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RimWorld => Releases => Mods => Outdated => Topic started by: Wildcard82 on May 31, 2016, 07:00:42 AM

Title: [A14] Component Factory v1.0 as requested by Crusader2010
Post by: Wildcard82 on May 31, 2016, 07:00:42 AM
Hi all, are you tired of watching your pawns toil away all day to produce one lousy component? Want to free them up for important hunting duties without out halting production?
I give to you the Component-a-tron 3000!!!
Okay, maybe it's not all that dramatic but here is my first proper mod release, it is a component making factory based on the CCL (https://ludeon.com/forums/index.php?topic=16599.0) framework, It takes 100 steel and eventually you get 10 components. Not uber fast but faster than your pawns making them individually. You need to attach 2 hoppers and there must be at least one clear adjacent space for the machine to output onto. You need to have completed the same research as for the manual component bench, additional research requirements may be added if enough people want it. Currently the graphic is the same as the vanilla bench, I may give it shiny new graphics if I develop any artistic talent in the near future ;)
Feel free to adjust outputs/work rate as suits and use in any way you like. Any bugs or suggestions please post and I'll do what I can :)
(http://i16.photobucket.com/albums/b1/ptam/factory.png)

Crusader2010 has also included this in his modpack, if you want to check it out you can find it here! (https://ludeon.com/forums/index.php?topic=19800.0)

Updated for A14 (finally!!)
I have changed the build cost slightly, the factory now costs 200 steel, 10 plasteel and 15 components, this was mainly because my components seem to evaporate like water and by the time I had researched the bench I couldn't find enough components to build it. If you prefer the old values I will create a few different releases. Or if you are happy tweaking the values yourself please feel free to tailor to your preference.
I have also reduced the steel required per batch to 75 so you only need one hopper, again if you want this adjusting please comment and I'll do them or just adjust to your needs  :)


Powered By
(http://tinyurl.com/pd78ovl) (https://ludeon.com/forums/index.php?topic=16599.0)

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Title: Re: [A13] Component Factory v1.0 as requested by Crusader2010
Post by: crusader2010 on May 31, 2016, 08:57:45 AM
Congrats on the release of a very useful mod! :) i'm going to update the pack (soon) with links to this thread and such.
Title: Re: [A13] Component Factory v1.0 as requested by Crusader2010
Post by: Commander Blackwatch on May 31, 2016, 11:14:29 AM
Impressive Mod and very Useful
Great Idea Factory components

Rate = 100/100

Keep a Great Work :D
Title: Re: [A13] Component Factory v1.0 as requested by Crusader2010
Post by: Thorbane on June 09, 2016, 09:19:38 PM
My suggestions for balance:
Title: Re: [A13] Component Factory v1.0 as requested by Crusader2010
Post by: Wildcard82 on June 10, 2016, 05:11:46 AM
Hi Thorbane, thanks for the suggestions. It currently costs the same as the original manual bench because that was the template I used, I agree that as an automachine it should cost more, I am looking to only slightly increase the component cost, I always find them hard to come by by the time I have researched the bench, but maybe add a plasteel cost. What do you think?
The work speed was reduced as in beta crusader2010 found it produced components too slowly so I sped it up but i will make both speed variations for the next release so you can pick which suits your game best.
Title: Re: [A13] Component Factory v1.0 as requested by Crusader2010
Post by: II7II LOCKDOWN on June 10, 2016, 01:30:38 PM
You can just go into the game configs, and change the cost, amount produced, and the time taken to make, i have my component assembly bench taking 50 steel and producing 5 components, but at a cost of more power and it still requires a person and 3000 time to make ;) good mod though.
Title: Re: [A13] Component Factory v1.0 as requested by Crusader2010
Post by: Nonmomentus Brain on June 10, 2016, 08:37:32 PM
Seems like an interesting idea. Would you be interested in me trying to modify the current texture a bit so it's distinguishable from the vanilla assembly bench at a glance?
Title: Re: [A13] Component Factory v1.0 as requested by Crusader2010
Post by: Wildcard82 on June 14, 2016, 07:38:39 AM
Nonmomentus Brain please feel free, I was hoping to change the texture myself but all the things I've come up with so far have been shockingly bad, artistic talent is not in my skill set..
Title: Re: [A13] Component Factory v1.0 as requested by Crusader2010
Post by: Nonmomentus Brain on June 14, 2016, 10:55:03 AM
I've finished it in one orientation (should be attached to this post). As you can see, I modified the assembly bench by doing three things: Covering tools that look like they would be used by a human operator (the alternative would have been finding a way to animate little robotic arms), connecting the "boxes" (because there's no human to move the item from one to another) and adding a hot furnace (to make it look more industrial; a "lore explanation" might be that while a human can work with irregularities in the supplied steel, the machine can't adapt like that and has to melt it down to create a homogeneous material with which to work).

If you find this acceptable, I'll get to work on the other required orientation. Else, please tell me what you'd like changed (though, as you can probably tell, I'm not very good at this myself). If you want me to, I can provide the .psd file with the different layers and such, including some "cut content" that turned out not to look as good as I had imagined. Is .png an acceptable file type?

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Title: Re: [A13] Component Factory v1.0 as requested by Crusader2010
Post by: JarJar on June 15, 2016, 01:23:21 PM
So, i cant get this to work, it always says hopper needed, even if there are 2 hoppers full of steel next to it. Do i need some sort of special hopper for it to work ? (currently i have one from another mod since its not possible to put steel in the vanilla hoppers)
Title: Re: [A13] Component Factory v1.0 as requested by Crusader2010
Post by: Ghizmo on June 17, 2016, 05:30:08 AM
And I just added this mod to an already existing savegame.
I loaded the savegame, saved it under a new name, and loaded it. Everything works fine, except that I don't see this new component bench  :(

Is a new game really a requirement?
Title: Re: [A13] Component Factory v1.0 as requested by Crusader2010
Post by: Wildcard82 on June 22, 2016, 05:16:37 AM
Hi Nonnmomentus Brain, oh I love it, that looks great! Yes please, if you can do the other views I'll update the mod and repost it :)

@JarJar, do you have CCL installed? It requires those hoppers.

@Ghizmo, do you have CCL already? If not you will probably need to start a new colony as it changes some core values. If you're already using CCL you also need to have researched 'component assembly' to unlock the machine.
Title: Re: [A13] Component Factory v1.0 as requested by Crusader2010
Post by: Nonmomentus Brain on June 22, 2016, 10:19:29 AM
I'm happy that you like it so much!
I've finished the side view. I only found the side view and back view for the vanilla assembly bench in the game's files, so I presume those two are all that are needed. I hope you like this much as one as the other!

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Title: Re: [A13] Component Factory v1.0 as requested by Crusader2010
Post by: Ghizmo on June 23, 2016, 10:21:12 AM
Hey,

Yes, I am positive I have finished the research. Cos it is taking my max level guy ages to craft a single component.
And having CCL is a must, because of all the other mods that I have enabled.
Title: Re: [A13] Component Factory v1.0 as requested by Crusader2010
Post by: Wildcard82 on June 24, 2016, 03:50:19 AM
Hi Ghizmo,
I'm pretty sure you don't have to start a new game to get the benches, can you post you're mod list to I can check compatibility?
Title: Re: [A13] Component Factory v1.0 as requested by Crusader2010
Post by: Ghizmo on June 24, 2016, 03:55:21 AM
Ofcourse:

Core, Community Core Library, Community Core Library - Vanilla Tweaks, EdBModOrder, EdBPrepareCarefully, ED-AutoLoader, ED-LaserDrill, ED-Shields, ED-ClosableVent, ED-MoreVanillaTurrets, ED-OmniGel, ED-Plant24H, ED-SubspaceTransponder, ExpandedProsthetics&OrganEngineering, [A13]Edge Technologies V0.18, VeinMiner, RW_AreaUnlocker-0.13.0.1, RW_MedicalInfo-0.13.0.1, Quarry v1.10, RimPharma v2.14, Medical Training, TargetPractise, GlitterTech, RT_Fuse-A13-1.0.0, RT_QuantumStorage-A13-1.0.0, RT_SolarFlareShield-A13-1.0.0, ExtendedMedicine-ExtendedMedicine1.2, Ancient Amulets v1.13, AdditionalLighting-AdditionalLighting1.5, Additional Joy Objects v3.01, DermalRegenerator-DermalRegenerator1.5, BetterCoolers-BetterCoolers1.1, BetterVents-BetterVents1.1, Expanded Power v1.00, PowerCell-PowerCell1.3, Bulk_Meals, BatteriesStuffed-BatteriesStuffed-1.3, ConduitsStuffed-ConduitsStuffed1.2, SmallSolarsStuffed-SmallSolarsStuffed-1.4, SolarsStuffed-SolarsStuffed-1.3, ThermalsStuffed-ThermalsStuffed-1.3, Turrets Pack, FlameWeapons-FlameWeapons1.5, GaussWeapons-GaussWeapons1.6, LaserWeapons-LaserWeapons1.6, PlasmaWeapons-PlasmaWeapons1.6, Embrasures-Embrasures1.4, MedievalShields-MedievalShields1.7, ExtendedStorage-ExtendedStorage1.4, High Caliber, TilledSoil, Recycle, RemoteExplosives, Mad Skills, Darkness Revamp, RTFTJ, TRCaravans, Organthoughts, and Component Factory
Title: Re: [A13] Component Factory v1.0 as requested by Crusader2010
Post by: Mechanoid Hivemind on June 26, 2016, 08:35:43 AM
Its not working the hoppers i have connected are only for food where are the ones for the factory? Im very confused
Title: Re: [A13] Component Factory v1.0 as requested by Crusader2010
Post by: Mechanoid Hivemind on June 26, 2016, 10:27:17 PM
Yeah im having issues running it as well i have everything done right and no go. It hasn't made a single component. I have CCL installed for a weapon mod i have
Title: Re: [A13] Component Factory v1.0 as requested by Crusader2010
Post by: Wildcard82 on June 29, 2016, 05:12:10 AM
@mechanoid hivemind, if you have CCL installed you should have 2 types of hopper available, regular and refrigerated (with the yellow chevrons on) they are the ccl hoppers and the only ones that will work. If you only have the vanilla hoppers available something in the load order is interfering with ccl.
Title: Re: [A13] Component Factory v1.0 as requested by Crusader2010
Post by: Nonmomentus Brain on June 29, 2016, 07:12:29 AM
In case you missed it: I've finished both versions of the texture. Here they are again.

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Title: Re: [A13] Component Factory v1.0 as requested by Crusader2010
Post by: MorningAtSeven on July 10, 2016, 07:59:26 AM
I've a little problem. I've connected the component factory to some belts. It worked great, but now the production is stopped and 'waiting to dispense components' (check attached image). There is 110 steel waiting to be processed, but it doesn't do anything. Any ideas what's going wrong here?

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Title: Re: [A13] Component Factory v1.0 as requested by Crusader2010
Post by: MorningAtSeven on July 10, 2016, 09:23:40 AM
Never mind, figured it out. The loader wasn't accepting components. I think i've switched it off somehow.
Title: Re: [A13] Component Factory v1.0 as requested by Crusader2010
Post by: 123nick on July 18, 2016, 09:06:34 AM
will this be updated for A14? also, have you thought of making it compatible with ED-Autoloaders?
Title: Re: [A13] Component Factory v1.0 as requested by Crusader2010
Post by: 1000101 on July 18, 2016, 02:12:15 PM
Quote from: 123nick on July 18, 2016, 09:06:34 AM
will this be updated for A14? also, have you thought of making it compatible with ED-Autoloaders?

There is no way is can be compatible with ED-AutoLoaders as all the components (not the game item 'Component') of the mod are from CCL.  Building_AutomatedFactory only uses CCLs hoppers.

If anything, Jaxxa should just drop his autoloaders completely and make use of CCLs generic hoppers.  That is the whole point of CCLs generic hoppers, to stop having 100 mods install 100 hoppers that are all incompatible with each other.
Title: Re: [A13] Component Factory v1.0 as requested by Crusader2010
Post by: Wildcard82 on July 21, 2016, 09:54:43 AM
Hi, I am planning to update this for A14 this week (hopefully), including the new graphics provided by Nonmomentus Brain, unfortunately rl has not been as accommodating to my modding time as i would like recently :(
Title: Re: [A13] Component Factory v1.0 as requested by Crusader2010
Post by: 123nick on July 21, 2016, 10:20:59 AM
Quote from: 1000101 on July 18, 2016, 02:12:15 PM
Quote from: 123nick on July 18, 2016, 09:06:34 AM
will this be updated for A14? also, have you thought of making it compatible with ED-Autoloaders?

There is no way is can be compatible with ED-AutoLoaders as all the components (not the game item 'Component') of the mod are from CCL.  Building_AutomatedFactory only uses CCLs hoppers.

If anything, Jaxxa should just drop his autoloaders completely and make use of CCLs generic hoppers.  That is the whole point of CCLs generic hoppers, to stop having 100 mods install 100 hoppers that are all incompatible with each other.

are CCL hoppers different from vanilla hopperS?
Title: Re: [A14] Component Factory v1.0 as requested by Crusader2010
Post by: pktongrimworld on September 03, 2016, 01:38:02 PM
/wonder if it works for A15
Title: Re: [A14] Component Factory v1.0 as requested by Crusader2010
Post by: nachtfalter on September 27, 2016, 08:28:17 AM
I loved using this, please update. =D
Title: Re: [A14] Component Factory v1.0 as requested by Crusader2010
Post by: Decimator 80 on October 01, 2016, 10:58:51 AM
Where's the download link? :-\
Title: Re: [A14] Component Factory v1.0 as requested by Crusader2010
Post by: Plasmatic on October 02, 2016, 07:56:24 AM
Quote from: pktongrimworld on September 03, 2016, 01:38:02 PM
/wonder if it works for A15

since it requires CCL I doubt it works till CCL does.
Title: Re: [A14] Component Factory v1.0 as requested by Crusader2010
Post by: Wildcard82 on October 05, 2016, 04:53:53 AM
Hi all, I will certainly be updating this as soon as the A15 release of CCL is available. If anyone has any suggestions for improvements/tweaks they would like to see, please post and those that seem reasonable will be included :)
Title: Re: [A14] Component Factory v1.0 as requested by Crusader2010
Post by: crusader2010 on October 05, 2016, 10:56:26 AM
Stupid question: is there a way to remove CCL dependency?
Title: Re: [A14] Component Factory v1.0 as requested by Crusader2010
Post by: Wildcard82 on October 05, 2016, 11:42:17 AM
Unfortunately I don't think so, the automated machine definitions are introduced by the CCL framework so you would have to re-write that functionality from scratch, which is very much beyond my ability..