i didnt get that far yet :D
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: Bandus on July 01, 2015, 04:48:22 PM
Quote
The existing items I updated in the game are vents, training items, and hydroponics tables.  They may need to be deconstructed, the game saved, then rebuilt after the update.  I would make a backup just to be sure.

I updated to the newest version, loaded my save game, and immediately get hammered by errors. Seems to answer my question! :) The saved game did not actually load fully, just a bunch of tracebacks.
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: Blyska on July 01, 2015, 04:58:03 PM
Quote
The existing items I updated in the game are vents, training items, and hydroponics tables.  They may need to be deconstructed, the game saved, then rebuilt after the update.  I would make a backup just to be sure.

I updated to the newest version, loaded my save game, and immediately get hammered by errors. Seems to answer my question! :) The saved game did not actually load fully, just a bunch of tracebacks.

Had the same problem this morning.
Deconstructing the items, then upgrading the mod seemed to fix that, as said by Abrexus.
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: Patrykbono20 on July 01, 2015, 05:09:34 PM
Hmm  kobayashi Maru, just i think of Star Trek acedemy tests, maybe you add a special uniform like in ST :D
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: Leucetius on July 01, 2015, 05:22:22 PM
I don't know if it's a change made by the update or a general thing with Ultimate Collection - and wether it's generating the errors in the first place -  but at my end the hydroponics were in the Buildings_Structures.xml and in the v0701 they are in the Buildings_Production.xml. So I had to delete the entry from one file and move it to another to not have two buildings with the same tag.

Works fine :)
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: Blyska on July 01, 2015, 05:41:27 PM
I don't quite understand how the food synthesizer works... It has no 'bill' tab. Is it normal ?
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: mrofa on July 01, 2015, 05:42:50 PM
You place a hoppper near it and fill it with food thats all. Rest is done automaticly :)
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: Bandus on July 01, 2015, 06:54:06 PM
Quote
Deconstructing the items, then upgrading the mod seemed to fix that, as said by Abrexus.

Ah, I misunderstood that they had to be deconstructed pre upgrade. Thank you!
Title: Can't seem to perform eye surgery
Post by: artzchopshop on July 02, 2015, 02:10:43 AM
Guys, it seems that my pawn with an eye shot out can't have an operation to have a natural eye installed. My doctor pawn is a 12 on medicine and we do have herbal medicine in stock. The natural eye produced is placed on a stockpile so it is registered in the inventory. Any ideas? :(

I do have other mods installed but Crafting Overhaul is the main one, others installed are:
EdB's PrepareCarefully, ModOrder, and Interface (Alpha 11 ver)
ApparelloA11
A11Darkness
Miscellaneous w/ MAI (Both standalones)
Hospitality
Zombie Apocalypse

To my knowledge, none of these mods except the Crafting Overhaul mod alters the medical operation  bill of the pawns. So i'm stuck with a dude with a shot out eye and a vatgrown eye in stock
Title: Re: Can't seem to perform eye surgery
Post by: Abrexus on July 02, 2015, 09:21:35 AM
Guys, it seems that my pawn with an eye shot out can't have an operation to have a natural eye installed. My doctor pawn is a 12 on medicine and we do have herbal medicine in stock. The natural eye produced is placed on a stockpile so it is registered in the inventory. Any ideas? :(

I do have other mods installed but Crafting Overhaul is the main one, others installed are:
EdB's PrepareCarefully, ModOrder, and Interface (Alpha 11 ver)
ApparelloA11
A11Darkness
Miscellaneous w/ MAI (Both standalones)
Hospitality
Zombie Apocalypse

To my knowledge, none of these mods except the Crafting Overhaul mod alters the medical operation  bill of the pawns. So i'm stuck with a dude with a shot out eye and a vatgrown eye in stock

The problem is a conflict with the Zombie Apocalypse mod overwriting my races_humanoid.xml.  I'll post a fix for this in a short bit.
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: josmow on July 02, 2015, 09:24:12 AM
slight problem (just frustrating) if you have your socialite (i tend to use the highest social character to trade) assigned to train on a shooting range (and possibly other training things) they go back to it when you tell them to trade. making it so they don't go to the trade console (he was my researcher, but hes done now so all he does is train until i need him to trade something)

another update, it might be a good idea to make it so that fire extinguishers are a tad more rare on raids and support events.... currently have 5 people, 1 with a shiv, the rest with varying quality fire extinguishers, attempting to assist in taking out 5 sythers.... i will update on the outcome of the battle Slaughter.

one valiently attempted to extinguish the life of one of them, the syther however had other plans and got a headshot.

also seems that the crafting bug is back. wont let me craft melee weapons on the crafting table (plasteel things anyhow, haven't tried anything else yet)

edit: anything that goes beyond a certain point requirement (steel seems to work fine) that causes a long crafting time due to material ends up being abandoned on the table, unable to be worked on.
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: LanMc on July 02, 2015, 09:40:43 AM
Kobayashi Maru!  The un-winnable scenario that Kirk managed to win! 

The geeky girl in me is having a wonderful day!!!  Sweet title!
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: erathia on July 02, 2015, 10:10:31 AM
The geeky girl in me

>inb4 : The Internet

Now everybody knows you're an FBI agent undercover.
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: Abrexus on July 02, 2015, 10:31:49 AM
slight problem (just frustrating) if you have your socialite (i tend to use the highest social character to trade) assigned to train on a shooting range (and possibly other training things) they go back to it when you tell them to trade. making it so they don't go to the trade console (he was my researcher, but hes done now so all he does is train until i need him to trade something)

another update, it might be a good idea to make it so that fire extinguishers are a tad more rare on raids and support events.... currently have 5 people, 1 with a shiv, the rest with varying quality fire extinguishers, attempting to assist in taking out 5 sythers.... i will update on the outcome of the battle Slaughter.

one valiently attempted to extinguish the life of one of them, the syther however had other plans and got a headshot.

also seems that the crafting bug is back. wont let me craft melee weapons on the crafting table (plasteel things anyhow, haven't tried anything else yet)

edit: anything that goes beyond a certain point requirement (steel seems to work fine) that causes a long crafting time due to material ends up being abandoned on the table, unable to be worked on.

Working on the fixes for these issues, and thank you for bringing them to my attention.  So far this is complete:

* Raiders should no longer be armed with fire extinguishers
* Colonists should now be able to resume crafting melee weapons at the craftsman's table
* Fixed bug when adding the 5th colonist to the training menu

Neither Mrofa nor I cannot reproduce the training item bug you mention.  We are also working on one other minor bug with the use of the fire extinguisher.  Once that is complete an update will be forthcoming!
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: josmow on July 02, 2015, 10:37:13 AM
*snip*

Neither Mrofa nor I cannot reproduce the training item bug you mention.  We are also working on one other minor bug with the use of the fire extinguisher.  Once that is complete an update will be forthcoming!

i'll likely be streaming again in a few minutes, i'll see if i can reproduce it again.



managed to reproduce, have a colonist who has freetime pretty much all the time, so they run towards the training object (in my case, the firing range) they will start to train, if you right click on the com console and tell them to trade, it ignores the menu's request and continues to train.

Highlight > http://www.twitch.tv/josmow92/c/6912097

hope it helps
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: kaptain_kavern on July 02, 2015, 10:38:34 AM
http://www.reddit.com/r/RimWorld/comments/3btjb8/superior_crafting_does_shooting_skill_affect/
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: Vingolf on July 02, 2015, 10:42:30 AM
Spock approves this mod.


[attachment deleted due to age]
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: mrofa on July 02, 2015, 10:48:43 AM
http://www.reddit.com/r/RimWorld/comments/3btjb8/superior_crafting_does_shooting_skill_affect/

No vanilia dont have that you can send a guy with 0 skill and he will shot as good as guy with 20 skill with them, and sc is using vanilia :P
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: Leucetius on July 02, 2015, 11:03:16 AM
*snip*

Neither Mrofa nor I cannot reproduce the training item bug you mention.  We are also working on one other minor bug with the use of the fire extinguisher.  Once that is complete an update will be forthcoming!

i'll likely be streaming again in a few minutes, i'll see if i can reproduce it again.



managed to reproduce, have a colonist who has freetime pretty much all the time, so they run towards the training object (in my case, the firing range) they will start to train, if you right click on the com console and tell them to trade, it ignores the menu's request and continues to train.

Highlight > http://www.twitch.tv/josmow92/c/6912097

That may be related to the job time. I see something similar with the research table, where the colonist ignores other jobs given to him - wether automatically (eat, sleep) or manually (only crafter and a bill is due). It seems that the jobcycle is rather long so the colonist is looking for new jobs only rarely.
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: kaptain_kavern on July 02, 2015, 11:54:18 AM

No vanilia dont have that you can send a guy with 0 skill and he will shot as good as guy with 20 skill with them, and sc is using vanilia :P
Thx mate. I tell them ;)
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: Bandus on July 02, 2015, 01:12:20 PM
So, I was preparing to install the positronic brain into one of my colonists when it occurred to me that I am not entirely clear on what it even does. Does it allow them to learn skill faster? Appreciate any insight into this, thanks!
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: webspinnre on July 02, 2015, 01:53:34 PM
New here (and to the game). I'm using SC, EDB UI, EDB Prepare, Pawn State and Vanilla Enhanced.

For whatever reason, my pawns are no longer eating on their own. If I don't tell them to eat, they starve. Additionally, I can't get them to use the simple grill to make jerky. It tells me I need supplies, while I have 100+ meat sitting in storage right next to it.

Any suggestions for fixing one or both?
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: erathia on July 02, 2015, 01:55:57 PM
All the compatibility bugs i encountered were fix'd by loading SC after all the others mods, so...
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: webspinnre on July 02, 2015, 02:04:12 PM
Didn't seem to fix the current save, will try a new one.
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: prototype2001 on July 02, 2015, 02:37:08 PM
Is the current lasted version v0701 playable? I read that a lot of raiders spawn with fire extinguishers instead of weapons?
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0701
Post by: Abrexus on July 02, 2015, 02:46:15 PM
Is the current lasted version v0701 playable? I read that a lot of raiders spawn with fire extinguishers instead of weapons?

There is a fix incoming for that and it's tested and works.  It is playable however, wait a short bit for the updated fix.
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0702
Post by: Abrexus on July 02, 2015, 04:22:09 PM
Updated to v0702

* Raiders should no longer be armed with fire extinguishers
* Colonists should now be able to resume crafting melee weapons at the craftsman's table
* Fixed bug when adding the 5th colonist to the training menu
* Fixed the advanced prosthetic arm, power claw, & scyther blade so they now properly work as melee weapons
* Colonists will now stop training if asked to perform another job

Also posted on the front page is a Zombie Apocalypse fix!
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0702
Post by: Dragoon on July 02, 2015, 10:52:45 PM
Are colonists supposed to ignore fires if they don't have fire extinguishers?
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0702
Post by: tirramissu on July 03, 2015, 02:01:12 AM
I guess they're not. But I see that game now lags when fire starts. Looks like it tries to find routes to those extinguishers before tapping out fire.

Also new vent system is cool. Bit it has a small issue. If fire starts inside the building  and temperature goes high - it quickly becomes high all around the place :)
Looks like I need more isolated Base.
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0702
Post by: akiceabear on July 03, 2015, 04:04:35 AM
Maybe a vent research - shuts automatically for fire safety?
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0702
Post by: prototype2001 on July 03, 2015, 06:53:17 AM
There is massive lag when trying to interact with items. When i right click on items to prioritize them, the game freezes up and then for a sec and then the frame rates drop to less then 1. It only started happening 36 days from start, sitting with 10 colonists. Feels like there is a massive error spam going on in the background when i try to prioritize.

Also a bug i found: Had 1 sculptor's table with 1 sculptor with art priority set to 1, i recruited a prisoner and he had 4 art priority which somehow he overtook the sculpting position, i removed his art priority to get my original sculptor back working but i couldn't interact with the sculpting table, had to build a new one as the original one was locked to the guy that took over.

Edit: reloading the game to a 10 minute earlier save and there is no lag when interacting with objects.
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0702
Post by: mrofa on July 03, 2015, 08:49:46 AM
Lag is partialy our fault and we are thinkering on it .... ,sculuptor stuff is vanilia stuff so its vanilia fault.

Other part of the lag seems to be beoucouse of mutitude of crafting tables(my theory), did test the stuff for 2h already, so unfortunately its also a vanilia thing and we cant fix it :/

Edit:
This might also be a fault of some other mods your using.

If you can when you get the lags, do a save, go into game folder\RimWorld834Win_Data\ and send us output_log.txt
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0702
Post by: prototype2001 on July 03, 2015, 09:04:58 AM
Im using 3 mods Edb interface, prepare carefully, and this. The lag is only there when i right click on stuff to order prioritization, its also inconsistent as i don't have it anymore and im further along into the game.
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0702
Post by: Loki88 on July 03, 2015, 09:18:40 AM
If I wanted to make a version of LED rope lights for my own use to be compatable with this, what SC research project would you recommend hiding the LED research behind?
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0702
Post by: tirramissu on July 03, 2015, 09:38:10 AM
Also a bug i found: Had 1 sculptor's table with 1 sculptor with art priority set to 1, i recruited a prisoner and he had 4 art priority which somehow he overtook the sculpting position, i removed his art priority to get my original sculptor back working but i couldn't interact with the sculpting table, had to build a new one as the original one was locked to the guy that took over.
There's an over-walk.
You need to make new guy finish his work, or you won't be able to get rid of unfinished thing.

Dwarf Fortress allowed to assign specific worker on every post. Sigh.

P.S.: I miss water physics, pets, bone crafting (what you guys do with skeletons all around the map?!), digging, and so on...

TIP: Surviving beast pack attacks provides you not only meat for a whole year, but also enough leather to make stuff :)
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0702
Post by: josmow on July 03, 2015, 10:27:53 AM
on the subject of menu lag, it seems to gradually build up, whenever you restart RW it goes away. not sure what causes it but it always happens after playing for a while, but never right after a new game or loading a save.
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0702
Post by: Abrexus on July 03, 2015, 05:13:24 PM
If I wanted to make a version of LED rope lights for my own use to be compatable with this, what SC research project would you recommend hiding the LED research behind?

Colored lights would be my choice!
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0703
Post by: Abrexus on July 03, 2015, 07:54:19 PM
Update to v0703

Small change in jobdriver and workgiver code for the fire extinguisher to fix a few reported issues.
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0703
Post by: KooZ on July 03, 2015, 08:27:10 PM
I'm having trouble with the Organ Vat, my colonists won't produce organs on their own (I have bills ready for it) and when I try to micromanage always says: "Cannot extract OrganVat: Needs Materials" however I have plenty, pleeenty of Biomatter, is there another item I need?

---EDIT---
I figured the problem, there was another requesite on the bill, the crafter required 6 Medice skill, nothing a couple of battle didn't accomplish.
Title: Re: [A11] Superior Crafting: Kobayashi Maru! v0703b
Post by: Abrexus on July 03, 2015, 08:52:26 PM
Added download link for Alpha 11b comparability.  Please note there are two versions currently of Superior Crafting.  Please make sure you are downloading the correct one for the version of Rimworld you are currently running.
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0703b
Post by: TLHeart on July 03, 2015, 09:14:22 PM
that was a quick update to 11b.... I am so ready to start playing a relaxing game.
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0703b
Post by: akiceabear on July 03, 2015, 11:17:50 PM
Thanks for the rapid update! Can you confirm if Miscellaneous V1.11.2 - Vanilla Enhanced works with A11B? I had very weird trader behavior when trying to run it - they showed up, but never set up a tent and never left!

Also, is Miscellaneous your mod? I assume so, given the direct link to a download...
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0703b
Post by: Havan_IronOak on July 04, 2015, 02:33:49 AM
Newcomer to this mod but am loving it so far.

I do have a question about making plasteel bars (required for the thermal generator) It's not clear what tech is required to make them.

I've got Crafting to III
Construction to II
Power to III
Security to II

Still not seeing how to make plasteel bars.
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0703b
Post by: kaptain_kavern on July 04, 2015, 06:42:29 AM
At the electric smelter?
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0703b
Post by: prototype2001 on July 04, 2015, 07:02:22 AM
Bug: Majority of the recipes in the smithing table don't list the ingredients when you hit the "..." button, instead it says ex: sniper rifle requires 100 ingredients and 10 ingredients. (v0702)
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0703b
Post by: Abrexus on July 04, 2015, 08:28:00 AM
Bug: Majority of the recipes in the smithing table don't list the ingredients when you hit the "..." button, instead it says ex: sniper rifle requires 100 ingredients and 10 ingredients. (v0702)

That's a "feature" of vanilla Rimworld.  Any crafting that uses the recipemaker so that you can go back and finish the item later does that.  Weapons, apparel, and art also do the same thing.
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0703b
Post by: prototype2001 on July 04, 2015, 09:41:46 AM
Bug: Majority of the recipes in the smithing table don't list the ingredients when you hit the "..." button, instead it says ex: sniper rifle requires 100 ingredients and 10 ingredients. (v0702)

That's a "feature" of vanilla Rimworld.  Any crafting that uses the recipemaker so that you can go back and finish the item later does that.  Weapons, apparel, and art also do the same thing.

I don't understand. Some recipes list the ingredients such as bionic spine: requires 10 artificial bones, 20 plasteel, & 30 microchips. However flamethrower does not tell you what it needs, it just says 100 ingredients and 10 ingredients. Which should be listed as 100 steel bars and 10 plasteel bars i believe. How is this not a bug?


Edit: Bug? I have 3 industrial coolers, the side thats suppose to receive heat is cooler then the side thats suppose to receive cold. Also why does the industrial cooler consume 4.3x less power then vanilla cooler?



(http://i.imgur.com/njk27yo.jpg)


Edit2: Description for the manned & AI sentry turrets are the same both stating they are manned. The "gatling sentry turret" is the most op thing i've seen so far in this game, not sure why its 10x more powerful then the "sentry turret".  Some other balance issue i see is that the cowboy hat and the duster is also very op, they give my characters 160F(lol) maximum tolerable temperature far exceeding any heat waves.
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0703b
Post by: Whiplash on July 04, 2015, 01:42:15 PM
I once read "ColonistsCount + 0.4*TurretCount" as the math behind the raid strength and frequency.

I am wondering though... "TurretCount", is that a counter on autoturrets, or also manned turrets/mortar. If I have a square non-mountain base out in the open. I can get attacked from 4 sides. Would building 4 manned turrets on each side equate to ColonistCount + 0.4*16 or ColonistCount + 0.4*0 ?
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0703b
Post by: uruz on July 04, 2015, 11:36:57 PM
Bug: Traders arrive, but don't drop a tent and don't leave; they end up exhausted/starving and go berserk and kill each other.
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0703b
Post by: mrofa on July 05, 2015, 04:55:34 AM
Bug: Traders arrive, but don't drop a tent and don't leave; they end up exhausted/starving and go berserk and kill each other.

Traders are Haplo creation so ask on his topic here (https://ludeon.com/forums/index.php?topic=3612.0) :)
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0704
Post by: Abrexus on July 05, 2015, 07:51:48 AM
Updated to 0704

* Fix to allow scars to be healed on any body part
(Thanks to some wonderful help from mrofa)
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0703b
Post by: uruz on July 05, 2015, 07:57:19 AM
Bug: Traders arrive, but don't drop a tent and don't leave; they end up exhausted/starving and go berserk and kill each other.

Traders are Haplo creation so ask on his topic here (https://ludeon.com/forums/index.php?topic=3612.0) :)

Thanks for the derp fix. Posted late and I was tired.
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0704
Post by: skyarkhangel on July 05, 2015, 08:02:02 AM
Updated to 0704

* Fix to allow scars to be healed on any body part
(Thanks to some wonderful help from mrofa)

Thanks to you too for great work!  ;)
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0704
Post by: thoregan on July 05, 2015, 09:31:30 AM
Hello, this mod look amazing but i have a little problem, when i start a new colony one of my guys only wait he don't sleep, eat or anything else anymore, i use only this mod.
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0704
Post by: thoregan on July 05, 2015, 10:05:55 AM
I try with Prepare carefully and without same bug for both, this happens for each colony and this bug seems to happens every time on the first guys in the create characters screen.

Edit : I have this message when i launch the game only with superior craft enabled.

(http://image.noelshack.com/minis/2015/27/1436105540-bugreport.png) (http://www.noelshack.com/2015-27-1436105540-bugreport.png)
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0704
Post by: Abrexus on July 05, 2015, 10:16:19 AM
I try with Prepare carefully and without same bug for both, this happens for each colony and this bug seems to happens every time on the first guys in the create characters screen.

Edit : I have this message when i launch the game only with superior craft enabled.

(http://image.noelshack.com/minis/2015/27/1436105540-bugreport.png) (http://www.noelshack.com/2015-27-1436105540-bugreport.png)

Make sure you're using the correct version of SC.  It appears you're using version 0703 and not 0704.
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0704
Post by: thoregan on July 05, 2015, 10:30:46 AM
Nice this work great with v704, i think i download your mod just before you upload the v704, thanks.
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0704
Post by: erathia on July 05, 2015, 10:40:45 AM
Anyway we should find a way to make a framework so that any other mod could use SCA ressources if it's installed, that would be awsome for compatibilty issues and for gaming experience!

PS: sorry for offtopic but i got to point something out..

I try with Prepare carefully and without same bug for both, this happens for each colony and this bug seems to happens every time on the first guys in the create characters screen.

Edit : I have this message when i launch the game only with superior craft enabled.

(http://image.noelshack.com/minis/2015/27/1436105540-bugreport.png) (http://www.noelshack.com/2015-27-1436105540-bugreport.png)

[frenchfag]
Oh mon dieu un noëliste! fuyez pauvres fou!
[/frenchfag]
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0704
Post by: kaptain_kavern on July 05, 2015, 11:03:12 AM


[frenchfag]
Oh mon dieu un noëliste! fuyez pauvres fou!
[/frenchfag]
Haha ca existe encore ça ^^
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0704
Post by: Jacksidious on July 06, 2015, 06:44:59 PM
Not sure if this is a bug or if its meant to be like this but enemies don't shoot back through embrasures for me.

They will melee attack right in front of them while being shoot but won't shoot back like they can't even see my colonists. I looked at it in the xml code and its almost identical to the sandbags  ???

Is there something in the def xml that makes something see through or not?
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0704
Post by: Litcube on July 07, 2015, 03:33:56 AM
11b:

Everytime there's a fire, the debug screen pops up and burps red at me.  Something about fire extinguishers.  Am I alone?
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0704
Post by: mrofa on July 07, 2015, 06:34:13 AM
11b:

Everytime there's a fire, the debug screen pops up and burps red at me.  Something about fire extinguishers.  Am I alone?

Did you update the mod to 11b ?
If yes can you send me or abrexus , gameDirectory/RimWorld834Win_Data/output_log.txt. When you get that error
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0704
Post by: Aristocat on July 07, 2015, 07:54:46 AM
11b:

Everytime there's a fire, the debug screen pops up and burps red at me.  Something about fire extinguishers.  Am I alone?

Did you update the mod to 11b ?
If yes can you send me or abrexus , gameDirectory/RimWorld834Win_Data/output_log.txt. When you get that error



Borne threw exception while determining job: System.NullReferenceException: Object reference not set to an instance of an object

  at SuperiorCrafting.WorkGiver_FightFiresWithTool.JobOnThing (Verse.Pawn pawn, Verse.Thing t) [0x00000] in <filename unknown>:0

  at RimWorld.JobGiver_Work.TryGiveTerminalJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at RimWorld.ThinkNode_Conditional.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0

  at Verse.AI.Pawn_JobTracker.DetermineNextJob () [0x00000] in <filename unknown>:0  lastJobGiver=


Not sure if this is same issue but in my game all of my pawn(that try to fire fight) freezed("Standing"), I used developer tools to create fire extinguisher and it solved for me.

Mod used :

Community library
CCL Light
all EDB Serise
Hospitality
MAI+
Medieval shield(btw this seems not working as intended, at least not against melee, not perfectly sure though..)
Misc. animals
Misc HIres
Power armor MkII
Tools for hauling
Refri' food storage
Blast door
Superior crafting

In that order.

Edit : Oh and when right clicking things sometimes extremely laggy, mostly when clicking pawn. Not sure this mod is problem.

[attachment deleted due to age]
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0704
Post by: Mj64 on July 07, 2015, 08:48:08 AM
Can we get a version without the prosthetics? It interferes with Ykara's EPOE.

(Artificial Bones and Biomatter don't cause issues)
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0704
Post by: Aristocat on July 07, 2015, 10:19:39 AM
Edit : Nvm
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0704
Post by: Dumatoin on July 07, 2015, 12:59:33 PM
Suggestion: Make it possible to make art statues from glass.
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0704
Post by: josmow on July 07, 2015, 04:28:13 PM
doors, (at least for me. on a new colony and my old save) do not allow forbidding, which definitely makes fighting off warg spam annoying. running other mods (including EDB interface) but disabling only SC (v.704) makes forbidding come back (on a new colony, obviously) and when attempting to start a new colony with SC enabled it removes the ability to forbid doors again.

** also tested with just SC, doors are unable to be forbidden, no other mods enabled.
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0704
Post by: Aristocat on July 08, 2015, 03:08:25 AM
Bit more tested and pawns freeze only when they're holding weapon. I tested without any mod except SC so it's definitely not compatibility.

Right click lag issue is gone after I used completely new world and colony.

Also suggestion : It would be nice if door is buildable without selling wall first.

Edit : Seems only melee weapon cause problem.
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0704
Post by: kingtyris on July 08, 2015, 08:54:16 PM
Im also having the no-door-locks problem
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0704
Post by: orUser on July 09, 2015, 04:37:05 PM
Hi,

Thank you for the great mod!  :)

Is there any place, where I can find info on what shields do?

Like,
(1) they simply protect from bullets?
(2) Also rockets and granades?
(3) Only from hostiles or from colonists too?
(4) What happens if gun fired from inside shield?
(5) 2 shield differ only by range and power (while functioning in same way)?
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0704
Post by: redangellion on July 09, 2015, 11:45:34 PM
Also having the problem with not being able to forbid doors.
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0704
Post by: Cwal on July 10, 2015, 12:07:47 AM
I can't forbid doors or build on top of walls.

Also, it appears pawns aren't getting thought bonuses from traits like sanguine.

And I can't tell colonists to prioritize receiving treatment.

And I'm not getting notifications about being out of resources when building things, but they disappear from the menu when you don't have any.

I'm running:
This
EDB Prepare Carefully
EDB Interface
Less Incident Trolling
Mending
Charge Cannon
More Planning
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0704
Post by: blub01 on July 11, 2015, 06:21:28 AM
Hi,

Thank you for the great mod!  :)

Is there any place, where I can find info on what shields do?

Like,
(1) they simply protect from bullets?
(2) Also rockets and granades?
(3) Only from hostiles or from colonists too?
(4) What happens if gun fired from inside shield?
(5) 2 shield differ only by range and power (while functioning in same way)?

I think they both block bullets going in, but not out. they don't prevent hostiles from going inside the shield, though, so you have to be careful when arranging them. i think they also both can block shells, but I'm not quite sure about that. the CRAM shield can disable the avionics system of droppods, aka intercept them, and the SABRE shield can put out fires.
I think rockets and grenades are handled just like bullets.
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0704
Post by: DaemonDeathAngel on July 11, 2015, 08:19:57 AM
If I am correct, he deliberately found a way to block the forbid feature, seeing as without it, it forces you to use the Set Allowed Area function. And I think the building on walls was done intentionally too, seeing as thats a code wrapping within the coding.
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0704
Post by: josmow on July 11, 2015, 01:30:21 PM
If I am correct, he deliberately found a way to block the forbid feature, seeing as without it, it forces you to use the Set Allowed Area function. And I think the building on walls was done intentionally too, seeing as thats a code wrapping within the coding.

I see no real gameplay benefit of removing the forbid feature, but i guess its a design choice (if it was intentional anyhow), though its annoying that i now have to paint my entire base just so they don't run outside during a raid/manhunter pack or any other containment requirement, and quickly paint another area if say, i need them to stay out of a cold/hot room, etc. also the building over walls have always required you to remove the wall first in SC.
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0704
Post by: DaemonDeathAngel on July 11, 2015, 01:34:41 PM
It does force you to react a little bit faster and pay more attention to what is going on. (The Forbid Issue) It causes you to have to pay attention to where your colonists are, and switch their available areas. Even within Vanilla, I never really used the forbid function, I always used the allowed areas. So, for me, it's no real hindrance.
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0704
Post by: Litcube on July 11, 2015, 06:17:52 PM
Is there source code for this so I can update the assemblies? And post for everyone?
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0712
Post by: Abrexus on July 12, 2015, 05:56:52 PM
Update to 0712

Changes:
* You can no longer extract biomatter from a rotten corpse

Fixes:
* Fixed error when fighting fire with pawn who has a melee weapon equipped
* Fixed duplicate slave/pirate trader
* Doors now have the forbidden command added back
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0712
Post by: tirramissu on July 12, 2015, 05:58:04 PM
Thank you!  ;D
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0704
Post by: Abrexus on July 12, 2015, 05:58:15 PM
Suggestion: Make it possible to make art statues from glass.

I like this, I'll add it to the next update.
Title: Re: [A11b] Superior Crafting: Kobayashi Maru! v0712
Post by: Abrexus on July 12, 2015, 06:07:18 PM
Thank you!  ;D