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RimWorld => Releases => Mods => Outdated => Topic started by: chaotix14 on April 10, 2016, 07:07:40 AM

Title: [A14] Edge Technologies (V1.0 updated:14-08-16)
Post by: chaotix14 on April 10, 2016, 07:07:40 AM
Edge Technologies
(http://i.imgur.com/fjsdHoE.png)(http://i.imgur.com/KAiZO98.png)

Powered by
(https://ludeon.com/forums/index.php?action=dlattach;attach=10386;type=avatar) (https://ludeon.com/forums/index.php?topic=16599.0)


Description
Currently the mod contains a sustainable method of gathering metals and medicine, a new power gen option, the ability to make new farmland and a couple extra metals(platinum, cobalt, titanium and titanalloy).


Download:
This mod requires CCL (https://ludeon.com/forums/index.php?topic=16599.0) to function.
Download (https://github.com/chaotix14/Edge-Technologies/releases/tag/V1.0)

Warning: to those who are updating from 0.20.1, remove all alloy forges you have in your saves before updating!

Changelog
1.0 - From the ashes update. Adds a way to make medicine, some balances and fixes, and CCL integration.

Authors
Mining robots, robotics, robotics bench and bioreactor textures: Mrofa.
Robot mining complex: JoeysLucky22.
Authors: Chaotix14, RalphFox


Future plans
- Balancing.
- Bash head against texture work. Which is currently the limiting factor in getting stuff done.
- High tech power solutions.
- More techy end game stuff.


How to install
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
- Always load this mod after Community Core Library.


licence
This mod is free therefore I require that any derivatives of this mod are free as well.
This mod may be added to any modpack as desired. Derivatives of this mod must contain significant changes and a different name.
If you publish a derivative of this mod or add this to a publicly available modpack attribute the original authors. And I request that you let me know about it.
Title: Re: [A13] Edge Technologies V0.11
Post by: passi965 on April 10, 2016, 08:14:29 AM
Some Screenshots would be helpfull.
Still sounds interesting.
Title: Re: [A13] Edge Technologies V0.11
Post by: chaotix14 on April 10, 2016, 08:27:09 AM
Quote from: passi965 on April 10, 2016, 08:14:29 AM
Some Screenshots would be helpfull.
Still sounds interesting.

Not much to screenshot, maybe my lousy recolors and the menu's. But it might spruce the page up a bit.
Title: Re: [A13] Edge Technologies V0.11
Post by: Ramsis on April 10, 2016, 08:30:47 AM
Doesn't matter the quality for now, requesting screenshots please <3
Title: Re: [A13] Edge Technologies V0.11
Post by: BLITZER on April 10, 2016, 08:50:22 AM
Seems.intresting...
Title: Re: [A13] Edge Technologies V0.12
Post by: chaotix14 on April 10, 2016, 10:03:42 AM
Quote from: Canute on April 10, 2016, 09:59:30 AM
Does i understand it right ?
It is a stationary manual driller which can mine any kind of ore.
But you need to assign a pawn to mine.

Sounds interesting, special as early low tech variants.

Yup that's the gist of it. Though it's not an early game type, you'll need to go at least to having the high tech research table, at that point you can start mining. But if you want to become fully self sufficient you'll need the components workbench too.
Title: Re: [A13] Edge Technologies V0.12
Post by: Iwillbenicetou on April 10, 2016, 10:28:29 AM
What about plasteel? That thing's really important
Title: Re: [A13] Edge Technologies V0.12
Post by: chaotix14 on April 10, 2016, 10:34:25 AM
Quote from: Iwillbenicetou on April 10, 2016, 10:28:29 AM
What about plasteel? That thing's really important

Oh, right probably should add a screenshot of the new alloy forge. But, yeah you can make plasteel using the materials gathered in the mine(steel, cobalt and platinum to be exact) by smelting it together in the alloy forge.
Title: Re: [A13] Edge Technologies V0.14 (updated11/04/16)
Post by: chaotix14 on April 11, 2016, 05:37:31 AM
Just a small question to verify something. Does anyone else see a lot of titanium structures(about as common/more common than steel ones) appearing in their worldgen? Or is that just something happening to me.
Title: Re: [A13] Edge Technologies (V0.14 updated:11-Apr-16)
Post by: Zederikus on April 11, 2016, 05:49:58 AM
Oh my god this mod is everything I need.
My only ever problem was the low supply of metals and trading for them with potatoes or rice is unreliable and/or tedious. THANK YOU
Title: Re: [A13] Edge Technologies (V0.14 updated:11-Apr-16)
Post by: chaotix14 on April 11, 2016, 08:17:29 AM
Quote from: Zederikus on April 11, 2016, 05:49:58 AM
Oh my god this mod is everything I need.
My only ever problem was the low supply of metals and trading for them with potatoes or rice is unreliable and/or tedious. THANK YOU

Yeah, figured since none of the other options had been updated for alpha 13 yet and I had the basics for the production working I'd just slap it down here.
Title: Re: [A13] Edge Technologies (V0.14 updated:11-Apr-16)
Post by: Salphy on April 11, 2016, 09:08:05 AM
Where's the download link? Am I stupid?
Title: Re: [A13] Edge Technologies (V0.14 updated:11-Apr-16)
Post by: chaotix14 on April 11, 2016, 09:11:13 AM
Quote from: Salphy on April 11, 2016, 09:08:05 AM
Where's the download link? Am I stupid?

Bottom of first post. It's an attachment. So you're not stupid, nor blind. It just ain't a big old download link.

Don't have a dropbox or github account so till the mod file becomes too large to just be an attachment, that's what I'm going to use.
Title: Re: [A13] Edge Technologies (V0.14 updated:11-Apr-16)
Post by: SarahSnowy on April 11, 2016, 09:38:26 AM
I also cannot find the download link. Love to try out the mod but I've literally clicked all over the first post looking for the link =(
Title: Re: [A13] Edge Technologies (V0.14 updated:11-Apr-16)
Post by: JerryBi on April 11, 2016, 09:41:32 AM
look at string "  [A13]Edge Technologies V0.14.rar (193.53 kB - downloaded 52 times.) "
Title: Re: [A13] Edge Technologies (V0.14 updated:11-Apr-16)
Post by: chaotix14 on April 11, 2016, 09:46:47 AM
Quote from: masaykh on April 11, 2016, 09:41:32 AM
look at string "  [A13]Edge Technologies V0.14.rar (193.53 kB - downloaded 52 times.) "

Yup, all the way at the bottom of that post, just below the licence. Should be quite visible and not all that uncommon of a location for the mod files. But since it seems like a problem more people might have, given how in an hour I got two unable to find the link, I'll see if I can work it into the main body of the post.
Title: Re: [A13] Edge Technologies (V0.14 updated:11-Apr-16)
Post by: cheetar on April 11, 2016, 10:13:54 AM
Is this mod compatible with Edb's prepare carefully mod
Title: Re: [A13] Edge Technologies (V0.14 updated:11-Apr-16)
Post by: chaotix14 on April 11, 2016, 10:20:12 AM
Quote from: cheetar on April 11, 2016, 10:13:54 AM
Is this mod compatible with Edb's prepare carefully mod

Should be, honestly there's not much that I've seen that was incompatible with prepare carefully(previous versions of that mod that is, can't judge the experimental alpha 13 update, waiting for it to become stable before using it myself). All it should change is adding some new resources you can start with as well as a set of melee weapons for the metals in this mod.
Title: Re: [A13] Edge Technologies (V0.14 updated:11-Apr-16)
Post by: cheetar on April 11, 2016, 02:01:52 PM
Quote from: chaotix14 on April 11, 2016, 10:20:12 AM
Quote from: cheetar on April 11, 2016, 10:13:54 AM
Is this mod compatible with Edb's prepare carefully mod

Should be, honestly there's not much that I've seen that was incompatible with prepare carefully(previous versions of that mod that is, can't judge the experimental alpha 13 update, waiting for it to become stable before using it myself). All it should change is adding some new resources you can start with as well as a set of melee weapons for the metals in this mod.
Oke, thanks
Title: Re: [A13] Edge Technologies (V0.14 updated:11-Apr-16)
Post by: CreepingTerror on April 11, 2016, 02:24:44 PM
I might be a bit of a noob at this, but I tried dropping this mod into an existing colony. I got all the research done up to Robotics and I'm trying to use the bench to start making them. I've got the components, steel and plasteel, but when I make a new job for it, the task doesn't seem to be showing up for assigning. There's nothing when I try to assign someone to the robotics bench.
Title: Re: [A13] Edge Technologies (V0.14 updated:11-Apr-16)
Post by: chaotix14 on April 11, 2016, 02:27:28 PM
Quote from: CreepingTerror on April 11, 2016, 02:24:44 PM
I might be a bit of a noob at this, but I tried dropping this mod into an existing colony. I got all the research done up to Robotics and I'm trying to use the bench to start making them. I've got the components, steel and plasteel, but when I make a new job for it, the task doesn't seem to be showing up for assigning. There's nothing when I try to assign someone to the robotics bench.

......I think I know what's wrong. Gonna fix it right now.

Edit: aaaaand should be fixed. By the way not you being a noob, rather me being a noob. Missed something crucial with the coding. Hopefully I didn't inconvenience you too much.(and there should be no need to make a new world, just can ignore the warning)
Title: Re: [A13] Edge Technologies (V0.15 updated:11-Apr-16)
Post by: mrofa on April 11, 2016, 02:52:04 PM
Well here is a replacment for the box :)
(https://s28.postimg.org/fj2e1cn59/DrillThing.png)
Title: Re: [A13] Edge Technologies (V0.15 updated:11-Apr-16)
Post by: CreepingTerror on April 11, 2016, 02:54:04 PM
Quote from: chaotix14 on April 11, 2016, 02:27:28 PM
Quote from: CreepingTerror on April 11, 2016, 02:24:44 PM
I might be a bit of a noob at this, but I tried dropping this mod into an existing colony. I got all the research done up to Robotics and I'm trying to use the bench to start making them. I've got the components, steel and plasteel, but when I make a new job for it, the task doesn't seem to be showing up for assigning. There's nothing when I try to assign someone to the robotics bench.

......I think I know what's wrong. Gonna fix it right now.

Edit: aaaaand should be fixed. By the way not you being a noob, rather me being a noob. Missed something crucial with the coding. Hopefully I didn't inconvenience you too much.(and there should be no need to make a new world, just can ignore the warning)

Working just fine now. And you're adding nice and useful stuff to the game. I'm not going to complain about any inconvenience.   :)
Title: Re: [A13] Edge Technologies (V0.15 updated:11-Apr-16)
Post by: chaotix14 on April 11, 2016, 03:01:28 PM
Quote from: mrofa on April 11, 2016, 02:52:04 PM
Well here is a replacment for the box :)
(https://s28.postimg.org/fj2e1cn59/DrillThing.png)

Damn that's some nice texture work. Now I'm kinda sad I don't have a clue how to make it into something that can move around and mine on the surface.

At any rate awesome looking mining bot there. From the guy who's textures I nicked not to mention. ;D
Title: Re: [A13] Edge Technologies (V0.15 updated:11-Apr-16)
Post by: Xenotashin on April 11, 2016, 03:43:46 PM
Quote from: chaotix14 on April 11, 2016, 03:01:28 PM
Quote from: mrofa on April 11, 2016, 02:52:04 PM
Well here is a replacment for the box :)
(https://s28.postimg.org/fj2e1cn59/DrillThing.png)

Damn that's some nice texture work. Now I'm kinda sad I don't have a clue how to make it into something that can move around and mine on the surface.

At any rate awesome looking mining bot there. From the guy who's textures I nicked not to mention. ;D

I'm not very code savvy so I could be wrong, but wouldn't it be possible to make it a tame animal that has steel or whatever resource from "shearing" or "milking" it? If so that'd be pretty damn cool.
Title: Re: [A13] Edge Technologies (V0.15 updated:11-Apr-16)
Post by: mrofa on April 12, 2016, 01:46:28 AM
Quote from: chaotix14 on April 11, 2016, 03:01:28 PM
Quote from: mrofa on April 11, 2016, 02:52:04 PM
Well here is a replacment for the box :)
(https://s28.postimg.org/fj2e1cn59/DrillThing.png)

Damn that's some nice texture work. Now I'm kinda sad I don't have a clue how to make it into something that can move around and mine on the surface.

At any rate awesome looking mining bot there. From the guy who's textures I nicked not to mention. ;D

Well its not hard to code, thrugh would require you to learn abit of c#
Title: Re: [A13] Edge Technologies (V0.15 updated:11-Apr-16)
Post by: chaotix14 on April 12, 2016, 02:13:57 AM
Quote from: mrofa on April 12, 2016, 01:46:28 AM
Well its not hard to code, thrugh would require you to learn abit of c#

Which is what I figured. And since I have exactly 0 experience with c#(and with most other forms of coding) it would take a serious while for me to figure out where to even start.
Title: Re: [A13] Edge Technologies (V0.15 updated:11-Apr-16)
Post by: chaotix14 on April 12, 2016, 05:16:09 AM
Quote from: Canute on April 12, 2016, 04:39:21 AM
But to balance it a bit, you should select what kind of ore you want to mine on placement. Then the pawn need to drill to these oredeposit. Once this is down you can setup the bill to mine these ore like before.
To reset the oreselection you should pack up the station to get a minimized version and place it again.
For an automated version of these driller you can add some research and an AI core to the production cost.

That would indeed be a nice balancing idea. But from what I know from the code, without any c# experience that would require me to make a separate building for each ore to be mined, which given that I don't want to spam the production tab with 10+ mines is a no go.

Also an automated is not likely to happen, unless the game accepts negative fuel usage values and will spit out excess, since again that is something I remember taking c# coding(I've delved into the MD2 code deep enough to see that).
Title: Re: [A13] Edge Technologies (V0.15 updated:11-Apr-16)
Post by: jeffy29 on April 12, 2016, 06:49:37 AM
I need help, I can't seem to force my colonists to make robotics. I have all the materials, minimal crafting skill and set priorities right, but they don't use the bench and I can't right click to force them to. Here is an image from the base: http://i.imgur.com/nDsQUM5.png as you can see I have all the materials and colonists have clear access to the bench. Am I doing something wrong?
Title: Re: [A13] Edge Technologies (V0.15 updated:11-Apr-16)
Post by: chaotix14 on April 12, 2016, 07:16:29 AM
Quote from: jeffy29 on April 12, 2016, 06:49:37 AM
I need help, I can't seem to force my colonists to make robotics. I have all the materials, minimal crafting skill and set priorities right, but they don't use the bench and I can't right click to force them to. Here is an image from the base: http://i.imgur.com/nDsQUM5.png as you can see I have all the materials and colonists have clear access to the bench. Am I doing something wrong?

Not that I can see. Just a question, are you on the latest release(0.15)? If not try updating first, because I think it might be the bug I fixed in that patch.
Title: Re: [A13] Edge Technologies (V0.15 updated:11-Apr-16)
Post by: jeffy29 on April 12, 2016, 08:52:17 AM
Quote from: chaotix14 on April 12, 2016, 07:16:29 AM
Not that I can see. Just a question, are you on the latest release(0.15)? If not try updating first, because I think it might be the bug I fixed in that patch.

Yep that was the issue I was having. Now it works, thank you very much!
Title: Re: [A13] Edge Technologies (V0.15 updated:11-Apr-16)
Post by: tonsrd on April 13, 2016, 10:39:34 PM
can u mine for componants ? that seems my bottle neck atm,
Title: Re: [A13] Edge Technologies (V0.15 updated:11-Apr-16)
Post by: chaotix14 on April 14, 2016, 01:37:39 PM
Quote from: tonsrd on April 13, 2016, 10:39:34 PM
can u mine for componants ? that seems my bottle neck atm,

You can't, the reason being that there's already a method in the game to get components. It just isn't an early game method.
Title: Re: [A13] Edge Technologies (V0.15 updated:11-Apr-16)
Post by: RoboticManiac on April 15, 2016, 12:53:35 AM
Basic robots are created in batches of ten; and mining robots are created individually (Using one basic robot and 50 steel). WAD? It totals 2,000 steel just including the step for mining robots. An extra 1,000 on top of that for the basic robots; plus 200 for the mining structure proper.

This comes out to a sum total of 3,200 steel for just one mining complex which chews up about 4,000 power units whenever it's on.
Title: Re: [A13] Edge Technologies (V0.15 updated:11-Apr-16)
Post by: tonsrd on April 15, 2016, 04:13:03 AM
Quote from: RoboticManiac on April 15, 2016, 12:53:35 AM
Basic robots are created in batches of ten; and mining robots are created individually (Using one basic robot and 50 steel). WAD? It totals 2,000 steel just including the step for mining robots. An extra 1,000 on top of that for the basic robots; plus 200 for the mining structure proper.

This comes out to a sum total of 3,200 steel for just one mining complex which chews up about 4,000 power units whenever it's on.

but what do you gain once its on ? im not alive long enuff to get one yet....
Title: Re: [A13] Edge Technologies (V0.15 updated:11-Apr-16)
Post by: chaotix14 on April 15, 2016, 04:41:07 AM
Quote from: RoboticManiac on April 15, 2016, 12:53:35 AM
Basic robots are created in batches of ten; and mining robots are created individually (Using one basic robot and 50 steel). WAD? It totals 2,000 steel just including the step for mining robots. An extra 1,000 on top of that for the basic robots; plus 200 for the mining structure proper.

This comes out to a sum total of 3,200 steel for just one mining complex which chews up about 4,000 power units whenever it's on.

Basic robotic parts(robotics) are created in batches of 10 at a cost of 25 steel(so 2.5 steel per robotics), one mining robot takes 1 robotics and costs 50 steel to make themselves making each unit total out at 52.5 steel. You need 40 of the mining robots which equals a total steel cost of 2100 steel, then add the 200 of the structures own steel cost and you have 2300 steel total. Is that a bit more manageable of a number?

At any rate, the price is a bit steep, but well justified as it shouldn't be something you just plop down early game and be set for metal forever. You'll have to have a decent chunk of power gen or storage sorted out to make use of the mine and you need to invest a good chunk of materials into the system. This ensures that even if you were to rush the required techs you're not just going to put one down in the first couple of seasons. Because once you have it, you basically never have to worry about metal shortages as long as you can muster up some power.
Title: Re: [A13] Edge Technologies (V0.15 updated:11-Apr-16)
Post by: RoboticManiac on April 15, 2016, 10:33:20 PM
Quote from: chaotix14 on April 15, 2016, 04:41:07 AM

Basic robotic parts(robotics) are created in batches of 10 at a cost of 25 steel(so 2.5 steel per robotics), one mining robot takes 1 robotics and costs 50 steel to make themselves making each unit total out at 52.5 steel. You need 40 of the mining robots which equals a total steel cost of 2100 steel, then add the 200 of the structures own steel cost and you have 2300 steel total. Is that a bit more manageable of a number?

At any rate, the price is a bit steep, but well justified as it shouldn't be something you just plop down early game and be set for metal forever. You'll have to have a decent chunk of power gen or storage sorted out to make use of the mine and you need to invest a good chunk of materials into the system. This ensures that even if you were to rush the required techs you're not just going to put one down in the first couple of seasons. Because once you have it, you basically never have to worry about metal shortages as long as you can muster up some power.
Yeah, my maths was definitely wrong.

Anyway, I can absolutely see the logic of making it incredibly expensive to create. My problem is that (Depending on size) you can completely strip an entire map of steel and still not have enough; assuming you also had worked on other important projects before hand, like components.

Also, it just takes a really long time to individually build 40 mining machines, unless you have multiple tables and colonists working on it.

Either way, the mod is definitely great.

Quote from: tonsrd on April 15, 2016, 04:13:03 AM

but what do you gain once its on ? im not alive long enuff to get one yet....
The mining complex lets you 'renew' otherwise non-renewable resources such as steel and stone. It also adds some extra materials that are used to make plasteel via a new workbench (Though these are also useful in their own right).
Title: Re: [A13] Edge Technologies (V0.15 updated:11-Apr-16)
Post by: chaotix14 on April 16, 2016, 03:48:53 AM
Quote from: RoboticManiac on April 15, 2016, 10:33:20 PM
Yeah, my maths was definitely wrong.

Anyway, I can absolutely see the logic of making it incredibly expensive to create. My problem is that (Depending on size) you can completely strip an entire map of steel and still not have enough; assuming you also had worked on other important projects before hand, like components.

Also, it just takes a really long time to individually build 40 mining machines, unless you have multiple tables and colonists working on it.

Either way, the mod is definitely great.

Some valid points there, going to rework some stuff. The build time of the mining robots might be something I missed rebalancing when I reworked the mine. At any rate expect a balancing update real soon.

Quote from: RoboticManiac on April 15, 2016, 10:33:20 PM
Quote from: tonsrd on April 15, 2016, 04:13:03 AM

but what do you gain once its on ? im not alive long enuff to get one yet....
The mining complex lets you 'renew' otherwise non-renewable resources such as steel and stone. It also adds some extra materials that are used to make plasteel via a new workbench (Though these are also useful in their own right).

Except cobalt, that really just exists as an ingredient for the alloys. Or maybe as a compact was to store a whole load of currency.



Edit: Updated, if you've already build the robot mining complex I'd advise against updating to 0.17(since you'll waste 30 of the mining robots you used to build it). Otherwise it should be a heck of a lot easier to get the mine started(albeit at a much lower speed).
Title: Re: [A13] Edge Technologies (V0.17 updated:16-Apr-16)
Post by: Zederikus on April 16, 2016, 03:53:06 PM
I don't know if this is only for me, but I can't create robotics or anything else on the Robotics workbench. I have steel, energy,  components and a skill 14 crafter and the bill is ready too, but nothing. I can't even force it to. The craft spot is in a clear place too, I can't imagine what might be wrong. I can give screenshots if that would help. Thx
Title: Re: [A13] Edge Technologies (V0.17 updated:16-Apr-16)
Post by: chaotix14 on April 16, 2016, 04:10:44 PM
Quote from: Zederikus on April 16, 2016, 03:53:06 PM
I don't know if this is only for me, but I can't create robotics or anything else on the Robotics workbench. I have steel, energy,  components and a skill 14 crafter and the bill is ready too, but nothing. I can't even force it to. The craft spot is in a clear place too, I can't imagine what might be wrong. I can give screenshots if that would help. Thx

Are you using version 0.14? If so, that'll be the problem. Just update to the latest build and it should be fixed.
Title: Re: [A13] Edge Technologies (V0.17 updated:16-Apr-16)
Post by: Wendigo on April 16, 2016, 10:00:30 PM
I'm having trouble with the Mining Robot Bay immediately disappearing once built.

EDIT: The problem appears to be it having a null thingClass according to the debug logs.  I'll see if I can fix the issue on my local copy.
Title: Re: [A13] Edge Technologies (V0.17 updated:16-Apr-16)
Post by: chaotix14 on April 17, 2016, 03:05:02 AM
Quote from: Wendigo on April 16, 2016, 10:00:30 PM
I'm having trouble with the Mining Robot Bay immediately disappearing once built.

EDIT: The problem appears to be it having a null thingClass according to the debug logs.  I'll see if I can fix the issue on my local copy.

That's an odd problem, and I can't seem to replicate it myself. At any rate I'm going to scour the code to see if something catches my eye.
Title: Re: [A13] Edge Technologies (V0.17 updated:16-Apr-16)
Post by: Wendigo on April 17, 2016, 04:53:54 AM
I'm getting it from version 0.17 at the bottom of your post, even after downloading again to make sure there wasn't some sort of DL issue.  The error will pop up on game start in the logs, if you turn on Development mode.  Either way, just assigning a ThingClass to the Mining Robot Bay fixed it on my end.  That said, I'm running with a pretty hefty list of mods, so if nobody else is having this issue, it could just be some incompatibility woes on my end.
Title: Re: [A13] Edge Technologies (V0.17 updated:16-Apr-16)
Post by: chaotix14 on April 17, 2016, 06:53:15 AM
Quote from: Wendigo on April 17, 2016, 04:53:54 AM
I'm getting it from version 0.17 at the bottom of your post, even after downloading again to make sure there wasn't some sort of DL issue.  The error will pop up on game start in the logs, if you turn on Development mode.  Either way, just assigning a ThingClass to the Mining Robot Bay fixed it on my end.  That said, I'm running with a pretty hefty list of mods, so if nobody else is having this issue, it could just be some incompatibility woes on my end.

I always keep on my dev mode. And one of the conditions I have for calling a version release stable is that there is not red or yellow text in the debug log on start up or mucking around with it on a colony(because that's a fair indication that stuff isn't causing problems).

At any rate it is a bit of a curious case since I basically just edited the ThingDef of a toolbox, and none of the things in that small list(toolbox, vitalsmonitor or the multi-analyzer) have a ThingClass(at which point I just figured it was supposed to be that way). At any rate I'm gonna check if I can just give them a random ThingClass without creating any errors on a clean gamefile.

Edit: I just gave it the worktable ThingClass. The game doesn't seem to mind it having that ThingClass.
Title: Re: [A13] Edge Technologies (V0.18 updated:17-Apr-16)
Post by: hector212121 on April 17, 2016, 09:51:18 AM
Listed numbers are wrong. It starts at 40 and each bay adds 25% of that 40.

Not sure if they stack multiplicatively though.
Title: Re: [A13] Edge Technologies (V0.18 updated:17-Apr-16)
Post by: chaotix14 on April 17, 2016, 10:07:24 AM
Quote from: hector212121 on April 17, 2016, 09:51:18 AM
Listed numbers are wrong. It starts at 40 and each bay adds 25% of that 40.

Not sure if they stack multiplicatively though.

Took a look at it and it seems there's something odd going on. From what I can tell there might be something that prevents the crafting speed to go below 40%, since the speed factor goes: 40-50-75-100-125-etc. Ought to be an easy fix.
Title: Re: [A13] Edge Technologies (V0.18 updated:17-Apr-16)
Post by: PapaDookie on April 19, 2016, 12:26:20 AM
G'day mate. i'm having an issue where the bio-reactors don't seem to have anything in their list for making ethanol. any idea's ?
i do have vegetable garden mod installed. is this a known conflict ?
Title: Re: [A13] Edge Technologies (V0.18 updated:17-Apr-16)
Post by: chaotix14 on April 19, 2016, 03:11:55 AM
Quote from: PapaDookie on April 19, 2016, 12:26:20 AM
G'day mate. i'm having an issue where the bio-reactors don't seem to have anything in their list for making ethanol. any idea's ?
i do have vegetable garden mod installed. is this a known conflict ?

I think I may have given that recipe a less than obvious name. One of the recipes should say "ferment plant matter" that's the one you need for making ethanol.
Also there's shouldn't be any conflicts, as long as the two mods don't coincidentally given a couple of defs the exact same names, since I've made very sure not to edit any vanilla files with my mod.
Title: Re: [A13] Edge Technologies (V0.18 updated:17-Apr-16)
Post by: KillerH on April 19, 2016, 05:30:34 AM
Hey.
Love the mod, but have small issue.
When I add either ferment or compost to bio reactor it shows there is no raw materials for the bill.
If I go into details it doesn't show any raw materials, it is listed that it need 5 vegetarian in description but in the mat list there is only *allow rotten.
Title: Re: [A13] Edge Technologies (V0.18 updated:17-Apr-16)
Post by: chaotix14 on April 19, 2016, 06:05:45 AM
Quote from: KillerH on April 19, 2016, 05:30:34 AM
Hey.
Love the mod, but have small issue.
When I add either ferment or compost to bio reactor it shows there is no raw materials for the bill.
If I go into details it doesn't show any raw materials, it is listed that it need 5 vegetarian in description but in the mat list there is only *allow rotten.

I think I can guess what the problem is. Going to fix and update things now.

Edit: ....And the latest release should have fixed things.
Title: Re: [A13] Edge Technologies (V0.18 updated:17-Apr-16)
Post by: KillerH on April 19, 2016, 08:52:11 AM
Quote from: chaotix14 on April 19, 2016, 06:05:45 AM
Quote from: KillerH on April 19, 2016, 05:30:34 AM
Hey.
Love the mod, but have small issue.
When I add either ferment or compost to bio reactor it shows there is no raw materials for the bill.
If I go into details it doesn't show any raw materials, it is listed that it need 5 vegetarian in description but in the mat list there is only *allow rotten.

I think I can guess what the problem is. Going to fix and update things now.

Edit: ....And the latest release should have fixed things.

Yup .
Working now.
By the way I like the mod because it is not overly complicated , was using other for power/mining but it got too complicated.
A good idea is to section mods, so a small advise would be if you feel like your mod is getting very big separate it into sections so people can choose some or all .
Title: Re: [A13] Edge Technologies (V0.18 updated:17-Apr-16)
Post by: chaotix14 on April 19, 2016, 09:04:04 AM
Quote from: KillerH on April 19, 2016, 08:52:11 AMBy the way I like the mod because it is not overly complicated , was using other for power/mining but it got too complicated.
A good idea is to section mods, so a small advise would be if you feel like your mod is getting very big separate it into sections so people can choose some or all .

That'll certainly be one of the things I keep in mind. But currently I doubt it's much of a problem since the mod currently is just two small pieces. But currently there's not a whole lot of development going on, kinda trying to figure out what I could possibly add to the mod. That isn't redundant due to other mod availability.
Title: Re: [A13] Edge Technologies (V0.20 updated:19-Apr-16)
Post by: hector212121 on April 19, 2016, 09:24:14 AM
Might I suggest a research that creates autonomous mining things? Even at 10k research to get it it'd be worth it.

Maybe seperate buildings that tick down to mining, so you could have a Steel Mining Bay, a Cobalt Mining Bay, etc.
Title: Re: [A13] Edge Technologies (V0.20 updated:19-Apr-16)
Post by: chaotix14 on April 19, 2016, 10:08:30 AM
Quote from: hector212121 on April 19, 2016, 09:24:14 AM
Might I suggest a research that creates autonomous mining things? Even at 10k research to get it it'd be worth it.

Maybe seperate buildings that tick down to mining, so you could have a Steel Mining Bay, a Cobalt Mining Bay, etc.

While that would be a good point to go towards, I don't particularly feel like spamming the production tab with an autonomous mine for each resource. So, that'll basically require me to use CCL(and in turn make this mod CCL dependent) to make something of that nature.
Title: Re: [A13] Edge Technologies (V0.20 updated:19-Apr-16)
Post by: hector212121 on April 19, 2016, 10:10:45 AM
Maybe stick them under Misc, then? :P

Oh! Is the Titanium Glittertech compatible?
Title: Re: [A13] Edge Technologies (V0.20 updated:19-Apr-16)
Post by: chaotix14 on April 19, 2016, 10:25:23 AM
Quote from: hector212121 on April 19, 2016, 10:10:45 AM
Maybe stick them under Misc, then? :P

Oh! Is the Titanium Glittertech compatible?

Eh, to the point where whichever mod is loaded last will dictate the titanium's characteristics. It'll pretty much still work for both mods no matter in which order they are loaded.

Unless he has added something extra to the defname, in that case you'll end up with 2 types of titanium only usable for the mod they came from.

Edit: At any rate I am going to check if I can manage to figure out exactly how to make an automated version of the mining complex work.

Edit: I've suddenly realized that I haven't actually played a whole lot of rimworld since alpha 13 came out. I haven't even been able to use the mining complex on an non-test colony. Guess I've caught the modders curse.
Title: Re: [A13] Edge Technologies (V0.20 updated:19-Apr-16)
Post by: hector212121 on April 19, 2016, 10:46:09 AM
Heh, I guess worst case we can wait for MAI. Then we can have a...

MAI-NING robot.

...

I appear to have caught the punner's curse...
Title: Re: [A13] Edge Technologies (V0.20 updated:19-Apr-16)
Post by: Grogfeld on April 19, 2016, 11:58:10 AM
Using CCL isn't that bad but I thought about implementing power management. It's not a big issue but with 4k power drain it's quite demanding. Lowering power demand when mining complex isn't used is a good thing, for balance you could rise demand when in use. I don't like automation, there are other mods to do it. Actually I even thought about a project to create a mine, with an graphic overlay or a grid map in custom tab that would imitate another level and a possibility to send there pawn for X hours (despawn him/her from map like Haplos Miscellaneous mods are doing ) but it's too complex for spare time I have. 

Back to topic I didn't download v0.20 but in earlier ver. I've noticed that there was no material to select for making ethanol and compost, was it a bug or other mods are messing my game?
Title: Re: [A13] Edge Technologies (V0.20 updated:19-Apr-16)
Post by: chaotix14 on April 19, 2016, 12:35:50 PM
Quote from: Grogfeld on April 19, 2016, 11:58:10 AM
Using CCL isn't that bad but I thought about implementing power management. It's not a big issue but with 4k power drain it's quite demanding. Lowering power demand when mining complex isn't used is a good thing, for balance you could rise demand when in use. I don't like automation, there are other mods to do it. Actually I even thought about a project to create a mine, with an graphic overlay or a grid map in custom tab that would imitate another level and a possibility to send there pawn for X hours (despawn him/her from map like Haplos Miscellaneous mods are doing ) but it's too complex for spare time I have. 

Back to topic I didn't download v0.20 but in earlier ver. I've noticed that there was no material to select for making ethanol and compost, was it a bug or other mods are messing my game?

Neither. That was me being a derpicus maximus and forgetting to add some vital information to the recipe, which has been fixed in 0.20.

Also in version 0.20 you can use milk to make compost and ethanol, through what I can only assume is magic. It's a small oddity in the categories as milk is placed in the category plant_food_raw, and since I am busy with other stuff, enjoy the probably not worthwhile exploit.

With that cleared up, down to the stuff you said prior to mentioning bugs. The automated mines, if I decide to code them, will with a 99.9% certainty be a separate mod, since I am aware it's not everyone's cup of tea(didn't exactly like the MD2 ore extractor myself, which is probably the most comparable thing).
I could make the mine use the CCL powerdraw features, it would literally only take a couple of seconds. However I don't know if it works that nicely with the 0.17 robot mining bays, and not everyone is a fan of CCL. At any rate I'm still debating on whether or not I want to make this mod CCL dependent(and no, keeping a CCL and non-CCL version updated is not an option), I am leaning towards using CCL, since it would allow me to do something kinda awesome, but I'm not a huge fan of dependencies within modding.
Title: Re: [A13] Edge Technologies (V0.20 updated:19-Apr-16)
Post by: Grogfeld on April 19, 2016, 01:25:33 PM
Quote from: chaotix14 on April 19, 2016, 12:35:50 PM
Neither. That was me being a derpicus maximus and forgetting to add some vital information to the recipe, which has been fixed in 0.20.

Also in version 0.20 you can use milk to make compost and ethanol, through what I can only assume is magic. It's a small oddity in the categories as milk is placed in the category plant_food_raw, and since I am busy with other stuff, enjoy the probably not worthwhile exploit.

With that cleared up, down to the stuff you said prior to mentioning bugs. The automated mines, if I decide to code them, will with a 99.9% certainty be a separate mod, since I am aware it's not everyone's cup of tea(didn't exactly like the MD2 ore extractor myself, which is probably the most comparable thing).
I could make the mine use the CCL powerdraw features, it would literally only take a couple of seconds. However I don't know if it works that nicely with the 0.17 robot mining bays, and not everyone is a fan of CCL. At any rate I'm still debating on whether or not I want to make this mod CCL dependent(and no, keeping a CCL and non-CCL version updated is not an option), I am leaning towards using CCL, since it would allow me to do something kinda awesome, but I'm not a huge fan of dependencies within modding.

Oh, great to read that V0.20 works as it should. Yeah, robot mining bays are great idea, if there are problems with CCL maybe its better to leave it as it is. Well it's your call.  I just want to thank you for this mod, I like it.
Title: Re: [A13] Edge Technologies (V0.20 updated:19-Apr-16)
Post by: Ordessa on April 21, 2016, 12:51:56 PM
Made an account just for this, if I install this along with Glitterworld, will this create issues? Because glitterworld has it's own version of titanium that I imagine is not compatible with this titanium.
Title: Re: [A13] Edge Technologies (V0.20 updated:19-Apr-16)
Post by: chaotix14 on April 21, 2016, 01:37:59 PM
Quote from: Ordessa on April 21, 2016, 12:51:56 PM
Made an account just for this, if I install this along with Glitterworld, will this create issues? Because glitterworld has it's own version of titanium that I imagine is not compatible with this titanium.

Actually they'll be perfectly compatible, they use the same def names so, depending on which mod you load last the characteristics of the titanium itself are formed. But regardless of the loading order the titanium will be usable in both mods recipes.
Title: Re: [A13] Edge Technologies (V0.20 updated:19-Apr-16)
Post by: Garr1971 on April 23, 2016, 05:49:44 AM
Note: start new colony needed
Title: Re: [A13] Edge Technologies (V0.20 updated:19-Apr-16)
Post by: chaotix14 on April 23, 2016, 07:47:25 AM
Quote from: Garr1971 on April 23, 2016, 05:49:44 AM
Note: start new colony needed

Actually I don't think that's needed. Yes, it throws you an error the first time you load a colony that was made without this mod installed. But if you save and then load the save no error gets thrown.

But just to be certain I'm going to look into what part exactly is throwing the error and why.
Title: Re: [A13] Edge Technologies (V0.20 updated:19-Apr-16)
Post by: Nerve on May 07, 2016, 07:13:12 PM
Ethanol production is extremely inefficient for the work put into it compared to fuel or other types of power generation.  Please consider making it in bulk or reducing work amount.
Title: Re: [A13] Edge Technologies (V0.20 updated:19-Apr-16)
Post by: blackysun on July 18, 2016, 07:32:54 AM
A14 please
Title: Re: [A13] Edge Technologies (V0.20 updated:19-Apr-16)
Post by: viperwasp on July 22, 2016, 08:18:52 AM
This is a very good mod for those of you who have not used it. I would love to see a A14. But it looks like the mod developer or at least the person who posts this mod chaotix14 has not posted on Rimworld forum since April, which is not that long but who knows if they have plans to update.
Title: Re: [A13] Edge Technologies (V0.20 updated:19-Apr-16)
Post by: Cabraca on July 23, 2016, 07:02:44 AM
I need this mod so badly :(
Title: Re: [A13] Edge Technologies (V0.20 updated:19-Apr-16)
Post by: blackysun on July 23, 2016, 02:19:44 PM
i hope some1 takes over this mod or the creator itself updates it .. seems right now the only mod wich gave this choise of getting all resources
Title: Re: [A13] Edge Technologies (V0.20 updated:19-Apr-16)
Post by: RalphFox on July 31, 2016, 01:59:08 AM
Hello all, my first post here;

I.. think i managed to update this mod, although the biocomposter looks too small; i'll check it later;

Here's the gallery showing it working on the latest version:
https://imgur.com/a/fhNLH

I hope the author don't get angry with me haha;

I'll release the updated mod soon(in a day or so), after some more testing (and no objection from the author)..

Edit: a video is worth more than pictures or text..
Sorry for the Shoddy quality/slow-to-load video:
http://recordit.co/HIDWC5efTy
(the video finishes with an cobalt being produced; you can check the game version when i click on menu, the version will be displayed on top left)
Title: Re: [A13] Edge Technologies (V0.20 updated:19-Apr-16)
Post by: viperwasp on July 31, 2016, 04:11:23 AM
Quote from: RalphFox on July 31, 2016, 01:59:08 AM
Hello all, my first post here;

I.. think i managed to update this mod, although the biocomposter looks too small; i'll check it later;

Here's the gallery showing it working on the latest version:
https://imgur.com/a/fhNLH

I hope the author don't get angry with me haha;

I'll release the updated mod soon(in a day or so), after some more testing (and no objection from the author)..

Edit: a video is worth more than pictures or text..
Sorry for the Shoddy quality/slow-to-load video:
http://recordit.co/HIDWC5efTy
(the video finishes with an cobalt being produced; you can check the game version when i click on menu, the version will be displayed on top left)

licence
This mod is free therefore I require that any derivatives of this mod are free as well.
This mod may be added to any modpack as desired. Derivatives of this mod must contain significant changes and a different name.
If you publish a derivative of this mod or add this to a publicly available modpack attribute the original authors. And I request that you let me know about it.

The license does not mention others taking over the mod if the user were to quit or leave. It does not support or deny it. It does say that you let the developer know if your making a Derivative. So PM him, you already posted in this forum. In my opinion and I'm not a moderator here. The worst that can happen is your told no. Which I don't think the developer has been around recently at all. Or you get no reply at all and one day the developer comes back and at that time he could probably tell you to stop if he wants to.  Which hopefully that would mean that he would continue himself since we obviously love this mod.

So thanks for now I do hope you test it and get it working fine on A14.
Title: Re: [A13] Edge Technologies (V0.20 updated:19-Apr-16)
Post by: RalphFox on July 31, 2016, 12:01:52 PM
Quote from: viperwasp on July 31, 2016, 04:11:23 AM
The license does not mention others taking over the mod if the user were to quit or leave. It does not support or deny it. It does say that you let the developer know if your making a Derivative. So PM him, you already posted in this forum. In my opinion and I'm not a moderator here. The worst that can happen is your told no. Which I don't think the developer has been around recently at all. Or you get no reply at all and one day the developer comes back and at that time he could probably tell you to stop if he wants to.  Which hopefully that would mean that he would continue himself since we obviously love this mod.

So thanks for now I do hope you test it and get it working fine on A14.

Thanks for the suggestion/info/encouragement!

I've released the mod in a new thread (https://ludeon.com/forums/index.php?topic=22583.0)

I've also sent chaotix14 a PM;
Title: Re: [A14] Edge Technologies (V1.0 updated:14-08-16)
Post by: chaotix14 on August 14, 2016, 03:35:51 AM
I'm back in action. Actually I've been back in action for a bit(A week or so), to create and test a new version of the mod. Here's a smallish update with some new stuff, a couple of improvements(yes, this includes a rebalance and fix of the biogenerator) and all new CCL integration(now that power hungry monster will chill the F out when you aren't working it, among other things).

Also for those who fear for the fate of RalphFox, don't worry he has been gently assimilated and is working on a way to recognize ores from other mods and add them to the mining complex to be mined. So yeah, good news for everyone, the mod gets a co-author with knowledge of C# and it's not so creative founder is back.

Next on the list of things I am going to work on is probably some method of significantly improving surgery success rates, perhaps some more powerful heating and cooling solutions and maybe that promised high tech power solution.
Title: Re: [A14] Edge Technologies (V1.0 updated:14-08-16)
Post by: Etherdreamer on August 14, 2016, 06:22:43 AM
After all that research, and resources done for creating an "robotic mine" it ends not being "robotic" (not automatic) and droping a meh quantity.

Was expecting a bit more because it´s not cheap.

I guest right now we can change the 4 to a bit more, or adding a "bulk" version maybe?

http://vignette1.wikia.nocookie.net/warhammer40k/images/3/3a/Canoptekspyder10.jpg/revision/latest?cb=20150219223033

Title: Re: [A14] Edge Technologies (V1.0 updated:14-08-16)
Post by: chaotix14 on August 14, 2016, 07:50:56 AM
Quote from: Etherdreamer on August 14, 2016, 06:22:43 AM
After all that research, and resources done for creating an "robotic mine" it ends not being "robotic" (not automatic) and droping a meh quantity.

Was expecting a bit more because it´s not cheap.

I guest right now we can change the 4 to a bit more, or adding a "bulk" version maybe?

http://vignette1.wikia.nocookie.net/warhammer40k/images/3/3a/Canoptekspyder10.jpg/revision/latest?cb=20150219223033

Well it is robotic(robotic =/= automatic), very robotic in fact, since there's an army(well more a company) of mining robots underground doing the hard work. The colonist is merely overseeing the dig preventing the robots from trying to mine each other or creating a sinkhole right under your colony, that kind of stuff(they aren't exactly smart robots).
Also there are a few good reasons why I made it work the way it does, the only way without C#(CCL might have a way which might result in something I'd call satisfactory) I would be able to make a fully automatic mine is by making a separate mine for every ore(which is a load of cluttering to have in the usually already overflowing production tab) and to have it spew out ore in a similar fashion as the insect hives(which I personally really don't like, because I like to keep my storage managed).

I'm assuming with 'the 4' you either mean the uranium yield or the jade yield. Which yes, is quite a bit on the low side compared to the others. But I'm not exactly planning to fix that right now, as I'm planning to change the system in a more drastic manner rather soon anyways(balancing and reworking old systems is always on the to do next list for me, even if I don't explicitly state so). By either making the speed determined by the mining skill(as suggested in the Other thread (https://ludeon.com/forums/index.php?topic=22583.0)) or by using CCL to make it a more automated factory.