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RimWorld => Releases => Mods => Outdated => Topic started by: Wivex on May 22, 2016, 07:15:56 PM

Title: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on May 22, 2016, 07:15:56 PM
(http://i.imgur.com/6sDjXfd.png)




Introduction:

   This is an announcement topic of an overhaul/modpack mod called Rimworld Ascension (mentioned as RA further down). It has been in development for quite a while, but requires even more to work on. So, the purpose of this topic is to introduce it to the community as a raw concept, rather than present a playable build (although you can still download it and play, but it's content is very limited at the moment, and the mod itself has not been properly debugged and balanced yet. Furthermore, some not-yet-finished features has been cut off for this test build).


Description:

   The concept of RA is similar to other big overhaul mods, like Rimworld Revamped (https://ludeon.com/forums/index.php?topic=14613.0), Rimworld Forever (https://ludeon.com/forums/index.php?topic=13195.0), Project EONS (https://ludeon.com/forums/index.php?topic=11311.0) and so on: long, slower paced gameplay of Rimworld, devided into technological stages, with unique gameplay and features for each tech stage. The difference is that i actually managed to implement most of the required game mechanics and features for such game concept to work. And many more...


Notable Implemented Features:

   Fully automatic containers, which work like stockpile, but allow to stack items. (A final form of Containers For Stuff (https://ludeon.com/forums/index.php?topic=14947.0))

(http://i.imgur.com/4NJAXZ3.gif)


   Improved version of ground caravans. Now with actual hauling jobs to bring colony goods to the trader and reworked trade system to make it work (no more magic distant trading with disappearing items). New caravan AI, carrier texture and trading post as a bonus.

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


   All not-bench-based jobs performed with tools (currently implemented for plant cutting, building/repair and mining). Pawns automatically pick up proper tools for their jobs, use them, return back to the stockpile or swap with previously hauled primary weapon, if they have backpack to store it. (A final form of Tools For Jobs (https://ludeon.com/forums/index.php?topic=14843.0))

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


   Improved version of fuel based benches. (I've finished it just before A13 release, so introduction of burners there was a funny coincidence. I've merged my initial burners functionality with A13 ones to get the final result)

(https://media.giphy.com/media/xT4uQBPuLUOk5SNg6k/giphy.gif)


   Igridient based research system. You study materials to aquire knowledge how to use them (performed at research table, as usual). Instant blueprint/book based researches as a bonus.

(http://i.imgur.com/6XsT6v4.png)


   Tons of other big and small changes/features/jobs/UI and things you can see for yourself. Almost all vanilla stuff removed. Here are some examples of content added so far:


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

(http://i.imgur.com/SQb5nAB.png)

(http://i.imgur.com/MyLxG4L.png)


Installation and Compatibility:


F.A.Q.:

   RA lacks proper tips, tutor, alerts and messages atm, but they will be added soon. Here is a small guide for what you should do:


Contributors:


Used or Integrated Side Resources:


Changelog:

(23.05.16) 1.0.1: - fixed game breaking bug with crafting.

(22.05.16) 1.0: - announcement release.



Download:
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: 1000101 on May 22, 2016, 07:50:32 PM
Ohh!

I've been waiting for you to release something for this!  You've been teasing us in Slack chat for months!
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Xiupan on May 22, 2016, 07:51:24 PM
Omggggg this looks amazingggggg! :O!
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: mrofa on May 22, 2016, 07:59:51 PM
Finally we can see how it looks as a whole :D
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: BlackSmokeDMax on May 22, 2016, 08:43:32 PM
Wow, looks like this will be amazing!
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: joshwoo69 on May 22, 2016, 09:35:06 PM
*alpha tester here*
yeah RA is kinda now in its final form... you wouldn't wanna believe that the mod is really unstable when I was testing it :P
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: HolyWinter on May 22, 2016, 09:37:26 PM
Very innovative!
I'm very interested in this.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Exende on May 22, 2016, 10:40:41 PM
any chance of having the container mod as standalone? :D
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: The1Grenade on May 22, 2016, 11:09:51 PM
Yeah this sounds great.  I would also agree that I see a future need for some of these features to be independent modules to pick your favourites from.
Those crude beds make so much more sense for an early setup than the vanilla beds we start with!  That stone butcher's table looks great too. 
For the muffalo I would have expected big saddle bags instead of a cart like that - looks a little cumbersome however technically practical.

Great work, I look forward to hearing more about this development.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Fluffy (l2032) on May 23, 2016, 02:01:37 AM
Error (429)
This account's links are generating too much traffic and have been temporarily disabled!

Congrats on the release, and it looks like you're getting quite a bit of interest ;)

(Seriously though, use a proper host!)
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Wivex on May 23, 2016, 02:19:44 AM
All images died... Nice...  ??? ("This account's links are generating too much traffic and have been temporarily disabled!")
Looks like my gifs generated too much traffic (more than 20GB for dropbox).

Update: mod download mirror link added and all images fixed.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: eatKenny on May 23, 2016, 03:35:33 AM
this will become a big thing ;)
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: joshwoo69 on May 23, 2016, 03:55:50 AM
Quote from: eatKenny on May 23, 2016, 03:35:33 AM
this will become a big thing ;)
yup. Also this mod will be modular so your mod may be also in it with rebalanced recipes.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: SmartererThanYou on May 23, 2016, 04:04:17 AM
Oh dang. I am so excited for this :D Will test in the morning 100%
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Daïkï97427 on May 23, 2016, 04:23:01 AM
Hmmm... tested it like 20 min ago , can't do research/craft , my pawns gathered the things needed for it , and they are just standing here O.o + got an error when they are doing that , did i do something wrong ? I have CCL + CCL vanilla enabled :-X
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Wivex on May 23, 2016, 04:25:14 AM
No other mods than Core means no other mods. CCL included.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Daïkï97427 on May 23, 2016, 04:36:19 AM
Ok , i'm a stupid orange monkey :d slap me , for the loves of banana


----Anyways---

Great mod , but may i do some suggestions ? New Weapons for the trbal stage : Tomahawk (act like a pilla throwing + melee ?)
                                                                                                                      Some weapons from the neholitic mod (Like thoses blades)
                                                                                                                     
                                                                    New recipes For any stage/tribal stage : Flour from bones (Pretty scrary)
                                                                                                                             
                                                             
                                                                     New Security things for any stage/tribal stage : Scout tower ? (It is the right name ?) Putting an pawn in for shooting with the sling / bow ect behind your walls :D
                                                                                                                                         : Cheval de frisses (from the Ish's medieval mod ? (Slowing thoses creepy feral bones crusher tribes :d)


+++ Great mod overhaul
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Fridolin on May 23, 2016, 04:38:49 AM
Krass! :o

Now the neolithic revolution has begun!
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: joshwoo69 on May 23, 2016, 04:40:52 AM
Quote from: Daïkï97427 on May 23, 2016, 04:23:01 AM
Hmmm... tested it like 20 min ago , can't do research/craft , my pawns gathered the things needed for it , and they are just standing here O.o + got an error when they are doing that , did i do something wrong ? I have CCL + CCL vanilla enabled :-X
RTFM
"It is meant to be played with Core only."
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Daïkï97427 on May 23, 2016, 04:41:45 AM
Quote from: Fridolin on May 23, 2016, 04:38:49 AM
Krass! :o

Now the neolithic revolution has begun!


Yeah , i regret it dosn't have the "Fire lemons" from the neolithic mod xD !
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Wivex on May 23, 2016, 04:48:49 AM
I'd like to hear any suggestions you have, but keep in mind, that i can't implement them without help from other modders. It's too much work for me alone. The whole purpose of this announcement is to gather the RA mod team.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Ratys on May 23, 2016, 04:52:06 AM
Quote from: Wivex on May 23, 2016, 04:48:49 AM
I'd like to hear any suggestions you have, but keep in mind, that i can't implement them without help from other modders. The whole purpose of this announcement is to gather the RA mod team.

I am willing to contribute if you would put your project on GitHub, so that said team can do things together in a controlled and easily creditable way.

Tangential, what is this 'slack chat'? Is that where all the other modders hang out? I seem to be the only one on #rimworld.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Wivex on May 23, 2016, 05:03:02 AM
I have it on git, but in order to work there i suggest you come to slack chat first (we have our own channel for RA there).

http://rimworldmod-slackin.herokuapp.com/ (http://rimworldmod-slackin.herokuapp.com/)
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Daïkï97427 on May 23, 2016, 06:17:59 AM
http://i.imgur.com/djDybCa.jpg (http://i.imgur.com/djDybCa.jpg)


Still after dislabing the other mods + reload the game several times got the bug of "Can't do craft / research"
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Wivex on May 23, 2016, 06:40:48 AM
Wow, it was actually a game breaking bug that i missed for some reason. Thanks for the info. Was caused by my recent pre-release changes i haven't tested. Now fixed. Redownload the new version.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Daïkï97427 on May 23, 2016, 06:47:02 AM
Quote from: Wivex on May 23, 2016, 06:40:48 AM
Wow, it was actually a game breaking bug that i missed for some reason. Thanks for the info. Was caused by my recent pre-release changes i haven't tested. Now fixed. Redownload the new version.

No problemo XD ! Sorry if i brothered you  :-\ :'(
I finally have a fully neholithic mod so... I want it to work .. You know  ;D 8) 8) ::)
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Wivex on May 23, 2016, 06:50:03 AM
It's not meant to be fully neolithic though. It's planned to be devided into 4 technological stages: Neolithic, Medieval, Modern (Midworld) and Futuristic (Spacer). Currently only main content from neolithic is available. Most of other content is planned to be taken from other mods, like Ish's medieval and so on...
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Daïkï97427 on May 23, 2016, 06:51:39 AM
I know , but the content is great for the neholitic O.o thats what i mean :p
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: bluestrike15 on May 23, 2016, 08:30:16 AM
Been playing for a bit and im SOOO glad you fixed that production/research problem. But I noticed that torches aren't generating light. Any possible fix on my end or is this a bug?

Edit: Thanks for the quick response!
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Wivex on May 23, 2016, 08:32:41 AM
It's not a bug, they are not actually implemented yet, it's jus a placeholder. There are a few things like that there, and a bunch of content still missing.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: killer117 on May 23, 2016, 08:56:27 AM
I like the look of this mod. Just wondering how ur gonna do the medieval stage. U mentioned ishs medieval mod. I played it to the point of insanity (seriously, my colonists are all rocking and crying in a corner muttering something bout plate mail) and i know that while it added many great features, it made u weak as if u depended on it during late game raids vs mechs and heavy raiders. I was wondering u could posibly try to have the world up grade with u, with each faction upgrading at a interactive pace, with some sort of points system implemented.

What i mean is, each pawn that faction has on ur map is worth points depending on his value and that of his gear. Now each pawn that safetly passes through ur area gives that faction points. Enough points upgrades the faction to the next tech lvl. An injured pawn with his equipment taked away is worth fewer points. No points if they dont survive. This gives u an incentive to wipe out raider bands while guarding helpful factions. Mechs can just be disabled.

I know it dosent fit in with the rimworld storyline. But if this or a similar system isnt in place, what to stop lovely randy random letting my neolithic tribesmen meet laser wielding centerpedes.

Also, during the medieval stage, would u be capable of implementing any time specific tactics. Attacking companies of men walking in a column formation, then spreading out in a long rank several men deep to attack. Archers at the back, swordsem up front, cavalry (or something of the like) on the sides.

And as one last point. I think u should add in another stage. An archaic stage. This where man was not advanced in metalworks and used bronze and copper, with coal as a main smithing material and stone as thier main building material.

I hope u consider these suggestions. I know many may be undoable but i know i would love this mod a great deal if it contained a few of these things.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: BlackSmokeDMax on May 23, 2016, 09:14:43 AM
Couple of issues (or maybe some are working as intended)

-Can't seem to get any right-click prioritization after a couple of minutes of playing. Will try to reload and see if that comes back. Seems to have gone away while trying to rush my research bench.
edit 1: still haven't restarted yet, but just found that prioritizing treatment does work, so it's an even stranger thing now, still plan to restart
edit 2: seems hauling prioritization is still working as well. May have to start a list of what is not working, rushing the chopping wood is definitely not working, nor rushing any construction of craft tables.

-Can't add medicine to a stockpile. Clicking on it in the storage tab makes a sound but doesn't change it from a red X. Nor can you expand the arrow next to the medicine category. I do have medicine to put in the stockpile.

-Can harvest grass (hay) with the harvest order tool, but not by clicking on the tile itself and then clicking a harvest button, like would be possible with wild berries.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Wivex on May 23, 2016, 09:31:26 AM
Quote from: killer117 on May 23, 2016, 08:56:27 AM
I like the look of this mod. Just wondering how ur gonna do the medieval stage...

Well, first of all factions won't progress in tech levels, there will be multiple factions for each tech level instead. I still haven't decided yet how to properly make interactions between factions of the different tech stage. The only i can think of now, it artificial restriction to forbid interaction with factions of higher tech level than your colony (colony tech level will progress with milestone researches), as if they are not interested in your presence (there still can be unique incidents like space slavers assaulting you medieval village, looking for slaves, etc...). Anyway, it will require futher discussion, cause there are also limitations to what rules i can actually add to the game (any change to the Core classes is a unique kind of struggle).

Quote from: killer117 on May 23, 2016, 08:56:27 AM
And as one last point. I think u should add in another stage. An archaic stage. This where man was not advanced in metalworks and used bronze and copper, with coal as a main smithing material and stone as thier main building material...

Speaking of archaic stage, it would lack unique content. I try to add maximum variety to each stage, with not only unique buildings and items, but unique gameplay. Like neolithic stage is focused on survival, setting up farms and hunting. Medieval adds metallurgy, advanced production chains and farming. Midworld would require resources that you can't "gather", so you would need to build your production on trading and so on.

If one day we will have all of those 4 base tech stages working, i wouldn't mind expanding them or adding new ones.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Wivex on May 23, 2016, 09:43:52 AM
Quote from: BlackSmokeDMax on May 23, 2016, 09:14:43 AM
-Can't seem to get any right-click prioritization after a couple of minutes of playing.

Prioritization is not meant to be working with tools at all, since it's a complicated job consisting of subjobs (reserving tool for work, doing job itself, returning tool, reserving current weapon if needed) and breaking those chains would break everything. Also, i personally think there shouldn't be any manual job orders at all (only inderect control), except for combat, but i'm not touching this field yet.

Quote from: BlackSmokeDMax on May 23, 2016, 09:14:43 AM
-Can't add medicine to a stockpile. Clicking on it in the storage tab makes a sound but doesn't change it from a red X. Nor can you expand the arrow next to the medicine category. I do have medicine to put in the stockpile.

ThingFilters (which are used in stockpiles) are not working well with vanilla items atm, since all vanilla items meant to be redefined (medicine was not, so it's not seen by stockpile yet). Will be done in the future.

Quote from: BlackSmokeDMax on May 23, 2016, 09:14:43 AM
-Can harvest grass (hay) with the harvest order tool, but not by clicking on the tile itself and then clicking a harvest button, like would be possible with wild berries.

It's done intentionally, cause making grass selectable would clutter game controls in a bad way. What i could do is adding special designator to harvest grass. Also, currently handaxe tool (and multitool as part of it) is used for all plant cutting. It's wrong, and will be fixed later to work for trees only. Harvesting job will be performed without tool requirement.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: BlackSmokeDMax on May 23, 2016, 09:46:44 AM
Great so that means everything working as intended at the moment then, or as best possible any way. Cool.

For now I've built a building around the crater where the medicine landed to keep it indoors. Should be an easy enough work around for now.

Was also going to make a thread about the research not happening, then I figured out/realized the materials thing related to that (in this case - butchering) and all I have to say is that it is god damn brilliant! Well done!
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: BlackSmokeDMax on May 23, 2016, 09:49:26 AM
I have some questions in regards to baskets.

1. With food in them, does the food not spoil at all? I ask this because with berries in there, I'm not seeing any info on that.
2. Will wild animals be able to eat out of them?
3. Will items be taken out of there as needed, or is this a form of long term, manual storage?
4. Are they something that can be outside with items inside not degrading?

Thanks!
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Goldenpotatoes on May 23, 2016, 09:55:53 AM
The recent expansion of overhaul mods that add difficulty without going balls-to-the-wall like the hardcore pack is a nice change of pace, will definitely be watching this thread for future reference. Core game was ruined for me when I was shown the way of the mods, so hopefully this'll help breathe some new life into rimworld for me.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Wivex on May 23, 2016, 10:16:34 AM
Quote from: BlackSmokeDMax on May 23, 2016, 09:49:26 AM
I have some questions in regards to baskets.

1. With food in them, does the food not spoil at all? I ask this because with berries in there, I'm not seeing any info on that.
2. Will wild animals be able to eat out of them?
3. Will items be taken out of there as needed, or is this a form of long term, manual storage?
4. Are they something that can be outside with items inside not degrading?

1,4. They don't deteriorate in containers, but can spoil. The basket will be changed later, when proper transition to the new ThingCategory (ThingFilter) system will be complete. It would be able to contain items and some types of raw resources. As for food preservation, there is a special container type (clay pot) for that, which slows spoilage by 20%. There will be proper freezers later on though.

2,3. All items in containers are accessable as if they are lying on the ground.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Jakub k. on May 23, 2016, 10:48:00 AM
sick
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: AllenWL on May 23, 2016, 10:48:58 AM
Quote from: Wivex on May 23, 2016, 09:31:26 AM
Quote from: killer117 on May 23, 2016, 08:56:27 AM
I like the look of this mod. Just wondering how ur gonna do the medieval stage...

Well, first of all factions won't progress in tech levels, there will be multiple factions for each tech level instead. I still haven't decided yet how to properly make interactions between factions of the different tech stage. The only i can think of now, it artificial restriction to forbid interaction with factions of higher tech level than your colony (colony tech level will progress with milestone researches), as if they are not interested in your presence (there still can be unique incidents like space slavers assaulting you medieval village, looking for slaves, etc...). Anyway, it will require futher discussion, cause there are also limitations to what rules i can actually add to the game (any change to the Core classes is a unique kind of struggle).
What if you use the wealth system? Like, each item of the next tech level has a corresponding wealth level, and unless you have a certain wealth threshold, the chances of getting raided by factions with high tech levels drop drastically.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: BlackSmokeDMax on May 23, 2016, 10:52:06 AM
Quote from: Wivex on May 23, 2016, 10:16:34 AM
Quote from: BlackSmokeDMax on May 23, 2016, 09:49:26 AM
I have some questions in regards to baskets.

1. With food in them, does the food not spoil at all? I ask this because with berries in there, I'm not seeing any info on that.
2. Will wild animals be able to eat out of them?
3. Will items be taken out of there as needed, or is this a form of long term, manual storage?
4. Are they something that can be outside with items inside not degrading?

1,4. They don't deteriorate in containers, but can spoil. The basket will be changed later, when proper transition to the new ThingCategory (ThingFilter) system will be complete. It would be able to contain items and some types of raw resources. As for food preservation, there is a special container type (clay pot) for that, which slow spoilage by 20%. There will be proper freezers later on though.

2,3. All items in containers are accesable as if they are lying one the ground.

Thanks for the info. Liking this more and more!
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Daïkï97427 on May 23, 2016, 11:19:09 AM
After me and my team testing it we have noticed : Graphic bug with palissade contact with another wall / natural rock wall (Put the wall under the palissade and you will see.                            : After killing 3 feral full stuffed bones armor and equip their stuff, mood :-6 Naked , should have something underwear ?                                                       : Error message causing by the grave + the grave disapearing after building / burying
                                                                         : The caravan guy stay forever , dying of malnutrition (I don't know , cause we arrest him and loot his bananas stuff before he die of starvation) He sleep only when the sleeping bar is empty ;/ and never attemped to eat :d (i tried , i drop some human meat near him  8)
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Wivex on May 23, 2016, 11:19:37 AM
Quote from: AllenWL on May 23, 2016, 10:48:58 AM
What if you use the wealth system? Like, each item of the next tech level has a corresponding wealth level, and unless you have a certain wealth threshold, the chances of getting raided by factions with high tech levels drop drastically.

Ofc, that or similar system would be better and not so artificial. The only difficulty here is making a proper balance and thresholds. Which again would require someone else, besides me, to do. Balancing require too much playtesting, which i personally can't do.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Wivex on May 23, 2016, 11:27:52 AM
Quote from: Daïkï97427 on May 23, 2016, 11:19:09 AM
After me and my team testing it we have noticed : Graphic bug with palissade contact with another wall / natural rock wall (Put the wall under the palissade and you will see.                            : After killing 3 feral full stuffed bones armor and equip their stuff, mood :-6 Naked , should have something underwear ?                                                       : Error message causing by the grave + the grave disapiring after building / burying
                                                                         : The caravan guy stay forever , dying of malnutrition (I don't know , cause we arrest him and loot his bananas stuff before he die of starvation) He sleep only when the sleeping bar is empty ;/ and never attemped to eat :d (i tried , i drop some human meat near him  8)

Dafaq happend to this message format?  :o Anyway, there are tons of bugs and odd stuff in RA defs, cause nobody has done proper playtesting,  balancing, and bugfixing of defs yet. i'm looking for people who could help me do that. Nevertheless, keep posting those oddities if you can, i'll do a small break for a day or two, record all those bugs and continue to work on mod and bugfixing. Hope i'll find a few people to form a proper RA dev team by that time too.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Daïkï97427 on May 23, 2016, 11:35:07 AM
Quote from: Wivex on May 23, 2016, 11:27:52 AM
Quote from: Daïkï97427 on May 23, 2016, 11:19:09 AM
After me and my team testing it we have noticed : Graphic bug with palissade contact with another wall / natural rock wall (Put the wall under the palissade and you will see.                            : After killing 3 feral full stuffed bones armor and equip their stuff, mood :-6 Naked , should have something underwear ?                                                       : Error message causing by the grave + the grave disapiring after building / burying
                                                                         : The caravan guy stay forever , dying of malnutrition (I don't know , cause we arrest him and loot his bananas stuff before he die of starvation) He sleep only when the sleeping bar is empty ;/ and never attemped to eat :d (i tried , i drop some human meat near him  8)

Dafaq happend to this message format?  :o Anyway, there are tons of bugs and odd stuff in RA defs, cause nobody has done proper playtesting,  balancing, and bugfixing of defs yet. i'm looking for people who could help me do that. Nevertheless, keep posting those oddities if you can, i'll do a small break for a day or two, record all those bugs and continue to work on mod and bugfixing. Hope i'll find a few people to form a proper RA dev team by that time too.
XD ! OH and Bowman can wield shield :/ i almost forgot that :d
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Wivex on May 23, 2016, 11:36:59 AM
Yeah, when he does that he can't shoot and try to melee bash with bow. ¯\_(ツ)_/¯
It's easy to fix, but i'll do that a bit later.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: BlackSmokeDMax on May 23, 2016, 01:04:45 PM
Confirming that I am also seeing grave graphics incorrect as did Daïkï97427.

They look fine on placement, during building, and while empty. When someone is buried, there is no graphic at all, just see the ground as if nothing is there. Clicking on the spot does show that a grave with a person is buried there.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Justas love on May 23, 2016, 01:10:11 PM
Super cool
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: laser50 on May 23, 2016, 01:28:22 PM
This. Looks. Amazing!!

Hope more people join the ranks and you can get this mod underway, it looks amazing already, I can't imagine how much better it will be.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: SmartererThanYou on May 23, 2016, 05:34:44 PM
I have an issue. (If you need more information please ask) (http://i.imgur.com/73v2OVi.png) You can probably see that all of the HUD is gone. This seems to happen at random, after blueprints of beds are placed. The game looks like it crashes but sends out no crash log.

TL;DR
The game freezes, and the HUD disappears. No crash log.

EDIT: I'll try to do a full reinstall

EDIT x2: It has seemed to fix the game freezing, but the HUD still disappears. I can still pan the camera around but I have no control of game speed or selections
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: BlackSmokeDMax on May 23, 2016, 06:12:22 PM
During research on Masonry, a hauler came through and hauled all the stone chunks off the research bench! Hasn't interfered with the research, so far. Will see how that goes.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: bechtoldn on May 23, 2016, 07:17:51 PM
1.Downloaded what is done so far
2.Played for a few hours
3. Finished all research
4. Everyone died shortly after in a raid
Overall I loved the experience so far and cant wait until more is completed! A few suggestions however, is that the sleeping spots for people and animals really are useful and without people can die if you cant build a hay bed yet. Secondly I would love if this mod was mad compatible with Combat Realism. 
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Evrlost on May 23, 2016, 08:35:10 PM
Playtesting is something I can defiantly do. This has the look of excellence once it is finished.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: BlackSmokeDMax on May 23, 2016, 10:55:28 PM
-People are cooking without the work turned on. Watched a couple different colonists cook simple meals without their cooking turned on at all. Actually none had it turned on. Turned it on for one person, still have multiple people cooking.

-Any way to make hunters prioritize ranged weapons? They seem to just grab the closest weapon to head out hunting.

-Ingredients to construct a stool are a stool?
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: BlackSmokeDMax on May 23, 2016, 11:10:38 PM
Quote from: BlackSmokeDMax on May 23, 2016, 06:12:22 PM
During research on Masonry, a hauler came through and hauled all the stone chunks off the research bench! Hasn't interfered with the research, so far. Will see how that goes.

The research finished just fine. Don't know if that would have happened if the colonist would have needed another session. His yellow progress bar during the time the chunks were taken was enough for the Masonry research to finish. Maybe he would have had to haul three more chunks back over if he had to resume research at any point??
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Daïkï97427 on May 23, 2016, 11:27:56 PM
Quote from: BlackSmokeDMax on May 23, 2016, 11:10:38 PM
Quote from: BlackSmokeDMax on May 23, 2016, 06:12:22 PM
During research on Masonry, a hauler came through and hauled all the stone chunks off the research bench! Hasn't interfered with the research, so far. Will see how that goes.

The research finished just fine. Don't know if that would have happened if the colonist would have needed another session. His yellow progress bar during the time the chunks were taken was enough for the Masonry research to finish. Maybe he would have had to haul three more chunks back over if he had to resume research at any point??
Nop only 3 chunk and your colonist starting researh with it , you can prioritize on the research bench + i agree with your post , people don't have the job ON , just do it :d + ye stool for a stool = stool , like the baskets :d , Totally legit for me :p
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: BlackSmokeDMax on May 23, 2016, 11:48:23 PM
Quote from: BlackSmokeDMax on May 23, 2016, 10:55:28 PM
-People are cooking without the work turned on. Watched a couple different colonists cook simple meals without their cooking turned on at all. Actually none had it turned on. Turned it on for one person, still have multiple people cooking.

Seems the problem may be crafting is allowing cookingpreparing meals as well. Any crafter and any cook can both prioritize using the campfire. They are both options, listed separately in the prioritize right click. So right click and "prioritize crafting" or "prioritize cooking" both result in meals being made. Tested with both cooking and crafting on, with one on and one off and the opposite. And with both off. They only time they can't make a meal is with both crafting and cooking off.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: BlackSmokeDMax on May 23, 2016, 11:54:20 PM
Quote from: BlackSmokeDMax on May 23, 2016, 10:55:28 PM-Ingredients to construct a stool are a stool?

Think I understand this one now. Probably need to craft a stool first and then constructing the stool will allow the placement? Not seeing stool in any crafting benches though, am I just missing it?

Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Daïkï97427 on May 23, 2016, 11:57:13 PM
Quote from: BlackSmokeDMax on May 23, 2016, 11:54:20 PM
Quote from: BlackSmokeDMax on May 23, 2016, 10:55:28 PM-Ingredients to construct a stool are a stool?

Think I understand this one now. Probably need to craft a stool first and then constructing the stool will allow the placement? Not seeing stool in any crafting benches though, am I just missing it?
Nop , its just not implemented yet :d like the tribal shield at the warrior table , you see it , but you can't craft it , recipes is not show :/ Wivex says many thing is not ready , so .. he gonna to add / fix
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: mrofa on May 24, 2016, 12:34:15 AM
Well its mostly about that core mechanic is working
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Wivex on May 24, 2016, 03:30:18 AM
Quote from: bechtoldn on May 23, 2016, 07:17:51 PM
... I would love if this mod was mad compatible with Combat Realism.

It is intended to be incorporated soon.

Quote from: Evrlost on May 23, 2016, 08:35:10 PM
Playtesting is something I can defiantly do.

I appreciate that, but there is not much content to playtest yet. Nevertheless, post here whatever issues you find, i'll add them to the bug list.

Quote from: BlackSmokeDMax on May 23, 2016, 10:55:28 PM
-People are cooking without the work turned on.

I've tried to be smart and implemented universal workgiver with crafting worktype for all unspecified workbenches (you have to make new workgiver for each new workbench in vanilla). Turns out if doesn't work well all the time, i need to add workgiver with cooking worktype for the campfire there.

Quote from: BlackSmokeDMax on May 23, 2016, 10:55:28 PM
-Any way to make hunters prioritize ranged weapons? They seem to just grab the closest weapon to head out hunting.

it's not made in vanilla, but actually easy to do. Will implement with next version of RA.

Quote from: BlackSmokeDMax on May 23, 2016, 10:55:28 PM
-Ingredients to construct a stool are a stool?

I've made all furniture installable, instead of buildable. It required changes to the build menu too, so now standart build designation for furniture looks for minified version of it to install it. Furniture can be crafted in the Craftsman bench. (building furniture in debug God Mode works fine too).

Quote from: BlackSmokeDMax on May 23, 2016, 06:12:22 PM
During research on Masonry, a hauler came through and hauled all the stone chunks off the research bench!

I know about this bug and thought i've fixed that, but seems like not. Noted.


P.S. I read all the replies about bugs, but quoting and replying to all of them would mess the whole thread. Just keep in mind that i note all the bug reports you post here.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Daïkï97427 on May 24, 2016, 04:40:59 AM
Quote from: Wivex on May 24, 2016, 03:30:18 AM
Quote from: bechtoldn on May 23, 2016, 07:17:51 PM
... I would love if this mod was mad compatible with Combat Realism.

It is intended to be incorporated soon.

Quote from: Evrlost on May 23, 2016, 08:35:10 PM
Playtesting is something I can defiantly do.

I appreciate that, but there is not much content to playtest yet. Nevertheless, post here whatever issues you find, i'll add them to the bug list.

Quote from: BlackSmokeDMax on May 23, 2016, 10:55:28 PM
-People are cooking without the work turned on.

I've tried to be smart and implemented universal workgiver with crafting worktype for all unspecified workbenches (you have to make new workgiver for each new workbench in vanilla). Turns out if doesn't work well all the time, i need to add workgiver with cooking worktype for the campfire there.

Quote from: BlackSmokeDMax on May 23, 2016, 10:55:28 PM
-Any way to make hunters prioritize ranged weapons? They seem to just grab the closest weapon to head out hunting.

it's not made in vanilla, but actually easy to do. Will implement with next version of RA.

Quote from: BlackSmokeDMax on May 23, 2016, 10:55:28 PM
-Ingredients to construct a stool are a stool?

I've made all furniture installable, instead of buildable. It required changes to the build menu too, so now standart build designation for furniture looks for minified version of it to install it. Furniture can be crafted in the Craftsman bench. (building furniture in debug God Mode works fine too).

Quote from: BlackSmokeDMax on May 23, 2016, 06:12:22 PM
During research on Masonry, a hauler came through and hauled all the stone chunks off the research bench!

I know about this bug and thought i've fixed that, but seems like not. Noted.


P.S. I read all the replies about bugs, but quoting and replying to all of them would mess the whole thread. Just keep in mind that i note all the bug reports you post here.

It is fixed . No problem with thoses chunk rocks on the research bench, he should have DL the first version you uploaded here :/
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Wivex on May 24, 2016, 05:04:10 AM
Quote from: Daïkï97427 on May 24, 2016, 04:40:59 AM
It is fixed . No problem with thoses chunk rocks on the research bench, he should have DL the first version you uploaded here :/

I don't get this. It was fixed in 1.0 version, but happened again in 1.1? Or 1.1 fixed that issue from 1.0?
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Daïkï97427 on May 24, 2016, 05:38:03 AM
Quote from: Wivex on May 24, 2016, 05:04:10 AM
Quote from: Daïkï97427 on May 24, 2016, 04:40:59 AM
It is fixed . No problem with thoses chunk rocks on the research bench, he should have DL the first version you uploaded here :/

I don't get this. It was fixed in 1.0 version, but happened again in 1.1? Or 1.1 fixed that issue from 1.0?

He said it happened again for him , but me and my teamates dosn't have the bug in 1.1 O.o so i suggested he have the 1.0 and not the 1.1 Who knows :/
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Listen1 on May 24, 2016, 07:15:14 AM
Gotta keep an eye on it. Looks great!
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: shadwar on May 24, 2016, 08:44:03 AM
Impressive ideas with research table.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: BlackSmokeDMax on May 24, 2016, 09:26:26 AM
Quote from: Wivex on May 24, 2016, 05:04:10 AM
Quote from: Daïkï97427 on May 24, 2016, 04:40:59 AM
It is fixed . No problem with thoses chunk rocks on the research bench, he should have DL the first version you uploaded here :/

I don't get this. It was fixed in 1.0 version, but happened again in 1.1? Or 1.1 fixed that issue from 1.0?

Not sure, I downloaded the file again and it is the same size as the one I first downloaded. It didn't actually break crafting so I'm assuming that is perhaps not the same issue. It would seem once the research is started it has no problem finishing. It's just that someone hauls away the materials before research is completed, which I guess is more "polish" than "substance."
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on May 24, 2016, 09:54:03 AM
It's basically breaking of reservations once the ingridients plased on the bench. I can easily fix that.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Binarydream on May 24, 2016, 10:14:45 AM
Will Prepare Carefully work with this mod?
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on May 24, 2016, 11:18:11 AM
It's not meant to be compatibile with anything, but you can try and report if that worked.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Daïkï97427 on May 24, 2016, 11:47:31 AM
Well then , EDB colonist bar mod is compatible (usefull as bananas hell) $
Even if the mod is still in "BETA" state for A13

+ It is normal the crafting time is like : INSTANT ? :d
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on May 24, 2016, 01:11:23 PM
Quote from: Daïkï97427 on May 24, 2016, 11:47:31 AM
Well then , EDB colonist bar mod is compatible (usefull as bananas hell) $
Even if the mod is still in "BETA" state for A13

+ It is normal the crafting time is like : INSTANT ? :d

Any simple UI mod should be compatibile with RA, since UI mods just display existing stats, not changing the game itself, so they hardly ever conflict with anything. (unlike EdB PC)

Crafting costs and time, combat balance and any other def based values are mostly abstract and make no sence. There were no balancing stage yet. (Quite hard to do if you missing most part of the content)
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Freeadama89 on May 24, 2016, 03:07:08 PM
So, I played this for a few hours and noticed that there is no way to keep your people warm. The campfires will not stay lit during the winter and your colonists eventually die of hypothermia. Anything going to be added to combat this?
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on May 24, 2016, 05:41:24 PM
Ofc it will be. I still need to resolve the general problem of how to survive in mountain tundra without starting wood and mining available, but i'll figure it out one way or another.

And campfire is not yet properly balanced too, it should obviously generate much more heat, for example.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Evrlost on May 24, 2016, 06:43:39 PM
Any chance a hay animal mat can be added in so you can at least stop the bleeding of your animals?
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: SmartererThanYou on May 24, 2016, 07:16:12 PM
I found that if I remove MainTabDefs from Defs, it fixes the Hud problem. (But also causes me not to be able to research anything, or see the pre-placement of blueprints *Where you can rotate/place the blueprint*)
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: newcadence on May 24, 2016, 10:46:54 PM
I played this mod up to the point where (i think) i've explored all of the current content. great mod, needs a lot of bugfixes but has lots of potential.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on May 25, 2016, 03:35:09 AM
Quote from: Evrlost on May 24, 2016, 06:43:39 PM
Any chance a hay animal mat can be added in so you can at least stop the bleeding of your animals?

It will be added with next update.

Quote from: SmartererThanYou on May 24, 2016, 07:16:12 PM
I found that if I remove MainTabDefs from Defs, it fixes the Hud problem. (But also causes me not to be able to research anything, or see the pre-placement of blueprints *Where you can rotate/place the blueprint*)

That's actually a good info. I think i know what causes the problem then.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Daïkï97427 on May 25, 2016, 03:41:28 AM
Quote from: Wivex on May 24, 2016, 05:41:24 PM
Ofc it will be. I still need to resolve the general problem of how to survive in mountain tundra without starting wood and mining available, but i'll figure it out one way or another.

And campfire is not yet properly balanced too, it should obviously generate much more heat, for example.
Survive in tundra / Ice sheet ? no problemo : Igloo by icewall , same system for harvesting Hay from grass :p
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on May 25, 2016, 04:06:57 AM
Last time i saw it there were no grass.
But i intend to change the game start event, by adding some wood amount to the looting of ship part wreck and replacing some of the flying metal debris with meteorites, which would spawn stone cobbles on landing. It would provide starting pool of wood and cobble stones, so you could craft additional tools and some other things from the beginning.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Daïkï97427 on May 25, 2016, 04:36:21 AM
Quote from: Wivex on May 25, 2016, 04:06:57 AM
Last time i saw it there were no grass.
But i intend to change the game start event, by adding some wood amount to the looting of ship part wreck and replacing some of the flying metal debris with meteorites, which would spawn stone cobbles on landing. It would provide starting pool of wood and cobble stones, so you could craft additional tools and some other things from the beginning.
Great amount ? Because , i don't see 5 survivor with a pile of 125 wood at ice sheet :d
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on May 25, 2016, 05:18:25 AM
I'll try different values, but i want to provide only essential minimum.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: SmartererThanYou on May 25, 2016, 07:04:57 AM

Quote from: SmartererThanYou on May 24, 2016, 07:16:12 PM
I found that if I remove MainTabDefs from Defs, it fixes the Hud problem. (But also causes me not to be able to research anything, or see the pre-placement of blueprints *Where you can rotate/place the blueprint*)

That's actually a good info. I think i know what causes the problem then.
[/quote]

I guessed it would be their since it seemed to be the only thing affecting the layout of the HUD
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Daïkï97427 on May 25, 2016, 01:33:14 PM
after 8 seasons passed , have to say : Tomahawk is freakin OP as hell , headshot at 75% of the time assure a one shot kill and have a far range.
Too many pawns on your side , with no food preservations make it so hard :d than i have to cut the flesh out of thoses feral tribes :d
+ What the totem do ? It will be cool if the totem become a gatherer point . Put the totem at the middle of the village :p
+ Even cool if have ...Social rank ? like chief ? Warchief ? i don't even know if this is even possible.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on May 25, 2016, 01:39:28 PM
Totems are gonna be statue replacement for neolithic + gathering point, yes. We are currently working on CR implementation with some changes to it, so no reason to do hasty changes to the combat balance yet.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Nelrea on May 25, 2016, 05:34:12 PM
Bug - 1. I can make a deadfall trap but i cant move it so it just sits there next to where i made it.... armed  :o
         2. I know you cant make shields and stalls yet but some of the other recipes are missing too. from what i remember deadfall trap and figurines. you can still craft them tho.

Question - How can i make raw adobe blocks and can i make bone armor yet?

Awesome so far tho guys!!! :D
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on May 25, 2016, 07:12:00 PM
Quote from: Nelrea on May 25, 2016, 05:34:12 PM
I can make a deadfall trap but i cant move it so it just sits there next to where i made it.... armed

It's a placeholder for now, since i'm gonna change how traps work in the future. First, they will be used as hunting traps, attracting animals by baits and killing\weakening them. Second, i 'll try to find a way to use them in combat (vanilla trap system doesn't work properly, cause making traps have a chance to spring on your colonists leads to situation when people never use traps at all. And not making them work like that would lead to boring killing mazes of traps, which i try to avoid to. I don't want traps to be an ultimate solution for defence.)

Quote from: Nelrea on May 25, 2016, 05:34:12 PM
I know you cant make shields and stalls yet but some of the other recipes are missing too. from what i remember deadfall trap and figurines. you can still craft them tho.

Yeah, figurines are part of the "crafts" system, which would make a base for your colony economy. Each tech stage will have new "for sale only" crafts types (figurines for neolithic, jewelry for medieval and so on), which would require a lot of work and skill, but provide the most profit. They will be the main source of trade income gain, so you could trade for resources your colony could not aquire via mining\gathering\growing and somehow find on map. Overall, there will be slightly different trade system than in vanilla, mainly due to it's role in gameplay, which will be dramatically increased.

Quote from: Nelrea on May 25, 2016, 05:34:12 PM
Question - How can i make raw adobe blocks and can i make bone armor yet?

Hmm,i i've just figured out that you can't :D. But don't worry, next version will be much more playable and with more features. We've just started to gather a proper team, but the progress is already much better than it was before, when i've been working almost alone. And there is no reason for now to make small patches for each individual bug, since there are too much other stuff to do first. I think we'll be making a monthly updates, or smth like that.

Bone armor, as well as most of the weapon/armor types won't be available for crafting, but you could loot or buy them. That is essential for loot and trade system to make any sence in such game. But you will alsays be able to craft basic apparels and weapons for each tech stage.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Daïkï97427 on May 25, 2016, 07:23:44 PM
Quote from: Wivex on May 25, 2016, 07:12:00 PM
Quote from: Nelrea on May 25, 2016, 05:34:12 PM
I can make a deadfall trap but i cant move it so it just sits there next to where i made it.... armed

It's a placeholder for now, since i'm gonna change how traps work in the future. First, they will be used as hunting traps, attracting animals by baits and killing\weakening them. Second, i 'll try to find a way to use them in combat (vanilla trap system doesn't work properly, cause making traps have a chance to spring on your colonists leads to situation when people never use traps at all. And not making them work like that would lead to boring killing mazes of traps, which i try to avoid to. I don't want traps to be an ultimate solution for defence.)

Quote from: Nelrea on May 25, 2016, 05:34:12 PM
I know you cant make shields and stalls yet but some of the other recipes are missing too. from what i remember deadfall trap and figurines. you can still craft them tho.

Yeah, figurines are part of the "crafts" system, which would make a base for your colony economy. Each tech stage will have new "for sale only" crafts types (figurines for neolithic, jewelry for medieval and so on), which would require a lot of work and skill, but provide the most profit. They will be the main source of trade income gain, so you could trade for resources your colony could not aquire via mining\gathering\growing and somehow find on map. Overall, there will be slightly different trade system than in vanilla, mainly due to it's role in gameplay, which will be dramatically increased.

Quote from: Nelrea on May 25, 2016, 05:34:12 PM
Question - How can i make raw adobe blocks and can i make bone armor yet?

Hmm,i i've just figured out that you can't :D. But don't worry, next version will be much more playable and with more features. We've just started to gather a proper team, but the progress is already much better than it was before, when i've been working almost alone. And there is no reason for now to make small patches for each individual bug, since there are too much other stuff to do first. I think we'll be making a monthly updates, or smth like that.

Bone armor, as well as most of the weapon/armor types won't be available for crafting, but you could loot or buy them. That is essential for loot and trade system to make any sence in such game. But you will alsays be able to craft basic apparels and weapons for each tech stage.

Wut the hell bone research at the research bench is for then ? :o Don't tell me .. Bone flour :O
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on May 26, 2016, 01:53:23 AM
I haven't mentioned that before, but research in RA not only requires ingridients, but has an advanced benefit for completion. Some of them add new designators (like farming allows to designate grow zones), others allow using additional stuff types for crafting, and so on. Bone carving and masonry allow to craft bone/stone weapons and tools respectively, but they both require carpentry too for those recipes (researching carpentry won't allow you to make certain types of weapons itself, but if you also research masonry, you could make a stone axe. If you research bone carving and carpentry, you could make bone axe of the same type). Meaning that some things require single researches made only (like in vanilla), others require a few combined. And they not only open new things, but also change existing ones.

All those effects will be properly represented in research descriptions later.

P.S. i've also made that you can actually choose what result type will the recipe product have. If you make axe (which requires wood + bone/stone, all of which are stuff materials), you can get either bone axe or stone axe, depending on what material you use. (Vanilla doesn't have such selection. It would also make "wooden" axe from time to time. ¯\_(ツ)_/¯)
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Daïkï97427 on May 26, 2016, 02:23:13 AM
Quote from: Wivex on May 26, 2016, 01:53:23 AM
I haven't mentioned that before, but research in RA not only requires ingridients, but has an advanced benefit for completion. Some of them add new designators (like farming allows to designate grow zones), others allow using additional stuff types for crafting, and so on. Bone carving and masonry allow to craft bone/stone weapons and tools respectively, but they both require carpentry too for those recipes (researching carpentry won't allow you to make certain types of weapons itself, but if you also research masonry, you could make a stone axe. If you research bone carving and carpentry, you could make bone axe of the same type). Meaning that some things require single researches made only (like in vanilla), others require a few combined. And they not only open new things, but also change existing ones.

All those effects will be properly represented in research descriptions later.

P.S. i've also made that you can actually choose what result type will the recipe product have. If you make axe (which requires wood + bone/stone, all of which are stuff materials), you can get either bone axe or stone axe, depending on what material you use. (Vanilla doesn't have such selection. It would also make "wooden" axe from time to time. ¯\_(ツ)_/¯)

Yep i noticed that . + it is normal in a raid of 10-15 feral tribe . One of them have a charge rifle O.o
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on May 26, 2016, 06:47:37 AM
Bad weapon tags for my weapons, i guess. They correlate with some vanilla guns. i'll fix that.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: Fridolin on May 26, 2016, 10:21:57 AM
Quote from: SmartererThanYou on May 23, 2016, 05:34:44 PM
I have an issue. (If you need more information please ask) (http://i.imgur.com/73v2OVi.png) You can probably see that all of the HUD is gone. This seems to happen at random, after blueprints of beds are placed. The game looks like it crashes but sends out no crash log.

TL;DR
The game freezes, and the HUD disappears. No crash log.

EDIT: I'll try to do a full reinstall

EDIT x2: It has seemed to fix the game freezing, but the HUD still disappears. I can still pan the camera around but I have no control of game speed or selections

Same here. Found no reply to the answer.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on May 26, 2016, 11:23:44 AM
Well, i've said i'll fix that.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Kolljak on May 26, 2016, 12:05:48 PM
Yeah this is nice i dont intend to bring EONS up to working order until Full release on steam.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension
Post by: cooks on May 26, 2016, 12:27:52 PM
Quote from: Fridolin on May 26, 2016, 10:21:57 AM
Quote from: SmartererThanYou on May 23, 2016, 05:34:44 PM
I have an issue. (If you need more information please ask) (http://i.imgur.com/73v2OVi.png) You can probably see that all of the HUD is gone. This seems to happen at random, after blueprints of beds are placed. The game looks like it crashes but sends out no crash log.

TL;DR
The game freezes, and the HUD disappears. No crash log.

EDIT: I'll try to do a full reinstall

EDIT x2: It has seemed to fix the game freezing, but the HUD still disappears. I can still pan the camera around but I have no control of game speed or selections

Same here. Found no reply to the answer.

Same here, Made me give up the mod after too many unfortunate crashes.
Looking forward to the mod thou !
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Fridolin on May 26, 2016, 01:56:47 PM
Quote from: Wivex on May 26, 2016, 11:23:44 AM
Well, i've said i'll fix that.

Then I did not read accurately. I do not wanted to stress you too

still would love to play with this mod. the first minutes...awesome...
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: LouisTBR on May 26, 2016, 03:18:14 PM
Ok, this is pretty good! Some changes you should definitely consider implementing:

Spelling - 'Cheepest' was a notable one (Hay Floor Description) and more

Obviousness - I had to think hard about hay. My colonists were injured, and I had no means of producing beds due to there being no hay. It wasn't until one had died that I discovered that grass harvested it. It would be helpful if the grass was renamed 'Haygrass' in the bottom left, and in the Research tab it clearly describes how to obtain hay.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on May 26, 2016, 03:35:04 PM
Quote from: Louisthebadassrimworlder on May 26, 2016, 03:18:14 PM
Spelling - 'Cheepest' was a notable one (Hay Floor Description) and more

I'm not a native english speaker and wasn't paying much attention to the descriptions yet, so yes, that would require some proper work. Good thing is i'm finding more and more people to help me doing that.

Quote from: Louisthebadassrimworlder on May 26, 2016, 03:18:14 PM
Obviousness - I had to think hard about hay. My colonists were injured, and I had no means of producing beds due to there being no hay. It wasn't until one had died that I discovered that grass harvested it. It would be helpful if the grass was renamed 'Haygrass' in the bottom left, and in the Research tab it clearly describes how to obtain hay.

it's just a lack of proper game tips (i'll make a hide bed not require tannery to be made to compensate the lack of grass in extreme biomes. But still have no good solution for survival in such situation anyway).
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: LouisTBR on May 26, 2016, 03:43:05 PM
You say you're looking for people to write descriptions? I could help, if you wish
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on May 26, 2016, 03:50:11 PM
No, that would be too small contribution to bother about, sorry. But you could suggest changes to any existig descriptions or text parts when they are ready. It's too early to worry about those atm, since you don't see the whole picture and real purpose of things anyway. Just be patient.  ;)
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: LouisTBR on May 26, 2016, 03:55:29 PM
Ok.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: slamo on May 26, 2016, 04:38:41 PM
Awesome mod. I am looking forward to this.

Do you want bug reports here or on Slack or Github?

Cannot load world/select new colony location after disabling RA. I've deleted the mod file and still no go. Going to try to reinstall A13 now. RA is the only mod present, only mod I've run.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on May 26, 2016, 06:51:04 PM
Quote from: slamo on May 26, 2016, 04:38:41 PM
Do you want bug reports here or on Slack or Github?

Better post it here for now, since i'm not ready to accept community bug reports on git yet.

Quote from: slamo on May 26, 2016, 04:38:41 PM
Cannot load world/select new colony location after disabling RA. I've deleted the mod file and still no go. Going to try to reinstall A13 now. RA is the only mod present, only mod I've run.

This problem caused by detouring (which allows to change methods in vanilla). CCL prompts a message in such cases to reload the game. I recommend the same. There is no other workaround.


P.S. Our dev team is starting to take a good shape, so i raise my expectations about the future of this mod with each new day.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: aenariel on May 27, 2016, 08:41:15 AM
Looking great so far, will definitely be following this mod's development.

1 thing though:

- I understand the concept for beds you're using but getting rid of the "sleeping spot" might not be such a good idea. As Louis above, I too took a while to find out how to get hay to make beds. Allowing laying down sleeping spots instead of having to make beds would help save colonists' lives in the very beginning. :)
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on May 27, 2016, 09:12:51 AM
Quote from: aenariel on May 27, 2016, 08:41:15 AM
- I understand the concept for beds you're using but getting rid of the "sleeping spot" might not be such a good idea.

Sleeping spots are actually a cheesy way to order pawns where to sleep, which i don't like as a concept, since i try to avoid making direct control available anywhere except combat (if pawns have no proper beds, they are smart enough to choose a place themselves). I'll make it clear for the beginners how to make those beds though, as well as tutor info about other game features.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: SmartererThanYou on May 27, 2016, 10:01:04 AM
Quote from: Wivex on May 27, 2016, 09:12:51 AM
Quote from: aenariel on May 27, 2016, 08:41:15 AM
- I understand the concept for beds you're using but getting rid of the "sleeping spot" might not be such a good idea.

Sleeping spots are actually a cheesy way to order pawns where to sleep, which i don't like as a concept, since i try to avoid making direct control available anywhere except combat (if pawns have no proper beds, they are smart enough to choose a place themselves). I'll make it clear for the beginners how to make those beds though, as well as tutor info about other game features.

It could be possible to make cons of a sleeping spot more apparent. Disease, infection, and heavy mood loss can play a part in it. I understand that it's cheesy but I've had plenty of occasions that it'd be -100 degrees outside and the pawns decide they want to sleep outside.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Daïkï97427 on May 27, 2016, 10:27:07 AM
Quote from: SmartererThanYou on May 27, 2016, 10:01:04 AM
Quote from: Wivex on May 27, 2016, 09:12:51 AM
Quote from: aenariel on May 27, 2016, 08:41:15 AM
- I understand the concept for beds you're using but getting rid of the "sleeping spot" might not be such a good idea.

Sleeping spots are actually a cheesy way to order pawns where to sleep, which i don't like as a concept, since i try to avoid making direct control available anywhere except combat (if pawns have no proper beds, they are smart enough to choose a place themselves). I'll make it clear for the beginners how to make those beds though, as well as tutor info about other game features.

It could be possible to make cons of a sleeping spot more apparent. Disease, infection, and heavy mood loss can play a part in it. I understand that it's cheesy but I've had plenty of occasions that it'd be -100 degrees outside and the pawns decide they want to sleep outside.
That guy got a point .
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: aenariel on May 27, 2016, 10:29:11 AM
Quote from: Wivex on May 27, 2016, 09:12:51 AM
Sleeping spots are actually a cheesy way to order pawns where to sleep, which i don't like as a concept, since i try to avoid making direct control available anywhere except combat (if pawns have no proper beds, they are smart enough to choose a place themselves). I'll make it clear for the beginners how to make those beds though, as well as tutor info about other game features.

Yea, I got it why you got rid of them. The only trouble that stems from it is the inability to treat the colonists if there are no beds available, which is troubling because possibly one of the first things you must do is treat your colonists because of the injuries sustained in the crash... Other than that, I'm fine with the sleeping spots not existing. But I predict that unless it becomes very clear that you need to get haygrass make beds right away, a lot of players will lose colonists very early on to infections.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on May 27, 2016, 11:20:31 AM
Quote from: SmartererThanYou on May 27, 2016, 10:01:04 AM
It could be possible to make cons of a sleeping spot more apparent. Disease, infection, and heavy mood loss can play a part in it. I understand that it's cheesy but I've had plenty of occasions that it'd be -100 degrees outside and the pawns decide they want to sleep outside.

i'd rather make pawns take temperature into account when they search for a place to sleep. Or find a special solution for making beds in tundra\desert. But sleeping spot which doesn't even require being built is no-go.

Quote from: aenariel on May 27, 2016, 10:29:11 AM
one of the first things you must do is treat your colonists because of the injuries sustained in the crash...

Yes, but not using the magic sleeping spot. I'll make it possible for every situation to make actual "bed".
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: SmartererThanYou on May 27, 2016, 01:56:31 PM
Quote from: Wivex on May 27, 2016, 11:20:31 AM
Quote from: SmartererThanYou on May 27, 2016, 10:01:04 AM
It could be possible to make cons of a sleeping spot more apparent. Disease, infection, and heavy mood loss can play a part in it. I understand that it's cheesy but I've had plenty of occasions that it'd be -100 degrees outside and the pawns decide they want to sleep outside.

i'd rather make pawns take temperature into account when they search for a place to sleep. Or find a special solution for making beds in tundra\desert. But sleeping spot which doesn't even require being build is no-go.

Quote from: aenariel on May 27, 2016, 10:29:11 AM
one of the first things you must do is treat your colonists because of the injuries sustained in the crash...

Yes, but not using the magic sleeping spot. I'll make it possible for every situation to make actual "bed".
I just had a thought. a "Sleeping Spot" That requires 2 rock chunks pushed together and maybe an upgraded one (That just increases comfort a bit) with animal hides on the rock
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: SmartererThanYou on May 27, 2016, 02:51:16 PM
Cobbled (I swear that pun wasn't intentional) together a simple texture for it (Without taking any inspiration form the other textures *Cough*) (http://i.imgur.com/vjhWHuc.png)
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on May 27, 2016, 03:32:44 PM
Thanks, man. I'll keep it as a last resort, in case i don't find any better solution (frankly speaking, choosing to sleep on the rocks instead of plain ground seems a bit silly to me).
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: SmartererThanYou on May 27, 2016, 03:50:55 PM
Quote from: Wivex on May 27, 2016, 03:32:44 PM
Thanks, man. I'll keep it as a last resort, in case i don't find any better solution (frankly speaking, choosing to sleep on the rocks instead of plain ground seems a bit silly to me).

Actually it wouldn't be silly. Sleeping on the ground is very dangerous in a survival situation. Since it's normally cold, wet or both, it will burn energy much faster. Not to mention bugs and bacteria are very dangerous in this type of situation.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Fluffy (l2032) on May 27, 2016, 04:59:35 PM
my back hurts just thinking about it though...
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: SmartererThanYou on May 27, 2016, 05:03:23 PM
Quote from: Fluffy (l2032) on May 27, 2016, 04:59:35 PM
my back hurts just thinking about it though...

And dying from infection sound like a fun way to go :p
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Fluffy (l2032) on May 27, 2016, 05:10:45 PM
this is why I prefer to live in a civilized manner, enjoying my cozy desk job silently browsing these forums working in a climate controlled building whilst sitting in a comfy union approved desk chair, and sleeping on a kingsized boxspring covered under extra thick down blankets...
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: SmartererThanYou on May 27, 2016, 05:18:43 PM
Quote from: Fluffy (l2032) on May 27, 2016, 05:10:45 PM
this is why I prefer to live in a civilized manner, enjoying my cozy desk job silently browsing these forums working in a climate controlled building whilst sitting in a comfy union approved desk chair, and sleeping on a kingsized boxspring covered under extra thick down blankets...

While drinking coffee and playing videogames doing paperwork.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Tapkevich on May 27, 2016, 06:35:54 PM
Quote from: Fluffy (l2032) on May 27, 2016, 05:10:45 PM
this is why I prefer to live in a civilized manner, enjoying my cozy desk job silently browsing these forums working in a climate controlled building whilst sitting in a comfy union approved desk chair, and sleeping on a kingsized boxspring covered under extra thick down blankets...

Its actually not as bad as you think. Try to sleep on a wood planks, almost the same.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: SmartererThanYou on May 27, 2016, 06:40:28 PM
Quote from: Tapkevich on May 27, 2016, 06:35:54 PM
Quote from: Fluffy (l2032) on May 27, 2016, 05:10:45 PM
this is why I prefer to live in a civilized manner, enjoying my cozy desk job silently browsing these forums working in a climate controlled building whilst sitting in a comfy union approved desk chair, and sleeping on a kingsized boxspring covered under extra thick down blankets...

Its actually not as bad as you think. Try to sleep on a wood planks, almost the same.

I think the main issue would be heat. Rocks absorb to much heat from direct contact so maybe a type of dead brush (Twigs) could be added, Or the hunting of seals could provide oil to make lanterns.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: BlackSmokeDMax on May 27, 2016, 10:20:52 PM
I think hardcore sk had buildable sleeping spots. No material, but they did require building. May want to look at what mod they used for that. May be a happy medium, or at least an early placeholder until you have just what you want.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on May 28, 2016, 05:48:13 AM
I've thought about that before, but wanted to find a better way. Now i'm thinking that would be an optimal solution anyway. I'll just remove any rest modifiers from it, as if pawns sleep on the ground.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: silentwolf123 on May 28, 2016, 09:07:03 AM
More research? so instead of it going from your mod to vanilla, you have your mod all the way through?
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on May 28, 2016, 09:58:34 AM
Yes. It's an overhaul, after all. Some vanilla assets will be still used, but for the most part it's a stand alone project. Content from other mods will be used here too, if their authors allow, but it's gonna be adapted and changed for the RA concept.

Now that we've gathered enough people for a proper team, we are working on the detailed design doc and other necessary tools for team development process.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: SmartererThanYou on May 28, 2016, 04:08:54 PM
Quote from: Wivex on May 28, 2016, 09:58:34 AM
Yes. It's an overhaul, after all. Some vanilla assets will be still used, but for the most part it's a stand alone project. Content from other mods will be used here too, if their authors allow, but it's gonna be adapted and changed for the RA concept.

Now that we've gathered enough people for a proper team, we are working on the detailed design doc and other necessary tools for team development process.

Nice profile pic by the way :3
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on May 28, 2016, 04:17:20 PM
All regards to Mrofa (https://ludeon.com/forums/index.php?action=profile;u=2507).
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: maxfire on May 29, 2016, 02:06:29 PM
Campfire with 1000C? Ouch!
I mean, a modern ovens provides 500C at best, and it's designed for that. Campfire's heat will dissipate almost instantaneously.
And yeah, great concept, I'll be in touch on it.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Moo on May 29, 2016, 03:04:07 PM
Wondering if anyone can point out what I may be missing here. Loaded the mod into a clean copy of A13, My guys just landed and noone will build anything.  Started trying to make a research bench after reading the book, dudes drop the 3 slate chunks off, but no one will  actually build the bench. I've enabled all jobs on everyone but they're all just standing around.

And of course right after I post this I find the pod with the multitool in it. Nevermind!
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: shadow79473 on May 30, 2016, 01:40:12 PM
It's looking GREAT so far! The beginning is kind of difficult as it's a mad scramble for food, I love it. ;D
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Hanarck on May 30, 2016, 10:40:58 PM
ok so i don't know where to post bug so i'm gonna post them here, so far i only found 1 or 2,
1) the wooden torch doesn't make any light
2) if a pawn start to gather clay and you tel him to do something else the gather clay will insta finish
3) pawn don't reswap weapon/tool they just drop it and never pick the other, so i have to manually tell them to retake they're weapon (temp fix is to have fighter not do a thing that need tool, but it lower the amount of worker)
4) i don't know how it did that but i putted a pot next to a basket, and they are putting bones into to pot if i look into the store item counts and there is no option to add bones to the container

the other problem i run into is the lack of "temperature control" i just lost all my colonist to a heat wave, cold would have not been bad, there is the camp fire, but heat, there is no counter to that
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on May 31, 2016, 01:54:11 AM
Quote from: Hanarck on May 30, 2016, 10:40:58 PM
ok so i don't know where to post bug so i'm gonna post them here, so far i only found 1 or 2,
1) the wooden torch doesn't make any light
2) if a pawn start to gather clay and you tel him to do something else the gather clay will insta finish
3) pawn don't reswap weapon/tool they just drop it and never pick the other, so i have to manually tell them to retake they're weapon (temp fix is to have fighter not do a thing that need tool, but it lower the amount of worker)
4) i don't know how it did that but i putted a pot next to a basket, and they are putting bones into to pot if i look into the store item counts and there is no option to add bones to the container

the other problem i run into is the lack of "temperature control" i just lost all my colonist to a heat wave, cold would have not been bad, there is the camp fire, but heat, there is no counter to that

1. Torch is a placeholder, not properly made yet.
2. This is a good bug note, thx.
3. This one is strange, since it used to work before (the reservation of previously carried weapon didn't get through saves though). Anyway, i've already changed the core logic of using tools, so it should be fine in the next version.
4. That's really weird, thanks for the info.
5. Yeah, heat insulation values for "light" clothing types and proper warm clothing types are not done yet.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Fraggenstien on June 07, 2016, 07:17:07 AM
Registered just to tell you a few bugs. Others have pointed most out though. But I am getting bugs with graves. Gets finicky, most of the time they don't get built. If i didn't have to go to sleep like, right now, than I would get you the bug report...

I am only using this mod and core so as to remove any incompatibilities, so no conflicting mods.

Also, the palisades still put a roof over an enclosed area if you put a door in the middle of a section.

And, just a request/suggestion? Keep the regular and animal rest spots. Otherwise if my ani-buddy gets mauled and loses a leg (but can still walk cuz hey, its got four of em) then I cant really rescue them without using the debug console to place an animal resting space.

EDIT: just read over the thread again. sorry for posting stuff thats already been said. also, is ther a way to have somebody tend the fire pit...?
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on June 07, 2016, 09:30:54 AM
Thanks for the info. All the things you've mentioned will be fixed with the next mod version (which is currently full steam ahead in development). I'll return the colonist/animal sleeping spots, but make them buildable, torches will be properly made too (mrofa already made their texture, as well as many other missing texture too)

These few weeks has been tough, i've spent a lot of time on various organizational problems, like making a proper design doc, research tree system, crystallizing some of the mod concepts. Now that it's all finished, our team can properly work on the actual mod content. Currently we are implementing most of the CR features, with major changes to them. By the look of it, we could just remake the useful features from CR anew, since they are not done properly in some places. Which would take considerable amount of time, but absolutely worth it. I've recently remade the tool system again and plant gathering designators now work differently too...

To sum up, the work on mod is going on, but it's not gonna be as fast, as people would expect.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: BlackSmokeDMax on June 07, 2016, 10:49:14 AM
Quote from: Wivex on June 07, 2016, 09:30:54 AM
Thanks for the info. All the things you've mentioned will be fixed with the next mod version (which is currently full steam ahead in development). I'll return the colonist/animal sleeping spots, but make them buildable, torches will be properly made too (mrofa already made their texture, as well as many other missing texture too)

These few weeks has been tough, i've spent a lot of time on various organizational problems, like making a proper design doc, research tree system, crystallizing some of the mod concepts. Now that it's all finished, our team can properly work on the actual mod content. Currently we are implementing most of the CR features, with major changes to them. By the look of it, we could just remake the useful features from CR anew, since they are not done properly in some places. Which would take considerable amount of time, but absolutely worth it. I've recently remade the tool system again and plant gathering designators now work differently too...

To sum up, the work on mod is going on, but it's not gonna be as fast, as people would expect.

Glad to hear you guys are still hard at work on this. Really liked what I saw of it thus far.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: SmartererThanYou on June 07, 2016, 05:12:38 PM
Quote from: Wivex on June 07, 2016, 09:30:54 AM
Thanks for the info. All the things you've mentioned will be fixed with the next mod version (which is currently full steam ahead in development). I'll return the colonist/animal sleeping spots, but make them buildable, torches will be properly made too (mrofa already made their texture, as well as many other missing texture too)

These few weeks has been tough, i've spent a lot of time on various organizational problems, like making a proper design doc, research tree system, crystallizing some of the mod concepts. Now that it's all finished, our team can properly work on the actual mod content. Currently we are implementing most of the CR features, with major changes to them. By the look of it, we could just remake the useful features from CR anew, since they are not done properly in some places. Which would take considerable amount of time, but absolutely worth it. I've recently remade the tool system again and plant gathering designators now work differently too...

To sum up, the work on mod is going on, but it's not gonna be as fast, as people would expect.

Glad to see that this mod lives. Gonna be snooping around till the next release ;)
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Pactrick Willis on June 07, 2016, 06:22:59 PM
Any Idea on a ETA for the next update?

Oh, Btw, I'm a musician and a composer, and if you want some custom music in your mod, I'd be more than willing to help. I may not be able to do it full time, but I can definitely do some songs.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: conconman118 on June 07, 2016, 10:31:47 PM
when starting a new colony it says "config error in tribal trader: cheapest weapon with one of my weapontags cost 82 but weaponmoney min is 60, so could end up weaponless" then brings me back to the start
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Diana Winters on June 08, 2016, 12:37:17 AM
Looks neat, but I'll wait for it to be further along in development before I pick it up (mostly waiting for Combat Realism compatibility!). I'll be eagerly awaiting further development. c:
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on June 08, 2016, 03:04:22 AM
Quote from: Pactrick Willis on June 07, 2016, 06:22:59 PM
Any Idea on a ETA for the next update?

I don't want to do small updates, since adding new features will cause saves incompatibility. The optimal solution would be monthly updates, with the current mod state.  The next RA version will be released by the end of June.

Quote from: Pactrick Willis on June 07, 2016, 06:22:59 PM
Oh, Btw, I'm a musician and a composer, and if you want some custom music in your mod, I'd be more than willing to help. I may not be able to do it full time, but I can definitely do some songs.

It would be awesome, though i haven't made any plans for the music yet. We could discuss the details in PM.

Quote from: conconman118 on June 07, 2016, 10:31:47 PM
when starting a new colony it says "config error in tribal trader: cheapest weapon with one of my weapontags cost 82 but weaponmoney min is 60, so could end up weaponless" then brings me back to the start

It's actually a warning, not an error (meaning it should not break the game). The reason for that is that trader stock (items variety and amounts) is not properly done yet. We'll make a proper caravan stock and schedule (as well as bugfixes) in the next mod version. But the whole caravan system will be remade afterwards, with introduction of the new faction relations system.

Quote from: Diana Winters on June 08, 2016, 12:37:17 AM
Looks neat, but I'll wait for it to be further along in development before I pick it up (mostly waiting for Combat Realism compatibility!).

Yeah, CR integration is one of our goals now. With all the changes we want to add there (mostly the core mechanics, like flat damage reduction system, instead of vanilla % reduction) it would require some time. I hope it will be fully done in the next RA version, but if not, some portion of it will be done for sure (we don't just take CR as it is and make it compatibile with RA. We take individual features we like there, tweak if we must, and implement one by one).
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Diana Winters on June 08, 2016, 03:39:43 AM
Quote from: Wivex on June 08, 2016, 03:04:22 AM
Yeah, CR integration is one of our goals now. With all the changes we want to add there (mostly the core mechanics, like flat damage reduction system, instead of vanilla % reduction) it would require some time. I hope it will be fully done in the next RA version, but if not, some portion of it will be done for sure (we don't just take CR as it is and make it compatibile with RA. We take individual features we like there, tweak if we must, and implement one by one).

Excellent :D
Anything I, someone with minimal coding knowledge, can do to help the process along? Playtesting, perhaps? I'd definitely be willing to help with something like that c:
I ~might~ be able to help with artwork, but nothing too fancy :/
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Greatganji on June 08, 2016, 08:52:41 AM
this mod looks great, however i have a problem. occasionally the UI will disappear and i cant do anything. :'(
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on June 08, 2016, 09:12:43 AM
Could you tell me when excactly does that happen? i've tried to make it happen myself, but never managed to do so.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Justas love on June 08, 2016, 01:42:57 PM
Quote from: Wivex on June 08, 2016, 09:12:43 AM
Could you tell me when excactly does that happen? i've tried to make it happen myself, but never managed to do so.
This happened to me when i put down my first building blueprint. I don't paly the mod now cause im exausted of constantly restarting colonies
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: SmartererThanYou on June 08, 2016, 03:18:33 PM
Quote from: Wivex on June 08, 2016, 09:12:43 AM
Could you tell me when excactly does that happen? i've tried to make it happen myself, but never managed to do so.

Do you have a save file where this happens? If not I can provide.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on June 08, 2016, 04:11:22 PM
it's not save related, i'll try to run a few playtests myself to figure the reason out.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: SmartererThanYou on June 08, 2016, 08:13:24 PM
Quote from: Wivex on June 08, 2016, 04:11:22 PM
it's not save related, i'll try to run a few playtests myself to figure the reason out.

I thought that it wasn't :p I'm just seeing if help could be given.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: joshwoo69 on June 10, 2016, 11:07:32 AM
oh that UI testing...
(http://i.imgur.com/WnEA6mt.png)
can i ask how did you do that and a save file to replicate?
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Kumai0214 on June 10, 2016, 03:07:34 PM
I also have an issue with my game and I have no idea what's going on. All I have active mod wise is Core(obviously) and RA. However, when I start a game I get 5 people (this isn't the issue) but after I get the guide and read it to unlock the basic recipes, my pawns decide to fill up the blueprints with their respective resources but never finish it.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on June 10, 2016, 03:56:48 PM
You need multitool from one of the crashed drop pods nearby to build anything.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Trigon on June 10, 2016, 05:21:09 PM
I'm really enjoying this so far. The only thing that I miss really is that I can't use vegetable garden or prepare carefully. Are there any plans to make these compatible with RA? Because already RA is pretty much the exact style and pace I want.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Kumai0214 on June 10, 2016, 05:28:45 PM
Quote from: Wivex on June 10, 2016, 03:56:48 PM
You need multitool from one of the crashed drop pods nearby to build anything.
Ooooh.. I feel like an idiot now hahaha. Alright, back to rimworld for me then. Thanks for that tip.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: NephilimNexus on June 10, 2016, 05:50:18 PM
Just a hint from a retired kitchen manager:

Cooking anything at 500C = Lump of smouldering carbon.  That's 932F.  You're halfway to the melting point of iron right there.  165F (75C) is enough to sterilize food, and never in my life was ever called upon to turn an oven or grill up past 500F (260C) for anything.  Also, the whole point of charcoal is that it retains high temperatures for long periods of time without needing constant top-ups.

I mention this for the sake of realism as well as reducing the work-grind on that grill of yours.  Should be easy to fix, yes?
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on June 10, 2016, 06:43:02 PM
Quote from: Kumai0214 on June 10, 2016, 05:28:45 PM
Ooooh.. I feel like an idiot now hahaha. Alright, back to rimworld for me then. Thanks for that tip.

Don't bother that much about that, cause it's not a "playable" build yet. The whole purpose of this announcement was to gather a team (which i did). The dev process has just begun (although i've started working on this mod since last September (-_-) ).

Quote from: Trigon on June 10, 2016, 05:21:09 PM
I'm really enjoying this so far. The only thing that I miss really is that I can't use vegetable garden or prepare carefully. Are there any plans to make these compatible with RA? Because already RA is pretty much the exact style and pace I want.

CR features will be partially implemented with major changes. Some plants, recipes and mechanics from vegetable garden will be implemented too. But farming will take it's toll mostly in medieval stage, which is currently in development.

Quote from: NephilimNexus on June 10, 2016, 05:50:18 PM
Cooking anything at 500C = Lump of smouldering carbon.  That's 932F.  You're halfway to the melting point of iron right there.  165F (75C) is enough to sterilize food, and never in my life was ever called upon to turn an oven or grill up past 500F (260C) for anything.  Also, the whole point of charcoal is that it retains high temperatures for long periods of time without needing constant top-ups.

Those are balancing issues, yes. I haven't made "proper" temperature scaling, fuel consume time and stuff like that for the burners. But thanks for the info, i'll make myself a mark. Btw, the temperature in the burner (campfire included) show it's central heat point temperature, to determine if it's high enough to be operational (cooking would require ~ 150C, i think). And speaking of charcoal, i'd like to add it as special fuel type too, which could be made out of wood, but burns slower. So you invest in saving your wood fuel stock by spending your pawns work time.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: notlim on June 12, 2016, 04:25:13 PM
For some reason, both Medicine and Cloth(from cotton plants) can't be selected in stockpile settings. Even having the stockpile "select all", those two stay red 'x's so they can't be hauled anywhere when found. Any idea on how to fix this? I also noticed both healroot and xerigium is in, but that doesn't seem to cause any actual issues.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on June 12, 2016, 06:26:48 PM
The thing filter itself is being reworked, so some things are curretly not there at all. That's why you can't see them in the list.

Btw, we might release medieval stage with tweaked neolithic by the end of June. With a few more gameplay features and tweaks. As well as all already found bugs fixed. Not sure about CR implementation by that time though, cause i'm the only programmer atm.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: BlackSmokeDMax on June 12, 2016, 06:41:41 PM
Quote from: Wivex on June 12, 2016, 06:26:48 PM
The thing filter itself is being reworked, so some things are curretly not there at all. That's why you can't see them in the list.

Btw, we might release medieval stage with tweaked neolithic by the end of June. With a few more gameplay features and tweaks. As well as all already found bugs fixed. Not sure about CR implementation by that time though, cause i'm the only programmer atm.

Hopefully A14 doesn't throw too big of a wrench in your program. Are you going to immediately move to A14 or will you try to finish whatever project portion you are working with in A13 first?
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Tapkevich on June 12, 2016, 06:51:24 PM
Quote from: BlackSmokeDMax on June 12, 2016, 06:41:41 PM
Hopefully A14 doesn't throw too big of a wrench in your program. Are you going to immediately move to A14 or will you try to finish whatever project portion you are working with in A13 first?
There is no real point to develope mod for old version of the game, so ye we will immediatly move to A14.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on June 23, 2016, 06:03:58 PM
Hmm, guys, i need your feedback for one matter. We are currently working on too many things at the moment, and since most of them rely on me (i'm actually working on all defs and code alone atm), the dev process is slower than expected. Anyway, core of medieval tech stage has already been made. Here's a list of various changes been done so far:


- all vanilla plants redefined
- plant designators change
- tool system tweaks
- game start event tweaks
- added meteorites to spawn some cobble stones
- added parka
- added clay plant pot
- chnaged torch texture
- added neolithic table
- added animal/human sleeping spots
- made neolithic beds buildable, instead of craftable
- added double hide bed
- replaced neolithic hammer texture to hatchet from NeoTech
- added turtle helm from NeoTech
- added flint sword from NeoTech
- added turtle shell item as butcher yield
- added cobble road
- added clay/sand textures
- added chop wood icon
- added collect clay/sand designators textures
- fixed stone subtype stuffs (not balanced)
- build designator now assigns available on map resource type as default, instead of random one
- stone processing into cobbles and blocks now works properly (but A12 style, without "do until ..." available)
- added increase/decrease range gizmo textures
- added coal (no way to acquire it yet)
- added brew
- changed wood log texture
- added various medieval armor from Ish Medieval mods
- added wood planks
- made brick as stone block subtype
- added metal bars
- made flying debris random
- changed kiln texture
- changed armor system to flat damage reduction and added armor penetration stat to weapons
- made flying debris random
- changed kiln texture
- changed armor system to flat damage reduction and added armor penetration stat to weapons
- craters now spawn rock bottom beneath them
- added soil cultivation option for growing zones (require shovel)
- changed clay/sand designation icon
- changed mine designation icon
- made fuel mechanic comp based
- fixed palisade texture and linking
- added charcoal
- added mulch
- added ash
- changed stone chunks textures
- added leather strips
- added wooden neolithic stone/table
- added all required medieval/neolithic research defs


Current state of research tree (http://i.imgur.com/pV4KiKr.png), as a bonus.

So, the question i want to ask you is: should we release another update without proper gameplay and fully working things and mechanics before A14, or make a proper update after a month or two? There are too many things that need to be done properly and they would require considerable amount of time to implement.


Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: RoughPebble on June 23, 2016, 09:36:35 PM
Oooo that's a hard one. I am leaning towards another release now but I think I am being selfish.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: BlackSmokeDMax on June 23, 2016, 11:51:34 PM
If you think us finding any problems now will help, I'd say shoot out another update. If you don't think you'll be able to get any of those fixes in place before A14 drops, maybe hold off.

Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on June 24, 2016, 04:22:46 AM
Ofc, bug reports would come in handy. And suggestions on changing things. I'm personally for the pre-A14 update too, but want to know other opinions too.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: rimworldman on June 24, 2016, 10:11:13 AM
Is it normal they doesnt want to build thing after 5 min..? They set ressource but they aren't building the table, etc..

http://prntscr.com/bkhk4e

I'ave get only one mod avec.. Core and Ascension.. I restarted 8 times my game and they are not. I create an other world and map and it's still not working, can someone tell me what i did wrong? :s
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on June 24, 2016, 10:46:57 AM
You need tools for building job. 2 multitools could be dound in drop pods crashed nearby.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on June 24, 2016, 12:14:11 PM
Quote from: Canute on June 24, 2016, 11:56:13 AM
Argl. why this tool thing ? Why can't use any colonist a invisible multitool belt what give a 80% overall workspeed?

I've been thinking about various ways of improving the tool system, like making some types of buildings and "tool based jobs" not require tool, but making tool only provide bonus to the job speed. I kust couldn't find a proper universal way to do that. Now i good solution for this problem came to me.  ;)

Quote from: Canute on June 24, 2016, 11:56:13 AM
Does the colonist automaticly switch to weapons on a attack ?

if it was carrying any weapon before, yes (in the new update at least, cause the inventory system has been implemented there).
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: RoughPebble on June 24, 2016, 02:46:39 PM
Quick question: Do you plan on incorporating something like the EDB UI portraits for the colonists? I find it super helpful so I don't have to search all over the map for my colonists.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on June 24, 2016, 02:50:57 PM
Quote from: RoughPebble on June 24, 2016, 02:46:39 PM
Quick question: Do you plan on incorporating something like the EDB UI portraits for the colonists? I find it super helpful so I don't have to search all over the map for my colonists.

There will be something like that, yes.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: RoughPebble on June 24, 2016, 02:56:20 PM
Quote from: Wivex on June 24, 2016, 02:50:57 PM
Quote from: RoughPebble on June 24, 2016, 02:46:39 PM
Quick question: Do you plan on incorporating something like the EDB UI portraits for the colonists? I find it super helpful so I don't have to search all over the map for my colonists.

There will be something like that, yes.

You make me so happy :)
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: CombatleaderZ on June 25, 2016, 06:54:55 AM
I don't know if this is a known bug but, if I load a save, then leave that game again, then press new colony and select a location and colonists, it will start loading and after it finishes loading it doesn't create a new world.  Instead, it loads the save file I opened first.  So I thought deleting my old save file would do the trick.  So I deleted the save file with all the auto saves and tried it again.  This is time it came up with an error that the save file didn't exist anymore. The only solution I could find for these two problems is to reload the whole game. 
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: rimworldman on June 25, 2016, 11:15:16 AM
Quote from: Wivex on June 24, 2016, 10:46:57 AM
You need tools for building job. 2 multitools could be dound in drop pods crashed nearby.


Thanks, I just find them after 1 hour.. :c
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: mrofa on June 25, 2016, 02:17:03 PM
Just dont let tribals get them, who knows what might happen :D
(https://s31.postimg.org/n8wx4hzej/xxa.png)
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on July 08, 2016, 07:08:15 AM
There will be no update before A14, cause we got much more work than was intended before. And for some planned features to be implemented properly, we need some features from A14. All i can say is that mod development process is running and it get's better and better each day.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: BlackSmokeDMax on July 08, 2016, 08:47:16 AM
Quote from: Wivex on July 08, 2016, 07:08:15 AM
There will be no update before A14, cause we got much more work than was intended before. And for some planned features to be implemented properly, we need some features from A14. All i can say is that mod development process is running and it get's better and better each day.

Thanks for the update! Any teaser on what features you are implementing that require something from A14??? ;)
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: kaptain_kavern on July 08, 2016, 11:19:42 AM
Quote from: Wivex on July 08, 2016, 07:08:15 AMAll i can say is that mod development process is running and it get's better and better each day.
That's all i want to know. I'm looking forward to see what this mod is going to become.

I've enjoying it so far but i can't wait to see past the Neolithic stage :p
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on July 09, 2016, 04:24:22 AM
Well, we have a problem of getting new ideas before properly finishing previous ones. Have to stop that one day...
Here's an example with drawing hands on equipped weapons, that mrofa started, and i've "finished" a few hours ago (initial hand position should be set properly, ofc). It's not part of the weapon texture itself:
(http://i.imgur.com/kmsMVZN.png)
(http://i.imgur.com/z2LINi1.png)
(http://i.imgur.com/dcqKJPG.png)
(http://i.imgur.com/5VP8wMX.png)
(http://i.imgur.com/SAYyveW.png)
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: BlackSmokeDMax on July 09, 2016, 06:35:07 AM
That looks pretty darn good. Feeb is all ready for some good stabby stab!
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on July 09, 2016, 08:42:44 AM
After applying proper rotations and offsets, it looks smth like this (2 hands are supported):

(http://i.imgur.com/DuSA9UN.gif)
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: RoughPebble on July 09, 2016, 10:08:31 AM
Hey that looks great! No pressure either way :) I have been keeping up (mostly lurking...sorry) on the development slack messenger and you guys are putting in some work. So excited for Alpha 14 and to see the greatness that is RWA!
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Havan_IronOak on July 09, 2016, 11:46:34 AM
This sounds great! I'm currently building a colony using the Hardcore SK Mod pack but this one sounds like something I'll try soon.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: kaptain_kavern on July 14, 2016, 03:12:50 PM
You wait for the mod to be finished :p
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: joshwoo69 on July 17, 2016, 02:28:51 AM
Quote from: kaptain_kavern on July 14, 2016, 03:12:50 PM
You wait for the mod to be finished :p
totally accurate quote :P
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Spare74 on July 18, 2016, 06:12:11 AM
Any ETA on an A14 update? I can't wait! :p
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on July 19, 2016, 02:17:30 AM
Can't really say. Don't have much time to mod lately. A14 brought dramatic changes to the game start phase and game core parts, so i need to figure out how to adapt RA to those first in the best way. Scenarios do help make some of RA changes as scenario parts and not hardcoded changes. But it would require some time to make it so.
All i can say now, is that RA update will be released ASAP, when it's done.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Spare74 on July 19, 2016, 05:06:41 AM
Fair enough!
Keep up the good work :)
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: joshwoo69 on July 19, 2016, 08:00:55 AM
Quote from: Wivex on July 19, 2016, 02:17:30 AM
Can't really say. Don't have much time to mod lately. A14 brought dramatic changes to the game start phase and game core parts, so i need to figure out how to adapt RA to those first in the best way. Scenarios do help make some of RA changes as scenario parts and not hardcoded changes. But it would require some time to make it so.
All i can say now, is that RA update will be released ASAP, when it's done.
True. but compilation errors on DLL are fixed. however no release soon.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: SmartererThanYou on August 02, 2016, 05:53:11 PM
Any updates on progress?
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on August 03, 2016, 02:52:23 AM
Recently finished fixes after A14. Generally it's balancing and def work stage. I'm personally working on intergrating fluffy's Architect Menu mod.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: SmartererThanYou on August 03, 2016, 04:02:35 AM
Quote from: Wivex on August 03, 2016, 02:52:23 AM
Recently finished fixes after A14. Generally it's balancing and def work stage. I'm personally working on intergrating fluffy's Architect Menu mod.

Cool. Thanks for the info!
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Spare74 on August 03, 2016, 04:08:15 AM
Sounds like good news :D

Keep it up guys!
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Senket on August 11, 2016, 06:56:27 PM
God tell me this is still being worked on, it would be such a waste to leave such a piece of art unfinished.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: SmartererThanYou on August 11, 2016, 06:59:24 PM
Quote from: Senket on August 11, 2016, 06:56:27 PM
God tell me this is still being worked on, it would be such a waste to leave such a piece of art unfinished.

That it is.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Senket on August 11, 2016, 06:59:57 PM
Quote from: Senket on August 11, 2016, 06:56:27 PM
God tell me this is still being worked on, it would be such a waste to leave such a piece of art unfinished.
Welp i didn't look at the comments but hell yeah im glad that it's not left unfinished.
Wish you the best luck in everything m8.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on August 14, 2016, 05:49:46 AM
Well, A14 broke too much stuff and i don't have much time daily to do modding, so the process constantly goes on, but pretty slow. :/
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Spare74 on August 21, 2016, 12:53:16 PM
Damn, you guys are still working on A14 and A15 is already coming!

Looks like you will get even more shit to do.

Good luck!
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on September 02, 2016, 03:02:53 AM
Actually, update for A15 took about 1 hour of my time. We are currently dealing with more interesting stuff, like this one:

(http://i.imgur.com/kusFPRo.gif)
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Spare74 on September 02, 2016, 06:54:30 AM
Oh nice!

Can we maybe get an ETA? :p
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Wivex on September 02, 2016, 07:15:29 AM
Mmm, no.

(http://i.imgur.com/NKww95n.png)

We don't have much time to do modding, and can't set ourself any schedules, so it's done when it's done.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Spare74 on September 02, 2016, 07:21:21 AM
Quote from: Wivex on September 02, 2016, 07:15:29 AM
Mmm, no.

(http://i.imgur.com/NKww95n.png)

You monster!

Nah, just kidding. Keep it up guys :)
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: szypkiyakwonsz on October 24, 2016, 08:21:54 AM
You guys really have to do some change log or at least once a month write "hey! We're still not dead here" or else I will eat my keyboard from impatience. Numpad already gone.

Any news on this?
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: NathanxS on October 24, 2016, 02:53:41 PM
Hey,
Would it be possible to have some of the mods as standalone versions?

I really like
QuoteImproved version of ground caravans. Now with actual hauling jobs to bring colony goods to the trader and reworked trade system to make it work (no more magic distant trading with disappearing items). New caravan AI, carrier texture and trading post as a bonus.
but i want to use it with the other mods i have aswell (like medieval times etc.)

Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Hydromancerx on October 25, 2016, 07:17:14 AM
Yes please make a stand alone of the palisade and log walls.

Also a stand alone basket mod would be nice.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: The13thRonin on November 07, 2016, 09:56:43 AM
I know I'm late to the party here but great mod.

Could I grab credit as the creator of the Tribal Headdress on the front page?

Hope you guys have an Alpha 15 version planned.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: SmartererThanYou on November 07, 2016, 02:43:01 PM
Quote from: Wivex on September 02, 2016, 03:02:53 AM
Actually, update for A15 took about 1 hour of my time. We are currently dealing with more interesting stuff, like this one:

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

The gif is annoying me as there is an area where shadows are not affecting.  >:(  ;)
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: mabor0shi on November 07, 2016, 07:06:42 PM
Quote from: SmartererThanYou on November 07, 2016, 02:43:01 PM
...
The gif is annoying me as there is an area where shadows are not affecting.  >:(  ;)
the pawn's shadow won't overlap the dummy's shadow. it is disastrous, this mod is garbage :P i never saw this mod before, because I pretty much ignore anything pre-A15. I am normally not into big changes, but this looks like what RW would naturally evolve into. It looks amazing, shadow problems notwithstanding. and that animation could work on trees, too. This is really ambitious stuff, keep it up!
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: yavorh on November 08, 2016, 09:45:08 AM
Quote from: mabor0shi on November 07, 2016, 07:06:42 PM
Quote from: SmartererThanYou on November 07, 2016, 02:43:01 PM
...
The gif is annoying me as there is an area where shadows are not affecting.  >:(  ;)
the pawn's shadow won't overlap the dummy's shadow. it is disastrous, this mod is garbage :P i never saw this mod before, because I pretty much ignore anything pre-A15. I am normally not into big changes, but this looks like what RW would naturally evolve into. It looks amazing, shadow problems notwithstanding. and that animation could work on trees, too. This is really ambitious stuff, keep it up!

Shadow 'bug' is simply how rimworld naturally deals with shadows - it applies a gradient from black to opaque, lengthening it depending on the hour of day, from EVERY object. I noticed this when I filled my bunker with flower pots to keep my guy's mood up and instead of having one solid black shadow it was split up in bars...
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: SmartererThanYou on November 10, 2016, 05:55:45 PM
Oh yeah. Sorry if my comment sounds rude as I meant nothing from it :D just a little OCD
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: mabor0shi on November 10, 2016, 07:19:03 PM
Quote from: yavorh on November 08, 2016, 09:45:08 AM
Shadow 'bug' is simply how rimworld naturally deals with shadows - it applies a gradient from black to opaque, lengthening it depending on the hour of day, from EVERY object. I noticed this when I filled my bunker with flower pots to keep my guy's mood up and instead of having one solid black shadow it was split up in bars...

I'm embarassed I never realized this before. I've since noticed it a million times. The shadow position even changes through the night, when the only light comes from lamps. The shadow problem probably won't be fixed until RW gets dynamic lighting. Anyways, I would love to help with this mod, but I doubt I'm qualified. In fact, I don't even remember where I got the impression you were looking for help. So I guess I will contribute by wishing you luck: Good luck, RA Team. There, I helped.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Hydromancerx on November 18, 2016, 07:10:36 AM
Could a new standalone Neolthic Weapons mod be made from this? Such as the ...

- Neolithic Hammer
- Neolithic Axe
- Tomahawk
- Sling

Also the Bone Armor is cool looking.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: donoya on December 18, 2016, 04:42:52 PM
This looks very much like the Hardcore SK Modpack, just without the mid- and late-game content. Keep up the good work.

On a side note, I may be able to help out with some of the programming. I haven't worked much with XML, though, just C# and Java mainly. I do know how XML works as a language, but I don't know how it's used in Rimworld. But I'm very willing to learn as I know I'll need it in order to do any modding in rimworld. Let me know if you're interested as I have lots of free time right now.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: BlackSmokeDMax on December 28, 2016, 12:25:35 PM
Hoping this hasn't completely gone away!

Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Kolljak on January 04, 2017, 03:37:45 PM
Oh my is this what has become of my eons idea marvelous or did u drop the idea and start from scratch eitherway its amazing. im waiting for the game to be fully released before i try my hand at making my overhaul.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Modraneth on April 14, 2018, 04:19:39 AM
Any chance of get this awesome mod for B18?
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Canute on April 14, 2018, 06:00:20 AM
I don't believe.
But you can play Hardcore SK modpack, most of these features got included and updated to B18.
Title: Re: [A13] [OVERHAUL] [WIP] Rimworld Ascension v1.0.1 (23.04.16)
Post by: Modraneth on April 16, 2018, 01:08:24 PM
are u sure? i really want to create a primitive tribe with lots of primite/medieval stuff and this is some of the things i want